TGMC:Skills: Difference between revisions

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How to level up skills, and other clarifications
 
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{{under construction
{{under construction
|reason = This page lacks a significant amount of information on the specifics of what each skill does and what they can effect. [[Guide to contributing to the wiki|you can help!]]
|reason = Gave this a pass so it should be up to date with modern TGMC, but this game changes every day, so it may become outdated quickly. (neocloudy - 11th January 2025) - [[Guide to contributing to the wiki|''If you see anything irregular, you can contribute and fix it!'']]
}}
}}


{{TGMC}}
{{TGMC}}


Skills are soft boundaries each marine job has, and they determine whether you are clueless and have to spend some seconds fumbling with something, can use something normally, or can use something really good.
Skills are mostly immutable boundaries every human has, and they determine how you interact with most items in the game. Typically, the lower you are, the less you can do without fumbling/the worse you are with something.


Hard locks are rare and only apply to objects such as Chem Dispensers and piloting.
They are determined by which job you selected, and do not persist between rounds.  
{{TGMC-Skills
===In Human versus Xeno gamemodes===
|sizeoverride=225
----
|job=Example Template To Show
'''In Human versus Xeno gamemodes (HvX), what your job gives you is what you will have for the rest of the round, 99% of the time.'''
|tabletitle=Example
|premsg=An example of how these skills will be represented on wikipages.
|cqc=5
|police=2
|melee=1
|medical=5
|surgery=5
|engineering=5
|construction=5
|firearms=2
|powerloader=4
|lead=4
|sg=2
}}


==Medical & Surgery==
The uncommon exception is '''skill pamphlets:''' these are one use items that you can use to level up a skill. An example of this is using a loader pamphlet, given to you by the tank crew, to level up your Large Vehicle skill and enter the tank. It gives you just enough skill to enter the tank, but not enough to drive it or gun for it.
These skills are a measurement on your ability to practice medicine and perform surgeries. Both of these skills go up to '''5'''.


Medical '''1''' or lower means you will fumble at related tasks, and '''1''' specifically shortens fumbling time.
Skill pamphlets are still very uncommon: the only application of this outside of admin schemes is the tank loader pamphlet.
===In Campaign===
----
In Campaign, alongside skill pamphlets, select skills may also be increased using perks. Skills that can be increased with perks are labelled on this page.
===Medical Skills===
----
Skills that are relevant to medics such as Squad Corpsmen, Doctors and Chief Medical Officers.
<tabs>
<tab name="Medical">
{{Tab block
|title=Medical
|body=
<blockquote>As the name implies, this is your character's skill with Medical equipment. Changes a lot of values, such as splint health and defibrillator healing. '''Max level in HvX: 5.'''</blockquote>


Higher medical means better brute/burn kit usage, more splint health, more healing per defibrillator shock and faster syringe use.
<blockquote>'''In Campaign:''' Can be increased with perks.</blockquote>


Higher surgery makes a surgery step faster.
* '''With each level:'''
** Splint health increases.
** Kits heal more.
** Defibrillator heals more on shock.
** Syringes are faster. ''You should use a hypospray anyway.''


==Engineering & Construction==
* '''Level 1 and lower:'''
Both skills go up to '''5'''.
** Fumble at all medical tasks. '''Level 1 shortens fumbling a little.'''
** '''With Level 0: Defibrillators heal 8 of BRUTE/BURN/TOXIN, very low splint health.'''
** '''With Level 1: Defibrillators heal only 4 of BRUTE/BURN/TOXIN damage.'''
* '''Level 2:'''
** Fumble removed for medical tasks (opening/closing defib, applying kits, etc).
** Weak splints, weak defibrillator healing.
* '''Example:'''
** The Synthetic has Medical 4, so they are typically able to defibrillate a dead human into hard crit from -120% Health if other parameters are met. Their splints and kitting are also very effective, so it may be better to approach a synth for splints, if possible.
** The Squad Corpsman, however, needs to heal humans more for a successful defibrillation, and his splints are weak.}}
</tab>
<tab name="Surgery">
{{Tab block
|title=Surgery
|body=
<blockquote>Your character's skill in surgery. A very linear skill. '''Max level in HvX: 5.'''</blockquote>


Engineering measures your ability to repair things, such as generators or APCs. Higher levels mean more effective at those tasks.
* '''With each level:'''
** '''Surgery step time is reduced.'''


