MOS /

APC

Skills · 4 trees

Boarding 4 lv

Loads the targetted unit inside the APC. +10 health/s while inside the APC. +3 health/s per level of Boarding. Each level increases the number of civilians/cops that can come aboard by 6. Level 1: Allows to take aboard a soldier. Level 2: Artificer Aboard (provides Mortar Round - single shell like CFF, 38 range, 1000 damage, 2s delay). Level 3: Allows to take aboard an additional soldier. Level 4: Improved Mortar Round: -3s cooldown, -30 energy cost, 2000 damage.

Lv 1Lv 2Lv 3Lv 4
Sets
  • Soldier Aboard: modification vital regen array +3
  • Soldier Aboard: modification vital regen array +6
  • Soldier Aboard: modification vital regen array +9
  • Call For Fire: cooldown −3
  • Call For Fire: energy −30
  • Call for Fire PL Damage: damage +1000
  • Soldier Aboard: modification vital regen array +12

Chassis 4 lv

Each level provide +3 armor, 40HP and +0.1 ms. Level 1 : All Terrain Mode. Level 2 : Self Diagnosis System. Level 3 : Defense Matrix. Level 4 : Nanobots Release: heals bio units 1 health/s, removes vehicles ailments over time. These Nanobots are released only deployed.

Lv 1Lv 2Lv 3Lv 4
Applies
  • Nanobot Release passive
    • Nanobots Effect on units within 16: +1 life regen for 1.1 s
Life +40 +80 +120 +160
Armor +3 +6 +9 +12
Move speed +0.1 +0.2 +0.3 +0.4
Life regen +3 +3 +3

Deploy 4 lv

Deploy the APC, preventing any movement, but each level provides as an aura +0.5 weapon range, +0.025 movement speed and +1 range for the flying vision.. Level 1 : Deploy (will deploy, allowing it to act as a strongpoint and suppress hostiles with extra weapon range and shared flying vision.), Binoculars. Level 2 : Deploy allows the release of a mini medic and 2 mini riflemen. Binoculars cooldown reduced. Level 3 : Deploy allows the release of 1 mini medic, a mini CE and 2 mini riflemen. Binoculars gives vision to the soldiers in the aura range. Level 4 : Deploy allows the release of 1 mini medic, a mini CE, a mini rifleman and a mini AR. Allows too the release of either a medical bot or a Wmk-72 RTo (vehicle reconstruct bot).

Lv 1Lv 2Lv 3Lv 4
Cooldown 10 s 10 s 10 s 10 s
Aura
  • Deployment level 1 on units within 16: move speed +0.02 for 1.1 s
  • Deployment level 2 on units within 16: move speed +0.05 for 1.1 s
  • Deployment level 3 on units within 16: move speed +0.07 for 1.1 s
  • Deployment level 4 on units within 16: move speed +0.1 for 1.1 s
Sets
  • Binoculars: cooldown −3

Equipment 4 lv

Level 1 : Smoke Grenade, Flare gun. Level 2 : Flame Cannon. Level 3 : Rockets. Level 4 : Refitted weapon systems (+2 weapon range to Gauss turret and Missiles turret, +2 damage to flame cannon, +10 damage to gauss).

Lv 1Lv 2Lv 3Lv 4
Sets
  • FlameTurretDamage: damage +2
  • Militarized Colonist Transport Nova: damage +10
  • Militarized Colonist Transport Nova: range +2
  • Rockets: range +2

Standard abilities · 14

Commands this class has by default, with their numbers from the map data.

Reload

Reloads your weapon. Discards current rounds.

Cooldown 5 s
Removes Jammed

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.

Cooldown 10 s shared
Removes Jammed

Drop Magazine

Drops magazines into your inventory.

Cooldown 1.5 s shared
Spawns Magazines

From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.

Binoculars

Reveals the target area for 8 seconds. Detects invisible units. With Deploy 2, the cooldown is reduced by 3s. With Deploy 3, every players in range will benefit of the vision.

Base+2
Energy 9 9
Cooldown 18 s 15 s
Range 46 46
Reveals radius 12 for 8 s detects hidden unitsradius 12 for 8 s detects hidden units

Columns: the base numbers, then with Deploy at level 2.

Reinforcements 3 lv

Level 1: a mini medic and 2 mini riflemen. Level 2: a mini medic, a mini CE and 2 mini riflemen. Level 3: a mini medic, a mini CE, a mini rifleman and a mini AR. These units are AI driven and will patrol around the APC, except when they are selected.

Lv 1Lv 2Lv 3
Energy 150 140 130
Cooldown 2 min 1.83 min 1.67 min

All Terrains Mode

Activates the all terrains mode of the APC. Costs energy over time.

Energy 90
Cooldown 20 s
Energy regen -2
Move speed ×0.75

Defensive Matrix

Surrounds the APC with a shield that can absorb ? damage.

Energy 40
Cooldown 1 min

Smoke Grenade

Launch a smoke grenade which slows units in an area creating dense smoke for 30 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. Smoke affects allies.

Energy 55
Cooldown 45 s shared
Cast 0.1 s
Range 30
Spawns Smoke Grenade lasts 30 s, Smoke Grenade on units within 3: move speed ×0.5, weapon range -4 for 0.6 s

Flare Grenade

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.

Energy 60
Cooldown 45 s shared
Cast 0.1 s
Range 30
Applies
  • Flare Gun 45 s
    • Flare Gun Slow on units within 6: move speed ×0.8 for 1.2 s
Spawns Flare Gun Flare lasts 45 s, sight 15, detects hidden units within 15

Take Aboard 4 lv

Loads the targetted unit inside the APC. +10 health/s while inside the APC. +3 health/s per level of Boarding. Each level increases the number of civilians/cops that can come aboard by 6. Level 1: Allows to take aboard a soldier. Level 2: Artificer Aboard (provides Mortar Round - single shell like CFF, 40 range, 1600 damage, 2s delay). Level 3: Allows to take aboard an additional soldier. Level 4: Improved Mortar Round.

Lv 1Lv 2Lv 3Lv 4
Energy 8 6 4 2
Range 2 2.33 2.66 3

Call For Fire

Launches a mortar round to your target area. Each round deals 1000 damage. Takes 2 seconds for the shell to land. Explosives hurt allies.

Base+4
Energy 90 60
Cooldown 15 s 12 s
Range 38 38

Columns: the base numbers, then with Boarding at level 4. 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.

Medical Bot (dummy)

Release a Medical Bot.

Energy 150
Cooldown 20 min shared
Spawns Medical Bot Item

From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.

Wmk-72 RTo (dummy)

Release a Wmk-72 RTo.

Energy 150
Cooldown 20 min shared
Spawns Wmk-72 RTo 3

From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.

Unload all Civilians

Unload all the civilians who are aboard, around the APC.

Removes Civilian Aboard