Heals a teammate 5 Health Points +1 additional HP per level-up. Immune to poison and paralysis.
Dotors are helpful, but they can only use their healing skills when they get their turn and only on troopers at close range. This, along with the frequent killshots, make his usefulness marginal until he gets his hands on Savior or Healing Grenades.
Reloads munitions for a teammate when reinforcements arrive. One per level-up. Doubles the frequency of use of grenades.
Munition Men are pretty useless in short battles like normal ones or infiltrations, but prove vital in those where endurance is necessary, such as Extermination and Raids. Plus, they keep troopers from ditching combat vehicles when they run out of ammo, which is just as good. The grenade use frequency rate is a nice bonus.
Increases the chances of deploying a vehicle by 25% every level up.
The Pilot is an extremely luck-based class. It can take several level-ups for a combat vehicle to appear in its available skills, but once it does, the Pilot becomes a force to be reckoned, and can be expected to deploy even Helicopters or Medium Tanks most of the times if at a high enough level.
When strength in numbers is what makes the difference, the Scout is a good choice. An army with vehicles can use a pair of them to make up for the extra deployment cost, and thus avoid sending in vehicles without enough support to keep them safe. The only downside is that they have no special abilities whatsoever once they actually get to fighting.
The best choice for all-round troopers, and an overall increase in survivability thanks to the negation of a headshot and extra Life. The extra damage to hand-to-hand skills give them an edge in close quarters.
'Trooper' appears in the enemy camp. +50 Initiative (+10 more for each level-up).
The Spy is a mixed bag. In larger battles, they are unpredictable (since they target one specific enemy wave, and the battle can be lost before they get to attack) but against small armies they can hinder the enemy a lot, causing friendly fire and attacking at close range. Unfortunately, it is exactly because of this that the Spy rarely survives such infiltrations-
The light tank comes equipped with a light cannon and a machine gun.
Uses - 2
Handy for support purposes, though unpredictable on non-pilots, it still makes for an occasional extra firepower on your side, expecially since it can shrug off most damage. It is utterly defenseless against grenades and rockets, though.
The heavy tank comes equipped with a cannon and a machine gun.
Uses - 6
Requires - 8
This juggernaught is as powerful as it is elusive. Its thick armor laughs at all but shotguns and explosives, and its weapons can decimate several waves with some help.The large deployment cost can be mitigated by using Scouts or waiting for a Support order.
The helicopter is equipped with a double machine gun.
Uses - 2
Whilst more fragile and with less firepower than a tank, the helicopter can avoid most enemy fire and, with the help of munition men, stay afloat for quite a while. The trooper manning it can only join the battle on its own if he's shot down and survives though, which means some combat skills will be wasted.
The jet bombards the battlefield until it runs out of fuel.
The trooper does not appear in combat.
Covering fire in the form of a short, but powerful bombing run is extremely useful. While it costs you a trooper, it lets you gain the upper hand by taking down several enemies without exposing the trooper before having to fly off.
Key: Dam = Damage per bullet, Bur = Bursts or bullets per round, Crit = Critical or chances for killshots, Rec = Recovery time, Cap = Capacity, Shots = Total shots, Total = Total damage (Damage*Bursts),
It is almost guaranteed to hit all but the most evasive targets, and scores killshots easily. But it can only shoot twice, which isn't enough to kill a single trooper without bonus damage or a killshot.
The bane of troopers everywhere, it has the highest critical rate of all weapons and hits almost infallibly. It can only hold one bullet and has four total shots, so you'd better hope the trooper makes them count.
It can be hard to use, with it being a melee weapon and all, but its fast speed can quickly spell doom for anyone that comes in range of a knife-wielder, as he doesn't have to waste turns aiming or reloading.Certain skill combinations can make it even deadlier.
While this makes the trooper deal extra damage to tanks, and bypasses helmets, heavy armor and bulletproof vests, it still doesn't void their killshot resistance. The fact it takes up a slot also means it potentially robs you of a slot for more useful equipment.
Yet another close combat attack, it has the distinct advantage of being usable from a long range, making the trooper cut distance and attack at the same time. Soldiers get a huge boost to this skill's power.