And here it is, Gallade's ultra-special Skill Review, with a grade out of 10 for their usefulness.
Specializations (Helmets)[]
Icon | Name | Description | Comment | Vote |
---|---|---|---|---|
Comms Officer | +1 Communication for each level-up. |
Communications are extemely helpful on the field. Orders such as Retreat, Commando and Solo Mission can shift the tide of battle in your favor, so having better Comms than your enemy can prove vital. |
8 | |
Doctor | 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. | 6 | |
Munitions | 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. | 7.5 | |
Pilot | 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. |
7 | |
Saboteur | +1 Sabotage for each level-up. | Useful in all battles except Exterminations, a good number of Saboteurs in an army can take a huge chunk off the enemy's firepower, often stripping down weaker opponents to their fists. | 8 | |
Scout | +1 Deployment bonus (20 maximum). | 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. | 6.5 | |
Soldier | For each level, 'Trooper' gets an extra Health Point. | 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. | 8.5 | |
Spy |
'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- | 5.5 |
Vehicles[]
Please note that more sophisticated vehicles require more Deployment Points to be successfully fielded.
Image | Name | Effect | Additional information | Comment | Vote |
---|---|---|---|---|---|
Motorcycle | Takes you within range of closest target. | Most common of the vehicles. Can be found on level 1 recruits. | A good choice for troopers with any weapon, since even with long-range guns, the extra Initiative gives them a shot at the enemy right away. | 7 | |
Light tank | 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. | 7.5 | |
Heavy Tank | The heavy tank comes equipped with a cannon and a machine gun. | 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. | 9 | ||
Helicopter | 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. | 7.5 | |
Fighter Jet | 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. | 9.5 |
Weapons[]
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),
Shotguns[]
Image | Name | Dam | Range | Crit | Aim | Rec | Cap | Shots | Comment | Vote |
---|---|---|---|---|---|---|---|---|---|---|
Shotgun (De) | 5-8 | 4 | x10 | 150% | 150 | 1 | 4 | The default shotgun. Pretty slow, little ammo, and not all that powerful. | 4 | |
Double-Barrelled Shotgun | 5-10 | 5 | x10 | 150% | 150 | 2 | 6 | Overall upgrade over the default. Not much to say. | 5.5 | |
Pump Action Shotgun | 5-10 | 4 | x10 | 150% | 90 | 1 | 6 | The automatic reload and improved speed make it handy for close-range troopers.It can cause quite a carnage. | 6.5 | |
Scattergun | 4-12 | 4 | x5 | 150% | 100 | 1 | 6 | It has a wildly wide damage range, but can damage enemies in a wide arc with only one shot, potentially scoring a killshot or two. | 6 | |
Semi-Auto Shotgun | 5-10 | 4 | x10 | 150% | 70 | 4 | 8 | The fastest shotgun and also the one with the biggest clip and spare ammo. Good choice for spies and those with enough initiative to get close and personal with the enemy. | 7 |
Assault Weapons[]
Image | Name | Dam | Bur | Total | Range | Crit | Aim | Rec | Cap | Shots | Comment | Vote |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Assault Rifle | 2-3 | 3 | 6-9 | 2-6 | x5 | 80% | 100 | 9 | 18 | Default weapon. Slow and inaccurate, expecially at long range. | 4 | |
AK47 | 2-3 | 4 | 8-12 | 2-7 | x10 | 100% | 100 | 12 | 16 | A step up from the default. The extra burst and clip size let it provide good sustained fire. | 5 | |
FAMAS | 3-4 | 3 | 9-12 | 5 | x10 | 90% | 50 | 9 | 18 | The only automatic weapon that lets troopers shoot at point blank, and also the fastest gun. Peculiar and useful. | 6.5 | |
M16 | 2-3 | 3 | 6-9 | 2-6 | x10 | 80% | 80 | 12 | 18 | Almost identical to the default, except for the larger clip and better crit chance. | 4.2 | |
Thompson | 3-7 | 3 | 9-21 | 2-6 | x10 | 80% | 80 | 9 | 18 | It has high damage and piercing bullets, making it ideal to counter armored troopers and tanks, and mow down everything else. | 7 | |