Construction measures your ability to construct things, such as barricades and walls. Higher levels unlock different objects and fortifications you can build.
* '''Level 2 and under:'''
** Fumble when trying to do surgery
** '''Level 0, untrained:''' 20 second fumble time.
** '''Level 1, amateur:''' 12 second fumble time.
** '''Level 2, trained:''' 4 second fumble time.
* '''Level 3:'''
** '''No fumble during surgery.'''
** Further levels reduce surgery step time.
* '''Example:'''
** The Chief Medical Officer has Surgery 5, so he is unable to fail surgery steps and is fast with every surgery step.
** The Squad Corpsman has Surgery 2, so he has a slight fumble before surgery steps and does surgery steps slowly.}}
</tab>
</tabs>


==Police, CQC, Melee==
===Shipside Skills===
Police goes up to '''2'''. Melee goes up to '''3''' or as low as '''-1'''. CQC goes up to '''5'''.
----
Skills that are relevant to engineers and shipside roles such as Captain, Pilot Officer and Ship Technician.
<tabs>
<tab name="Engineering">
{{Tab block
|title=Engineering
|body=
<blockquote>Measures your character's knowledge in Engineering. Like repairing generators or APCs. Higher levels make you more effective and remove the fumble from more and more tasks. '''Max level in HvX: 5.'''</blockquote>


At Police 1, you can use flashes. At Police 2, you have all police gear unlocked.
* '''Level 0:'''
** Fumble when interacting with anything related to this. (wire cutting, any maintenance, etc)
** Detonation packs have a chance to explode immediately on deployment.
* '''Level 1:'''
** Can disassemble chairs.
** Metal barricade maintenance unlocked.
** Shield maintenance unlocked.
** ''Safe'' deployment of detonation packs unlocked.
* '''Level 2:'''
** Plasteel barricade maintenance unlocked.
** Can rig power cells to work like grenades and safely stabilize them.
* '''Level 3:'''
** Most engineering actions unlocked (miner maintenance, APC maintenance, engine repair, etc)
* '''Level 4:'''
** Computer maintenance unlocked.
* '''Level 5:'''
** No difference.}}
</tab>
<tab name="Construction">
{{Tab block
|title=Construction
|body=
<blockquote>Measures your character's ability to construct something. Includes barricade construction, wall building, etc. Higher levels remove the fumble from more and more tasks. '''Max level in HvX: 5.'''</blockquote>


Melee affects your melee damage. +30% per level. Negative levels remove 30%.
<blockquote>'''In Campaign:''' Can be increased with perks.</blockquote>


CQC affects your shove chance by +5% per level.
* '''Level 0:'''
** Fumble when interacting with anything related to this.
* '''Level 1:'''
** Metal barricade construction unlocked.
** Can build barbed wire (barricade defense, prevents climbing) and razor wire (normal defense, blocks off a tile, can trap xenos)
* '''Level 2:'''
** Plasteel barricade construction unlocked.
** Can build windows, reinforced windows, and windoors.
* '''Level 3:'''
** Wall (girder) building unlocked.
* '''Level 4:'''
** Airlock construction unlocked.
* '''Level 5:'''
** No new crafting schemes unlocked.}}
</tab>
<tab name="Piloting">
{{Tab block
|title=Piloting
|body=
<blockquote>Determines whether you fumble when firing weapons in the Condor Jet.</blockquote>


==Smartgun==
* '''Only has one level,''' and it allows you to use weapons in the Condor Jet without fumble.}}
A measurement of how good you can use the Smartguns.
</tab>
</tabs>
===Combat Skills===
----
Skills that are relevant to combat roles. This is novel-sized, but good places to start for those who want to learn the buffs/debuffs of combat roles would be '''Melee, Combat and Firearms, and Leadership.'''
<tabs>
<tab name="Police">
{{Tab block
|title=Police
|body=
<blockquote>A measurement of your ability to use Police gear. This is typically applied to stun batons, flashes, pepper spray and tasers. Irrelevant after MP removal.</blockquote>


