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
–
–
Ammunition4 lv
The Sniper can use several kind of bullets.
Level 1 : Shredding Rounds
Level 2 : Explosive Rounds
Level 3 : Plasma Rounds
Level 4 : Tranquilizer Rounds
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
Recon Skills4 lv
The Sniper has some recon skills.
Level 1 : Binoculars
Level 2 : Field Camera + Recon Drone
Level 3 : The Drone gets a Target Lock skill
Level 4 : Motion Sensor
Precision Shot4 lv
Fires a high velocity bullet in a vital part, dealing high damage.
Level 1 : damage 2000, Cast time 3.2 secs, Energy cost 80, CD 60 secs
Level 2 : damage 4000, Cast time 3 secs, Energy cost 75, CD 55 secs
Level 3 : damage 6000 Cast time 2.8 secs, Energy cost 70, CD 45 secs
Level 4 : damage 8000 Cast time 2.6 secs, Energy cost 65, CD 30 secs
Mechanical units are immune.
Lv 1
Lv 2
Lv 3
Lv 4
Energy
80
75
70
65
Cooldown
1 min shared
55 s shared
50 s shared
45 s shared
Cast
2.6 s
2.5 s
2.4 s
2.3 s
Range
45
50
55
60
Damage
4000
6000
8000
8000
Standard abilities · 16
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.
An invisible camera that reveals the area around it for 5 minutes.
Effective near major paths to allow more use of range.
Vulnerable to friendly fire, dies easilly.
Energy
55
Cooldown
3 min shared
Range
1.5
Spawns
Field Cameralasts 5 min, sight 15, detects hidden units within 15
Binoculars Sniper
Reveals the target area for 8 seconds.
Detects invisible units.
Energy
9
Cooldown
17 s shared
Range
46
Reveals
radius 12 for 8 s detects hidden units
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.
Switch to the Explosive Rounds : explode on the target dealing damage in a small area.
Deals 500 damage to the main target and 400 damage in an area of 3 (doesn't stack).
The area of effect can damage or kill allies !
Weapon
Sniper Rifle - Explosivewhile on
damage
500 +0–55
every
4.6 s
energy per shot
15
range
50
ignores armor
4
bonus
−50% vs Armored, Massive; −40% vs Mechanical; −75% vs Heroic
splash
100% ≤ 2
Plasma round
Switch to your Plasma Rounds : initial damage + damage over time.
Deals 650 damage to the target then burns it with 150 damage during 10s (total 1500 damage).
Stackable 3 times.
Weapon
Sniper Rifle - Plasmawhile on
damage
650 +0–145
every
4.6 s
energy per shot
10
range
50
ignores armor
4
bonus
−20% vs Mechanical; −75% vs Heroic
Plasma Burnon hit · 10 s
-150 life regen
Shredding round
Switch to the Shredding Rounds : destroy/reduce the armor and lacerate the target who suffers damage over time.
Deals an initial 400 damage to the target and destroys the armor by -2 making it bleed (100 damage for 25s, 2500 total DOT damage).
Can't stack.
Weapon
Sniper Rifle - Shreddingwhile on
damage
400 +0–80
every
4.6 s
energy per shot
15
range
50
ignores armor
4
bonus
−20% vs Armored; −50% vs Mechanical; −75% vs Heroic
Shreddedon hit · 25 s
25 dmg
25 dmg every 0.25s
Tranquilizer round
Switch to your Tranquilizer Rounds : slow the target (stun T2 and T3, slow T1).
Deals 150 initial damage to the target then :
- slows it if massive for 10s
- else stuns it for 10s
Weapon
Sniper Rifle - Tranquilizerwhile on
damage
150 +0–20
every
4.6 s
energy per shot
20
range
50
ignores armor
4
bonus
−20% vs Armored; −50% vs Mechanical; −75% vs Heroic
Tranquilized T1on hit · 10 s · Is Massive
move speed ×0.8
Tranquilized T2on hit · 10 s · Not Massive
stun
Camp (dummy)
Disables any move but doubles the critical chances.