UMP | 3-4 | 3 | 9-12 | 2-6 | x20 | 100% | 80 | 9 | 18 | An automatic weapon with a pretty high critical rate, useful for providing covering fire. | 5.5 |
Handguns[]
Image | Name | Dam | Total | Range | Crit | Aim | Rec | Cap | Shots | Comment | Vote |
---|---|---|---|---|---|---|---|---|---|---|---|
Pistol | 2-3 | - | 7 | x5 | 90% | 100 | 3 | 4 | Don't expect anyone armed with this to kill anything. Or hit. Or get the chance to shoot. | 2 | |
Beretta | 3-4 | - | 8 | x10 | 90% | 50 | 4 | 8 | The fastest gun, tied with the FAMAS. Can kill unarmored targets fast, but will burn through its limited ammo supply just as quickly. | 5 | |
Desert Eagle | 4 | - | 10 | x10 | 100% | 100 | 4 | 8 | Fixed damage, large range, good aim and armor piercing property make it OK for most targets, from snipers to tanks. | 6 | |
Dual Pistols | 3-4 | 6-8 | 8 | x10 | 80% | 100 | 8 | 16 | Double the guns, double the fun. Their terrible accuracy is made up for by their potential to hit several targets, expecially with Burst skills. | 5 | |
Revolver | 4-6 | - | 9 | x10 | 75% | 120 | 6 | 12 | A very useful weapon that, when it connects, can knock down and away targets from a distance, leaving them open for a finishing shot. It also starts the fight fully loaded. | 6.5 |
Rifles[]
Image | Name | Dam | Range | Crit | Aim | Rec | Cap | Shots | Comment | Vote |
---|---|---|---|---|---|---|---|---|---|---|
Sniper | 4 | 3-max | X15 | 150% | 100 | 1 | 2 | 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. | 2 | |
CK-Magellan | 3 | 2-max | x25 | 150% | 65 | 6 | 12 | Despite its low damage, it needs a smaller secure zone, is faster than the default and actually holds enough bullets to last for a while. | 6 | |
Lizaro Jungle | 5 | 3-max | x20 | 120% | 100 | 2 | 4 | The polar opposite of the Magellan, it sacrifices aim, speed and clip size to deal some more damage. | 3 | |
MOS-TECK | 6-7 | 3-max | x25 | 150% | 120 | 3 | 6 | Large damage, easy criticals and fairly large clip. Slow, but can put a big dent in anything. | 6 | |
SparrowHawk | 3 | 3-max | x50 | 300% | 100 | 1 | 4 | 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. | 7 |
Machine Guns[]
Image | Name | Dam | Bur | Total | Range | Crit | Aim | Rec | Cap | Shots | Abilities | Vote |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Comanche Auto | 3-4 | 6 | 18-24 | 6 | x5 | 90% | 60 | 18 | 36 | A balanced machinegun, it has reliable damage, good aim, and is oddly fast for a heavy weapon. | 7.5 | |
Gatling Gun | 3-6 | 5 | 15-30 | 7 | x5 | 70% | 110 | 20 | 40 | Its high power and short bursts help comserve ammo, it's otherwise unremarkable. | 6.5 | |
Heavy machine gun | 3-4 | 8 | 24-32 | 6 | x5 | 70% | 150 | 22 | 44 | The defensive trooper's favourite, it comes pre-loaded, shoots a long burst and has a large supply of ammo. | 6 | |
Minigun | 2-3 | 6 | 12-18 | 6 | x5 | 100% | 80 | 22 | 44 | More accurate but less powerful than its cousins, it's somewhat fast, which is good given its large clip size. | 5.5 |
Launchers[]
Image | Name | Dam | Range | Crit | Aim | Rec | Cap | Shots | Comment | Vote |
---|---|---|---|---|---|---|---|---|---|---|
Bazooka M1 | 8-15 | 3-max | x1 | 100% | 100 | 1 | 2 | Accurate and fast, but it only has two shots. With some luck, they're usually enough to take down several troopers, though. | 6.5 | |
Bazooka M25 | 6-12 | 3-max | x1 | 80% | 120 | 3 | 6 | Somewhat inaccurate, weak and slow, but has a large supply of ammo. | 5 | |
Infernal Tube | 14-28 | 3-max | x1 | 95% | 150 | 1 | 1 | The damage is devastating. It can take out a tight group of enemies or a light tank in a single shot, if the trooper manages to fire it.A one-hit wonder that has the potential to turn the tables. | 9 | |
Rocket Launcher | 8-15 | 3-max | x1 | 80% | 120 | 1 | 3 | It is light enough to not encumber the trooper, but doesn't really have much to its offensive potential. | 6 |
Melee[]
Image | Name | Dam | Range | Crit | Aim | Rec | Comment | Vote |
---|---|---|---|---|---|---|---|---|
Knife | 2-4 | 1 | x10 | 120% | 40 | 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. | 8 |
Equipment[]
Note: Any equipment uses one equipment slot and each trooper only has 3 slots available.
