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If you're new to USC, you might want to check out the (link!) Step-by-Step Tutorial, too!
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 |
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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.
Determines damage, Attack and Defense Value in close combat. |
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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). |
Determines damage and Attack Value with small arms. |
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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). |
Determines damage and Attack Value with heavy arms. |
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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). |
Determines the Maximum Health a unit can have. |
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Commandos have a minimum of 25 (100 HPs). |
Maximum Health (HPs) = 50 + %×2. |
Determines Maximum Morale and reduces the chance of psychic misbehavior. |
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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. |
Increases Attack Value and determines base reaction chance in Defense Mode. |
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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). |
Determines maximum Action Points and helps dodge special hazards. |
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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. |
Gives bonuses in regards of any electronical or mechanical gadgets. |
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Reduces the usage AP cost of any electronic device by %/25 (0-4). |
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