UAR Undead Assault Reborn Field reference · EU
MOS / Fire Support Specialist
MOS 13F

Fire Support Specialist

Skills · 4 trees

Soldier Skills 4 lv

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

Call For Fire

Radios the FDC to adjust fire to your target area. Each level adds 25 shells and improves CFF for everybody. Deals 1600/2200/2800/3400 damage per shell. Costs 60/50/40/30 energy. Range 40/50/60/70. Cooldown 6/5/4/3 seconds. Type : -r ## to set the radius -d ### to set the distribution angle -i ## to set the interval -s ## to set the number of shells. -cff or -s to displays the whole settings of the current CFF Explosives hurt allies.

Joint Fires Observer

The Joint Fires Observer Course (JFOC) teaches students to direct Close Air Support (CAS) and Orbital Fire Support (OFS). Each level improves Orbital Strike. Level 1 - Orbital Strike Level 2 - Orbital Sattelite Reconnaissance (OSR) Level 3 - Laser Designator Level 4 - Attack Weapons Team Level 5 - Call for CAS + Improved AWT

Indirect Fire Support

Indirect Fire Support improves the FSS's ability to call for fire, as well as learning other, more specialized forms of IDF. Each level improves the call for fire delay. Level 1 : 9s, Binoculars Level 2 : 7.5s, Immediate Smoke Level 3 : 6s, Immediate Flare Level 4 : 4.5s, White Phosphorous and Rail Gun

Armament

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.

WeaponSourceDamageRangePeriod (s)DPSNotes
AssaultRiflestandard issue39150.3130
HK42item45150.28161move speed +0.039 · 7 classes
M5 MARitem47170.3157move speed +-0.0507 · 7 classes
MP75Ritem?100.12?move speed +0.0742 · 8 classes
SOF-ARitem58180.3193move speed +-0.0507 · 7 classes
Steyr AUGitem37140.25148move speed +0.0585 · 7 classes
Styner BR-2item?170.27?move speed +-0.0742 · 7 classes
US MCRitem?150.18?7 classes

Armor · 3

ItemChargesEffectWho can use itConflicts
Kevlar Body Armor+1 shields regen, +50 shields20 classesnot with Special Ops Kevlar equipped · not with OPA equipped · not with SPCS equipped
Power Armor MK IV+0.1992 life regen, +0.1992 shields regen, +0.5 energy regen, +20 shields, attack speed ×1.1, move speed +0.050721 classes
SPCS+140 shields, +2 shields regen20 classesnot with Special Ops Kevlar equipped · not with OPA equipped

Equipment · 5

ItemChargesEffectWho can use itConflicts
AP Rounds+18% dmg (Ranged)17 classes
Casualtymove speed ×0.8everyone
DU Rounds+10% dmg (Ranged)17 classes
EMI Modulemove speed ×0.4everyone
OPA+1 shields regen, +35 shields, move speed +0.050720 classesnot with Special Ops Kevlar equipped

Consumables & deployables · 45

ItemChargesEffectWho can use itConflicts
40mm Grenade5/10everyone
Aim Assist1/1+20% dmg (Ranged), attack speed ×1.1521 classesnot with Aim Assist Equipped equipped
Ammo Case4/10everyone
Beta Cell Analyzereveryone
Bio-Sampleeveryone
BMDDeveryone
Cameraeveryone
Claymoreeveryone
Energy Batteryeveryone
Energy Cell2/3everyone
Energy Cell Packed5/5everyone
Experimental Motion Sensoreveryone
Explosive Chargeeveryone
Field Disruptoreveryone
First Aid Kit3/5everyone
Flare Guneveryone
Flashlight1/121 classesnot with Flashlight Equipped equipped
Frag Grenadeeveryone
Ground Flareeveryone
Improved Scope1/113 classesScopes
Incendiary Grenadeeveryone
KECeveryone
Kinetic Integrator20 classes
Lift Bootseveryone
LLDReveryone
Magazines1/3everyone
Medical Bot Itemeveryone
MGLeveryone
MK44 Sentry Guneveryone
MK44 Sentry Guneveryone
MK79 Sentry Guneveryone
MRLeveryone
Muscle Relaxant1/1everyone
Nanites w13z1/2everyone
Power Cell2/3move speed ×0.7everyone
Quik Clot2/3everyone
Remove 1 Inventory Sloteveryone
SAM Site Packedeveryone
Satchel Chargeeveryone
Scope1/113 classesScopes2
Scrapseveryone
Seismic Resonatoreveryone
Smoke Grenadeeveryone
Sushis1/1everyone
Wmk-72 RTo 3everyone

Mission & supplies · 2

ItemChargesEffectWho can use itConflicts
Computational AI Moduleeveryone
EMI Rounds23 classes

Standard abilities

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.

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.

Perform Self-Aid

Heals 35 hp over 10 seconds, and heals minor lacerations.

Firemode
Drop Magazine

Drops magazines into your inventory.

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.

Binoculars FSS
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.

FCD Flare

Radios the FDC (Fire Direction Center) to fire flares to illuminate the target area, slowing enemies. Lasts a total of 135 seconds. Consumes 3 shells. Requires few seconds to be set.

FDC Smoke

Radios the FDC (Fire Direction Center) to fire immediate smoke at the target area, disorienting personnel. Consumes 3 shells. Requires few seconds to be set.

Rail Gun

Directs an offshore warship to fire a rail gun at the target point, dealing high damage in a small radius through pure inertia. Consumes 6 shells. Deals 24,000 damage. Explosives hurt allies.

White Phosphorous

Radios the FDC to fire willy pete at the target area, dealing 200 damage per second for 20 seconds. Consumes 7 shells.

Orbital Satellite Reconnaissance

Reveals a large area for your team. Lasts 20 seconds.

Laser Designator FSS
Call for CAS

Calls for CAS to fire missiles at the target area, dealing approx. 18,000 damage. The CAS requires 6s second to arrive. Explosives hurt allies.

Attack Weapons Team

Calls in 1 AH-25 Hunter to destroy enemies in the area for 18 seconds. The AH-25 require 3 second to arrive.