Ammunition[]
Image | Name | Effect | Comment | Vote |
---|---|---|---|---|
Explosive Shells | Fires up to 6 shells, doubles damage. | Excellent choice for snipers and shotgun, slightly less for automatic weapons. It can make battles a lot easier, expecially against tanks. | 6 | |
Hydroshock Shells | All bullets fired are 4 times as likely to result in a killshot. | An unlimited, large boost to critical chance. What else is there to say? | 8 | |
Paralysing Shells | Bullets will paralyse the enemy | Paralysis makes enemies both slower and easier to hit, taking off some of their offensive and defensive edge.Useless against Medics. | 7.5 | |
Toxic shells | Fires up to 3 toxic shells which poison the enemy | It's a limited ability, but if the shot inflicts enough damage and the poison isn't resisted or healed, it can guarantee a one-hit kill. | 6 | |
Armor-Piercing Shells | Bullets will not be stopped by enemy armor. | 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. | 4 |
Grenades[]
Image | Name | Dam | Area | Comment | Vote |
---|---|---|---|---|---|
Fragmentation grenade | 1-5 | ? | It counts as gunfire against all those caught in the blast, and can trigger all related effect (such as special ammunition and killshot chances). Basically, a hands-free attack. | 7 | |
Grenade | 6-12 | 2×2 | Run-of-the-mill explosion. Between the blast and falling damage, it can kill most weaker troops, and even put a dent in a tank. | 6 | |
Flashbang | Blind | ? | Extremely effective for defense, as blind enemies will rarely score a hit, giving you a breather. | 7 | |
Gas Grenade | Poison | ? | The poison is enough to kill regular trooper, and is effective against rats as well.Beware of Medics. |
6.5 | |
Glue Grenade | None | ? | Makes all troopers affected lose initiative, leaving them open for an additional attack. Rather useful. |
6 | |
Shock Grenade | Disarm | ? | The bane of rocket launchers and snipers, all troopers caught will have to lose time scrambling to get their weapons back. An effective diversion. | 5.5 | |
Clown Grenade | None | 1 | The decoy isn't really resistant, but enemies with slower weapons will lose time switching targets none the less. | 5 | |
Grenade benie | 12-24 | 3x3 | An improved version of the normal grenade. It can reliably kill even troopers with Life improvements, and its large area of effect can hit even scattered troops. | 8 | |
Healing Grenade | Heal | 3x3 | The occurrence of having several wounded soldiers on the field isn't common, but it has some use as a long-range heal if a Doctor has no patients in range. |
4.5 | |
Black Hole Grenade | Max | 2x2 | Elusive and incredibly powerful, it instantly kills anyone caught in the blast, no buts and ifs. | 9 |
Other Skills and Equipment[]
Image | Name | Effect | Comment | Vote |
---|---|---|---|---|
Unforgiving | Always do maximum damage to an opponent you've already hit. | Automatic weapons will benefit from it the most, expecially machine guns, since they have a widely variable damage. | 6 | |
Faceboot | When engaging an enemy in hand-to-hand combat, you kick your opponent in the face. | Good for anyone that gets caught in close combat, it deals decent damage and can be followed up by stomps or gunfire. | 7 | |
Fists of Fury | +1 dmg for punches, 50% chance of making the opponent drop their weapon. | When a trooper is down to fisticuff, he's as good as dead anyway. Unlike martial arts skills, regular punches are extremely ineffective, even with the extra damage. | 3 | |
Wrestler | Throws the opponent in hand-to-hand combat. | An upgraded version of Faceboot, it deals large damage and temporarily stuns the enemy. Tossing them around can also disrupt their formation. | 8.5 | |
Charge | Charges at a nearby enemy | 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. | 9 | |
Smart | 3 choices when leveling up. Counter effects of Propaganda , Bait and Pink Grenade . Half chances of being Sabotaged. | When building the perfect skill set, this makes the job infinitely easier. It counters some specific skills as well, so the trooper will also be more effective in combat. | 10 | |
King of Boules | Grenades thrown never miss their target. | For troopers who rely on high-level grenades to thin out the enemy, this makes for a good addition. | 7 | |
