//If you're new to USC, you might want to check out the [[step_by_step_tutorial|Step-by-Step Tutorial]], too!// ====== Units in Detail ======
- [[#Skills (Secondary Attributes) | Skills (Secondary Attributes)]] - [[#Melee combat | Melee combat]] - [[#Small arms | Small arms]] - [[#Heavy arms | Heavy arms]] - [[#Health | Health]] - [[#Morale | Morale]] - [[#Reaction | Reaction]] - [[#Stamina | Stamina]] - [[#Electrotechnics | Electrotechnics]] - [[#Biochemistry | Biochemistry]] - [[#Specializations | Specializations]] - Figures
---- ===== Skills (Secondary Attributes) ===== With the sole exception of Armor Rating, which is a somewhat "stand-alone" property, all prime attributes (AP, HP, MP) and other very important combat- and interaction-specific properties are derived partially or in whole from one or more of the //nine Secondary Attributes (Skills)// every unit has in USC. Aliens have these attributes in a "hidden" way, specific to their strength and type. For Commandos, however, these are more likely //skills// you can //change//, experiment with, with which you can //train// your soldiers in a way you see fit for your strategy. Commandos have a few hundred //Skill Points// depending on their //rank//. When you start a //Campaign//, most of these are already spent, but new ones can be acquired when a unit advances in rank. In //non-Campaign// game modes, the number of Skill Points a unit has depends on //player (squad) handicap//. With no handicap (standard setting), your commander will have 800 Skill Points, the others 700-500, respectively (a squad consists of 4 commandos). Skills are measured from //0 to 100//. "Purchasing" 1 point of //proficiency// costs a different //amount of Skill Points// depending on the level of the proficiency (skill), as the following table states: ^ Level of proficiency ^ Skill Point per level ^ | 1-20 | 1 | | 21-40 | 2 | | 41-60 | 3 | | 61-80 | 4 | | 81-100 | 5 | E.g. to gain level 50 in a skill, you will need 20×1 (1-20) + 20×2 (21-40) + 10×3 (41-50) = 20 + 40 + 30 = 90 Skill Points. Level 100 costs 300 Skill Points. Thus you have to decide between training your soldier with many low-level skills, some mediocre skills, or a few expert skills. Do not frail, in non-Campaign game modes //you may change// your soldier's skills even if you're playing progress with the same team! On the Squad Assembly screen, skills can be //increased// by left-clicking on them, and //decreased// by right-clicking on them. They can also be increased in-mission on the Character Records panel. ---- Below follows the detailed description of the skills. The symbol "//%//" stands for the actual level of the skill (0-100). Fractions are always floored. ==== Melee combat ==== ^ Determines damage, Attack and Defense Value in close combat. ^ | //Min. damage// done in melee is //% percents// of actual max. damage. | | //%/20 (0-5)// to //Attack Value// in melee. | | //%/10 (0-10)// to //Defense Value// in melee. | | //100%//, adds //+5 percents// to //Critical Chance// in melee. | | //100%//, equipping melee weapons costs only //3 APs// (instead of 5). | ---- ==== Small arms ==== ^ Determines damage and Attack Value with small arms. ^ | //Min. damage// done with small arms is //% percents// of actual max. damage. | | Adds //%/20 (0-5)// to //Static Precision// with small arms. | | At //100%//, adds //+5 percents// to //Critical Chance// with small arms. | | At //100%//, equipping small arms costs only //3 APs// (instead of 5). | ---- ==== Heavy arms ==== ^ Determines damage and Attack Value with heavy arms. ^ | //Min. damage// done with heavy arms is //% percents// of actual max. damage. | | Adds //%/20 (0-5)// to //Static Precision// with heavy arms. | | At //100%//, adds //+5 percents// to //Critical Chance// with heavy arms. | | At //100%//, equipping heavy arms costs only //3 APs// (instead of 5). | ---- ==== Health ==== ^ Determines the Maximum Health a unit can have. ^ | Commandos have a minimum of 25 (100 HPs). | | //Maximum Health (HPs)// = 50 + //%//×2. | ---- ==== Morale ==== ^ Determines Maximum Morale and reduces the chance of psychic misbehavior. ^ | Commandos have a minimum of 25 (25 MPs). | | //Maximum