Default level is '''-4''', which causes extreme recoil with a Smartgun.
* '''Level 1:'''
** Removes accidental weapon discharge from shoving. '''Weapon discharging is broken anyway.'''
** Allows flash usage.
* '''Level 2:'''
** Allows all police gear usage.
** Stun batons still stun you if you pick them up without valid access.}}
</tab>
<tab name="Unarmed">
{{Tab block
|title=Unarmed
|body=
<blockquote>A measurement of your unarmed combat ability. Higher makes you better in unarmed combat ''against humans.''</blockquote>


Smartgun '''-3''' is defined in code as allowing you to use the Smartguns.
<blockquote>'''In Campaign:''' Can be increased with perks.</blockquote>


Smartgun '''0''' is the default for [[TGMC:Squad Smartgunner|Squad Smartgunner]].
* '''With each level:'''
** Increased shove chance by 5% per level. For example: the Synthetic has '''CQC 5,''' giving them a very high chance to floor someone on Disarm.}}
</tab>
<tab name="Melee">
{{Tab block
|title=Melee
|body=
<blockquote>A measurement of your combat ability with a melee weapon, obviously. Higher levels increase damage with a melee weapon.</blockquote>


Smartgun '''1 and 2''' allow more efficient usage of the Smartguns.
<blockquote>'''In Campaign:''' Can be increased with perks.</blockquote>


==Firearms==
* '''With each level:'''
A measurement of your general skill in firearms.  
** Increases melee damage by +15% per level.
}}
</tab>
<tab name="Large Vehicle">
{{Tab block
|title=Large Vehicle
|body=
<blockquote>A measurement of your character's ability to use multitile vehicles. Affects mech piloting, driving the APC, and driving/entering the Tank.</blockquote>


Skills also exist for '''Pistols''', '''SMGs''', '''Rifles''', '''Shotguns''', and '''Heavy Weapons''', and those specific skills default at 0 for everyone or 1 for special training.
* '''Level 1, 3 - Tank & Mech skills:'''
** Can enter the tank.
** Level 1 is granted by reading a loader crew pamphlet. Level 3 is what the Assault Crewmen start with.
** '''Level 3 only:''' Can buckle yourself to the seats on the tank. Can also pilot the Mech.
* '''Level 2 - APC driving:'''
** Can buckle yourself to the driver's seat on the APC.
}}
</tab>
<tab name="Smartgun">
{{Tab block
|title=Smartgun
|body=
<blockquote>A measurement of your character's Smartgun training. Affects the '''SG-29, SG-62 and SG-85.'''</blockquote>


Default is '''0''' and you cannot perform tactical reloads at the default level. Recoil is significantly increased for unwielded fire.
<blockquote>'''In Campaign:''' Can be increased with perks, but only by Smartgunners.</blockquote>


Firearms '''1''' allows you to perform tactical reloads. Recoil is slightly decreased for unwielded fire.
* '''Important Note:'''
** Stats will scale the same as Special Firearms (under Firearms tab) as this is technically a gun skill category in the game.
* '''Level -3:'''
** Default for '''all squad roles''' except Smartgunner.
** Significantly reduced stats
*'''Level 0:'''
** Default for the Squad Smartgunner.
** Normal stats with a Smartgun.}}
</tab>
<tab name="Combat and Firearms">
{{Tab block
|title=Combat
|body=
<blockquote>Combat-relevant skills can be divided between the actual '''Combat skill,''' and '''weapon class skills.''' </blockquote>


Firearms '''2''' reduces recoil significantly for unwielded and wielded fire.
<blockquote>The Combat skill represents your character's general familiarity and competence with firearms and combat zones more broadly. '''Having a Level 0 Combat skill severely reduces your character's effectiveness with firearms and makes it harder to use the Tadpole rappel system.''' </blockquote>


