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squad_roles [2024/08/26 14:57]
admin [CQW]
squad_roles [2024/08/30 13:39] (current)
admin [GENERAL ROLE]
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 ==== BASTION ==== ==== BASTION ====
  
-This Marine is equipped to take on the front lines in battle and draw the enemy's interest to themselves. This unit must face and withstand both physical attacks and various hazards. Make sure to bring [[equipment#biomax_rad|BioMax Rads]] for [[damage_type_info#poison|Poison]], [[equipment#neutro|Neutro]] for [[damage_type_info#fire|Fire]], and [[equipment#bandages|Bandages]] for Bleeding with this Marine. A Bastion's best friend is the [[#medic|Medic]], who can prevent them from dying, ease their pain with [[equipment#medikit|healing kits]], and remove most hazards with the [[equipment#bat|BAT]] / [[equipment#hazmat-kit|HazMat-kit]].+This Marine is equipped to take on the <color yellow>front lines</color> in battle and draw the enemy's interest to themselves. This unit <color yellow>must face</color> and withstand both physical attacks and various hazards. Make sure to bring [[equipment#biomax_rad|BioMax Rads]] for [[damage_type_info#poison|Poison]], [[equipment#neutro|Neutro]] for [[damage_type_info#fire|Fire]], and [[equipment#bandages|Bandages]] for Bleeding with this Marine. A Bastion's best friend is the [[#medic|Medic]], who can prevent them from dying, ease their pain with [[equipment#medikit|healing kits]], and remove most hazards with the [[equipment#bat|BAT]] / [[equipment#hazmat-kit|HazMat-kit]].
  
-In dire situations, the Morale of this unit may drop due to the vast number of attacks they receive from enemies. Therefore, having some Morale stimulants in their inventory is highly advised.+In dire situations, the Morale of this unit may drop due to the vast number of attacks they receive from enemies. Therefore, having some [[equipment#morale_stimulant|Morale stimulants]] in their inventory is highly advised.
  
  
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 ==== SNIPER ==== ==== SNIPER ====
  
-A Sniper's top priority is to take down any enemy that holds back the movement of the Squad, if the target is too dangerous, or simply to reduce the number of enemies—preferably from a distance. As the Sniper is ideally positioned far from the front line, they should be cautious of any flanking attacks. They can also support fellow Squad members by providing equipment or loot if there's any good stuff nearby, or by simply closing doors. Since their attack has a low AP cost, going into Defense Mode with them will halt/knock back inbound enemies during the enemy's Turn. (Note that some Heavy Weapons are also capable of sniping/one-shotting the aliens, but be mindful of the Squad Point cost when equipping those firearms. E.g. [[usccf_weapons#nuclear_hand_cannon|Nuclear Hand Cannon]], [[usccf_weapons#laser_scorcher|Laser Scorcher]]. __Important__: Specialization needs to be changed to [[skills#heavy_arms|Heavy arms]] when using dedicated heavy weapons.)+A Sniper's top priority is to take down any enemy that holds back the movement of the Squad, if the target is too dangerous, or simply to reduce the number of enemies—preferably <color yellow>from a distance</color>. As the Sniper is ideally positioned //far// from the front line, they should be **cautious** of any flanking attacks. They can also support fellow Squad members by providing equipment or loot if there's any good stuff nearby, or by simply closing doors. Since their attack has a low AP cost, going into Defense Mode with them will halt/knock back inbound enemies during the enemy's Turn. (Note that some Heavy Weapons are also capable of sniping/one-shotting the aliens, but be mindful of the Squad Point cost when equipping those firearms. E.g. [[usccf_weapons#nuclear_hand_cannon|Nuclear Hand Cannon]], [[usccf_weapons#laser_scorcher|Laser Scorcher]]. __Important__: Specialization needs to be changed to [[skills#heavy_arms|Heavy arms]] when using dedicated heavy weapons.)
  