Biped | No penalty for moving targets. | Good for stationary troopers to stop close-range enemies on their tracks. It takes up a slot, though. | 6 | |
Laser Sights | +80% improved Aim. | Good use for a slot for anyone with inaccurate weapons, expecially rockets. | 7.5 | |
Eye of the Tiger | +50% improved Aim with firearms. | Smaller bonus than Laser Sight, but doesn't take a slot. | 7.5 | |
Heat Sensor | +20% Aim bonus, "Troopers" bullets cannot be dodged. | It takes a slot and has a smaller bonus, but it helps deal with evasive troopers. | 6.5 | |
Barrel Extension | +1 Range bonus +10% Aim bonus for all weapons. | This can significantly extend the range of most weapons, from machineguns to pistols, while negating the penalty for firing from a longer distance. | 6 | |
Compensator | Halves the aiming penalties for successive shots. Reduces waiting time after a shot by 30%. | An addition that works with burst weapons, though the extra speed can be welcome on any slow weapon. | 5.5 | |
Cold Blooded | Takes aim twice as quickly. | Hands-free upgrade that makes it easier to take aim again if the target is lost or the shooter loses focus. | 7 | |
Vicious | You aim for parts that have already been injured. | Any regular gun will benefit from it, enough said. | 7.5 | |
Heartbreaker | Chances of inflicting a fatal shot to the heart multiplied by 3. | This skill outweighs the critical protection from the Bulletproof Vest. Best used on snipers. | 6 | |
Anatomy | Chances of a fatal shot x2 , increases the chances of hitting your favourite body part. | Not only it increases criticals, but is also increases the chance of hitting a vital area. | 8 | |
Blind Fury | No line of sight penalties, not affected by blindness. | Pretty meh, but can keep a rocket launcher from causing friendly fire. | 5 | |
Covering Fire | When you are in firing position, you return fire immediately. | Best used on troopers who can dodge or resist some fire, it lets you retaliate against quick troops. | 6 | |
Loader | The weapon selected is automatically reloaded. | It is, basically, extra ammo for whatever weapon the trooper has equipped. The reload is instant, to boot. | 7 | |
Nimble Fingers | "Trooper" operates weapons twice as quickly and loads his weapons 2 shells at a time. | Weapons with large clips can be fired faster thanks to this. | 7 | |
Juggler | Change weapons instantly. | Only good for troopers with several, different weapons. | 3 | |
Unshakable | Being hit does not affect performance. | Pretty useful for weapons that take a long time to aim. | 5 | |
Twinoid | +500 Initiative and poison yourself | The poison isn't enough to kill a trooper by itself, and doesn't do damage until the trooper has used up the Initiative completely. | 8 | |
On point | Takes their turn before the others (+200 Initiative). | Extra initiative is always good. | 9 | |
Frenetic | When you defeat an enemy, +200 Initiative. | If used on a trooper that can kill several enemies, it can give him a lot of time to prep his next shot, kill more troopers, causing a vicious cycle that doesn't end until all enemies are wiped out. | 9 | |
Vendetta | +50 Initiative on teammate death | If you bring along a lot of cannon fodder, expect this to trigger often. |
7 | |
Sprinter | +100% Speed. | More speed to get in and out or range. Handy. | 8 | |
Survival Instinct | +50% Speed when a trooper drops below half of his life points. | Smaller bonus than Sprinter, and only triggers at a certain point. | 7 | |
Enthusiastic | +25% Speed as long as a trooper isn't wounded. | It only works at the beginning, but if the trooper can use the speed boost to take out enough enemies, it can be worth it. | 5 | |
Thermos of Coffee | +25% Speed. | Takes up a slot for a modest increase. Not that good. | 6 | |
Adrenaline | Every shot that misses you makes you quicker. | For an elusive trooper, this can let return fire after an attack, but it's still luck-based. | 5 | |
Zigzag | When "trooper" moves around, he will dodge half the shots fired at him. | Couples well with Hyperactif and Adrenaline. The only downside is that it will mess up the trooper's aim somewhat. | 6 | |
