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units_detail [2022/01/31 17:23] admin [Stamina] |
units_detail [2022/02/02 16:11] admin [Reaction] |
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Do not frail, in non-Campaign game modes //you may change// your soldier' | Do not frail, in non-Campaign game modes //you may change// your soldier' | ||
- | On the Squad Assembly screen, skills can be // | + | On the Squad Assembly screen, skills can be // |
---- | ---- | ||
- | |||
Below follows the detailed description of the skills. The symbol "// | Below follows the detailed description of the skills. The symbol "// | ||
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| //100%//, equipping melee weapons costs only //3 APs// (instead of 5). | | | //100%//, equipping melee weapons costs only //3 APs// (instead of 5). | | ||
- | ==== Small arms ==== | + | ---- |
+ | ==== Small arms ==== | ||
^ Determines damage and Attack Value with small arms. ^ | ^ Determines damage and Attack Value with small arms. ^ | ||
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| At //100%//, equipping small arms costs only //3 APs// (instead of 5). | | | At //100%//, equipping small arms costs only //3 APs// (instead of 5). | | ||
- | ==== Heavy arms ==== | + | ---- |
+ | ==== Heavy arms ==== | ||
^ Determines damage and Attack Value with heavy arms. ^ | ^ Determines damage and Attack Value with heavy arms. ^ | ||
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| At //100%//, adds //+5 percents// to //Critical Chance// 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). | | | At //100%//, equipping heavy arms costs only //3 APs// (instead of 5). | | ||
+ | |||
+ | ---- | ||
==== Health ==== | ==== Health ==== | ||
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| //Maximum Health (HPs)// = 50 + //%//×2. | | | //Maximum Health (HPs)// = 50 + //%//×2. | | ||
- | ==== Morale ==== | + | ---- |
+ | ==== Morale ==== | ||
^ Determines Maximum Morale and reduces the chance of psychic misbehavior. ^ | ^ Determines Maximum Morale and reduces the chance of psychic misbehavior. ^ | ||
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| At //100%//, renders the unit " | | At //100%//, renders the unit " | ||
| In general, the greater the level is, the smaller the chance the unit will panic. | | | In general, the greater the level is, the smaller the chance the unit will panic. | | ||
+ | |||
+ | ---- | ||
==== Reaction ==== | ==== Reaction ==== | ||
^ Increases Attack Value and determines base reaction chance in Defense Mode. ^ | ^ 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 Precision// with firearms (small & heavy). | |
| Adds //%/20 (0-5)// to ranged //Dynamic Defense Value (evasion)// | | Adds //%/20 (0-5)// to ranged //Dynamic Defense Value (evasion)// | ||
| Adds //%/20 (0-5)// to melee //Attack Value//. | | | Adds //%/20 (0-5)// to melee //Attack Value//. | | ||
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| //Max. quantity// of rebound APs possible is //1/2/3/4// if // | | //Max. quantity// of rebound APs possible is //1/2/3/4// if // | ||
| Reduces the //usage AP cost// of the //phasing device// by //%/25 (0-4)//. | | | Reduces the //usage AP cost// of the //phasing device// by //%/25 (0-4)//. | | ||
+ | |||
+ | ---- | ||
==== Stamina ==== | ==== Stamina ==== | ||
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| Reduces the chance and severity of becoming // | | Reduces the chance and severity of becoming // | ||
| Reduces the chance of being //knocked back// or //losing APs// to hard hits. | | | Reduces the chance of being //knocked back// or //losing APs// to hard hits. | | ||
+ | |||
+ | ---- | ||
==== Electrotechnics ==== | ==== Electrotechnics ==== | ||
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^ Gives bonuses in regards of any electronical or mechanical gadgets. ^ | ^ 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 //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 // |
- | | | | + | | Completely determines the //Attack Value// and //damage// of deployed // |
- | | | | + | * 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 // | ||
+ | | //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 // | ||
+ | | Increases the // | ||
+ | |||
+ | ===== Specializations ===== | ||
+ | |||
+ | In addition to skills, every commando may choose a specialization out of the //nine//. These are generally " | ||
+ | ^ 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' | ||
+ | | 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 "// | ||
- | ^ ^ | ||
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[[#Top|Back to top]] ↑ | [[#Top|Back to top]] ↑ | ||
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← Previous: [[Basic Concepts | Basic Concepts]] | ← Previous: [[Basic Concepts | Basic Concepts]] | ||
- | → Next: [[Inventory | + | → Next: [[inventory |