==Leadership==
<blockquote>Weapon class skills represent your character's competency with a specific class of weapons, such as Rifles, or SMGs. You can check which category a gun fits into by checking its codex entry.</blockquote>
A measurement of your leading ability


Default is '''0''' and you will fumble slowly at anything tied to this skill.
<blockquote>'''In Campaign:''' The Combat skill and weapon class skills can be increased with perks.</blockquote>


Specialists such as Smartgunners, Corpsmen and Engineers have Leadership '''1'''. It reduces the fumbling time.
* '''Level 0:'''
**'''Default for non-combat roles.'''
** '''Prevents most bonuses from having a higher weapon class skill.'''
** No knowledge of tactical reloads.
** +0.2 second wield times.
** +0.3 second slower fire rate.
** -15 accuracy.
** +10 scatter.
** +2 recoil.
** Fire delay added to certain weapons.
** Fumble when using the Tadpole rappel system.
* '''Level 1:'''
**'''Default for all marine roles.'''
** Allows weapon class skill bonuses to apply, if applicable.
** Knowledge of tactical reloads.
** Significant recoil reduction, making some ''wielded'' guns have no recoil.
** Accuracy increased.
** Fumble removed from the Tadpole rappel system.
* '''Level 2:'''
** Faster tactical reloads.
}}
{{Tab block
|title=Class-specific Firearm Skills
|body=
<blockquote>Special skills exist for '''Pistols, SMGs, Rifles, Shotguns, Smartguns and Heavy Weapons.''' These default at 0 for absolutely everyone, or 1 for special training.</blockquote>


Leadership '''2''' unlocks the ability to issue orders.
<blockquote>These skills exist purely to provide buffs for having a higher skill level. Generally, these all '''scale with skill level''' unless otherwise mentioned.</blockquote>


Leadership '''3''' and '''4''' have no differences except order efficiency.
*'''Level 0:'''
 
**'''Default for all normal roles'''
==Piloting==
** Standard stats.
A measurement of your flying ability.
*'''With each level, Level 1 and higher:'''
 
** -0.2 second wield time.
Default is '''0''' and you cannot do anything tied to Piloting skill.
** 5% extra damage.
 
** +15 accuracy.
Piloting '''1''' removes skill checks.
** -2 scatter.
 
** -2 recoil. (This bonus scales into the negatives, unlike the others. Mainly relevant for Smartguns.)
== Powerloader ==
}}
A measurement of your ability to use a powerloader. '''NOTE: THIS SKILL IS CURRENTLY BROKEN'''
</tab>
 
<tab name="Leadership">
Default is '''0''' and you fumble at entering a powerloader.
{{Tab block
 
|title=Leadership
Powerloader '''1''' allows you to instantly enter a powerloader.
|body=
<blockquote>An important skill. Measures your character's ability to lead, obviously. Using or ''not'' using this could change fights.</blockquote>


Higher levels increase efficiency and speed.
<blockquote>'''In Campaign:''' Can be increased with perks, but only for existing leaders.</blockquote>


==Large Vehicle==
* '''With each level:'''
A measurement of the ability to use a multitile vehicle like a Mech.
** '''Order strength increased. Default strength is Leadership skill - 1'''
** '''Order range increased. Default range is your Leadership skill + 3'''
** Progress bars related to Leadership take less time.
* '''Level 0:'''
**'''Default for all roles'''
** No significant drawbacks for not having this skill other than long progress bars.
** '''Example:''' Target acquisition with Tactical Binoculars/Rangefinders takes around 10 seconds.
* '''Level 1:'''
**'''Default for Specialist roles (Smartgunner, Corpsman, Engineer)'''
** Slightly faster progress bars related to Leadership equipment.
* '''Level 2:'''
** [[Template:Orders|Orders unlocked.]] '''Range: 5'''
** Can send announcements from anywhere using an ability. For Squad Leaders/aSLs, '''these announcements can only be heard by your squad.''' Any role that does not belong to a squad and has this level of leadership can send announcements to their entire faction.
* '''For example:'''
** The Field Commander has the highest Leadership skill, making his orders typically the size of an entire field of view, and strong.
** A Squad Leader or other Squad role marked as the aSL, has average strength and short-range orders and can send announcements anywhere.
** A Squad Marine without being marked as the aSL takes over 10 seconds to use Tactical Binoculars and can't use orders or send announcements.}}
</tab>
<tab name="Stamina>
{{Tab block
|title=Stamina
|body=
<blockquote>'''Special event/Campaign only: This skill is only increased by Campaign perks.''' Outside of Campaign, it isn't in use except for uncommon scenarios such as admin events and emergency response teams.</blockquote>