Morale (MPs)// = //%//. | | Adds //%/10 (0-10)// to //maximum damage in melee//. | | At //80%//, renders the unit "immune" to becoming //berserk//. | | At //100%//, renders the unit "immune" to //panic//. | | In general, the greater the level is, the smaller the chance the unit will panic. | ---- ==== Reaction ==== ^ Increases Attack Value and determines base reaction chance in Defense Mode. ^ | Adds //%/20 (0-5)// to ranged //Dynamic Precision// with firearms (small & heavy). | | Adds //%/20 (0-5)// to ranged //Dynamic Defense Value (evasion)//. | | Adds //%/20 (0-5)// to melee //Attack Value//. | | Adds //%/10 (0-10)// to melee //Defense Value//. | | //Base reaction chance// in ranged Defense Mode = //%//. | | Chance of //AP rebound// when scoring a //critical hit// = //%//. | | //Max. quantity// of rebound APs possible is //1/2/3/4// if //1%/30%/60%/90%//. | | Reduces the //usage AP cost// of the //phasing device// by //%/25 (0-4)//. | ---- ==== Stamina ==== ^ Determines maximum [[basic_concepts | Action Points]] and helps dodge special hazards. ^ | //Maximum Action Points (APs per turn)// = 15 + //%/10 (0-10)//. | | Reduces the chance and severity of becoming //tranquilized// out of any reason. | | Reduces the chance of being //knocked back// or //losing APs// to hard hits. | ---- ==== Electrotechnics ==== ^ Gives bonuses in regards of any electronical or mechanical gadgets. ^ | Reduces the //usage AP cost// of any electronic device by //%/25 (0-4)//. | | Reduces the //AP cost// of salvaging servers / databanks by //%/20 (0-5)//. | | Reduces the //AP cost// of beginning a circuit override by //%/20 (0-5)//. | | Reduces the //AP cost// of circuit override actions by //%/50 (0-2)//. | | Reduces the //AP cost// of closing blast doors by //%/12 (0-8)//. | | Adds //%/33 (0-3)// to protection against //corrosion// and to its //wear-off rate//. | | Completely determines the //Attack Value// and //damage// of deployed //turrets//*. | * only applies to turrets deployed by the actual unit ---- ==== Biochemistry ==== ^ Increases the effectiveness and decreases the usage AP cost of medical items, and protects against various related hazards. ^ | Reduces the //usage AP cost// of medikits by //%/25 (0-4)//. | | Reduces the //usage AP cost// of stimulants and anti-rads by //%/50 (0-2)//. | | Reduces //damage// caused by //biohazard// (radiation) by //%/20 (0-5)//. | | //Wear-off rate// of biohazard per turn = //%/20 (0-5)//. | | //Chance// of bleeding wounds to heal by 1 per turn = //%//. | | //% percents// bonus to the effectiveness of all //chemicals// (incl. medikits). | | Increases the //bio-damage// and //healing// output of the //bio-rifle// by //% percents//. | ===== Specializations ===== In addition to skills, every commando may choose a specialization out of the //nine//. These are generally "linked" to their respective skill, though some are quite "stand-alone" (i.e. useful without any levels in the skill). Specializations have no prerequisites, and in non-Campaign modes can be changed just like skills. They give additional //bonuses// or //special abilities//. ^ Specialization ^ Description ^ | Melee combat mastery | -5% Critical Chance for melee attackers. | | Small arms mastery | //+1.0x// Critical Damage Factor with small arms. | | Heavy arms mastery | //+5%// Critical Chance with heavy arms. | | Survival expertise | Bleeding and rad poisoning will heal without any ranks in Biochemistry. | | Psi-conditioning | The unit will never go berserk and has a much smaller chance to become panicked. | | Hit & run | The Reaction-based AP-rebound from critical hits has a greater chance to be more. | | Iron man | The unit cannot be knocked back and is more resistant to tranquilization. | | Master hacker | Initializing a doorlock hacking doesn't cost any APs, and critical fails only reset the circuit. | | Stimulant hero | Using stimulants costs only //1 AP//, regardless of (no) ranks in Biochemistry. | The specialization can be selected or changed by clicking on the "//!//" button next to the unit's portrait on the Squad Assembly screen, then clicking on the appropriate skill. 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