  
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 ==== MEDIC ==== ==== MEDIC ====
  
-The presence of a well-equipped Medic in the Squad is imperative. Various hazards and the never-ending, ruthless attacks of the Horde won’t deal gently with your marines. Because of the enemy’s flanks, melee, and ranged strikes, the [[#bastion|Bastion]] and other Squad members will be glad to have some care. Thanks to the Medic’s Primary Specialization in [[skills#biochemistry|Biochemistry]], you can handle even extreme situations without consuming healing items. However, this unit can also deal damage if you put the right weapon and ammunition in their hands. Golden rule: keep your Medic safe, as their sacrificial work is key during many encounters. Nevertheless, equipping your units with some medicines, bandages, and stimulants will support the whole Squad by all means and put less burden on the Medic's shoulders, allowing them to concentrate on those who are severely injured.+The presence of a well-equipped Medic in the Squad is __imperative__. Various hazards and the never-ending, ruthless attacks of the Horde won’t deal gently with your marines. Because of the enemy’s flanks, melee, and ranged strikes, the [[#bastion|Bastion]] and other Squad members will be glad to have some care. Thanks to the Medic’s Primary Specialization in [[skills#biochemistry|Biochemistry]], you can handle even extreme situations <color yellow>without consuming healing items</color>. However, this unit can also deal damage if you put the right weapon and ammunition in their hands. Golden rule: keep your Medic **safe**, as their sacrificial work is key during many encounters. Nevertheless, equipping your units with some medicines, bandages, and stimulants will support the whole Squad by all means and put less burden on the Medic's shoulders, allowing them to concentrate on those who are severely injured.
  
  
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 ==== TECHNICIAN ==== ==== TECHNICIAN ====
  
-What really makes this unit useful is their hacking ability thanks to their gadgets. They can open or close/seal doors, hack databanks, and handle ordnances like turrets and mines. Turrets are also tanky, and if placed by Technicians, they have a higher damage output. It is practical to use them to seal service tunnel hatches too, as they can do it for fewer <color #66ff00>Action Points</color> compared to other marines. Equipping this unit with the right tools and using these tools wisely allows you to control the movement of the enemy and acquire precious loot. Don’t treat them as if they are only a support unit. Gear them up with proper weapons and ammunition, and they will perform well during encounters.+What really makes this unit useful is their <color yellow>hacking ability</color> thanks to their gadgets. They can open or <color yellow>close/seal doors</color><color yellow>hack databanks</color>, and handle ordnances like <color yellow>turrets</color> and <color yellow>mines</color>. Turrets are also tanky, and if placed by Technicians, they have a higher damage output. It is practical to use them to <color yellow>seal service tunnel hatches</color> too, as they can do it for fewer <color #66ff00>Action Points</color> compared to other marines. Equipping this unit with the right tools and using these tools wisely allows you to control the movement of the enemy and acquire precious //loot//. Don’t treat them as if they are only a support unit. Gear them up with proper weapons and ammunition, and they will perform well during encounters.
  
 //Some (useful but not mandatory) variations of a Technician's Inventory//: //Some (useful but not mandatory) variations of a Technician's Inventory//:
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 ==== HEAVY ARM SPECIALIST ==== ==== HEAVY ARM SPECIALIST ====
  
-As they are carrying some savage weapons, Heavys can one-hit enemies or eliminate many of them easily with their AOE attacks. Equipping them with such armaments is costly but very effective. Find the sweet spot for them so they can prepare more strikes if you save the right amount of <color #66ff00>Action Points</color> for these actions. Using Heavy weapons yields demolition and hazards (fire, acid, poison, etc.) within range. Use this to drive alien movement, snipe primary targets, and eliminate grouped foes. If you need to tear down some walls or break through doors, Heavys will be more than happy to assist you—depending on their type of weapon, of course! Note that these demolishers often have to toggle [[combat_mechanics#the_combat_panel|Friendly Fire]] on, so plan your actions carefully, as a chain reaction can potentially occur due to these actions!+As they are carrying some savage weapons, Heavys can **one-hit** enemies or eliminate many of them easily with their **AOE** attacks. Equipping them with such armaments is costly but very effective. Find the sweet spot for them so they can prepare more strikes if you save the right amount of <color #66ff00>Action Points</color> for these actions. Using Heavy weapons yields demolition and hazards (fire, acid, poison, etc.) within range. Use this to drive alien movement, snipe primary targets, and <color yellow>eliminate grouped foes</color>. If you need to tear down some //walls// or break through //doors//, Heavys will be more than happy to assist you—depending on their type of weapon, of course! Note that these demolishers often have to toggle [[combat_mechanics#the_combat_panel|Friendly Fire]] on, so plan your actions carefully, as a chain reaction can potentially occur due to these actions!
  
