UAR Undead Assault Reborn Field reference · EU
MOS / Prototype
MOS

Prototype

Skills · 5 trees

Penetrating Shots Mode 4 lv

Switch the Plasma Weapon to the Penetrating Shots Mode. In this mode, the Plasma weapon targets a single ennemy with a very dense plasma projectile. Each level improves the damage and the duration of the broken armor. Level 1 : 180 damage, -2 armor broken for 10s Level 2 : 230 damage, -2,5 armor broken for 15s Level 3 : 280 damage, -3 armor broken for 20s Level 4 : 330 damage, -3,5 armor broken for 25s Damage in a line behind the target. Powerfull versus a single strong targets.

Kinetic Wave

Release a powerfull kinetic discharge, repulsing and damaging units around the Prototype. Each level increases the damage and the repulsion. Level 1 : 100 damage, 100 energy, 50s cooldown Level 2 : 200 damage, 90 energy, 45s cooldown Level 3 : 300 damage, 82 energy, 42s cooldown Level 4 : 400 damage, 75 energy, 40s cooldown Additional effects according to the activated stance : With Cyb : 6s snare. With TS : 3s stun. With OC : double damage. Massives are immune to the push, but will receive full damage, and half duration for the snare and the stun. Doesn't damage or push allies and neutrals.

Titanium Skeleton 3 lv

Improves fitness by 12 and increases armor by 1 but decreases move speed by 0.05 per level. Level 1 : Rifle Butt Level 2 : Unlock Big Jump Level 3 : Increase the armor by 3, rifle butt can target armored

Optimized Capacitors 3 lv

Activate the energetic stance of the suit of the Prototype. Increases mechanical by 3, and energy regeneration by 0,3 per level. Level 1 : Smoke Grenade Level 2 : Jam immunity - Improved Smoke grenade (bigger area of effect) Level 3 : Infrared (vision assistant : reveals invisible, immune to smoke grenades) - Smoke grenades are thrown by a grenade launcher Emergency Battery : The Prototype will charge a battery when he has full energy and Optimized Capacitors activated. Then the battery can be used any time to get energy.

Cybernetics 3 lv

Improves regeneration by 0.2 and move speed by 0,07 per level. Level 1 : Increases range by 4, attack speed by 10%. Level 2 : Gives a 25% chance to deal a 2x critical hit, increases range by 1. Level 3 : Improves critical chance to 37,5%, unlocks charge. Charge: Allows the Prototype to run at a high speed for 3 seconds.

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
KW25AExperimentalPlasmaWeaponstandard issue150121.788
KW-27P the Liquifierweapon buffattack speed ×1.1 · move speed +0.0507

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 · 3

ItemChargesEffectWho can use itConflicts
Casualtymove speed ×0.8everyone
EMI Modulemove speed ×0.4everyone
OPA+1 shields regen, +35 shields, move speed +0.050720 classesnot with Special Ops Kevlar equipped

Consumables & deployables · 43

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
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
Scrapseveryone
Seismic Resonatoreveryone
Smoke Grenadeeveryone
Sushis1/1everyone
Wmk-72 RTo 3everyone

Mission & supplies · 1

ItemChargesEffectWho can use itConflicts
Computational AI Moduleeveryone

Standard abilities

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.

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.

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.

Prototype - T.R.O.L. Protocol
Smoke Grenade

Throws 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. Must be aimed in front of moving targets due to impact delay. Smoke affects allies.

Charge

Runs at a high rate of speed for 3 seconds. With level 3 strength, improves rifle butt interval during this time.

Emergency Battery

The emergency battery is charged when your suit has his maximum of energy and Optimized Capacitors 3 activated. Then it remains charged until you use it to get 50 energy instantly. The Power User SI allows to get double amount of energy.

Enhanced Jump

Thanks to his Titanium Skeleton, the Prototype prepares to jump for 1s, then performs a enhanced jump.

Hook

Hook the target then bring it close to the Prototype. Armored and massives are immune. Level 1 : 6 range, 50 energy, 10s cooldown (requires TS1 + Cyb1) Level 2 : 8 range, 42 energy, 7.5s cooldown (requires TS2 + Cyb2) Level 3 : 10 range, 34 energy, 5s cooldown (requires TS3 + Cyb3) Mostly designed to hook allies on a higer hill after an Enhanced Jump, or to substract an ally from close undeads.

Magnetic Shield

Creates a Magnetic Shield that redirects large portion of damage received by allies, on the Prototype. Remains 15s. The Prototype can't die because of the redirected damage, but Magnetic Shield will be deactivated once the Health of the Prototype becomes critical. Level 1 : 4 range, 120 energy, 20% damage reduction (requires Cyb1 + OC1) Level 2 : 4.5 range, 90 energy, 30% damage reduction (requires Cyb2 + OC2) Level 3 : 5 range, 60 energy, 40% damage reduction (requires Cyb3 + OC3) ( the Magnetic Shield Absorber adds a 20% reduction to the reduction provided by the level of the Magnetic Shield)

Magnetic Shield Absorber

The Magnetic Shield Absorber reduces the damage applied to the Prototype each time the Shield blocks incoming damage.

Energy Transfert To Caster Energy Transfert To Target