Default is '''0''' and you can't use a multitile vehicle at this level.
<blockquote>Represents your character's cardio training, effecting stamina. ''You do cardio, right?''</blockquote>


Large Vehicle '''1''' allows you to use multitile vehicles.
* '''With each level:'''
** Reduces the delay after using stamina, before stamina starts regenerating.
** Regenerate stamina faster.}}
</tab>
</tabs>

Latest revision as of 16:16, 12 January 2025

This page is currently under construction!

The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
The reason for this is: "Gave this a pass so it should be up to date with modern TGMC, but this game changes every day, so it may become outdated quickly. (neocloudy - 11th January 2025) - If you see anything irregular, you can contribute and fix it!"



This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.


Skills are mostly immutable boundaries every human has, and they determine how you interact with most items in the game. Typically, the lower you are, the less you can do without fumbling/the worse you are with something.

They are determined by which job you selected, and do not persist between rounds.

In Human versus Xeno gamemodes


In Human versus Xeno gamemodes (HvX), what your job gives you is what you will have for the rest of the round, 99% of the time.

The uncommon exception is skill pamphlets: these are one use items that you can use to level up a skill. An example of this is using a loader pamphlet, given to you by the tank crew, to level up your Large Vehicle skill and enter the tank. It gives you just enough skill to enter the tank, but not enough to drive it or gun for it.

Skill pamphlets are still very uncommon: the only application of this outside of admin schemes is the tank loader pamphlet.

In Campaign


In Campaign, alongside skill pamphlets, select skills may also be increased using perks. Skills that can be increased with perks are labelled on this page.

Medical Skills


Skills that are relevant to medics such as Squad Corpsmen, Doctors and Chief Medical Officers. <tabs> <tab name="Medical">

Medical

As the name implies, this is your character's skill with Medical equipment. Changes a lot of values, such as splint health and defibrillator healing. Max level in HvX: 5.

In Campaign: Can be increased with perks.

  • With each level:
    • Splint health increases.
    • Kits heal more.
    • Defibrillator heals more on shock.
    • Syringes are faster. You should use a hypospray anyway.
  • Level 1 and lower:
    • Fumble at all medical tasks. Level 1 shortens fumbling a little.
    • With Level 0: Defibrillators heal 8 of BRUTE/BURN/TOXIN, very low splint health.
    • With Level 1: Defibrillators heal only 4 of BRUTE/BURN/TOXIN damage.
  • Level 2:
    • Fumble removed for medical tasks (opening/closing defib, applying kits, etc).
    • Weak splints, weak defibrillator healing.
  • Example:
    • The Synthetic has Medical 4, so they are typically able to defibrillate a dead human into hard crit from -120% Health if other parameters are met. Their splints and kitting are also very effective, so it may be better to approach a synth for splints, if possible.
    • The Squad Corpsman, however, needs to heal humans more for a successful defibrillation, and his splints are weak.


</tab> <tab name="Surgery">

Surgery

Your character's skill in surgery. A very linear skill. Max level in HvX: 5.

  • With each level:
    • Surgery step time is reduced.
  • Level 2 and under:
    • Fumble when trying to do surgery
    • Level 0, untrained: 20 second fumble time.
    • Level 1, amateur: 12 second fumble time.
    • Level 2, trained: 4 second fumble time.
  • Level 3:
    • No fumble during surgery.
    • Further levels reduce surgery step time.
  • Example:
    • The Chief Medical Officer has Surgery 5, so he is unable to fail surgery steps and is fast with every surgery step.
    • The Squad Corpsman has Surgery 2, so he has a slight fumble before surgery steps and does surgery steps slowly.


