DLC
Modify
DLC
Modify
DLC
Modify
Modify
DLC
DLC
DLC
Skills
Soldier
Ninja
Mechanic
Hacker
Conman
Professional
Weapon Type
Assault Rifle
CAR-4
Modify
Northwest B-9
Modify
KU-59
Modify
VF-7S
Modify
Adelig RG5
DLC
Modify
Chanit S3
DLC
Modify
CAR-4 "Monument"
Modify
KU-59 "Ruthless"
Modify
VF-7S "Featherlight"
Modify
CAR-4 "Old Faithful"
Modify
"Queen's Revenge"
Modify
NW B-9 "Wraith"
Modify
Marksman Rifle
SA A144
Modify
Reinfeld 900S
Modify
FIK 22 TLR
DLC
Modify
Spearfish 1895
Modify
R900S "Thunder Scythe"
Modify
A114 "Sentinel"
Modify
R900S "The Lance"
Modify
SMG
FIK PC9
Modify
Ziv Commando
Modify
SG Compact-7
Modify
WAR-45
DLC
Modify
ATK-7
DLC
Modify
Ziv Commando "Kick-Murder"
Modify
Compact7 "Lycan"
Modify
PC9 "Veteran Ranger"
Modify
Shotgun
Reinfeld 880
Modify
Mosconi 12 Classic
Modify
FSA-12G
DLC
Modify
M7 Pursuivant
DLC
Modify
TAS-12
DLC
Modify
Mosconi 12C "The Poacher"
Modify
R880 "Porch King"
Modify
Mosconi 12C "Maniacal Moonshiner"
Modify
LMG
Blyspruta MX63
DLC
Modify
Weapon Type
Pistol
Signature 40
Modify
Signature 403
Modify
Stryk 7
Modify
SP Model 11
Modify
Tribune 32
Modify
Picchio Duro 5
DLC
Modify
Garstini Viper .50AE
DLC
Modify
Jackknife SE5
DLC
Modify
S40 "Square Off"
Modify
Stryk 7 "Hard Liquid"
Modify
SP M11 "Hard Cough"
Modify
Freedom’s Fortune
Modify
Tribune 32 “Miami Decadence”
DLC
Modify
Revolver
J&M Castigo 44
Modify
Sforza Bison
Modify
Bullkick 500
DLC
Modify
Justicar
DLC
Modify
Bison "Long Rager"
Modify
Castigo 44 "Tin Hammer"
Modify
Overkill
HET-5 Red Fox
Modify
Marcom Mamba MGL
Modify
M135 Arges
Modify
Overskill
Interceptor
Sociopath
DLC
Modify
throwable
Frag Grenade
Flashbang Grenade
Smoke Grenade
Throwing Knife
Shock Grenade
deployable
Armor Bag
Medic Bag
Ammo Bag
Sentry Turret
tool
Micro Cam
Motion Sensor
ECM Jammer
Infrasonic Mine
Trip Laser
armor
Medtech Frame
Modify
Specialist Frame
Modify
Saboteur Frame
Modify
Mercenary Frame
Modify
None
Damage to units
Unit
| Unit Defence | |
|---|---|
| Health | |
| Armor | |
|
Armor Hardness
Damage Reduction
|
|
| Visor Armor | |
|
Visor Armor Hardness
Damage Reduction
|
|
| Faceplate Armor | |
|
Faceplate Armor Hardness
Damage Reduction
|
|
|
Shield Armor Hardness
Damage Reduction
|
|
| Optimal Shots to Kill |
|---|
|
+
+
+
|
| Body Shots to Kill |
|---|
|
+
|
Armor Plate
| Damage Reduction | |
| Regen Time | |
| Max Downs | |
|
Special Property
|
|
Juggernaut
Tier 4
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('Bastion'); longTouch = true;"
:data-state="skill.state"
data-key="Bastion"
x-ref="skillBastion"
>
Bastion
Locked
Tier 3
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('BeastOfBurdon'); longTouch = true;"
:data-state="skill.state"
data-key="BeastOfBurdon"
x-ref="skillBeastOfBurdon"
>
Beast Of Burden
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ArmoredUpII'); longTouch = true;"
:data-state="skill.state"
data-key="ArmoredUpII"
x-ref="skillArmoredUpII"
>
Armored Up II
Locked
Tier 2
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('LockedIn'); longTouch = true;"
:data-state="skill.state"
data-key="LockedIn"
x-ref="skillLockedIn"
>
Head Guard
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ArmoredUpI'); longTouch = true;"
:data-state="skill.state"
data-key="ArmoredUpI"
x-ref="skillArmoredUpI"
>
Armored Up I
Locked
Tier 1
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('Bulwark'); longTouch = true;"
:data-state="skill.state"
data-key="Bulwark"
x-ref="skillBulwark"
>
Extra Protection
Locked
Commando
Tier 4
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('AmmoFunnel'); longTouch = true;"
:data-state="skill.state"
data-key="AmmoFunnel"
x-ref="skillAmmoFunnel"
>
Ammo Funnel
Locked
Tier 3
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('CrackOpen'); longTouch = true;"
:data-state="skill.state"
data-key="CrackOpen"
x-ref="skillCrackOpen"
>
Breaking Point
