Bagpipe
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★★★★★★ Bagpipe
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Position | Melee | |||||||
Tags | DP-Recovery, DPS | |||||||
Trait | Obtain 1 DP after this unit defeats an enemy; Refunds the original DP Cost when retreated | |||||||
Availability | Headhunting; Recruitment |
Operator | File | Story | Overview | Dialogue | Gallery | Trivia |
The name of Bagpipe's CHG-Y Operator Module is a tentative translation which may not represent the official localization and will be updated when the Module is released in the Global server of Arknights. |
Stats
Range
■□ |
Attributes
MAX | MAX | MAX | |||
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HP | 975 | 1355 | 1738 | 2484 | – |
ATK | 250 | 369 | 492 | 586 | +85 |
DEF | 173 | 241 | 313 | 382 | – |
RES | 0 | N/A | |||
Redeployment time | 70 seconds | ||||
DP cost | 11 | 13 | |||
Block count | 1 | ||||
Attack interval | 1 second |
Potential
DP cost -1 | |
Improves Precise Reloading | |
ATK +25 | |
Improves Martial Tradition | |
DP cost -1 | |
Total Cost | |
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OR |
Promotion
Elite 1 |
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Prerequisites |
Raise Bagpipe to Level 50. |
Elite 2 |
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Prerequisites |
Raise Bagpipe to Elite 1 Level 80. |
Talents
Precise Reloading | |
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When attacking, has a 25% chance to increase ATK to 110% and strike an additional target | |
When attacking, has a 28%(+3%) chance to increase ATK to 110% and strike an additional target | |
When attacking, has a 25% chance to increase ATK to 130% and strike an additional target | |
When attacking, has a 28%(+3%) chance to increase ATK to 130% and strike an additional target |
Military Tradition | |
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When this unit is in the squad, all Vanguards gain +6 Initial SP | |
When this unit is in the squad, all Vanguards gain +8(+2) Initial SP |
Skills
Swift Strike γ Auto Recovery Manual 35 seconds |
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Level | Effect | |||
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ATK +20%; ASPD +20 | 0 | 45 | 35s | |
ATK +22%; ASPD +20 | 0 | 44 | 35s | |
ATK +24%; ASPD +20 | 0 | 43 | 35s | |
ATK +27%; ASPD +25 | 5 | 42 | 35s | |
ATK +29%; ASPD +25 | 5 | 41 | 35s | |
ATK +31%; ASPD +25 | 5 | 40 | 35s | |
ATK +34%; ASPD +35 | 10 | 39 | 35s | |
ATK +37%; ASPD +35 | 10 | 38 | 35s | |
ATK +40%; ASPD +35 | 10 | 37 | 35s | |
ATK +45%; ASPD +45 | 15 | 35 | 35s |
High-Impact Assault Auto Recovery Auto |
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Level | Effect | |||
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Increases the ATK of the next attack to 130%, and strikes an additional time Can store up to 1 charges |
0 | 7 | – | |
Increases the ATK of the next attack to 135%, and strikes an additional time Can store up to 1 charges |
0 | 7 | – | |
Increases the ATK of the next attack to 140%, and strikes an additional time Can store up to 1 charges |
0 | 7 | – | |
Increases the ATK of the next attack to 145%, and strikes an additional time Can store up to 1 charges |
0 | 6 | – | |
Increases the ATK of the next attack to 150%, and strikes an additional time Can store up to 1 charges |
0 | 6 | – | |
Increases the ATK of the next attack to 155%, and strikes an additional time Can store up to 1 charges |
0 | 6 | – | |
Increases the ATK of the next attack to 160%, and strikes an additional time Can store up to 2 charges |
0 | 5 | – | |
Increases the ATK of the next attack to 170%, and strikes an additional time Can store up to 2 charges |
0 | 5 | – | |
Increases the ATK of the next attack to 180%, and strikes an additional time Can store up to 3 charges |
0 | 5 | – | |
Increases the ATK of the next attack to 200%, and strikes an additional time Can store up to 3 charges |
0 | 4 | – |
Locked Breech Burst Auto Recovery Manual 20 seconds |
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Level | Effect | |||
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ATK Interval increases, Block +1, ATK and DEF +30%, and attacks hit 3 times in a row | 9 | 40 | 20s | |
ATK Interval increases, Block +1, ATK and DEF +40%, and attacks hit 3 times in a row | 10 | 40 | 20s | |
ATK Interval increases, Block +1, ATK and DEF +50%, and attacks hit 3 times in a row | 11 | 40 | 20s | |
