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The SFAAT, played

Skill order
Skill1234567891011121314151617181920
Soldier Skills
Call a Local National1234
Marksmanship
Training1234
Call a Local National ×4, Training ×4 · the mark is the rank the point brings the skill to

The SFAAT's game, top to bottom. The class is a shotgun and up to 4 Local Nationals, soldiers called in from the map's edge and commanded like your own units. The LNs are most of the class, so this is mostly about them: how the call works, what each soldier is, and what the community does with them.

first

Training and Leadership, before anything

Training is how many LNs you may hold at once, 1 per level up to 4; Leadership is which kinds you may call. Without a Training point every call is refused. The community's builds put their first 8 points into these two.

then

Call them in

A rifleman costs 100 energy, the automatic rifleman, javelin gunner, engineer and marksman 120. The soldier is created at one of five fixed points on the map's edge, the closest to you or the second closest, and walks to you; he is yours once he reaches you.

always

Keep the slots full

A dead or dismissed LN gives its slot back at once. Call the replacement and stand where he can reach you. The community's page says the LNs are your damage; the shotgun and a Magnetic Stabilizer are for what gets through.

AO Thalim · where the LNs come from
ThalimLN spawn, north-westLN spawn, northLN spawn, eastLN spawn, southLN spawn, westyou land here
  • TCP checkpoint (4)

The five spawn points are the regions the LN setup reads; a call picks the closest or the second closest to you, a coin flip each time. The checkpoints are the map's own placed objects.

Calling a Local National

What the call does

  • Only the SFAAT's own unit can cast it. The energy goes at the cast: 100 for an LN Rifleman, 120 for any of the other four. From a full 205 energy bar, two riflemen fit back to back; a rifleman plus an advanced LN is 220, so the second call needs energy back first.
  • The cap is your Training level. A call over it fails with an error, and both the energy and the ability charge are handed back.
  • The script also keeps a behaviour named TrainingPoints on your hero: one is added each time you learn a Training level, the call that fills your last slot removes one, and one is put back when an LN dies or is dismissed while you are under the cap.
  • The soldier is created at one of five spawn points on the map's edge: the one closest to you or the second closest, a coin flip each time. He walks to you invulnerable and unorderable, with a ping on him. Within 5 range of you he becomes yours, with a ready tag over his head and a sound. After 45 s he becomes yours wherever he stands.

Losing one

  • An LN's death gives the slot and the charge back immediately.
  • Dismiss does the same by hand. The dismissed soldier is swapped for a neutral copy that sprints to the nearest spawn point and fades out there, or after 40 s wherever it is. Only an LN can be dismissed, anything else gives an error.
  • An LN the SSpecimen mind-controls changes side: he joins the undead and your slot is refunded.
  • An LN killed by another player's unit is announced on screen, with the killer's name and yours.

Who you can call

LNComes withGunDamageRangeEveryNext to the hero
LN RiflemanTraining 1assault rifle39150.3 sthe same rifle as a Rifleman
LN Automatic RiflemanLeadership 1, a second at 2SAW24170.5 sthe AutomaticRifleman's hits for 40
LN Javelin GunnerLeadership 1, a second at 2assault rifle39150.3 sthe same rifle as the Javelin Gunner, plus the rockets
LN Combat EngineerLeadership 3, a second at 4shotgun13510.51.3 syour own gun, the Combat Engineer's too
LN Squad Designated MarksmanLeadership 3, a second at 4DMR130221.6 sthe SDM's hits for 190

All five have 420 life, 1 armor, speed 2.91 and 15 sight. Energy differs: 60 for the rifleman and the javelin gunner, 100 for the automatic rifleman, 35 for the marksman, 25 for the engineer. These are the units' base lines, before Training's upgrades; how much Training 1 and 3 add is not in the extracted data. The Leadership column is the skill's tooltip read literally: levels 1 and 2 each add one automatic rifleman and one javelin gunner to what you may call, levels 3 and 4 one marksman and one engineer each. Training still caps the total at 4.