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('HollowPointRounds'); longTouch = true;"
:data-state="skill.state"
data-key="HollowPointRounds"
x-ref="skillHollowPointRounds"
>
Hollow-Point Rounds
Locked
Tier 2
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('FocusFire'); longTouch = true;"
:data-state="skill.state"
data-key="FocusFire"
x-ref="skillFocusFire"
>
Focus Fire
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ARPockets'); longTouch = true;"
:data-state="skill.state"
data-key="ARPockets"
x-ref="skillARPockets"
>
Stockpile: Assault
Locked
Tier 1
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ARProficiency'); longTouch = true;"
:data-state="skill.state"
data-key="ARProficiency"
x-ref="skillARProficiency"
>
Rifleman
Locked
Grenadier
Tier 4
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('FragMaster'); longTouch = true;"
:data-state="skill.state"
data-key="FragMaster"
x-ref="skillFragMaster"
>
Mad Bomber
Locked
Tier 3
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('Scrounger'); longTouch = true;"
:data-state="skill.state"
data-key="Scrounger"
x-ref="skillScrounger"
>
Scavenger
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ImpactGrenades'); longTouch = true;"
:data-state="skill.state"
data-key="ImpactGrenades"
x-ref="skillImpactGrenades"
>
Sudden Impact
Locked
Tier 2
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('Tenderize'); longTouch = true;"
:data-state="skill.state"
data-key="Tenderize"
x-ref="skillTenderize"
>
Burn Damage
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ExtraFrags'); longTouch = true;"
:data-state="skill.state"
data-key="ExtraFrags"
x-ref="skillExtraFrags"
>
Stockpile: Frag Grenades
Locked
Tier 1
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('FragProficiency'); longTouch = true;"
:data-state="skill.state"
data-key="FragProficiency"
x-ref="skillFragProficiency"
>
Bombs Away
Locked
Ghost
Tier 4
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('OnTheRun'); longTouch = true;"
:data-state="skill.state"
data-key="OnTheRun"
x-ref="skillOnTheRun"
>
On the Run
Locked
Tier 3
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('LockMaster'); longTouch = true;"
:data-state="skill.state"
data-key="LockMaster"
x-ref="skillLockMaster"
>
Locksmith
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('RiskTaker'); longTouch = true;"
:data-state="skill.state"
data-key="RiskTaker"
x-ref="skillRiskTaker"
>
Under Pressure
Locked
Tier 2
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('JudoChop'); longTouch = true;"
:data-state="skill.state"
data-key="JudoChop"
x-ref="skillJudoChop"
>
Judo Chop
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ConstantFlow'); longTouch = true;"
:data-state="skill.state"
data-key="ConstantFlow"
x-ref="skillConstantFlow"
>
Flow State
Locked
Tier 1
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('DodgeMaster'); longTouch = true;"
:data-state="skill.state"
data-key="DodgeMaster"
x-ref="skillDodgeMaster"
>
Dodge This
Locked
Special Ops
Tier 4
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('SMGMaster'); longTouch = true;"
:data-state="skill.state"
data-key="SMGMaster"
x-ref="skillSMGMaster"
>
SMGenius
Locked
Tier 3
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('BrickBuster'); longTouch = true;"
:data-state="skill.state"
data-key="BrickBuster"
x-ref="skillBrickBuster"
>
Cracked
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('EvenAim'); longTouch = true;"
:data-state="skill.state"
data-key="EvenAim"
x-ref="skillEvenAim"
>
Steady Hands
Locked
Tier 2
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('NimbleHands'); longTouch = true;"
:data-state="skill.state"
data-key="NimbleHands"
x-ref="skillNimbleHands"
>
Multitasker
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('SMGPockets'); longTouch = true;"
:data-state="skill.state"
data-key="SMGPockets"
x-ref="skillSMGPockets"
>
Stockpile: SMG