ATK Interval increases, Block +1, ATK and DEF +60%, and attacks hit 3 times in a row | 12 | 40 | 20s | |
ATK Interval increases, Block +1, ATK and DEF +70%, and attacks hit 3 times in a row | 13 | 40 | 20s | |
ATK Interval increases, Block +1, ATK and DEF +80%, and attacks hit 3 times in a row | 14 | 40 | 20s | |
ATK Interval increases, Block +1, ATK and DEF +90%, and attacks hit 3 times in a row | 15 | 40 | 20s | |
ATK Interval increases, Block +1, ATK and DEF +100%, and attacks hit 3 times in a row | 18 | 40 | 20s | |
ATK Interval increases, Block +1, ATK and DEF +110%, and attacks hit 3 times in a row | 21 | 40 | 20s | |
ATK Interval increases, Block +1, ATK and DEF +120%, and attacks hit 3 times in a row | 25 | 40 | 20s | |
Additional information | ||||
Locked Breech Burst increases Bagpipe's attack interval by 0.7 seconds. |
Skill upgrades
Base skills
Madrigal | ||
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When this Operator is assigned to a Dormitory, self Morale recovered per hour +0.55, and restores +0.1 Morale per hour to all other Operators assigned to that Dormitory (Only the strongest effect of this type takes place) |
Well-Trained | ||
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When this Operator is assigned to the Workshop to process Chips, the production rate of byproduct increases by 80% |
Operator Modules
Part of this section still uses the original Chinese texts. You can help the Arknights Terra Wiki by translating it. Please read the translation guidelines first before translating the section. |
Original
Original: Bagpipe's Badge | |
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Operator Bagpipe has demonstrated a remarkable aptitude in preemptive penetration of the battlefield situation so as to secure leeway for deployment. The Field Operations Department has thus passed the following resolution: This operator shall be appointed a Vanguard Operator during field operations to exercise Charger responsibilities. In witness whereof, This badge is hereby conferred upon the above named. |
CHG-X
CHG-X: Piledriver Spear Magazine | |||
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HP +150 ATK +50 |
Trait improved: Generates 2 DP after this unit defeats an enemy; Refunds the current DP Cost when retreated | ||
HP +165 ATK +64 |
Military Tradition improved: When this unit is in the squad, all Vanguard Operators gain +6 Initial SP. When deployed, Bagpipe gains 2 additional SP | ||
HP +180 ATK +73 |
Military Tradition improved: When this unit is in the squad, all Vanguard Operators gain +6 Initial SP. When deployed, Bagpipe gains 4 additional SP |
Module Missions | Unlock conditions |
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Materials | |||||||||||||
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Description |
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Every graduate of the Victorian Royal Guard Academy must go through one final, major examination before their formal ceremony. And these were the exam details Bagpipe received: infiltrate a logistics warehouse in south Castshire County, and rescue a civilian abducted by local bandits. Before departing, Bagpipe was called to the staff office. "Do not alarm the local barracks or the police." "Do not bring unrelated affairs in this." "Do not sustain injury." These were the three requirements her teacher relayed to her. "Are these orders, Mr. Slim?" "Ugh," he sighed, looking her up and down. "Take this as a request from me to you." Earnest, Bagpipe jotted these three requests down in her pocket notebook, and at the top, she gave the "rescue!" she'd already written before a mighty underline. The first half of the mission went without a hitch. She infiltrated the target location, laid under a container, waited a full ten hours, and finally the bandits showed. "How about her?" "Shut her by herself in the red car. How do we handle her?" "How? How do we handle her? YOU do me a clean bloody job is how." The red car. Bagpipe's ears immediately caught the key words, and she locked onto the target without any wasted time. Lights out for the two bandits posted in the car, and she found the civilian, anaesthetized and unconscious, as well as catching another group's conversation. "They all staying put?" "Drugged them good. Not going nowhere." "IDs in order?" "Baron helped sweeten the police. They move fast." "Any other locals noticed?" "Noticed? They