Rush | After moving "Trooper" Can immediatly fire. | Moving and firing in one turn gives a good extra edge. | 8.5 | |
Trigger Happy | +1 extra shot burst from any weapon. | Empties clips faster in exchange for extra power. Not too bad. | 7 | |
Tail Gunner | Fire 2 more bursts from an automatic weapon. | Empties the clip even faster, for even more attack power. Great on machineguns, since they have ammo to spare anyway. | 7.5 | |
Nervous | "Trooper" Ocassionaly empties his whole clip. | It can backfire often, leaving the trooper open for retaliation at best, and causing friendly fire at worst. | 2 | |
Stamp | "Trooper" Tramples his enemy twice as quickly. | Troopers trample enemies only when they're knocked down (and thus can be finished off with anything, anyway). Getting near a downed enemy also makes the trooper prone to friendly fire. | 3 | |
Death Grip | +1 damage with fists. Never drops weapon, Doesn't lose target. | The fist damage is negligible, but never dropping the weapon and undisruptable aim are good bonuses. | 6 | |
Last Mohican | If "Trooper" is last man, empties clips and doubles damage. | It rarely sees any use, but when it does, the extra damage can help evening the score before the Mohican gets taken down. | 6.5 | |
Hyperactive | +50% Speed and will run interference on the enemy. | Troopers with this will waste a lot of time running around, but they'll be hard to hit.Coupled with Rush, it makes for a speedy killer. | 7 | |
Amphetamine Shot | +100% Speed for 500 turns. | Takes an equipment slot, but the boost is large and lasts a lot, without side effects. | 7.5 | |
Wife Beater | +30% Speed and +30% dodge bonus. | It takes up two equipment slots, but the benefits help a lot in more than one way. | 7 | |
Hurry | +10% Speed and doubles the frequency of use of powers and equipment. | Most activated skills draw benefit from this, from grenades to martial arts. A must-get for high level troops. | 8.5 | |
Bounce Back | When <Trooper> is knocked down, he takes no Fall Damage, gets up immediately and gains +100 Initiative. | With many sources of knock-back and knock-down damage, this skill can save a trooper from certain death and set them up to return fire at the same time. | 8 | |
Battle-Ready | All Weapons belonging to <Trooper> are fully recharged before battle. | Extra ammo for all weapons, and makes them last more before having to reload. Pretty good overall. | 8 | |
Rucksack | After moving once. "Troopers" weapons are fully replenished | Piece of equipment made useless by Munition Men. | 3 | |
Restless | When any trooper moves "Trooper" Gains +200 Initiative. | Extra Initiative at the beginning of each wave. Neat. | 8 | |
Martyr | When "Trooper" dies, 5 reinforcements join, with +150 Initiative. | Great for a surprise attack, if you have enough troops to pull it off. | 8.5 | |
Binoculars | Enemys next trooper -400 Initiative. | It summons an enemy and delays their next turn. A Scout exclusive that is only useful for pulling potentially dangerous enemies and overwhelm them before they have a chance to show up with support. | 6 | |
Radio | +1 Communication bonus. | It counts as one extra level of Comms. Officer. Not that good. | 2 | |
Talky-Walky | "Trooper" Calls for backup immediatly. | Summons one extra Trooper on your side. Sometimes useful as it can spawn a vehicle without extra deployment cost. | 7 | |
Out of Bounds | If "Trooper" Isn't in a vehicle, he can spawn without Deployment cost. | Having an extra trooper being able to join in is good, but not that good. | 5 | |
Reverse Attack | The enemy Deployment capacity is reduced by 2 points. | It's activated whenever the enemy calls for reinforcements, making it so that two fewer are called (at least 1). Good for countering surprise attacks and mantaining an advantage in numbers. | 7 | |
Commander | +1 battle per day. (+2 max) | It means +1-2 Credits earned per day. It would take well over a year to make up for the expense. | 0 | |
Occupation | "Trooper" Earns 1 T everyday | The actual effect is that the trooper won't move back when the enemy deploys a new wave. Marginally useful for close range fighters and spies. | 4 | |