Locked
Tier 1
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('SMGProficiency'); longTouch = true;"
:data-state="skill.state"
data-key="SMGProficiency"
x-ref="skillSMGProficiency"
>
SMG Adept
Locked
Fog Machine
Tier 4
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('SmokeMaster'); longTouch = true;"
:data-state="skill.state"
data-key="SmokeMaster"
x-ref="skillSmokeMaster"
>
Escape Artist
Locked
Tier 3
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('PoisonCloud'); longTouch = true;"
:data-state="skill.state"
data-key="PoisonCloud"
x-ref="skillPoisonCloud"
>
Poisonous Gas
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ThickSmoke'); longTouch = true;"
:data-state="skill.state"
data-key="ThickSmoke"
x-ref="skillThickSmoke"
>
Smokescreen
Locked
Tier 2
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('CoughingFit'); longTouch = true;"
:data-state="skill.state"
data-key="CoughingFit"
x-ref="skillCoughingFit"
>
Brain Fog
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ExtraSmokes'); longTouch = true;"
:data-state="skill.state"
data-key="ExtraSmokes"
x-ref="skillExtraSmokes"
>
Stockpile: Smoke Grenades
Locked
Tier 1
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('SmokeProficiency'); longTouch = true;"
:data-state="skill.state"
data-key="SmokeProficiency"
x-ref="skillSmokeProficiency"
>
Heavy Smoker
Locked
Engineer
Tier 4
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('LevelUp'); longTouch = true;"
:data-state="skill.state"
data-key="LevelUp"
x-ref="skillLevelUp"
>
Machine War
Locked
Tier 3
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ShieldedTurret'); longTouch = true;"
:data-state="skill.state"
data-key="ShieldedTurret"
x-ref="skillShieldedTurret"
>
Shields Up
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ExtraTurrets'); longTouch = true;"
:data-state="skill.state"
data-key="ExtraTurrets"
x-ref="skillExtraTurrets"
>
Sentry Squad
Locked
Tier 2
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('TurretReinforcement'); longTouch = true;"
:data-state="skill.state"
data-key="TurretReinforcement"
x-ref="skillTurretReinforcement"
>
Artificial Ally
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('QuickFixer'); longTouch = true;"
:data-state="skill.state"
data-key="QuickFixer"
x-ref="skillQuickFixer"
>
Repair Job
Locked
Tier 1
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('DroneOperator'); longTouch = true;"
:data-state="skill.state"
data-key="DroneOperator"
x-ref="skillDroneOperator"
>
Sentry Operator
Locked
Shotgunner
Tier 4
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ShotgunTank'); longTouch = true;"
:data-state="skill.state"
data-key="ShotgunTank"
x-ref="skillShotgunTank"
>
Berserker
Locked
Tier 3
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ShotgunSpeedloader'); longTouch = true;"
:data-state="skill.state"
data-key="ShotgunSpeedloader"
x-ref="skillShotgunSpeedloader"
>
Speedloader
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ShotgunObliterator'); longTouch = true;"
:data-state="skill.state"
data-key="ShotgunObliterator"
x-ref="skillShotgunObliterator"
>
Annihilation
Locked
Tier 2
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('PointBlank'); longTouch = true;"
:data-state="skill.state"
data-key="PointBlank"
x-ref="skillPointBlank"
>
Point Blank
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ShotgunPockets'); longTouch = true;"
:data-state="skill.state"
data-key="ShotgunPockets"
x-ref="skillShotgunPockets"
>
Stockpile: Shotgun
Locked
Tier 1
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ShotgunExpert'); longTouch = true;"
:data-state="skill.state"
data-key="ShotgunExpert"
x-ref="skillShotgunExpert"
>
Calling Shotgun
Locked
Electrician
Tier 4
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ArmorConductor'); longTouch = true;"
:data-state="skill.state"
data-key="ArmorConductor"
