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AFS Intel

Abilities

Recruit

Hand to Hand Combat

Hand to Hand Combat
  • Increases damage of all hand-to-hand and melee attacks
  • Adds knock-back to hand-to-hand and melee attacks
 

Firearms

Firearms
  • Reduces pistol reload time
  • Improves critical hit rate of rifles
  • Adds knock-back to shotgun attacks
  • Increases damage inflicted by shotguns, pistols, and rifles
 

Lightning

Lightning
  • A long-range energy attack that is very powerful and efficient
  • Advanced training adds Stun and minor area-of-effect benefits
 

Sprint

Sprint
  • Useful for scouting, quickly traversing terrain, and for closing to short range for certain attacks
  • Costs adrenaline over time to maintain
 

Motor Assist Body Armour

Motor Assist Body Armour
  • Improves movement speed while wearing this armour type
  • Advanced training increases movement speed per piece of armour worn
 

Soldier

Shrapnel

Shrapnel
  • Moderate damage area-ofeffect attack
  • Requires power and scraps to use
 

Rage

Rage
  • Increases damage of all group members by as much as 100%
  • Costs power and adrenaline to use, has a moderate duration
 

Reflective Body Armour

Reflective Body Armour
  • Reflects a percentage of Physical and Sonic damage per piece of Reflective armour worn
 

Machine Guns

Machine Guns
  • Increases machine gun damage
  • With additional training, this skill also improves heat dissipation
  • Machine guns are expensive to use, deliver high damage to single targets, and fire efficiently at short range
 

Specialist

Decay

Decay
  • Delivers minor damage over time
  • Modest power requirements
 

Tools

Tools
  • Allows the use of healing discs, field repair tools, armour augmentation tools, and cipher tools
  • Improves the amount of health, armour, and repair specialists can restore using various tools
  • With additional training, allows specialists to resuscitate fallen allies

Healing Disc: Repairs damage to the health of living targets
Armor Augmentation Tool: Recharges shield capacity of any armoured target
Field Repair Tool: Repairs damage to mechanical targets
Cipher Tool: Unlocks field containers, doors, and other locks

 

Hazmat Body Armour

Hazmat Body Armour
  • Improves resistance to Energy, Virulent, Incendiary, and Cryogenic damage sources per piece of Hazmat armour worn
 

Leech Gun

Leech Gun
  • Improves the damage inflicted by leech guns
  • Inceases the amount of health leeched from targets
 

Commando

Launchers

Launchers
  • Improves the damage bonus of both grenade and rocket launchers
  • With additional training, this reduces the reload time of rocket launchers and the chance for grenades to stun their victims
  • Rocket launchers deliver massive damage but take more time to use; grenade launchers are good for engaging smaller groups
 

Force Blast

Force Blast
  • The commando uses Logos to call upon individual damage types to directly harm single targets
  • Requires Adrenaline and Power Instant effect, with a chance for a secondary effect
 

Graviton Body Armour

Graviton Body Armour
  • Increases the chance for a commando to resist knockback and stun effects per piece of Graviton armour worn
 

Rushing Blow

Rushing Blow
  • Charges an enemy, inflicting significant damage and closing the distance into melee combat
  • Higher ranks greatly increase the range at which this can be initiated
 

Scourge

Scourge
  • Similar to Shrapnel in terms of damage and area-of-effect
  • Does not require scraps to use, though power costs are higher for this ability
 

Ranger

Spotter

Spotter
  • While active, this Spotter will enhance your Radar by negating the effects of enemy Stealth technologies.
  • Spending more skill points will add to all spotters’ ability to see stealthy enemies.
 

Tactical Evasion

Tactical Evasion
  • Utilize Logos and Micromech to avoid damage by blinding close range enemies, creating a smokescreen, or teleporting a previously marked safe location.
  • This primarily defensive ability is designed to offer the Ranger protection at both long and short ranges and continue to be effective at higher levels.
 

Fire Support

Fire Support
  • HQ has tactical weapons such as various bombs and ion cannons on hand and ready for a Ranger to call into use.  By using micro-mech, the Ranger can flag areas or specific enemies with beacons to be the targets of these weapons.  Once a beacon is in place, a delay occurs while the weapons are prepped and then teleported through logos to the target.
 

