TGMC:Campaign
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
Overview
Unlike standard gamemodes, Campaign is broken down into multiple isolated conflicts across sequential battlefields with variable objectives.
As a HvH gamemode, players are broken up into TerraGov and Sons of Mars teams.
Teams are commanded by Faction Leaders, who in addition to coorinating their teams, also have an array of Combat Assets available for purchase. These range from fire support, enhanced equipment, deployment options, and more.
Each team is equipped in a similar manner to Combat Patrol, where instead of choosing a fully customizable set of equipment, players may instead select from a list of loadout slots with limited customization. Players may also choose perks, which provide permanent upgrades to a players character across multiple missions.
Missions
Each round of Campaign is broken up into individual mission conflicts, with distinct objectives. After each mission, the team that completed the objective first is allowed to choose the next series of objectives. Each mission carries unique rewards for completion, aside from providing the winning team with a varying victory points and attrition points, depending on the degree of victory.
In general, the team that selects the mission is placed on Offense. If the selecting team is defeated, the defending team often receives increased rewards.
Mission maps, objectives, and rewards may vary depending on the attacking or defending team; for example, TerraGov may receive B-18 armor as a reward, while SoM may receive Gorgon armor.
<tabs>
<tab name="Airbase Raid">
Offense: | Defense: | |||||||||||||||||||||
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Briefing: | A hidden hostile airbase has been located in the Great Dallard Highlands. Intelligence indicated this installation is a key hostile air support base for close air support in this region. The destruction of this airbase will have a severe impact on ability to use close air support in the near future. Move quickly and destroy all designated targets in the AO before they have time to react. | Hostile forces have been detected moving against our airbase in the Great Dallard Highlands. Repel the enemy and protect the installation until reinforcements can arrive. The loss of this depot would be a heavy blow against our air power, greatly reducing our ability to field close air support in the near future. | ||||||||||||||||||||
Objective: | Locate and destroy all enemy aircraft before further hostile reinforcements can arrive. | Protect all aircraft until reinforcements arrive. Eliminate all hostile forces and secure the area. | ||||||||||||||||||||
Victory Point Rewards: |
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Attrition Point Rewards: |
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Additional Rewards: | Disrupt enemy air support for a moderate period of time. | Ensure continued access to close air support. Light mech and heavy armor available if you successfully protect this depot. |
</tab>
<tab name="ASAT Capture">
Defense (TGMC): | Offense (SoM): | |||||||||||||||||||||
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Briefing: | SOM forces are moving towards one our our ASAT installations in this location. The loss of this installation would weaken our space defense grid which currently guarantees our orbital superiority. Protect the ASAT weapons at all costs. Do not allow them to be destroyed or to fall into enemy hands. | A TGMC ASAT battery has been detected in this location. It forms part if their space defense grid across the planet and so is a valuable installation to them. Although the destruction of this site is unlikely to weaken their space defenses appreciably, the capture of these weapons would provide us with a unique opportunity to bypass parts of their own ship defenses. Capture as many of the weapons as possible so we can put them to proper use. | ||||||||||||||||||||
Objective: | Protect all ASAT systems in the AO from the SOM attack. | Locate and recover all ASAT systems in the AO before the enemy has time to respond. | ||||||||||||||||||||
Victory Point Rewards: |
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Attrition Point Rewards: |
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Additional Rewards: | Preserve the ability to use drop pods uncontested. | Additional ICC support, ability to counteract TGMC drop pod usage. |
</tab>
<tab name="NT Base Rescue">
Defense (TGMC): | Offense (SoM): | |||||||||||||||||||||
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Briefing: | NanoTrasen has issued an emergency request for assistance at an isolated medical facility located in the Western Ayolan Ranges. SOM forces are rapidly approaching the facility, which is currently on emergency lockdown. Move quickly prevent the SOM from lifting the lockdown and destroying the facility. | Recon forces have led us to this secure Nanotrasen facility in the Western Ayolan Ranges. Sympathetic native elements suggest NT have been conducting secret research here to the detriment of the local ecosystem and human settlements. Find the security override terminals to override the facility's emergency lockdown. Once the lockdown is lifted, destroy what they're working on inside. | ||||||||||||||||||||
