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units_detail [2022/01/31 17:23]
admin [Stamina]
units_detail [2022/02/04 10:04] (current)
admin
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-//If you're new to USC, you might want to check out the (link!) Step-by-Step Tutorial, too!//+//If you're new to USC, you might want to check out the [[step_by_step_tutorial|Step-by-Step Tutorial]], too!//
  
 ====== Units in Detail ====== ====== Units in Detail ======
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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%//, 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 "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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 ^ 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 //corrosion// and to its //wear-off rate//
- +Completely determines the //Attack Value// and //damage// of deployed //turrets//*. 
-|  |+* 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 //biohazard// (radiation) by //%/20 (0-5)//. |
 +| //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 //chemicals// (incl. medikits). |
 +| Increases the //bio-damage// and //healing// output of the //bio-rifle// by //% percents//. |
 +
 +===== Specializations =====
 +
 +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.
  
-^  ^ 
-|  | 
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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 | Inventory]]+→ Next: [[inventory | Inventory]] 
 + 
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units_detail.1643646202.txt.gz · Last modified: 2022/01/31 17:23 by admin