What each one brings

LNAbilities
LN RiflemanBurst / semi firemode. Frag grenade: 650 to 700 damage in 3 radius. Smoke grenade: 3 radius for 30 s. Ground flare: sight in 12, detection in 15, for 4 minutes.
LN Automatic RiflemanSuppressive Fire: fire rate +100 % for 8 s, can be toggled off early; the tooltip says LN ARs cannot keep it running.
LN Javelin GunnerBurst / semi firemode. AT rocket: 4,500 damage in 1.5 radius, always full damage. HE rocket: 1,400 in 3.5 radius, much less against armored and massive. Smoke grenade. Both rockets have a backblast and hurt allies and items.
LN Combat EngineerCluster Rockets: 5 rockets of 150 with a 0.8 s stun, ground only, they hurt allies. Barricade and M1 Sentry Gun: the sentry mounts its MMG on its own; each engineer keeps at most 1 of either, the engineers pool their count, and an extra one is killed by the script. Repair on mechanicals.
LN Squad Designated MarksmanBinoculars: an 8 s reveal that detects. Rapid Fire: attack speed +100 %, move speed 1, range -6, can stay on; turn it off to move. Field Camera: an invisible camera for 5 minutes that sees invisible units.

The Training tooltip splits these into basic abilities at level 2 and advanced ones at level 4; which is which is not in the data. The wiki's build says Suppressive Fire comes with Training 2 and the rifleman's burst mode with Training 4. Numbers are the LN units' own ability tooltips.

Your own gun

Shotguns and the stabilizer

  • The base shotgun: 135 damage at 10.5 range every 1.3 s, full damage in a 0.2 circle and half in a 90 degree arc out to 1. Three guns replace or modify it; all three are on the Gear tab.
  • ISS-7 · attack speed ×1.3, the base gun otherwise. Not with the Winch or the SPAS.
  • Winch SX7 · 175 damage, range 11.5, 1.3 s. A 15 degree cone at 60 % out to 4, which the tooltip calls mono target. Not with the SPAS.
  • SPAS 18 · 148 damage, range 12.5, every 1.04 s, +0.05 move speed. Half damage in a 90 degree arc out to 1.
  • Magnetic Stabilizer · +1 range and a 0.2 s stun on the target; armored and massive are immune. The stun check in the script passes for the base shotgun, the SPAS and the Winch alike, so the gun does not cost you the stun. The improved one stuns 0.4 s. An Assault Engineer's Craft makes it, either from a stabilizer lying on the ground or from the one you are already wearing, which it upgrades in place.
  • The same check also accepts the LN Combat Engineer as the shooter, but the stabilizer's allowed list in the item data names no LN unit, so whether he can carry one is not settled by the data.

Battle Focus

  • Battle Focus is on no other class's ability list. It sets the game's time scale to 50 % for 8 s, for everyone in the game, not a bubble around you. A cast while it already runs adds 8 s more.
  • The wiki's Quality build places it at level 8, its Leadership 4 row, with the note 'easier kiting'. That Leadership 4 is what grants it is the wiki's statement; the skill's tooltip does not list it.

What the community does

Skill order

  • The wiki gives two 8-point orders. Quality, the one this guide's header carries: Leadership 1, Training 1, Training 2, Leadership 2, Training 3, Training 4, Leadership 3, Leadership 4. Its reasoning: an automatic rifleman first, Suppressive Fire at Training 2, two automatic riflemen by level 4 (dismiss the javelin gunner), then the javelin gunners, at Leadership 3 a marksman to scout or an engineer for the rocket stun, Battle Focus last.
  • Quantity: Training 1 to 4, then Leadership 1 to 4. Four riflemen by level 4, traded for automatic riflemen and engineers as Leadership comes.
  • The wiki's SFAAT page says Soldier Skills 2 unlocks nothing for the class; its Soldier Skill page advises stopping at 1, for the reload and unjam time. Neither order says what to do after level 8.

SIs, items, role

  • SIs. The wiki pairs Always Ready with Hawk Eye. Its reason is that Always Ready sets a defense up faster, while Hawk Eye eases the micro against invisible undead and lets the SFAAT shoot from further, which suits hit-and-run with the squad. Or Instructor with Born to Lead, two auras the page says lift the LNs and every soldier near you; in the data both are sold on the Commissioned Officer track only.
  • Items. A Magnetic Stabilizer for kiting; the three shotguns improve your own damage, but the page's words are that the LNs should be the main DPS anyway. The wiki says trained LNs carry and use items, weapons and armor included: give them guns, Aim Assist, AP Rounds or DU Rounds only once every hero has theirs, and do not park flares or smokes in them. It also uses them as porters, for casualties and for moving Thalim's stock before Chapter 3.
  • Role. The Combat Engineer's page plans its barricades around a DPS class protecting Thalim, usually the SFAAT, so that the mobs walk past your group at a distance. Kangaroooo's guide puts the SFAAT with the Combat Engineer as a class he is good at in Survival but hardly wants to play in the harder difficulties.

Numbers are read from the map file: its unit, weapon, item and ability data and its trigger script. The advice is the community's, from the wiki, kept where the data agrees.

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