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units_detail [2022/01/31 17:44] 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' | 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%//, 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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| //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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| Completely determines the //Attack Value// and //damage// of deployed // | | Completely determines the //Attack Value// and //damage// of deployed // | ||
* 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 // | | Reduces //damage// caused by // | ||
| //Wear-off rate// of biohazard per turn = //%/20 (0-5)//. | | | //Wear-off rate// of biohazard per turn = //%/20 (0-5)//. | | ||
- | | //Chance of bleeding | + | | //Chance// of bleeding |
| //% percents// bonus to the effectiveness of all // | | //% percents// bonus to the effectiveness of all // | ||
| Increases the // | | Increases the // | ||
- | |||
- | ---- | ||
===== Specializations ===== | ===== Specializations ===== | ||
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← Previous: [[Basic Concepts | Basic Concepts]] | ← Previous: [[Basic Concepts | Basic Concepts]] | ||
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+ | |||
+ | ← [[ultimate_space_commando_steam_2015|Back to Main page]] |