x-ref="skillArmorConductor"
>
Highly Conductive
Locked
Tier 3
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ElectricTenderizer'); longTouch = true;"
:data-state="skill.state"
data-key="ElectricTenderizer"
x-ref="skillElectricTenderizer"
>
Electric Tenderizer
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('PowerShockGrenades'); longTouch = true;"
:data-state="skill.state"
data-key="PowerShockGrenades"
x-ref="skillPowerShockGrenades"
>
Renewable Energy
Locked
Tier 2
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ElectricStunner'); longTouch = true;"
:data-state="skill.state"
data-key="ElectricStunner"
x-ref="skillElectricStunner"
>
Stunned
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ElectricCapacity'); longTouch = true;"
:data-state="skill.state"
data-key="ElectricCapacity"
x-ref="skillElectricCapacity"
>
Stockpile: Shock Grenades
Locked
Tier 1
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('Electrician'); longTouch = true;"
:data-state="skill.state"
data-key="Electrician"
x-ref="skillElectrician"
>
Shock Factor
Locked
Black Hat
Tier 4
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ElectricInterference'); longTouch = true;"
:data-state="skill.state"
data-key="ElectricInterference"
x-ref="skillElectricInterference"
>
Electrical Interference
Locked
Tier 3
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('RadioExpert'); longTouch = true;"
:data-state="skill.state"
data-key="RadioExpert"
x-ref="skillRadioExpert"
>
Radio Star
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('DefensiveMeasuress'); longTouch = true;"
:data-state="skill.state"
data-key="DefensiveMeasuress"
x-ref="skillDefensiveMeasuress"
>
High Marks
Locked
Tier 2
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('HackLooper'); longTouch = true;"
:data-state="skill.state"
data-key="HackLooper"
x-ref="skillHackLooper"
>
Playback
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ECMExpert'); longTouch = true;"
:data-state="skill.state"
data-key="ECMExpert"
x-ref="skillECMExpert"
>
Pump the Jam
Locked
Tier 1
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('HackingExpert'); longTouch = true;"
:data-state="skill.state"
data-key="HackingExpert"
x-ref="skillHackingExpert"
>
Security Expert
Locked
Hitman
Tier 4
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('BountyHunter'); longTouch = true;"
:data-state="skill.state"
data-key="BountyHunter"
x-ref="skillBountyHunter"
>
Bounty Hunter
Locked
Tier 3
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('PistolRecon'); longTouch = true;"
:data-state="skill.state"
data-key="PistolRecon"
x-ref="skillPistolRecon"
>
Spatial Awareness
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('PistolExploiter'); longTouch = true;"
:data-state="skill.state"
data-key="PistolExploiter"
x-ref="skillPistolExploiter"
>
Cheap Trick
Locked
Tier 2
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('PistolPrecision'); longTouch = true;"
:data-state="skill.state"
data-key="PistolPrecision"
x-ref="skillPistolPrecision"
>
Quick Draw
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('PistolPockets'); longTouch = true;"
:data-state="skill.state"
data-key="PistolPockets"
x-ref="skillPistolPockets"
>
Stockpile: Handgun
Locked
Tier 1
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('PistolExpert'); longTouch = true;"
:data-state="skill.state"
data-key="PistolExpert"
x-ref="skillPistolExpert"
>
Bullseye
Locked
Flashpoint
Tier 4
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('FlashbangMaster'); longTouch = true;"
:data-state="skill.state"
data-key="FlashbangMaster"
x-ref="skillFlashbangMaster"
>
Sunburn
Locked
Tier 3
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('FlashbangExposer'); longTouch = true;"
:data-state="skill.state"
data-key="FlashbangExposer"
x-ref="skillFlashbangExposer"
>
Spotlight