just came from Sargon, plus they're all criminal. You think their families'll want to come looking for them?" "Alright, then we're off tonight. Got a dozen labs in Columbia poking us in the arse to get this done." Two seconds Bagpipe hesitated, then she opened her notebook to look. Three seconds her eyes lingered on the first line, and then she shut it. The sound of a freight lorry's ignition reaching her ears, she glanced left and right, then found the largest parked vehicle around, and with the mission objective on her back, hopped into the driver's cab. Engine on, accelerator down, nice and easy. The freight lorry didn't get very far at all, before running straight into a container crane that showed up at the entrance out of nowhere. Driven like it was possessed, it smashed half the warehouse wall while it was at it. A few minutes later, the alarmed police scurried over, and led away twelve bandits all seeing stars, as well as Bagpipe, who'd lost a bit of skin off her left index finger. Once back at school, Bagpipe sought out the teacher. "I'm sorry about those three requests. I couldn't even manage one of them." For a long while, the teacher was silent, before picking up a recommendation letter to hand her. "Ehhh? Storm Company? Could I really, Mr. Slim?" "I had the letter ready long ago." "Oh, thank you, sir!" "That said... do you know who the person you got into a car crash was?" "The mission target, right? No?" "A soldier from the Storm Company acting as an unconscious civilian. She and her squadmates were tasked with taking out those twelve bandits in the first place. By the way, thanks to you, their mission's already done." "So where was my target, then?" "In the car accident. Don't worry, none of them came to harm, and they're all home safe and sound now." "Then, umm, then... I completed my mission after all?" "You did." The teacher patted her on the shoulder, let out another sigh, and spoke. "You pass. After you officially report in for duty, you'll be allowed real Fortcracker shells." Bagpipe's eyes went wide. Realizing her teacher meant she could be like all the other students, cheering and celebrating their own happy graduation, she pumped her fists, the excitement growing vast in her face. "I was thinkin', odd that 'civilian' was over two meters! And she was just too cool! Can-can-can I really be squadmates with soldiers just like her? I... oh, do I need to think of a codename too? What did you say they all use? Instruments? I... hold on, I don't even need to switch codenames then! Sir, sir, is there anythin' you think I should probably bring when I report in? I dunno, d'you think they might not like mince puddin'? Oh, and, and..." Don't fault me for this, Rita, trust me. Your teacher can't help knowing she's a true good student, and she'll be... she'll be a fine soldier too, for sure. |
CHG-Y
CHG-Y: "Stick and Sack" | |||
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ATK +65 DEF +13 |
New trait: When attacking enemies with less than 40% of their max HP, increase ATK to 115% | ||
ATK +75 DEF +17 |
Precise Reloading improved: When attacking, has a 30% chance to increase ATK to 135% and strike an additional target | ||
ATK +85 DEF +20 |
Precise Reloading improved: When attacking, has a 33% chance to increase ATK to 140% and strike an additional target |
Module Missions | Unlock conditions |
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Materials | |||||||||||||
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Description |
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“这都是啥?” 当铺老板焦躁地拍着怀中连声咳嗽的孩子,甚至没抬头看一眼来客摊在柜台上的物件。 有那么一瞬间,风笛讶异地发现自己答不上老板的问话。对呀,这两样她再熟悉不过的物件,是什么来着? 是了,那是一根铁棍和一口布袋。 开文郡的干草垛,一股好似发酵源石虫黏液的恶臭粗暴地钻进她的梦,饥肠辘辘的老裂兽不请自来,正对着她的脸直淌涎水。她下意识抄起枕边的铁棍,狠狠敲在裂兽的脑袋上,才逃过一劫。 半岛郡的砾石路,守关士兵手劲儿大得惊人,从商队的货箱里拽她出来的时候几乎要把她的胳膊扯断。她急中生智把证件塞进布袋的夹层,伪装成行走荒地的流浪诗人,才蒙混过关。 或者,那是一根撬棍和一支军号? 康纳郡的烂泥塘,雇佣兵的法术差点把她头顶的树冠削平,破城矛的弹药箱却偏偏不合时宜地闹了别扭。要不是随身的撬棍恰好能结结实实地卡进箱子的把手,她只怕是要当场丢掉性命。 开夏郡的白沙地,牺牲了的士兵说不出遗言,受了伤的长官吹不响军号,烈阳下的乱葬岗安静得可怕。多亏她手上的乐器还能发出够响亮的声音,他们才能为逝去的战友送上还算体面的道别。 对啦,那其实是一根摇把和一支风笛。 那可是全村最大的一台拖拉机,配备的摇把有她半条胳膊那么长。为了逞强,证明自己能比妈妈更利索地启动引擎,她把自己的胳膊摇脱了臼。但在坐着拖拉机去医院的路上,她的笑声把半个村子的驮兽都引了过来。 还有那支用小瘤兽皮做的风笛,妈妈在上面缝了毛茸茸的花布。村里的人们都知道她有边转圈边吹风笛的绝活。当然,他们也没有忘记她小时候刚学风笛的时候,整个村子如何回荡着震耳欲聋的凄厉响声。 只可惜如今,撬过箱子、砸过裂兽的摇把已经变了形,再也摇不动拖拉机的引擎;吹过哀乐、藏过证件的风笛也已经漏了气,再也吹不出成调子的声音。 老板瘪了瘪眼,从柜台底下掏出两枚脏兮兮的硬币。走到今天,这就是家乡留给她的全部了。但至少,靠这两枚硬币,她的家乡还能再多送她一程。 |
Changelog
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