Objective: | Protect all the NT base from SOM aggression until reinforcements arrive. Eliminate all SOM forces and prevent them from overriding the security lockdown and raiding the facility. | The NT facility is on lockdown. Find a way to override the lockdown, then penetrate the facility and destroy whatever you find inside. | ||||||||||||||||||||
Victory Point Rewards: |
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Attrition Point Rewards: |
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Additional Rewards: | NanoTrasen has offered a level of corporate assistance if their facility can be protected. | Improved relations with local militias will allow us to call on their assistance in the future. |
</tab>
<tab name="Combat Patrol">
Offense: | Defense: | |||||||||||||||||||||
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Briefing: | Hostile forces have been attempting to expand the territory under their control in this area. Although this territory is of limited direct strategic value, to prevent them from establishing a permanent presence in the area command has ordered your battalion to execute force recon patrols to locate and eliminate any hostile presence. Eliminate all hostiles you come across while preserving your own forces. Good hunting. | Intelligence indicates that hostile forces are massing for a coordinated push to dislodge us from territory where we are aiming to establish a permanent presence. Your battalion has been issued orders to regroup and counter attack the enemy push before they can make any progress, and kill their ambitions in this region. Eliminate all hostiles you come across while preserving your own forces. Good hunting. | ||||||||||||||||||||
Objective: | Eliminate all hostiles in the AO or capture and hold the sensor towers for a points victory. | Eliminate all hostiles in the AO or capture and hold the sensor towers for a points victory. | ||||||||||||||||||||
Victory Point Rewards: |
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Attrition Point Rewards: |
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Additional Rewards: | If the enemy force is wiped out entirely, additional supplies can be diverted to your battalion. | If the enemy force is wiped out entirely, additional supplies can be diverted to your battalion. |
INCLUDE SUPPLY DROP TABLE
</tab>
<tab name="Fire Support Raid">
Offense: | Defense: | |||||||||||||||||||||
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Briefing: | A hostile fire support position has been identified in this area. This key location provides fire support to hostile forces across the region. By destroying this outpost we can silence their guns and greatly weaken the enemy's forces. Move quickly and destroy all fire support installations before they have time to react. | Hostile forces have been detected moving against our fire support installation in this area. Repel the enemy and protect the installations until reinforcements can arrive. Loss of these fire support installations will significantly weaken our forces across this region. | ||||||||||||||||||||
Objective: | Locate and destroy all fire support installations before further reinforcements can arrive. | Protect all fire support installations until reinforcements arrive. Eliminate all hostile forces and secure the area. | ||||||||||||||||||||
Victory Point Rewards: |
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Attrition Point Rewards: |
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Additional Rewards: | Severely degrade enemy fire support, preventing their use of mortars for a period of time. | Protect our fire support options to ensure continued access to mortar support. Additional equipment and fire support is available if you successfully defend this outpost. |
</tab>
<tab name="Mech Wars">
Offense: | Defense: | |||||||||||||||||||||
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Briefing: | Hostile mechanized forces have been identified staging in this region, in advance of a suspected strike against our lines. A heavy mechanized force of our own has been authorized for deployment to crush their forces before they can strike. Unleash the full power of our mechanized units and crush all enemy forces in the AO while preserving your own forces. Good hunting. | A large hostile mechanized force has been detected enroute towards one of our staging points in this region. Our mechanized forces here are vital to our future plans. The enemy assault has given us a unique opportunity to destroy a significant portion of their mechanized forces with a swift counter attack. Eliminate all hostiles you come across while preserving your own forces. Good hunting. | ||||||||||||||||||||