Saviour | <Trooper> takes a dead soldier to the reserves and heals them | The only way to revive a trooper in the middle of combat, it also reloads their weapons and makes them able to receive healing again. | 8.5 | |
Scavenger | Recovers enemy weapons then fires the weapon. | Taking an enemy's weapon to use for yourself is useful, but this could also be wasted on a sabotaged weapon. | 7.5 | |
Voodoo Doll | All enimies become "Cursed". | The hex cannot be resisted and softens the enemy up a lot. | 8 | |
Full Metal Balaclava | Headshots no longer inflict double damage. +1 armor bonus and halves the chance of taking a fatal shot to the head. | Equipment that helps resist headshots, expecially in conjunction with helmets. | 5 | |
Bulletproof Vest | +1 armor, and halves the chance of taking a fatal shot to the torso. | Won't do much if the enemy goes for the head or limbs. | 4 | |
Heavy Armor | reduces damage sustained by 1 and reduces Speed by 20%. | Slows the trooper down, but protects all body parts. Works well with speed bonuses to negate the penalty. | 6 | |
Hard Boiled | "Trooper" incurs no further penalty when seriously injured. | Adds a great deal of endurance potential, negating extra damage, performance drop and killshot chance when damaged. | 7 | |
Lucky Charm | A fatal shot will still leave you with one life point instead of dying. | It only works once. Rapid, small attacks (like Poison and automatic fire) will bypass it. | 3 | |
Dodger | The first shot fired is automatically dodged... | Like Lucky Charm, but it works for the first hit and doesn't take up a slot. | 5 | |
Tuck 'n' Roll | "Trooper" will roll on the ground to avoid getting hit. | It avoids all damage that would be taken when rolling, though it doesn't block added effects like poison and paralysis. Also it is triggered at random. | 6 | |
Take Cover! | When reloading, 50% of shots fired at trooper are missed. | Troopers with weapons that need a lot of reloading will benefit from this the most, expecially with other dodge bonuses. | 7 | |
Camouflage | Shots at trooper miss 20% of the time. Chances of being targeted reduced. | Great for troopers that you just have to keep alive. | 7 | |
Huge Calves | +3 life points, +25% movement Speed. | Speed AND endurance, in one package. | 8 | |
Sturdy | +3 life points, No penalty with heavy weapons. | Lets a trooper carry as many heavy weapons as they want without slowing down. | 8 | |
Brick S***house | +3 life points, and anyone behind "trooper" will benefit from added cover. | Great for front-liners. | 7 | |
Commando | +5 life points. | More Life, more resistance. Straightforward. | 7.5 | |
Bait | +8 Life Points, becomes the highest priority target and easier to hit. | A huge Life bonus. If stacked with other survival skills, it makes the trooper incredibly hard to take doen | 8 | |
Heavyweight | +10 life points -20% Speed. | Lots and lots of Life. Stacks with Huge Calves for a net increase in Speed. | 8 | |
Fall Guy | If "Troopers" vechicle is destoryed damages sustained is divided by 2. | Pilots will find this useful, since it lets them continue fighting without much hassle when their vehicle is taken down. | 7.5 | |
Invincible | Cant be killed by a normaly fatal shot. | The ultimate survival skill: NO Killshots AT ALL. | 10 | |
Suspicious | +200 Initiative for every enemy Spy, cant be hurt by teammates, can't be Sabotaged. | Counters a variety of tactics, and avoids friendly fire too. | 8 | |
Friendly Fire | Shots and grenades by "Trooper" Dont hurt teammates. | The opposite of Suspicious, this is good if you have grenades, automatics or similar area weapons. | 8 | |
Crybaby | Reinforcements are called even if you're still alive. | Won't happen often, and the net effect will be having one extra trooper on the field. | 5 | |
Interception | "Trooper" throws back any grenades. | The interception range is pretty wide, and it can save your tight formation of troopers from certain doom. | 8 | |
Survivor | When reinforcments arrive "Trooper" gets back up with 1 lp. | The trooper using this will be allowed to make one last stand, but will be killed just as easily if not rescued soon | 7 | |
First Aid | Gains up to 50% of their health at the end of the round. | If a trooper can survive one wave, this will help him survive the next. | 7.5 |