</tab> </tabs>

Shipside Skills


Skills that are relevant to engineers and shipside roles such as Captain, Pilot Officer and Ship Technician. <tabs> <tab name="Engineering">

Engineering

Measures your character's knowledge in Engineering. Like repairing generators or APCs. Higher levels make you more effective and remove the fumble from more and more tasks. Max level in HvX: 5.

  • Level 0:
    • Fumble when interacting with anything related to this. (wire cutting, any maintenance, etc)
    • Detonation packs have a chance to explode immediately on deployment.
  • Level 1:
    • Can disassemble chairs.
    • Metal barricade maintenance unlocked.
    • Shield maintenance unlocked.
    • Safe deployment of detonation packs unlocked.
  • Level 2:
    • Plasteel barricade maintenance unlocked.
    • Can rig power cells to work like grenades and safely stabilize them.
  • Level 3:
    • Most engineering actions unlocked (miner maintenance, APC maintenance, engine repair, etc)
  • Level 4:
    • Computer maintenance unlocked.
  • Level 5:
    • No difference.


</tab> <tab name="Construction">

Construction

Measures your character's ability to construct something. Includes barricade construction, wall building, etc. Higher levels remove the fumble from more and more tasks. Max level in HvX: 5.

In Campaign: Can be increased with perks.

  • Level 0:
    • Fumble when interacting with anything related to this.
  • Level 1:
    • Metal barricade construction unlocked.
    • Can build barbed wire (barricade defense, prevents climbing) and razor wire (normal defense, blocks off a tile, can trap xenos)
  • Level 2:
    • Plasteel barricade construction unlocked.
    • Can build windows, reinforced windows, and windoors.
  • Level 3:
    • Wall (girder) building unlocked.
  • Level 4:
    • Airlock construction unlocked.
  • Level 5:
    • No new crafting schemes unlocked.


</tab> <tab name="Piloting">

Piloting

Determines whether you fumble when firing weapons in the Condor Jet.

  • Only has one level, and it allows you to use weapons in the Condor Jet without fumble.


</tab> </tabs>

Combat Skills


Skills that are relevant to combat roles. This is novel-sized, but good places to start for those who want to learn the buffs/debuffs of combat roles would be Melee, Combat and Firearms, and Leadership. <tabs> <tab name="Police">

Police

A measurement of your ability to use Police gear. This is typically applied to stun batons, flashes, pepper spray and tasers. Irrelevant after MP removal.

  • Level 1:
    • Removes accidental weapon discharge from shoving. Weapon discharging is broken anyway.
    • Allows flash usage.
  • Level 2:
    • Allows all police gear usage.
    • Stun batons still stun you if you pick them up without valid access.


</tab> <tab name="Unarmed">

Unarmed

A measurement of your unarmed combat ability. Higher makes you better in unarmed combat against humans.

In Campaign: Can be increased with perks.

  • With each level:
    • Increased shove chance by 5% per level. For example: the Synthetic has CQC 5, giving them a very high chance to floor someone on Disarm.


</tab> <tab name="Melee">

Melee

A measurement of your combat ability with a melee weapon, obviously. Higher levels increase damage with a melee weapon.

In Campaign: Can be increased with perks.

  • With each level:
    • Increases melee damage by +15% per level.


</tab> <tab name="Large Vehicle">

Large Vehicle

A measurement of your character's ability to use multitile vehicles. Affects mech piloting, driving the APC, and driving/entering the Tank.

  • Level 1, 3 - Tank & Mech skills:
    • Can enter the tank.
    • Level 1 is granted by reading a loader crew pamphlet. Level 3 is what the Assault Crewmen start with.
    • Level 3 only: Can buckle yourself to the seats on the tank. Can also pilot the Mech.
  • Level 2 - APC driving:
    • Can buckle yourself to the driver's seat on the APC.


</tab> <tab name="Smartgun">

Smartgun

A measurement of your character's Smartgun training. Affects the SG-29, SG-62 and SG-85.

In Campaign: Can be increased with perks, but only by Smartgunners.

