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=Combat Skills= == 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. == CQC == A measurement of your close quarters combat ability. Higher makes you better in unarmed combat ''against humans.'' * '''With each level:''' ** Increase max unarmed melee damage by 5. ** Increased shove chance by 5% per level. For example: the Synthetic has '''CQC 5,''' giving him a very high chance to floor someone on Disarm. Note: Unarmed attacks have a chance to stun which scales with damage, so even though the damage may not be particularly high compared to melee weapons, it can give you a very respectable chance to stun someone with a bunch to the face. == Melee == A measurement of your combat ability with a melee weapon, obviously. Higher levels increase damage with a melee weapon. * '''With each level:''' ** Increases melee damage by +15% per level. ** ''Negative'' levels can also decrease melee damage each level. * Does not have a defined limit. == Large Vehicle == A measurement of your ability to use multitile vehicles. Only affects Mech piloting but used to affect the tank too. * '''Only has one level,''' and it allows you to pilot a multitile vehicle. == Smartgun == A measurement of your smartgun training. Affects the '''SG-29, SG-62 and SG-85'''. * '''Important Note:''' ** Stats will scale the same as [[TGMC:Skills#Special Firearm Skills|Special Firearm Skills]] 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. == Firearms == Firearms skills can be divided between the actual '''firearm skill''', and '''weapon class skills'''. The firearm skill represents your general familiarity and competence with firearms more broadly. '''Having a level 0 firearms skill severely reduces your effectiveness with all firearms'''. * '''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 * '''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 * '''Level 2:''' ** Faster tactical reloads Weapon class skills represent your 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. === Special 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 *'''Level 1+ per level:''' ** -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.) == Leadership == A very important skill. Measures your ability to lead, obviously. Can change fights, either through being used or ''not'' being used. * '''With each level:''' ** '''Order strength increased. Default strength is leadership skill - 1''' ** '''Order range increased. Default range is your Leadership skill + 3''' * '''Level 0:''' **'''Default for all roles''' ** Long fumble for usage of leadership equipment * '''Level 1:''' **'''Default for Specialist roles (Smartgunner, Corpsman, Engineer)''' ** Fumbling time reduced * '''Level 2:''' **[[Template:Orders|Orders unlocked.]] '''Range: 5''' * '''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 Marine marked as the aSL, has weak and short-range orders. == Stamina == Represents your cardio, effecting stamina. * '''With each level:''' ** Reduces the delay after using stamina, before stamina starts regenerating ** Regenerate stamina faster
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