  
 //Here are some possible (useful but not mandatory) variations of a Heavy's Inventory (medicines included)//: //Here are some possible (useful but not mandatory) variations of a Heavy's Inventory (medicines included)//:
  
-**Example #1**: A [[usccf_weapons#grande_launcher|Grenade launcher]] with High Explosive, Acid and Armor Piercing charges*. This is a setup for a real demolisher. The [[usccf_weapons#self_defense_pistol|Self-defense pistol]] is a backup weapon.+**Example #1**: A [[usccf_weapons#grenade_launcher|Grenade launcher]] with High Explosive, Acid and Armor Piercing charges*. This is a setup for a real demolisher. The [[usccf_weapons#self_defense_pistol|Self-defense pistol]] is a backup weapon.
 {{https://angrycatstudios.com/usccf/squad_roles/H1.png}} {{https://angrycatstudios.com/usccf/squad_roles/H1.png}}
 Squad Points cost: 25,640 (without any crafted items/promotions). Squad Points cost: 25,640 (without any crafted items/promotions).
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 ==== CQW ==== ==== CQW ====
  
-This role offers various combinations, allowing you to equip these units in many ways to suit the mission at hand. They can support other marines, prepare attacks, inflict significant damage, or hold a position if needed. The latter can be achieved by equipping a shield, which sacrifices some <color #66ff00>Action Points</color> but provides a more resistant unit. With access to numerous ammunition types, a marine with a CQW (Close Quarters Warfare) weapon can be a serious damage dealer. Consider Armor Penetration, Poison, Acid, Fire, Cryo, and other damage types or combos they can inflict alone or with another squad member. They can also use grenades if the situation requires them.+This role offers various **combinations**, allowing you to equip these units in many ways to suit the mission at hand. They can support other marines, prepare attacks, inflict significant damage, or hold a position if needed. The latter can be achieved by equipping a <color yellow>shield</color>, which sacrifices some <color #66ff00>Action Points</color> but provides a more //resistant// unit. With access to numerous ammunition types, a marine with a CQW (Close Quarters Warfare) weapon can be a serious damage dealer. Consider Armor Penetration, Poison, Acid, Fire, Cryo, and other damage types or [[tactics#combos|combos]] they can inflict alone or with another squad member. They can also use grenades if the situation requires them.
  
  
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-**Example #3**: A great setup for freezing aliens is using the [[usccf_weapons#bulleteer_smg|Bulleteer]] with HCB Cryo charges*, along with Cryo grenades. Additionally, having someone with a high-impact force weapon like a [[usccf_weapons#sniper_rifle|Sniper rifle]] or [[usccf_weapons#nuclear_hand_cannon|Nuclear hand cannon]] can shatter your foes.+**Example #3**: A great setup for freezing aliens is using the [[usccf_weapons#bulleteer_smg|Bulleteer]] with HCB Cryo charges*, along with [[usccf_weapons#cryo_grenade|Cryo grenades]]. Additionally, having someone with a high-impact force weapon like a [[usccf_weapons#sniper_rifle|Sniper rifle]] or [[usccf_weapons#nuclear_hand_cannon|Nuclear hand cannon]] can shatter your foes.
 {{https://angrycatstudios.com/usccf/squad_roles/C3.png}} {{https://angrycatstudios.com/usccf/squad_roles/C3.png}}
 Squad Points cost: 36,050 (without any crafted items/promotions) Squad Points cost: 36,050 (without any crafted items/promotions)
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 ==== GENERAL ROLE ==== ==== GENERAL ROLE ====
  
-Not every unit needs to fill a specific role; generally, they are marines capable of using all weapons and gadgets. The difference lies in efficiency. If the available Skill Points don't allow for specific roles, that doesn't make a unit worthless. However, having both Specializations set is mandatory and well-advised. Similarly, equipping each unit with a proper weapon, a reasonable amount of ammunition, and some helpful items (like bandages, stimulants, grenades, etc.) is highly recommended. Spending Skill Points on [[skills#field_expertise|Field expertise]], [[skills#biochemistry|Biochemistry]], or [[skills#electrotechnics|Electrotechnics]] will also yield benefits for you.+Not every unit needs to fill a specific role; generally, they are __marines__ capable of using **all** weapons and gadgets. The difference lies in //efficiency//. If the available Skill Points don't allow for specific roles, that doesn't make a unit worthless. However, having both Specializations set is mandatory and well-advised. Similarly, equipping each unit with a proper weapon, a reasonable amount of ammunition, and some helpful items (like bandages, stimulants, grenades, etc.) is highly recommended. Spending Skill Points on [[skills#field_expertise|Field expertise]], [[skills#biochemistry|Biochemistry]], or [[skills#electrotechnics|Electrotechnics]] will also yield benefits for you.
  