Objective: | Eliminate all hostile resistance in the AO. Reinforcements are limited so preserve your forces as best you can. | Eliminate all hostile resistance in the AO. Reinforcements are limited so preserve your forces as best you can. | ||||||||||||||||||||
Victory Point Rewards: |
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Attrition Point Rewards: |
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Additional Rewards: | Mechanized units will be allocated to your battalion for use in future missions. | Mechanized units will be allocated to your battalion for use in future missions. |
</tab>
<tab name="Phoron Retrieval">
Offense: | Defense: | |||||||||||||||||||||
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Briefing: | Hostile forces have been building a stock pile of valuable phoron in this location. Before they have the chance to ship it out, your forces are being sent to intercept and liberate these supplies to hamper the enemy's war effort. Hostile forces will likely be aiming to evacuate as much phoron out of the AO as well. Get to the phoron first and fulton out as much as you can. | Enemy forces are moving to steal a stockpile of valuable phoron that we are transporting for a local union. Send in your forces to fulton out the phoron as quickly as possible, before they can get to it first. | ||||||||||||||||||||
Objective: | Locate and extract all phoron crates in the AO before the enemy does. | Locate and extract all phoron crates in the AO before the enemy does. | ||||||||||||||||||||
Victory Point Rewards: |
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Attrition Point Rewards: |
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Additional Rewards: | Additional supplies for every phoron crate captured, and freelancer support. | Additional supplies for every phoron crate captured and local support. |
INCLUDE SUPPLY DROP TABLE
</tab>
<tab name="Supply Depot Raid">
Offense: | Defense: | |||||||||||||||||||||
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Briefing: | A hostile supply depot has been identified in this area. This key location is a vital [hostile_faction] supply hub for their forces across the region. The destruction of this depot will have a severe impact on their logistics, weakening their forces. Move quickly and destroy all designated targets in the AO before they have time to react. | Hostile forces have been detected moving against our supply depot in this area. Repel the enemy and protect the installation until reinforcements can arrive. Loss of this depot will significantly degrade our logistical capabilities and weaken our forces going forwards. | ||||||||||||||||||||
Objective: | Locate and destroy all target objectives before further hostile reinforcements can arrive. | Protect all supply points until reinforcements arrive. Eliminate all hostile forces and secure the area. | ||||||||||||||||||||
Victory Point Rewards: |
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Attrition Point Rewards: |
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Additional Rewards: | Disrupt enemy supply routes, reducing enemy attrition generation for future missions. 25% reduction in for a major victory. 20% reduction for a minor victory. |
Prevent the degradation of our attrition generation. Recon mech and gorgon armor available if you successfully protect this depot. |
</tab>
<tab name="Teleporter Raid">
TGMC: | SoM: | |||||||||||||||||||||
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Briefing: | Intelligence has pinpointed the SOM's Bluespace core on this remote lunar base. The core powers all SOM teleporter arrays in the system. If we can destroy the core, we'll completely disable the SOM's ability to deploy forces into the field, crippling their mobility. Move quickly and destroy the core at all costs, expect heavy resistance. | Emergency scramble order received: TGMC forces detected enroute to lunar Bluespace core facility. Protect the Bluespace core at all costs, without it all teleporter arrays in the system will be permanently disabled, severely restricting our mobility. Eliminate all TGMC forces you encounter and secure the facility, or hold them off until further reinforcements can arrive. | ||||||||||||||||||||
Objective: | Locate and destroy the Bluespace core before further hostile reinforcements can arrive. | Protect the Bluespace core at all costs! Eliminate all hostile forces and secure the base, reinforcements are enroute, hold them off until they arrive. | ||||||||||||||||||||
Victory Point Rewards: |
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Attrition Point Rewards: |
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Additional Rewards: | Permanently disable the SOM's ability to deploy via teleportation and impair their logistic network.
20% reduction to hostile Attrition Point gain. |
Additional use of the teleporter array will be granted if the Bluespace core can be protected. |
</tab>
</tabs>
Assets
Teams are awarded Attrition Points at the end of each mission, regardless of victory or defeat; though wins award more points than losses.
