Throws a plasma grenade at the target point.
Burns the ground after detonation for 8 seconds, slowing units by 8% and reducing their armor by 1.
Damage: 500, 600, 750, 900
Burn Damage: 400, 800, 1200, 1600
Energy Cost: 85, 80, 75, 70
Cooldown: 35, 30, 25, 20
Damage x2 on Armored and Massive, and on shields.
Explosion damages allies and items.
Burn damages allies and items.
Lv 1
Lv 2
Lv 3
Lv 4
Energy
85
80
75
70
Cooldown
35 s
30 s
25 s
20 s
Cast
0.2 s
0.1 s
0.1 s
0.01 s
Range
12
12
12
12
Damage
500 +0–25
600 +0–40
750 +0–55
900 +0–75
Bonus
−25 vs Mechanical; −70 vs Heroic; +200% vs Armored, Massive
−25 vs Mechanical; −70 vs Heroic; +200% vs Armored, Massive
−25 vs Mechanical; −70 vs Heroic; +200% vs Armored, Massive
−25 vs Mechanical; −70 vs Heroic; +200% vs Armored, Massive
Marksmanship is your ability to accurately fire, reactively fire, and focus under stress.
Increases dexterity by 4, range by 1, and improves critical shot per level.
Critical shot has a 12.5% chance to deal bonus damage on each attack :
Level 1 : 2x
Level 2 : 3x
Level 3 : 4x
Level 4 : 5x
Lv 1
Lv 2
Lv 3
Lv 4
Dexterity
+4
+8
+12
+16
Weapon range
+1
+2
+3
+4
Combat Enhancements4 lv
Combat Enhancements are used exclusively by SOF for specific battlefield situations.
Level 1 : Disruption.
Level 2 : Cryo.
Level 3 : Incendiary.
Level 4 : Fitness.
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.
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.
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.
From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.
Flare Gun Ghost
Fires a flare at the target point providing vision.
Sends a flare into the sky above the target point for 45 seconds that removes the fog of war for all players within 15 radius. Detects invisible units within 15 radius. Slows enemies within 6 radius by ?%.
Enemies also gain vision from flare.
An invisible camera that reveals the area around it for 5 minutes.
Effective near major paths to allow more use of range.
Vulnerable to friendly fire, dies easilly.
Energy
55
Cooldown
3 min shared
Range
1.5
Spawns
Field Cameralasts 5 min, sight 15, detects hidden units within 15
Ion Cannon
Directs an orbital sattelite to fire it's Ion Cannon at the target location.
(the Ion Cannon will be automatically selected as soon as it fires, allowing to move its target)
Deals 12,000 damage over 5 seconds.
Ion Cannons can kill allies.
Disruptor rounds crack the target's outer armor, allowing successive attacks to penetrate deeper.
Reduces the target's armor by 8, attack speed and damage by 35%.
Cooldown
2 s
Weapon
Plasma Rifle Disruptorwhile on
damage
40 +0–7
every
0.3 s
energy per shot
1
range
18
ignores armor
1
bonus
+50% vs Armored; −50% vs Heroic
splash
40% ≤ 1 · 30% ≤ 2.2
Disruptor Roundson hit · 2 s
-35% dmg (Melee)
-35% dmg (Ranged)
40 dmg to units within 1
armor -8
attack speed ×0.35
Cryo Rounds
Cryo Rounds freeze the target and hinder its movement.
Reduces target movement speed by 25%.
Cooldown
2 s
Weapon
Plasma Rifle Cryowhile on
damage
43 +0–7
every
0.3 s
energy per shot
1
range
18
ignores armor
1
bonus
−50% vs Heroic
splash
40% ≤ 1 · 30% ≤ 2.2
Cryo Roundson hit · 2 s
43 dmg to units within 1
move speed ×0.75
Incendiary Rounds
Incendiary Rounds burn the targets upon impact.
Deals 90 damage per second. Lasts 3 seconds.
Cooldown
2 s
Weapon
Plasma Rifle Incendiarywhile on
damage
40 +0–7
every
0.3 s
energy per shot
1
range
18
ignores armor
1
bonus
−50% vs Heroic
splash
25% ≤ 1 · 15% ≤ 2.2
Incendiary Roundson hit · 3 s
40 dmg to units within 1
9 dmg
9 dmg every 0.1s
Laser Designator Ghost
Reveals the target unit and reduces their armor by 5 for 45 seconds.
Range : 19.
(Platoon Leader only: with Officer Equipment 4, you get 2 charges and an improved range)
ISR, or Intelligence, Surveillance, Reconnaissance, is a broad term for assets used to enhance battlefield awareness.
Passive : Pings enemy PMCs periodically.
Active : Reveals the terrain of the whole AO.
Reveals
the whole map
From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.
Perform Self-Aid
Heals 35 hp over 10 seconds, and heals minor lacerations.