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('EMPFlashbang'); longTouch = true;"
:data-state="skill.state"
data-key="EMPFlashbang"
x-ref="skillEMPFlashbang"
>
Hypersensitive
Locked
Tier 2
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('RiotControl'); longTouch = true;"
:data-state="skill.state"
data-key="RiotControl"
x-ref="skillRiotControl"
>
Flash Mob
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('ExtraFlashbangs'); longTouch = true;"
:data-state="skill.state"
data-key="ExtraFlashbangs"
x-ref="skillExtraFlashbangs"
>
Stockpile: Flashbang Grenades
Locked
Tier 1
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('FlashbangExpert'); longTouch = true;"
:data-state="skill.state"
data-key="FlashbangExpert"
x-ref="skillFlashbangExpert"
>
Shine On
Locked
Imposter
Tier 4
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('HulkOut'); longTouch = true;"
:data-state="skill.state"
data-key="HulkOut"
x-ref="skillHulkOut"
>
Seeing Red
Locked
Tier 3
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('StrongArm'); longTouch = true;"
:data-state="skill.state"
data-key="StrongArm"
x-ref="skillStrongArm"
>
Strong-Armed
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('Clipboard'); longTouch = true;"
:data-state="skill.state"
data-key="Clipboard"
x-ref="skillClipboard"
>
Hall Pass
Locked
Tier 2
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('Focused'); longTouch = true;"
:data-state="skill.state"
data-key="Focused"
x-ref="skillFocused"
>
Thrill Seeker
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('WalkingTall'); longTouch = true;"
:data-state="skill.state"
data-key="WalkingTall"
x-ref="skillWalkingTall"
>
Plain Sight
Locked
Tier 1
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('UnmaskedExpert'); longTouch = true;"
:data-state="skill.state"
data-key="UnmaskedExpert"
x-ref="skillUnmaskedExpert"
>
Adrenaline Junkie
Locked
Pill Pusher
Tier 4
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('FieldTriage'); longTouch = true;"
:data-state="skill.state"
data-key="FieldTriage"
x-ref="skillFieldTriage"
>
Health Guru
Locked
Tier 3
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('Painmonger'); longTouch = true;"
:data-state="skill.state"
data-key="Painmonger"
x-ref="skillPainmonger"
>
Pain Tolerance
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('MeatBag'); longTouch = true;"
:data-state="skill.state"
data-key="MeatBag"
x-ref="skillMeatBag"
>
Scar Tissue
Locked
Tier 2
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('DoctoredUpI'); longTouch = true;"
:data-state="skill.state"
data-key="DoctoredUpI"
x-ref="skillDoctoredUpI"
>
Field Medic I
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('DoctoredUpII'); longTouch = true;"
:data-state="skill.state"
data-key="DoctoredUpII"
x-ref="skillDoctoredUpII"
>
Field Medic II
Locked
Tier 1
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('MedicExpert'); longTouch = true;"
:data-state="skill.state"
data-key="MedicExpert"
x-ref="skillMedicExpert"
>
Doctor's Orders
Locked
Cutthroat
Tier 4
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('PunchingKnife'); longTouch = true;"
:data-state="skill.state"
data-key="PunchingKnife"
x-ref="skillPunchingKnife"
>
Hidden Blade
Locked
Tier 3
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('HomemadeShiv'); longTouch = true;"
:data-state="skill.state"
data-key="HomemadeShiv"
x-ref="skillHomemadeShiv"
>
Prison Shiv
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('FanThrow'); longTouch = true;"
:data-state="skill.state"
data-key="FanThrow"
x-ref="skillFanThrow"
>
Fan Throw
Locked
Tier 2
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('Laceration'); longTouch = true;"
:data-state="skill.state"
data-key="Laceration"
x-ref="skillLaceration"
>
Laceration
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('DeepWounds'); longTouch = true;"
:data-state="skill.state"
data-key="DeepWounds"