Attrition points may be spent by faction leaders, or in some cases squad leaders, to purchase Assets for the team.
Assets include fire support, the enabling of rapid deployment options, and various faction-specific equipment drops.
<tabs>
<tab name="TGMC Assets">
Name: | Description: | Cost: |
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CAS Mission | A limited number of Close Air Support attack runs are available via tactical binoculars for this mission. Excellent for disrupting dug in enemy positions. Mission includes 4 minigun strafes, 2 rocket strafes, 1 cruise missile strafe, and 2 laser strafes. |
15 points |
Mortar Support | Activatable by squad leaders. A limited number of mortar strikes are available via tactical binoculars for this mission. Excellent for disrupting dug in enemy positions. Mission includes 6 high explosive shells, 3 incendiary shells, 2 smoke shells, and 2 acid smoke shells. |
6 points |
Enable Drop Pods | Repositions the ship to allow for orbital drop pod insertion during the current or next mission. Asset can be purchased 3 times, for use on each following mission. |
9 points |
Rearm Drop Pod Bays | Replace all drop pods that have been previously deployed with refurbished units or ones from fleet storage, ready for immediate use. |
10 points |
Medical Supplies | Activatable by squad leaders. An assortment of basic medical supplies and some stimulants. Asset can be activated 3 times. |
1 points |
Construction Supplies | Activatable by squad leaders. A significant quantity of metal, plasteel and sandbags. Perfect for fortifying a defensive position. Materials include 100 plasteel sheets, 200 metal sheets, 200 empty sandbags, and 4 entrenching tools. |
4 points |
Ballistic Weapon Cache | A number of standard ballistic weapons and ammo to match. Armaments include 1 T-18 carbine, 1 T-12 assault rifle, 1 TX-11 combat rifle, 1 M-60 machine gun, and 4 M40 HEDP grenades. |
2 points |
Laser Weapon Cache | A number of laser weapons and ammo to match. Armaments include 1 Terra Experimental laser carbine, 1 Terra Experimental laser rifle, and 1 Terra Experimental laser machine gun. |
3 points |
Smartgun Weapon Cache | A SG-27 and SG-85 and ammo to match. Armaments include 1 SG-27 smartgun, and 1 SG-85 spotting rifle. |
4 points |
Shotgun Cache | A SH-35 and ammo to match. Armaments include 1 SH-35 shotgun. |
2 points |
Scout Rifle | A BR-8 scout rifle and assorted ammo. An accurate, powerful rifle with integrated IFF. Asset can be activated 2 times. |
6 points |
Tyr 2 Heavy Armour | A pair of heavy armor suits equipped with 'Tyr 2' armour upgrades. Premier protection, but somewhat cumbersome. Equipment includes 1 Tyr 2 Xenonauten Suit, and 1 Tyr 2 M10x Helmet. |
4 points |
Defensive Shields | A pair of heavy riot shields. Able to withstand a tremendous amount of punishment at the cost of occupying a hand and slowing you down. Equipment includes 2 riot shields. |
3 points |
Grenade Resupply | A variety of different grenade types. Throw towards enemy. Equipment includes 1 standard grenade belt, and 1 grenade pouch. |
6 points |
Anti-Tank Mines | M92 anti-tank mines. Extremely effective against mechs, but will not trigger against human targets. Equipment includes 10 M92 anti-tank mines. |
3 points |
Tactical Binoculars | Tactical binoculars for seeing into the distance and calling down air support. Equipment includes 1 set of tactical binoculars. |
3 points |
Tactical Reserves | Tactical reserves undergo emergency rapid mobilisation to bolster your forces. All currently dead players on your team can immediately respawn, if attrition is available. |
5 points |
</tab>
<tab name="SoM Assets">
Name: | Description: | Cost: |