Stealth Body Armour

Stealth Body Armour
  • Reduces the distance at which enemies detect rangers; each piece of Stealth armour worn improves this effect, as does additional training
 

Net Gun

Net Gun
  • Net guns root single targets in place and inflict both impact damage and damage over time
  • Improves the damage that net guns deliver
 

Sapper

Hack

Hack
  • Disrupts enemy mechanical units, causing them to attack their allies for a given period
  • Training increases the duration of this effect as well as the attack’s range
 

Crab Mines

Crab Mines
  • Deploy several independent mines that seek out targets and detonate
  • Though this ability’s power cost is low, Weapons Grade Micromech is a prerequisite for using these mines
  • Specialised training allows the mines to deliver specific damage types (i.e. Physical, Incendiary, Energy, Sonic, and Laser)
 

Shield Extender

Shield Extender
  • Shield Extenders take the base amount of target’s armour and extend the shielding to all the squad mates
  • Uses Power and Consumer Grade Micromech
  • Advanced training increases the total amount of damage mitigated by the shield
 

Mech Body Armour

Mech Body Armour
  • Features a greatly enhanced rate of Power regeneration
  • Further training improves this (per piece of Mech body armour worn)
 

Polarity Gun

Polarity Gun
  • Polarity guns deliver significant damage to single targets, overheat quickly, and require considerable skill to use at peak efficiency
  • Augments the damage that polarity guns inflict
 

Biotech

Cure

Cure
  • Offers various ways to remove negative effects from you and your squadmates, and resuscitate recently deceased allies.
 

Reconstruction

Reconstruction
  • Utilize Logos to siphon health from enemies in a radius while also healing and buffing yourself and nearby squadmates. Each pump level offers different variations of the Reconstruction effect.
 

Bio Augmentation

Bio Augmentation
  • Increase Body, Mind, Spirit, Health, and Power depending on the pump level
  • Requires Power and Pharmeceutical Grade Micromech
 

Bio Body Armour

Bio Body Armour
  • Training in this armour improves the health regeneration rate of the wearer and of all nearby squad members
 

Injection Gun

Injection Gun
  • Improves damage inflicted with injection guns
  • Advanced training adds the ability to bypass enemy armour with this weapon type
  • Injection guns deliver specific damage types, Virulent being the most common, but EM and Incendiary variants are far more effective
 

Grenadier

Concussive Wave

Concussive Wave
  • Knocks all enemies in a wide radius to the ground, delivering moderate damage
  • Requires a full investment of adrenaline to perform
 

Sacrifice

Sacrifice
  • Greatly increases the damage a grenadier inflicts in exchange for a toll on health
  • This ability persists until it is stopped by the user or the user is slain. While active, Sacrifice prevents the user from gaining health by any means
 

Scatterbombs

Scatterbombs
  • Produces a number of bombs that are flung across the battlefield
  • Advanced training yields more bombs per attack
  • This ability’s power cost is high, and grenadiers must also carry Consumer Grade Micromech
 

Tectonic Strike

Tectonic Strike
  • Creates a short-range shockwave in front of the grenadier
  • Damage increases with higher training ranks
  • Carries a high power cost and requires Weapons Grade Micromech
 

Propellant Guns

Propellant Guns
  • Increases damage inflicted by all propellant guns
  • Higher training also improves these weapons’ heat dissipation
  • Propellant guns are costly to use, deliver catastrophic damage at short range, and can hit many enemies simultaneously
 

Guardian

Shield Wave

Shield Wave
  • Shields the guardian and all group members for one minute, or until each shield reaches a given damage threshold
  • Requires a full level of adrenaline to activate
 

Reflection

Reflection
  • Consumes very little power and raises a reflective damage shield around the target (can be the guardian or any group member)
  • These shields can be damagetype specific, depending on the guardian’s training (i.e. Laser, Sonic, Physical, Energy, and Incendiary)
 

Vortex

Vortex
  • Draws nearby enemies toward the guardian’s location
  • This effect focuses the enemies’ aggression on the guardian, away from other group members
  • Higher levels of training increase Vortex’s area of effect
 

Conversion

Conversion
  • This complex ability allows guardians to heal group members at the expense of their own health. Each attack that hits the guardian inflicts increased damage, but all nearby allies are healed with each strike
  • Additional training increases the healing effect as well as the ability’s radius of effect
 

Staff

Staff
  • Increases the damage inflicted by staffs
  • Staffs are slow melee weapons that deliver moderate to high single-target damage at close range
  • Staffs can also be used to make ranged attacks
 

Spy

Cloak Wave

Cloak Wave
  • Provides stealth to the spy and any nearby allies for a full minute
  • Costs a full adrenaline level to initiate
 

Polarity Field

Polarity Field
  • This Ability exploits holes in the targets armor allowing specific damage types access to its most vulnerable areas.  Each pump adds a damage type and additional resistance reduction that gets added to the base.
 

Traitor

Traitor
  • Makes the target appear to be a traitor in the eyes of its allies; may cause the target to suffer friendly fire
  • Some enemies may be immune to this effect
 

Polymorph

Polymorph
  • The spy assumes various forms depending on the level of training
  • Allows the Polymorphed spy to scout enemy locations without being attacked for a limited duration
 

Blade

Blade
  • Increases damage inflicted by all melee blade attacks
  • Advanced training adds a damage multiplier to attacks made against a target’s back (up to a x3 multiplier)
  • Blades deliver immense damage to single targets
 

Sniper

Crit Wave

Crit Wave
  • Adds a 200% bonus toward the chance of making critical hits against targets for the sniper and all group members; this effect lasts for two minutes
  • Requires a full level of adrenaline to activate
 