x-ref="skillDeepWounds"
>
Deep Wounds
Locked
Tier 1
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('KnifeExpert'); longTouch = true;"
:data-state="skill.state"
data-key="KnifeExpert"
x-ref="skillKnifeExpert"
>
Knife Expert
Locked
Puppet Master
Tier 4
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('InsurancePlan'); longTouch = true;"
:data-state="skill.state"
data-key="InsurancePlan"
x-ref="skillInsurancePlan"
>
Insurance Plan
Locked
Tier 3
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('HumanResources'); longTouch = true;"
:data-state="skill.state"
data-key="HumanResources"
x-ref="skillHumanResources"
>
Human Resources
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('Intimidator'); longTouch = true;"
:data-state="skill.state"
data-key="Intimidator"
x-ref="skillIntimidator"
>
Scare Tactics
Locked
Tier 2
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('GroupieMagnet'); longTouch = true;"
:data-state="skill.state"
data-key="GroupieMagnet"
x-ref="skillGroupieMagnet"
>
Magnetic Charm
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('MoreSnacks'); longTouch = true;"
:data-state="skill.state"
data-key="MoreSnacks"
x-ref="skillMoreSnacks"
>
Consumerism
Locked
Tier 1
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('TradingExpert'); longTouch = true;"
:data-state="skill.state"
data-key="TradingExpert"
x-ref="skillTradingExpert"
>
Trade Broker
Locked
Longshot
Tier 4
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('Graze'); longTouch = true;"
:data-state="skill.state"
data-key="Graze"
x-ref="skillGraze"
>
Ricochet
Locked
Tier 3
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('PiercingAmmo'); longTouch = true;"
:data-state="skill.state"
data-key="PiercingAmmo"
x-ref="skillPiercingAmmo"
>
Armor-Piercing
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('SniperFunnel'); longTouch = true;"
:data-state="skill.state"
data-key="SniperFunnel"
x-ref="skillSniperFunnel"
>
Return Policy
Locked
Tier 2
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('SniperPockets'); longTouch = true;"
:data-state="skill.state"
data-key="SniperPockets"
x-ref="skillSniperPockets"
>
Stockpile: Marksman
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('HeadshotExpert'); longTouch = true;"
:data-state="skill.state"
data-key="HeadshotExpert"
x-ref="skillHeadshotExpert"
>
Skull Trauma
Locked
Tier 1
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('SniperExpert'); longTouch = true;"
:data-state="skill.state"
data-key="SniperExpert"
x-ref="skillSniperExpert"
>
Head Games
Locked
Ammo Specialist
Tier 4
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('HighQualityBag'); longTouch = true;"
:data-state="skill.state"
data-key="HighQualityBag"
x-ref="skillHighQualityBag"
>
Premium Bag
Locked
Tier 3
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('GrenadeBelt'); longTouch = true;"
:data-state="skill.state"
data-key="GrenadeBelt"
x-ref="skillGrenadeBelt"
>
Utility Belt
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('HighGrainAmmo'); longTouch = true;"
:data-state="skill.state"
data-key="HighGrainAmmo"
x-ref="skillHighGrainAmmo"
>
Bullet Frenzy
Locked
Tier 2
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('AmmoUpI'); longTouch = true;"
:data-state="skill.state"
data-key="AmmoUpI"
x-ref="skillAmmoUpI"
>
Ammo Up I
Locked
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('AmmoUpII'); longTouch = true;"
:data-state="skill.state"
data-key="AmmoUpII"
x-ref="skillAmmoUpII"
>
Ammo Up II
Locked
Tier 1
{ $dispatch('longpress') }, 600);"
@touchend="clearTimeout(pressTimeout)"
@longpress="if(iOS) unlearnSkill('AmmoExpert'); longTouch = true;"
:data-state="skill.state"
data-key="AmmoExpert"
x-ref="skillAmmoExpert"
>
Munitions Expert
Locked
Skill points:
/
Reset skills
Skill Info
Character
MODIFY
| ATTRIBUTE | TOTAL | BASE | MOD | SKILL |
|---|---|---|---|---|
| Armor | ||||
