JA2 1.13 Major Traits
There are 10 Major Traits in Jagged Alliance 2 1.13. We receive two Major Trait selections. We can select two Major traits once to receive each of their respective bonuses or select one Major Trait twice to receive a doubling of the bonuses. The following alphabetical listing shows all Major traits with double sections; that is, the trait has been chosen twice.
Bombardier JA2 1.13
Heavy Weapons (1) Bombardier (2).
- -40% APs to fire grenade launchers
- -40% APs to fire rocket launchers
- +50% CtH with grenade launchers
- +50% CtH with rocket launchers
- -20% APs o fire mortar
- Reduced penalty for mortar CtH by 100%
- +60% damage to other targets with heavy weapons
- Focus skill: +4 interrupt modifier in marked area
Doctor JA2 1.13
Paramedic (1) -- Doctor (2).
- Able to use medical bag to perform surgical intervention on wounded soldier
- Surgery instantly returns 50% of lost health back. (This will deplete the medical bag.)
- Returned health can be boosted an additional 15% by using blood bags
- Able to heal lost stats (from critical hits) by surgery or doctor assignment
- +50% effectiveness on doctor-patient assignment
- +60% bandaging speed
- +20% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Engineer JA2 1.13
Technician (1) -- Engineer (2).
- +50% to repair speed
- +60% to lockpick (normal/electronic locks)
- +80% to disarm electronic traps
- +80% to attach special items and combining things
- +40% to unjam a gun in combat
- Reduced penalty to repair electronic items by 100%
- Increased chance to detect traps and mines (+4 detect level)
- +20% robot's CtH controlled by the engineer
- Engineer trait grants ability to repair the robot
- Reduced penalty to repair speed of the robot by 66%
Gunfighter JA2 1.13
Gunslinger (1) -- Gunfighter (2).
- -30% APs to fire with pistols and revolvers
- +20% effective range with pistols and revolvers
- +20% CtH with pistols and revolvers
- +10% CtH with machine pistols (on single shots only)
- +10% aiming bonus per click with pistols, machine pistols and revolvers
- -30% APs to tready pistols and revolvers
- -50% APs to reload pistols, machine pistols and revolvers
- Adds to more aim clicks for pistols, machine pistols and revolvers
- Focus skill +4 interrupt modifier in marked area
- Can fan the hammer with revolvers
Machinegunner JA2 1.13
Auto Weapons (1) -- Machinegunner (2).
- +10% CtH with assault rifles
- +10% CtH with SMGs
- +10% CtH with LMGs
- -20% APs to fire LMGs on autofire or burst mode
- -20% APs to fire LMGs
- Auto fire/burst CtH penalty reduced by 60%
- Reduced chance for shooting extra bullets on autofire
- Focus skill: +4 interrupt modifier in marked area
Martial Arts JA2 1.13
Hand to Hand (1) -- Martial Arts (2).
- -30% APs for hand to hand attacks (bare hands or with brass knuckles)
- +60% CtH with HtH attacks with bare hands
- +50% CtH with hHtH attacks with brass knuckles
- +60% damage of HtH attacks (bare hands or with brass knuckles)
- +30% breath damage of HtH attacks (bare hands or with brass knuckles)
- Enemy knocked out due to your HtH attacks takes very long to recuperate
- Special spinning kick deals +100% more damage
- +60% chance to dodge HtH attacks
- +10% additional chance to dodge HtH attacks with bare hands
- +40% chance to dodge attacks by melee any weapon
- -50% APs to steal weapon from enemy hands
- -50% APS to chance stance (stand, crouch, prone)
- -50% APs to turn around
- -50% APs to climb on/off roof and jump obstacles
- -80% chance to be interrupted when charging towards an enemy at close range
- +50% chance to kick open doors
- Gains special animations for HtH combat
Ranger JA2 1.13
Hunter (1) -- Ranger (2).
- +10% CtH with rifles
- +20% CtH with shotguns
- -50% APs to pump shotguns
- -20% APs to fire shotguns
- -30% APs to reload single shotgun shells
- Adds to more aim clicks for shotguns
- Adds 1 more aim click for rifles
- +20% effective range with shotguns
- Focus skill: +4 interrupt modifier in marked area
Sniper JA2 1.13
Marksman (1) -- Sniper (2).
- +10% CtH with rifles
- +20% CtH with sniper rifles
- -10% effective range to target with all weapons
- +20% aiming bonus per aim click (except for handguns)
- +10% damage on shot per every aim click after first
- -50% APs to chamber a round with bolt-action rifles
- Adds 2 more aim clicks for rifle-type guns
- Focus skill: +4 interrupt modifier in marked area
Spy JA2 1.13
Covert Ops (1) -- Spy (2).
- Able to disguise as a civilian or soldier to slip behind enemy lines
- Will be detected if performing suspicious actions, having suspicious gear or being near fresh corpses
- Will be detected if disguised as a soldier and closer than 5 tiles to a fresh corpse
- +80% CtH with covert melee weapons
- +70% chance of instakill with covert melee weapons
- Disguise AP cost lowered by 40%
- Can convince enemy soldiers to secretly change sides (defect)
Squadleader JA2 1.13
Deputy (1) -- Squadleader (2).
- +10% APs per round of other mercs in the vicinity
- +2 effective exp level of other mercs in vicinity, which have lesser level than the squadleader
- +2 effective exp level to count as a standby when counting friends' bonus for suppression
- +40% chance to trigger collective interrupts
- +40% total suppression tolerance for other mercs in the vicinity and squadleader himself
- +2 morale gain for other mercs in the vicinity
- -2 morale loss for other mercs in the vicinity
- The vicinity bonus is 10 tiles (20 with extended ears)
- (Max simultaneous bonuses for one soldier is 3)
- +100% fear resistance to squadleader
- Drawback: 3x morale loss for squadleader's death for all other mercs
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