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units_detail [2022/01/31 17:34]
admin
units_detail [2022/02/02 16:15]
admin [Specializations]
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 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! 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.+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. Below follows the detailed description of the skills. The symbol "//%//" stands for the actual level of the skill (0-100). Fractions are always floored.
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 | //100%//, adds //+5 percents// to //Critical Chance// in melee. | | //100%//, adds //+5 percents// to //Critical Chance// in melee. |
 | //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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 | Commandos have a minimum of 25 (100 HPs). | | Commandos have a minimum of 25 (100 HPs). |
 | //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 "immune" to //panic//. | | At //100%//, renders the unit "immune" to //panic//. |
 | 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 //1%/30%/60%/90%//. | | //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)//. | | 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 //tranquilized// out of any reason. | | 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. | | Reduces the chance of being //knocked back// or //losing APs// to hard hits. |
 +
 +----
  
 ==== Electrotechnics ==== ==== Electrotechnics ====
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 | Completely determines the //Attack Value// and //damage// of deployed //turrets//*. | | Completely determines the //Attack Value// and //damage// of deployed //turrets//*. |
 * only applies to turrets deployed by the actual unit * only applies to turrets deployed by the actual unit
 +
 +----
  
 ==== Biochemistry ==== ==== Biochemistry ====
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 | Reduces //damage// caused by //biohazard// (radiation) by //%/20 (0-5)//. | | Reduces //damage// caused by //biohazard// (radiation) by //%/20 (0-5)//. |
 | //Wear-off rate// of biohazard per turn = //%/20 (0-5)//. | | //Wear-off rate// of biohazard per turn = //%/20 (0-5)//. |
-| //Chance of bleeding woundsto heal by 1 per turn = //%//. |+| //Chance// of bleeding wounds to heal by 1 per turn = //%//. |
 | //% percents// bonus to the effectiveness of all //chemicals// (incl. medikits). | | //% percents// bonus to the effectiveness of all //chemicals// (incl. medikits). |
 | Increases the //bio-damage// and //healing// output of the //bio-rifle// by //% percents//. | | Increases the //bio-damage// and //healing// output of the //bio-rifle// by //% percents//. |
- 
----- 
  
 ===== Specializations ===== ===== Specializations =====
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 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//. 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.
-The specialization can be selected or changed by clicking on the "<em>!</em>" button next to the unit's portrait on the Squad Assembly screen, then clicking on the appropriate skill.+
  
  
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 ← Previous: [[Basic Concepts | Basic Concepts]] ← Previous: [[Basic Concepts | Basic Concepts]]
  
-→ Next: [[Inventory | Inventory]]+→ Next: [[inventory | Inventory]] 
 + 
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units_detail.txt · Last modified: 2022/02/04 10:04 by admin