-__Note__: It is imperative to bring enough ammo to a mission. Though – with some luck – you may find ammo, or even weapons during the mission, it is best practice to estimate how much ammo you would need in the worst case. For example, if you could fire a rifle, say, 4 times a turn on average, and each attack cost 5 ammo, then for a mission that had a deadline of 20 turns, a minimum safe amount would be a stack of 4x5x20=400.+===Note: It is imperative to bring enough ammo to a mission. Though – with some luck – you may find ammo, or even weapons during the mission, it is best practice to estimate how much ammo you would need in the worst case. For example, if you could fire a rifle, say, 4 times a turn on average, and each attack cost 5 ammo, then for a mission that had a deadline of 20 turns, a minimum safe amount would be a stack of 4x5x20=400.===
  
 //Possible equipment//: //Possible equipment//:
  
-**Example #1**: An infantry unit equipped with an [[usccf_weapons#assault_rifle|Assault rifle]], a proper amount of ammunition, a [[usccf_weapons#smart_mine|Smart mine]], some [[usccf_weapons#frag_grenade|grenades]], and healing equipment.+**Example #1**: An infantry unit equipped with an [[usccf_weapons#assault_rifle|Assault rifle]], a proper amount of ammunition*, a [[usccf_weapons#smart_mine|Smart mine]], some [[usccf_weapons#frag_grenade|grenades]], and healing equipment.
 {{https://angrycatstudios.com/usccf/squad_roles/GR1.png}} {{https://angrycatstudios.com/usccf/squad_roles/GR1.png}}
 Squad Points cost: 19,440 (without any crafted items/promotions). Squad Points cost: 19,440 (without any crafted items/promotions).
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-**Example #3**: Equipped with an [[usccf_weapons#energy_rifle|Energy rifle]] and carrying a lot of Energy Charges, this marine can ignite many enemies. They also carry a [[equipment#biosign_scanner|Biosign scanner]] to gain intel about the aliens’ positions, along with medicines for both themselves and fellow Squad members.+**Example #3**: Equipped with an [[usccf_weapons#energy_rifle|Energy rifle]] and carrying a lot of Energy Charges*, this marine can ignite many enemies. They also carry a [[equipment#biosign_scanner|Biosign scanner]] to gain intel about the aliens’ positions, along with medicines for both themselves and fellow Squad members.
 {{https://angrycatstudios.com/usccf/squad_roles/GR3.png}} {{https://angrycatstudios.com/usccf/squad_roles/GR3.png}}
 Squad Points cost: 49,850 (without any crafted items/promotions). Squad Points cost: 49,850 (without any crafted items/promotions).
  
 +*//The details about the different ammunition types can be found under the respective weapons descriptions.//
  
 **Skill Points**: Essentially, to perform more actions, having the [[skills#agility|Agility Skill]] (Level 3-5) is suggested. For sufficient damage output, the [[skills#marksmanship|Marksmanship Skill]] (Level 3-5) is favored. Choosing Primary and Secondary Specializations can be adjusted to the actual task. Always spend Skill Points on [[skills#endurance|Endurance]] and [[skills#mental_conditioning|Mental Conditioning]] (Levels 1-5) to enhance the marines’ <color red>Health</color> and <color #08e8de>Morale</color>, if possible. **Skill Points**: Essentially, to perform more actions, having the [[skills#agility|Agility Skill]] (Level 3-5) is suggested. For sufficient damage output, the [[skills#marksmanship|Marksmanship Skill]] (Level 3-5) is favored. Choosing Primary and Secondary Specializations can be adjusted to the actual task. Always spend Skill Points on [[skills#endurance|Endurance]] and [[skills#mental_conditioning|Mental Conditioning]] (Levels 1-5) to enhance the marines’ <color red>Health</color> and <color #08e8de>Morale</color>, if possible.
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 ---- ----
  
-→ Next: [[usccf_weapons|Weapons]]+→ Next: [[usccf_weapons|Weapons & Ammunition]]
  
 ← Previous: [[damage_type_info|Damage type info]] ← Previous: [[damage_type_info|Damage type info]]
  
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squad_roles.1724677034.txt.gz · Last modified: 2024/08/26 14:57 by admin