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
–
–
Supportive Skills4 lv
The Grenadier is able to support his squad efficiently using special grenades designed for crowd controls.
Each point increases mechanical by 2.
Level 1 : unlocks 40mm Smoke Grenade
Level 2 : unlocks 40mm Flare Grenade
Level 3 : unlocks 40mm Shock Grenade
Level 4 : unlocks Quick Reload (replenish 3 grenades charges and restores 100 Energy on use)
Lv 1
Lv 2
Lv 3
Lv 4
Mechanical
+2
+4
+6
+8
Offensive Grenades4 lv
Each level unlocks a special type of grenade for more variety.
Level 1 : unlocks 40mm Frag Grenade
Level 2 : unlocks 40mm Napalm Grenade
Level 3 : unlocks 40mm HEAB Grenade
Level 4 : unlocks 40mm Plasma Grenade
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.
Changes firemode between burst and semi-automatic.
Cooldown
3 s
Aura
Burst Fire AS on the target: attack speed ×3.4
Burst Fire Pause on the target: attack speed ×0.01 for 0.8 s
Removes
removes Burst Fire AS
Smoke Grenade
Throws an improved smoke grenade at the target point creating dense smoke in 4 radius for 40 seconds. The smoke reduces unit movement speed by 50%, attack range by 4 and limits maximum sight to 13.
Units will remain affected by smoke for up to 0.6 seconds after leaving the area.
Must be aimed in front of moving targets due to impact delay.
Smoke affects allies.
Energy
55
Cooldown
45 s shared
Cast
0.1 s
Range
30
Spawns
Smoke Grenadelasts 30 s, Smoke Grenade on units within 3: move speed ×0.5, weapon range -4 for 0.6 s
Flare Grenade
Use the XRGL40 MGL to launch 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.
Flare Gun Slow on units within 6: move speed ×0.8 for 1.2 s
Spawns
Flare Gun Flarelasts 45 s, sight 15, detects hidden units within 15
Shock Grenade
Use the XRGL40 MGL to launch a shock grenade at the target point.
Stuns anybody in the area of effect for 4s.
Half duration on massives.
Explosion stuns allies.
The Grenadier uses the quick reload of the XRGL40 MGL : sets the frag grenades to 3 charges (if currently less than 3), the other grenades to 1 charge, resets the cooldowns of every grenades, and restores 100 Energy on use.
Requires 2s.
Slows and prevent any ability during the reload.
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.
Frag Grenade
Use the XRGL40 MGL to launch a frag grenade at the target point.
Damage : 775 (+ 50)
Explosion damages allies and items.
Base
+1
+2
+3
+4
Energy
40
40
40
40
40
Cooldown
2 s shared
2 s shared
2 s shared
2 s shared
2 s shared
Cast
0.1 s
0.1 s
0.1 s
0.1 s
0.1 s
Range
30
30
30
30
30
Damage
775 +0–50
925 +0–50
1075 +0–50
1225 +0–50
1375 +0–50
Bonus
+20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
+20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
+20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
+20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
+20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
Splash full damage
3.65
3.65
3.65
3.65
3.65
Friendly fire: the area damage also hits allies. Columns: the base numbers, then with Improved Ammunitions at levels 1, 2, 3, 4.
Incendiary Grenade
Throws a Incendiary Grenade at the target point, dealing 400 damage, then applying Napalm 1 to any unit inside the fire.
Explosion and Napalm damage allies and items.
Base
+1
+2
+3
+4
Energy
70
70
70
70
70
Cooldown
30 s shared
30 s shared
30 s shared
30 s shared
30 s shared
Cast
0.1 s
0.1 s
0.1 s
0.1 s
0.1 s
Range
30
30
30
30
30
Damage
300 +0–25 (ground only) ground only
300 +0–25 (ground only) ground only
300 +0–25 (ground only) ground only
300 +0–25 (ground only) ground only
300 +0–25 (ground only) ground only
Bonus
+20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
+20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
+20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
+20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
+20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
Friendly fire: the area damage also hits allies. Columns: the base numbers, then with Improved Ammunitions at levels 1, 2, 3, 4.
HEAB Grenade
Use the XRGL40 MGL to launch a HEAB (High Explosive Air Bursting) grenade at the target point.
Damage : 690 (+20) on air units.
Explosion damages air only, damage air allies.
Base
+1
+2
+3
+4
Energy
60
60
60
60
60
Cooldown
30 s
30 s
30 s
30 s
30 s
Cast
0.1 s
0.1 s
0.1 s
0.1 s
0.1 s
Range
30
30
30
30
30
Damage
690 +0–20
790 +0–20
890 +0–20
990 +0–20
1090 +0–20
Bonus
+20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
+20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
+20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
+20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
+20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
Splash full damage
3.65
3.65
3.65
3.65
3.65
Friendly fire: the area damage also hits allies. Columns: the base numbers, then with Improved Ammunitions at levels 1, 2, 3, 4.
Plasma Grenade
Use the XRGL40 MGL to launch 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 : 700 (+25)
Burn Damage : 400
Damage x2 versus Armored and Massives, and shields.
Explosion damages allies and items.
Burn damages allies and items.
Base
+1
+2
+3
+4
Energy
110
110
110
110
110
Cooldown
1.67 min shared
1.67 min shared
1.67 min shared
1.67 min shared
1.67 min shared
Cast
0.1 s
0.1 s
0.1 s
0.1 s
0.1 s
Range
30
30
30
30
30
Damage
700 +0–25
900 +0–25
1100 +0–25
1300 +0–25
1500 +0–25
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
−25 vs Mechanical; −70 vs Heroic; +200% vs Armored, Massive
Friendly fire: the area damage also hits allies. Columns: the base numbers, then with Improved Ammunitions at levels 1, 2, 3, 4.
Manual Reload5 lv
The Grenadier reloads the XRGL40 MGL : replenishes all grenades charges.
Each level of Soldier Skills improves the efficiency of the Grenadier to reload the XRGL40 MGL.
Level 1 : 9s, move speed 70%
Level 2 : 8s, move speed 75%
Level 3 : 7s, move speed 80%
Level 4 : 6s, move speed 85%
Level 5 : 5s, move speed 90%
Slows and prevent any ability during the reload.
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.