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
–
–
Javelin Skills4 lv
Develops your skills with the javelin.
Reduces rocket cooldown, mana cost, and backblast area with each level.
Level 1 : increases HE rocket AOE and unlocks smoke grenade, unlocks Disarm.
Level 2 : Increases AT rocket speed, unlocks Place Explosive Charge.
Level 3 : Unlocks Energy Generator (50% increased energy regen)
Level 4 : Unlocks Paralysis Trap, Claymore.
Lv 1
Lv 2
Lv 3
Lv 4
Sets
AT Rocket: cooldown at levels 1–4 −5
AT Rocket: energy at levels 1–4 −5
HE Rocket: cooldown at levels 1–4 −5
HE Rocket: energy at levels 1–4 −5
HE Rocket: splash radius (ring 2) −0.4
HE Rocket: splash radius −0.25
HE Rocket: splash radius (ring 2) −0.8
HE Rocket: splash radius −0.5
HE Rocket: splash radius (ring 2) −1.2
HE Rocket: splash radius −0.75
Javelin Gunner: energy regen rate ×1.5
HE Rocket: splash radius (ring 2) −1.6
HE Rocket: splash radius −1
HE Rocket4 lv
Fires an 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 : 1000 damage
Level 2 : 1400 damage
Level 3 : 1800 damage
Level 4 : 2200 damage
Explosion damages allies and items.
Backblast damages allies.
The backblast occurs when you fire the rocket, it can heavily damage units behind you.
Lv 1
Lv 2
Lv 3
Lv 4
Energy
105
102
99
96
Cooldown
45 s
40 s
35 s
30 s
Cast
1.2 s
1.05 s
0.9 s
0.75 s
Range
40
50
60
70
Damage
490 +0–50
490 +0–50
490 +0–50
490 +0–50
Splash full damage, 25° cone
1.8
1.8
1.8
1.8
Splash 15% damage, 25° cone
3.2
3.2
3.2
3.2
Over time
1000
1400
1800
2200
Friendly fire: the area damage also hits allies.
AT Rocket4 lv
Fires an AT rocket at the target point, dealing damage in a small area. Improves cast time, range and cooldown with each level.
Level 1 : 3000 damage
Level 2 : 4500 damage
Level 3 : 6000 damage
Level 4 : 7500 damage
Explosion damages allies and items.
Backblast damages allies.
The backblast occurs when you fire the rocket, it can heavily damage units behind you.
Lv 1
Lv 2
Lv 3
Lv 4
Energy
110
110
110
110
Cooldown
55 s
50 s
45 s
40 s
Cast
1.2 s
1.05 s
0.9 s
0.75 s
Range
40
50
60
70
Damage
490 +0–50
490 +0–50
490 +0–50
490 +0–50
Splash full damage, 25° cone
1.8
1.8
1.8
1.8
Splash 15% damage, 25° cone
3.2
3.2
3.2
3.2
Over time
3000
4500
6000
7500
Friendly fire: the area damage also hits allies.
Standard abilities · 13
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.
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
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
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.
Disarm
Disarms an explosive charge so it can be used again later.
Or use this skill to trigger a satchel.
Energy
5
Cooldown
3 s
Range
1.5
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.
Place Explosive Charge
A chain-detonating charge that can only be set off with an initial explosion. Deals 2000 damage when destroyed.
Place it on the ground, then use an other explosive to trigger it (grenade, MGL, MRL, ...).
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.