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CAS Mission | A limited number of Close Air Support attack runs are available via tactical binoculars for this mission. Excellent for disrupting dug in enemy positions. Mission includes 3 volkite laser strafes, 2 incendiary rocket strafes, and 2 radioactive missile strafes. |
15 points |
Mortar Support | A limited number of mortar strikes are available via tactical binoculars for this mission. Excellent for disrupting dug in enemy positions. Mission includes 6 high explosive shells, 3 incendiary shells, 2 smoke shells, and 2 satrapine smoke shells. |
6 points |
Enable Teleporter Array | Established a link between our Teleporter Array and its master Bluespace drive, allowing its operation during the current or next mission. Asset can be activated 2 times, for use on each following mission. |
5 points |
Teleporter Array Charges | Central command have allocated the battalion with two additional uses of the Teleporter Array. Its extremely costly to run and demand is high across the conflict zone, so make them count. Asset can be purchased 3 times, for use on each following mission. |
6 points |
Medical Supplies | An assortment of basic medical supplies and some stimulants. Asset can be purchased 3 times. |
1 points |
Construction Supplies | A significant quantity of metal, plasteel and sandbags. Perfect for fortifying a defensive position. Asset can be purchased 1 time. Materials include 100 plasteel sheets, 200 metal sheets, 200 empty sandbags, and 4 entrenching tools. |
4 points |
Ballistic Weapon Cache | A number of standard ballistic weapons and ammo to match. Materials include 1 V-31 assault rifle, 1 SoM SMG, 1 SoM Shotgun, 1 SoM Machinegun, 1 SoM MPI, and 1 SoM Carbine. |
3 points |
Shotgun Cache | A V-51 and ammo to match. Supplies include 1 V-51 shotgun. |
2 points |
Volkite Weapon Cache | A volkite caliver and charger, with accompanying ammo. Able to deflagrate targets, making them deadly against tightly packed opponents. Supplies include 1 Volkite Caliver, and 1 Volkite Charger. |
4 points |
Lorica Heavy Armour | A pair of heavy armor suits equipped with 'Lorica' armour upgrades. Premier protection, but somewhat cumbersome. Supplies include 2 Lorica heavy armor modules, and matching helmet modules. |
4 points |
Defensive Shields | A pair of heavy riot shields. Able to withstand a tremendous amount of punishment at the cost of occupying a hand and slowing you down. Supplies include 2 riot shields. |
3 points |
Grenade Resupply | A variety of different grenade types. Throw towards enemy. Supplies include 1 grenade belt, and 1 grenade pouch. |
6 points |
Anti-Tank Mines | 10 M92 anti-tank mines. Extremely effective against mechs, but will not trigger against human targets. Supplies include 10 M92 anti-tank mines, separated into two boxes. |
3 points |
Tactical Binoculars | Tactical binoculars for seeing into the distance and calling down air support. | 3 points |
Tactical Reserves | Tactical reserves undergo emergency rapid mobilisation to bolster your forces. All currently dead players on your team can immediately respawn, if attrition is available. |
5 points |
</tab> </tabs>
Perks
Perks are individual upgrades for each character, purchasable by the player.
Perks are purchased using credits, which are acquired as a reward for finishing a round. All players start the game with 300 creits.
Credits are awarded according to the following table, which applies to all mission types:
Offense: | Defense: | |
Major Victory: | 800 credits | 600 credits |
Minor Victory: | 700 credits | 600 credits |
Draw: | 600 credits | 600 credits |
Minor Loss: | 600 credits | 700 credits |
Major Loss: | 600 credits | 800 credits |
Credits are also awarded according to the following actions during each mission.