Target Painting

Target Painting
  • Used against very powerful enemies to undermine their defensive and survival techniques; target painting is doubly effective in a group environment
  • Limits enemy ground cover, improves beading times, and can even interfere with the enemy’s armour regeneration and movement
  • Power cost is moderate, and the effect lasts for 15 seconds
 

Shredder Ammo

Shredder Ammo
  • Increases the damage inflicted by torqueshell weapons
  • Advanced training also improves these weapons’ armour penetration
  • Torqueshell weapons boast high range, and their general properties are similar to pistols and rifles
 

Called Shot

Called Shot
  • Snipers use this to make called shots on their enemies; the attack must be made within 20 seconds of preparing the called shot
  • Possible effects include a lowered attack rate for enemies, damage over time, or double damage applied to the fired shot
  • The cost is very low, making the ability ideal for frequent use
 

Torqueshell Guns

Torqueshell Guns
  • Increases the damage inflicted by torqueshell weapons
  • Advanced training also improves these weapons’ armour penetration
  • Torqueshell weapons boast high range, and their general properties are similar to pistols and rifles
 

Demolitionist

Explosive Wave

Explosive Wave
  • Delivers extreme Energy damage over a wide area, knocking foes away
  • Consumes a full level of adrenaline
 

Explosive Nanites

Explosive Nanites
  • Covers a single target with nanites; these inflict additional damage each time the target is attacked (by anyone)
  • Requires significant power and Spore Micromechs
 

Reality Ripper

Reality Ripper
  • Deploys a bomb that draws enemies into a tight area if it detonates before it is destroyed
  • Weapons Grade Micromechs are required to use Reality Ripper
 

Self Destruct

Self Destruct
  • Initiated in advance, the demolitionist is intended to run into the midst of a target group, explode (suffering damage in the process), and teleport back to his or her starting position
  • This blast covers a larger area than almost any AFS squad-level attack
  • Consumes significant power and requires Weapons Grade Micromech
 

Controlled Fission

Controlled Fission
  • After a ten-second delay, causes an explosion that inflicts enormous damage to everything over a wide area (extremely deadly)
  • Requires only a modest power investment and Spore Micromechs
 

Engineer

Base Wave

Base Wave
  • Supports nearby allies by improving their armour regeneration and damage resistance for one minute
  • Consumes a full level of adrenaline
 

Turret

Turret
  • Deploys a turret that fires at any nearby targets; targets can, in turn, attack and destroy the turret
  • Advanced training allows multiple turrets, each delivering a different form of attack (i.e. Physical, Sonic, EM, Laser, Virulent)
 

Feedback

Feedback
  • Ütilizes Micromech to create an effect that punishes your enemy target(s) for performing non-harmful acts such as healing, resuscitation, and using items; or for performing harmful acts such as attacking with weapons or abilities.
 

Bot Construction

Bot Construction
  • Assembles robots that have varying functionality on the battlefield
  • These robots are held together for a short time
  • Advanced training yields different types of bots
  • Requires Power and Weapons Grade Micromech
 

Trap

Trap
  • Mimics the deployment of a turret, but these devices are rigged to explode with destructive force when they are attacked
  • The damage types that traps inflict mirror the deployable turret types
 

Medic

Regeneration Wave

Regeneration Wave
  • Massively raises the health and power regeneration rates of all squad members for a full minute
  • Consumes a full level of adrenaline
 

Disease

Disease
  • Inflicts attribute debuffs or prevents healing in your foes. Each pump level debuffs a different attribute, or prevents healing.
 

Mind Control

Mind Control
  • Disorients a biological target’s mind in such a way that it begins attacking its own allies.
 

Immunity

Immunity
  • Grants the medic or a single target immunity to a given damage type for 30 seconds (i.e. Virulent, Sonic, Cryogenic, Energy, Physical)
 

Viral Conversion

Viral Conversion
  • This skill allows the Medic to convert viral damage to another type of damage against a target. The damage type created is based on the Medic’s level of training.
 

Exobiologist

Reanimation Wave

Reanimation Wave
  • Reanimates all enemy corpses within the area of effect for a full minute
  • Consumes a full level of adrenaline
 

Create Clone

Create Clone
  • Creates a battle-capable, temporary clone of the exobiologist
 

Cadaver Immolation

Cadaver Immolation
  • Detonates a fallen enemy, inflicting very high damage to nearby foes
  • Requires a substantial investment of power and Pharmaceuticals
 

Hortimonculus

Hortimonculus
  • Creates a stationary healing plant that also grants a bonus resistance to varying damage types
  • A bio corpse must be targeted, and the resulting Hortimonculus’ health is a percentage of the corpse’s max health
  • Consumes Pharmaceuticals
  • Damage type resistance is determined by host corpse’s greatest resistance
 

Reanimation

Reanimation
  • Turns a corpse into a temporary ally
  • Requires heavy power use and Pharmaceutical Grade Micromech