Basics Combat Squad Tactics Defend the Base! **Skills** Damage type info

Skills

Table of Contents

Endurance

Properties

Secondary specialization: Reduces Pull and Push AP cost by 1. Grants an additional 20% physical damage reduction when below 25% max. Health.

Primary specialization: Increases stimulant effectiveness by 50% and grants +75% Knockback resistance.

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Agility

Properties

Secondary specialization: Reduces jumping Action Points cost by 1, and increases jumping range by 1. (Jumping further costs more APs!)

Primary specialization: Reduces the base Action Points cost of diagonal movement to 2, and that of stance change by 1.

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Mental Conditioning

Properties

Secondary specialization: The unit will never Panic, or attack friendlies in Berserk state.

Primary specialization: Increases Morale gain from kills by 5, and reduces all Morale requirements by 3.

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Melee combat

Properties

Secondary specialization: Increases melee Critical Hit Chance (CHC) by 5%, and melee Critical Damage Factor (CDF) by 25%.

Primary specialization: Yields a 25% additional melee damage reduction, and reduces Defense Mode AP cost to 8 (even with firearms).

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Marksmanship

Properties

Secondary specialization: Reduces the AP cost of reloading/unloading by 50% for all small arms.

Primary specialization: Increases ranged Critical Hit Chance (CHC) by 5%, and ranged Critical Damage Factor (CDF) by 15% with small arms.

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Heavy arms

Properties

ONLY WITH HEAVY ARMS, ALSO:

Secondary specialization: Increases all elemental damage/effect dealt by heavy arms by 25%. Applies to both inherent and ammo-based values.

Primary specialization: Hits with heavy arms will always do damage to Armor (min. 2), and cause Bleeding (min. 3, no crit. hit needed).

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Field expertise

Properties

Reduces the Action Points cost of:

Secondary specialization: Increases static Melee and Ranged Defense bonus from directional cover by 4 (-30% hit chance) if it's at least 1.

Primary specialization: Removes all item type restrictions from inventory slots, and equipping a weapon now only costs 1 AP.

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Electrotechnics

Properties

Secondary specialization: Can hack non-hardwired adjacent systems without using any gadget/device. Increases base chance of success by 25%.

Primary specialization: Can hack hardwired systems without using a dedicated device (still need a basic one!). +25% base success chance.

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Biochemistry

Properties

Secondary specialization: Acid and Poison damage taken is reduced by 25%. Acid buildup decays faster. Can stop double the Bleeding with items.

Primary specialization: Treating a unit with missing Health of less than 50% of the max. item effectiveness will not consume the item.

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