HE Rocket
Fires HE rocket at the target point, dealing damage in an area. Deals reduced damage to armored/massive.
Improves cast time, range, cooldown and cost with each level.
Level 1 : 1250 dmg, 150 energy
Level 2 : 2500 dmg, 120 energy
Level 3 : 3750 dmg, 105 energy
Level 4 : 5000 dmg, 90 energy
Can damage allies in the area of effect.
Napalm Rocket
Fires Napalm rockets at the target point, dealing high damage in an area, then burning the ground for 15s.
The Napalm of these rockets is mainly used to reach higher temperatures during the explosion, increasing the damage.
Improves cast time, range, cooldown and cost with each level.
Level 1 : 2000 dmg, 270 energy, 30dmg/s
Level 2 : 4000 dmg, 240 energy, 70dmg/s
Level 3 : 7500 dmg, 210 energy, 110dmg/s
Level 4 : 10000 dmg, 190 energy, 150dmg/s
Can damage allies in the area of effect.
EMI Plasma Rocket
Fires an IEM Plasma rockets at the target point, dealing damage in a large area.
Double damage versus mechanical targets.
Improves cast time, range, cooldown and cost with each level.
Level 1 : 100 dmg, 290 energy, area 6, cd 2 min
Level 2 : 200 dmg, 270 energy, area 8, cd 4 min
Level 3 : 350 dmg, 260 energy, area 11, cd 6 min
Level 4 : 800 dmg, 250 energy, area 14, cd 10 min
Can damage allies in the area of effect.
Equipment 5 lv
The Alligator LK19 has 5 levels of equipement.
Levels are cumulated.
Level 1 : Floodlights
Level 2 : Improved Generator (+2 energy /s)
Level 3 : Jets x3 (move speed x3)
Level 4 : ISR
Level 5 : Move speed +0.5, Health +50, Energy +50, +1 weapon range.
Standard-issue weapons plus every weapon item this class can pick up and use. Buff-type
weapons (no separate stats) modify the equipped weapon instead.
StackDummy - Alligator
Reload
Reloads your weapon. Discards current rounds.
Immediate/Remedial Action
Performs immediate action to correct any stoppages. If immediate action fails, remedial action will automatically be executed.
Use this ability to unjam a weapon.
Drop Magazine
Drops magazines into your inventory.
HE Rocket Single Launch
Fires HE rockets at the target point, dealing damage in an area. Deals reduced damage to armored/massive.
Improves cast time, range, cooldown and cost with each level.
Level 1 : 1100 dmg, 150 energy
Level 2 : 2400 dmg, 120 energy
Level 3 : 3700 dmg, 105 energy
Level 4 : 5000 dmg, 90 energy
Can damage allies in the area of effect.
Switch Rockets Mode
Nuclear Rocket
Fires a Nuclear Rocket at the target point, dealing high damage in a large area.
Following the explosion, the area will irradiate any biological entity for 60s.
50000 dmg
Jet
Floodlights
Binoculars
Land
Land on the ground.
Every close undeads may attack you.
Lift
Lift then allow to fly freely again.
Orbital Satellite Reconnaissance
Reveals a large area for your team.
Lasts 20 seconds.
ISR (dummy)
Jump
Jumps to the target location.
Cannot jump up cliffs.
Jumping down great heights can cause injury.
Jumps can be used to quickly escape close undeads before they reach you.
Or to move faster paired with the Sprint, but keep in mind that in this case, the cooldown will prevent it to be used in an emergency case.
Prone
Goes into the prone position, slowing movement speed but increasing damage. Prone also has an 80% chance to reduce explosion damage by 35%.
Increases damage by 10% and slows movement speed by 45%.
With Solder Skills level 3 : Increases damage by 13%, attack speed by 8%, and range by 1.
PMC mode only : adds 15% additional evasion.