  • Important Note:
    • Stats will scale the same as Special Firearms (under Firearms tab) as this is technically a gun skill category in the game.
  • Level -3:
    • Default for all squad roles except Smartgunner.
    • Significantly reduced stats
  • Level 0:
    • Default for the Squad Smartgunner.
    • Normal stats with a Smartgun.


</tab> <tab name="Combat and Firearms">

Combat

Combat-relevant skills can be divided between the actual Combat skill, and weapon class skills.

The Combat skill represents your character's general familiarity and competence with firearms and combat zones more broadly. Having a Level 0 Combat skill severely reduces your character's effectiveness with firearms and makes it harder to use the Tadpole rappel system.

Weapon class skills represent your character's competency with a specific class of weapons, such as Rifles, or SMGs. You can check which category a gun fits into by checking its codex entry.

In Campaign: The Combat skill and weapon class skills can be increased with perks.

  • Level 0:
    • Default for non-combat roles.
    • Prevents most bonuses from having a higher weapon class skill.
    • No knowledge of tactical reloads.
    • +0.2 second wield times.
    • +0.3 second slower fire rate.
    • -15 accuracy.
    • +10 scatter.
    • +2 recoil.
    • Fire delay added to certain weapons.
    • Fumble when using the Tadpole rappel system.
  • Level 1:
    • Default for all marine roles.
    • Allows weapon class skill bonuses to apply, if applicable.
    • Knowledge of tactical reloads.
    • Significant recoil reduction, making some wielded guns have no recoil.
    • Accuracy increased.
    • Fumble removed from the Tadpole rappel system.
  • Level 2:
    • Faster tactical reloads.


Class-specific Firearm Skills

Special skills exist for Pistols, SMGs, Rifles, Shotguns, Smartguns and Heavy Weapons. These default at 0 for absolutely everyone, or 1 for special training.

These skills exist purely to provide buffs for having a higher skill level. Generally, these all scale with skill level unless otherwise mentioned.

  • Level 0:
    • Default for all normal roles
    • Standard stats.
  • With each level, Level 1 and higher:
    • -0.2 second wield time.
    • 5% extra damage.
    • +15 accuracy.
    • -2 scatter.
    • -2 recoil. (This bonus scales into the negatives, unlike the others. Mainly relevant for Smartguns.)


</tab> <tab name="Leadership">

Leadership

An important skill. Measures your character's ability to lead, obviously. Using or not using this could change fights.

In Campaign: Can be increased with perks, but only for existing leaders.

  • With each level:
    • Order strength increased. Default strength is Leadership skill - 1
    • Order range increased. Default range is your Leadership skill + 3
    • Progress bars related to Leadership take less time.
  • Level 0:
    • Default for all roles
    • No significant drawbacks for not having this skill other than long progress bars.
    • Example: Target acquisition with Tactical Binoculars/Rangefinders takes around 10 seconds.
  • Level 1:
    • Default for Specialist roles (Smartgunner, Corpsman, Engineer)
    • Slightly faster progress bars related to Leadership equipment.
  • Level 2:
    • Orders unlocked. Range: 5
    • Can send announcements from anywhere using an ability. For Squad Leaders/aSLs, these announcements can only be heard by your squad. Any role that does not belong to a squad and has this level of leadership can send announcements to their entire faction.
  • For example:
    • The Field Commander has the highest Leadership skill, making his orders typically the size of an entire field of view, and strong.
    • A Squad Leader or other Squad role marked as the aSL, has average strength and short-range orders and can send announcements anywhere.
    • A Squad Marine without being marked as the aSL takes over 10 seconds to use Tactical Binoculars and can't use orders or send announcements.


</tab> <tab name="Stamina>

Stamina

Special event/Campaign only: This skill is only increased by Campaign perks. Outside of Campaign, it isn't in use except for uncommon scenarios such as admin events and emergency response teams.

Represents your character's cardio training, effecting stamina. You do cardio, right?

  • With each level:
    • Reduces the delay after using stamina, before stamina starts regenerating.
    • Regenerate stamina faster.


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