Action | Reward |
Ranged Damage | +1 for every 10 Damage |
Friendly Fire | -1 for every 5 Damage |
Melee Damage | +1 for every 5 Damage |
Wounds Kitted/Pills fed | +1 for every Wound kitted or Pill fed |
Revives | +15 for every Revive |
Times Revived | +5 every time You are Revived |
Structures Built (barricades) | +6 for every Structure |
Integrity (Barricade/Mech/Vehicle) repaired | +1 for every 10 Integrity repaired |
Objectives Destroyed | +50 for every Objective destroyed |
Teleporter/Pod Blockers Destroyed | +30 for every Blocker destroyed |
Objectives Captured (Sensor Towers, etc) | +20 for every Objective captured |
Objectives Decaptured (Sensor Towers) | +20 for every Objective decaptured |
Mechs Destroyed | +20 for every Mech destroyed |
Tanks Destroyed | +50 for every Tank destroyed |
Shrapnel Removed | +3 for each Piece of Shrapnell removed |
Traps Created | +4 for every Trap created |
Grenades Primed | +2 for every Grenade primed |
<tabs> <tab name = Standard>
Name: | Description: | Cost: |
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Improved Constitution | +15 max health. +15 pain resistance. |
800 credits |
Extreme Constitution | An additional +15 max health, for a total of +30. An additional +10 pain resistance, for a total of +25. |
1000 credits |
Shield Overclock | Overclocking a shield module beyond manufacturing specifications results in a more powerful shield, increasing maximum shield health from 40 to 65, and decreasing the recharge time from 10 seconds to 6 seconds. Also unlocks shield modules for roles that do not already have access to it.. | 800 credits |
Light Footed | Quiet when running, silent when walking. Reduces footstep volume considerably. | 300 credits |
Axe Master | You are able to wield a breaching axe with considerable skill. Grants access to a special sweep attack when wielded, and allows some roles to select an axe as a back stored weapon. Requires melee specialization. |
450 credits |
Sword Master | You are able to wield a sword with considerable skill. Grants access to a special lunge attack when wielding any sword, and allows some roles to select a sword as a back stored weapon. Requires melee specialization. |
450 credits |
Improved Stamina | Improved stamina regen rate, and reduces the delay before stamina begins to regenerate. Increases maximum stamina by +5. |
600 credits |
Extreme Stamina | Greatly stamina regen rate, and further reduces the delay before stamina begins to regenerate. Increases maximum stamina by +5, for a total of +10. |
800 credits |
</tab>
<tab name = Skills>
Name: | Description: | Cost: |
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Hand to Hand Expertise | Improved unarmed damage and stun chance. | 250 credits |
Hand to Hand Specialization | Greatly improved unarmed damage and stun chance. Requires Hand to Hand Expertise. |
350 credits |
Melee Expertise | Improved damage with melee weapons. | 300 credits |
Melee Specialization | Greatly improved damage with melee weapons. Requires Melee Expertise. |
400 credits |
Advanced Firearm Training | Improved handling for all firearms. A prerequisite for all gun skills perks. | 600 credits |
Advanced Pistol Training | Improved damage with pistol type firearms. Requires Advanced Firearm Training. |
400 credits |
Advanced Shotgun Training | Improved damage with shotgun type firearms. Unlocks access to a shotgun secondary weapon in the backslot. Requires Advanced Firearm Training. |
600 credits |
Advanced Rifle Training | Improved damage with rifle type firearms. Requires Advanced Firearm Training. |
1000 credits |
Advanced SMG Training | Improved damage with SMG type firearms. Requires Advanced Firearm Training. |
500 credits |
Heavy Weapon Specialization | Improved damage with heavy weapon type firearms. Requires Advanced Firearm Training. |
800 credits |
Advanced Smartgun Training | Improved damage with smartgun type firearms. Requires Advanced Firearm Training. |
800 credits |
Advanced Construction Training | Faster construction times when building. Some items may no longer have a penalty delay when constructing. | 400 credits |
Advanced Leadership Training | Improved bonuses when issuing orders. Available for all leadership roles. |
1100 credits |
Advanced Medical Training | Faster at applying medical items. Some items may no longer have a penalty delay. Unlocks access to improved first aid pouches if not already available. |
400 credits |
</tab> </tabs>