| Total Armor | - | - | - | |
| Plates | - | - | - | - |
| Plate Regen Time | - | - | - | |
| Passive: | ||||
| Health | ||||
| Total Health | ||||
| Madic Bag Heal | ||||
| First Aid Kit Heal | ||||
| Damage Reduction | ||||
| Max Downs | ||||
| Bleedout Time | ||||
| Consumables | ||||
| Ammo Capacity | ||||
| Marking | ||||
Max Targets |
||||
| Duration | ||||
| Movement Speed | ||||
| Masked | ||||
| Walk | ||||
| Sprint | ||||
| Crouch | ||||
| Targeting Walk | ||||
| Casing | ||||
| Walk | ||||
| Sprint | ||||
| Crouch | ||||
Primary
MODIFY
| TOTAL | BASE | MOD | SKILL | |
|---|---|---|---|---|
| Damage • | ||||
| Headshot • - | ||||
| Armor Penetration | ||||
| Magazine | ||||
| Size | ||||
| Starting Reserve | ||||
| Max Reserve | ||||
| Ammo Bag Refill | ||||
| Ammo Pickup | - | - | ||
| Reload Speed | ||||
| Tactical | ||||
| Empty | ||||
| Swap Speed | ||||
| Draw | ||||
| Holster | ||||
| ADS | ||||
| Targeting Speed | ||||
| Magnification | ||||
| Sprint Exit | ||||
| Fire Rate | ||||
| Fire Mode | ||||
| Gunkick | ||||
| Horizontal | ||||
| Vertical | ||||
| Recoil | ||||
| Horizontal | ||||
| Vertical | ||||
| Initial | ||||
| Recoil Pattern | ||||
Secondary
MODIFY
| TOTAL | BASE | MOD | SKILL | |
|---|---|---|---|---|
| Damage • | ||||
| Headshot • - | ||||
| Armor Penetration | ||||
| Magazine | ||||
| Size | ||||
| Starting Reserve | ||||
| Max Reserve | ||||
| Ammo Bag Refill | ||||
| Ammo Pickup | - | - | ||
| Reload Speed | ||||
| Tactical | ||||
| Empty | ||||
| Swap Speed | ||||
| Draw | ||||
| Holster | ||||
| ADS | ||||
| Targeting Speed | ||||
| Magnification | ||||
| Sprint Exit | ||||
| Fire Rate | ||||
| Fire Mode | ||||
| Gunkick | ||||
| Horizontal | ||||
| Vertical | ||||
| Recoil | ||||
| Horizontal | ||||
| Vertical | ||||
| Initial | ||||
| Recoil Pattern | ||||
Overkill
MODIFY
| TOTAL | BASE | MOD | SKILL | |
|---|---|---|---|---|
| Damage • | ||||
| Headshot • - | ||||
| Armor Penetration | ||||
| Magazine | ||||
| Size | ||||
| Starting Reserve | ||||
| Max Reserve | ||||
| Ammo Bag Refill | ||||
| Ammo Pickup | - | - | ||
| Reload Speed | ||||
| Tactical | ||||
| Empty | ||||
| Swap Speed | ||||
| Draw | ||||
| Holster | ||||
| ADS | ||||
| Targeting Speed | ||||
| Magnification | ||||
| Sprint Exit | ||||
| Fire Rate | ||||
| Fire Mode | ||||
| Gunkick | ||||
| Horizontal | ||||
| Vertical | ||||
| Recoil | ||||
| Horizontal | ||||
| Vertical | ||||
| Initial | ||||
| Recoil Pattern | ||||
Overskill
MODIFY
| TOTAL | BASE | SKILL | |
|---|---|---|---|
| Damage | |||
| Light Attack | |||
| Heavy Attack | |||
| Max Targets | |||
| Light Attack | |||
| Heavy Attack | |||
| Armor Penetration | |||
| TOTAL | |
|---|---|
| Duration | 40s |
Deployable
| TOTAL | BASE | SKILL | |
|---|---|---|---|
| Deployables Count | |||
| Charges | |||
| Heal Amount | |||
| Ammo Refill | |||
| Primary | |||
| Secondary | |||
| Throwables Recharge | |||
| Damage | |||
| Armor Penetration | |||
| Fire Time | |||
| Fire Cooldown | |||
| Fire Rate | |||
| Fire Mode | |||
| Explosion | |||
| Damage • | |||
| Armor Penetration | |||
| Effective Health | |||
| Overheat Per Shot | |||
| Yaw Rotation | |||
| Rotation Cooldown | |||
Throwable
| TOTAL | BASE | SKILL | |
|---|---|---|---|
| Throwables Count | |||
| Explosion Delay | |||
| Explosion Radius | |||
| Damage • | |||
| Armor Penetration | |||
| Self Damage | |||
| Cloud Size | |||
| Radius | |||
| Height | |||
| Duration | |||
| Stun Duration | |||
| Stun Duration | |||
| Explosions Count | |||
| Explosion Repeat Delay | |||
| Damage | |||
| Headshot • | |||
| Armor Penetration | |||
| Ricochets Count | |||
Tool
| TOTAL | BASE | MOD | SKILL | |
|---|---|---|---|---|
| Tools Count | ||||
| Explosion Radius | 5m | 5m | ||
| Stun Duration | 6s | 6s | ||
| Detection Radius | 5m | 5m |
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