Soldier skills are basic, general knowledge and proficiency at your profession. They range from simple physical fitness and weapon proficiency to battle drills and warrior tasks.
Each point increases fitness, dexterity, and mechanical skills by 2, reduces reload and unjam time by 15%, and unlocks specific abilities.
Level 1 : Perform Self-Aid
Level 2 : MOS-specific ability
Level 3 : +.1 MS and improves Prone
Level 4 : Rifle Butt
Rifle Butt Behavior Controller on units within 2.5: 20 dmg, move speed at least 2, uncommandable for 0.2 s
Fitness
+2
+4
+6
+8
Mechanical
+2
+4
+6
+8
Dexterity
+2
+4
+6
+8
Move speed
–
–
+0.1
+0.1
Sets
–
Burst Fire: duration +1
Improved Burst Fire: duration +0.5
–
–
Cluster Rockets4 lv
Fires a barrage of rockets at the target area, dealing 150-180 damage per rocket and temporarily stunning the targets. Each level improves cooldown, energy cost, range, and rocket count.
Level 1 : 3 rockets
Level 2 : 5 rockets
Level 3 : 7 rockets
Level 4 : 9 rockets
Beeing randomly guided, the cluster rockets can go outside the red indicator circle.
Explosions damage allies and items.
Security develops local unmanned security measures.
Level 1 : Paralysis Trap
Level 2 : IS Bot, 1 sentry gun
Level 3 : Sentry Gun flamethrower, 2 sentry guns
Level 4 : Improves IS Bot, 3 sentry guns, and Sentry Gun .50 cal
Engineering Skills4 lv
The basic foundation for every Combat Engineer. Each level improves mechanical skills by 1.
Level 1 : Repair (CE), Disarm CE, Overhaul and Reconstruct
Level 2 : Flash, Arc Cell and Refit
Level 3 : Barricade
Level 4 : Satchel Charge
The in-game tooltip only names the unlocks specific to this class. The repair kit on levels 1 and 2 is the same one the Assault Engineer gets. Craft, at Engineering 4, is the one an Assault Engineer has and this class does not.
Lv 1
Lv 2
Lv 3
Lv 4
Mechanical
+1
+2
+3
+4
Standard abilities · 21
Commands this class has by default, with their numbers from the map data.
Sprint
Toggles sprinting on and off. Sprinting increases movement speed by 1 for up to 8 seconds, which slowly drains off. Recovers over up to 15 seconds while not sprinting.
"Double time!"
The less points the sprint bar has, the less fast you run.
For optimal long runs, don't sprint more than 2,5s, then wait for full sprint bar and use the jump during this non sprinting time.
Performs immediate action to correct any stoppages. If immediate action fails, remedial action will automatically be executed.
Use this ability to unjam a weapon.
From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.
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.
Automatically defends positions with high firepower. Requires ammunition resupply.
Energy
140
Cooldown
30 s
Range
1.5
Spawns
M1 Sentry Gunsight 15, detects hidden units within 15, MG Burst Pause on the target: attack speed ×0.01 for 1.2 s
Linked by name: the ability's effect slot is empty in the map data; these are the numbers of the effect that carries its name.
Paralysis Trap CE
A trap that creates a powerful outward force upon detonation.
Deals 80 damage. Remains 10 s before to explode (if not destroyed before by undeads).
Attracts undeads who have it in sight.
The detonation hurts allies and items.
Energy
60
Cooldown
20 s shared
Range
1.5
Spawns
Paralysis Trapsight 2, Paralysis Trap on units within 6: 80 dmg, move speed at least 5.5, uncommandable for 0.6 s, generatethreat
IS Bot
The Individual Security Bot is a robotic floating machine made to provide security with a personnel shortage. They were rapidly adapted to the modern battlefield for their versatility and ability to keep soldiers out of harm's way.
To unlock its inventory, you need the engineer SI : Not magic but Science.
Constructs an immovable barricade covered with attracting pheromones. The inflicted will prioritize killing the barricade over nearby units. Despite being inanimate, the inflicted will easily kill the barricade if they make it nearby.
Most effective if placed far apart and in areas which are choked.
Attracts undeads who have it in sight.
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.