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
–
–
Marksmanship4 lv
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
Plasma Grenade4 lv
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 shared
30 s shared
25 s shared
20 s shared
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
The Reaper is equipped with a special suit. Each level adds +7 ranged damage.
Level 1 : Adds Pulse Round to the Plasma Rifle of the Reaper (+7dps/s).
Level 2 : Adds 60 shield points and 8 armor
+ adds Light Filter [Gives you detection]
Level 3 : Adds +0.06 move speed and Improves Plasma grenade by firing it out of his wrist mounted launcher
Level 4 : Equip the Jump Jets which allows to jump a cliff every 30s without to use the jump, and even to jump up a cliff. Provides Chemical Rage.
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.
Turn on the Jump Jets, which will allow to jump cliffs.
The first cliff jump will activate the Jump Jets for 5s.
90s cooldown when activated.
To turn on the Jump Jets only make them available, it doesn't trigger the cooldown while you have not jumped a cliff.
But you will jump a cliff if it is the shortest way to accomplish a move order, which will activate the cooldown.
You should turn it on just before you want to jump a cliff, else you may waste it.
Cooldown
30 s
Chemical Rage
The power armor is equipped with an injector of different drugs. As a result, the time goes faster for the Reaper, hm no slower ?... Let's say that the Reaper is faster for everything !
Timescale + 25% for 20s
Cooldown
3 min shared
Plasma Grenade Launcher4 lv
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: 200, 400, 600, 800
Energy Cost: 85, 80, 75, 70
Cooldown: 35, 30, 25, 20
Damage x2 on Armored and Massive, and on shields.
Explosion and burn damages allies and items.
Lv 1
Lv 2
Lv 3
Lv 4
Energy
85
80
75
70
Cooldown
35 s shared
30 s shared
25 s shared
20 s shared
Cast
0.1 s
0.1 s
0.1 s
0.1 s
Range
30
30
30
30
Damage
700 +0–25
750 +0–25
850 +0–25
1000 +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
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.