Alien Bush's basic occupations

Officer

Sarge ("Sergeant" Joseph Conrad)

Introduction: a tough, experienced veteran, one of the few who survived the first massive alien invasion, promoted to Master Sergeant for his outstanding performance in the war. That experience honed him. As a commander, he not only leads by example, but also uses his not-so-gentle "kick in the ass" approach to deal with errant soldiers, always knowing the men in his unit and getting the best out of them.

Leadership: 5/5

Vindicator Damage: 2/5 Explosives Bonus: 2/5 Health Bonus: 4/5 Damage Bonus: 3/5

Jeager (Carl Jeager)

Introduction: His father was an Army medic, so he has a warlike nature in his bones. He is an extremely impulsive killing machine with the general spirit of a true warrior. Jagger believes that being in combat frees his soul's and thinks all the time about whether or not he will be killed in battle. It couldn't be better for him anyway.

Leadership: 3/5 Vindicator Damage: 5/5 Explosives Bonus: 4/5 Health Bonus: 3/5 Melee Bonus: 2/5

Specialty. Experts special weapons

Wildcant

Introduction:Growing up, she never expected to carry on her family's tradition of being a soldier, even though she came from a military family. While in school she dreamed of being employed by a big corporation, wearing formal attire, as well as having a nice office located in a corner. But the damn aliens fizzled it all out, and like her peers she had pinned her hopes on the colony's hopeless defenses, all doomed to failure. At the age of 25 the alien invasion took its toll, the colony was destroyed and her family was either killed or separated. Wildcat was determined to join the IAF and continue the battle against the aliens.

Autogun Damage: 4/5 Piercing Bullets: 2/5 Damage Bonus: 4/5 Reload Speed Bonus: 3/5 Speed Bonus: 4/5

Wildcat is determined to join the IAF and continue the fight against the aliens. /p>

Wolfe

Introduction: an ex-convict sergeant who was given two choices by the judge at his last trial: either join the IAF Marines or receive a prison sentence, and he chose the former. He studied hard in boot camp, ranking among the best in everything from hand-to-hand combat to weapons disassembly, and was drafted into the elite unit. After all that, he realized he grew to love the military life.

Autogun Damage: 5/5 Piercing Bullets: 3/5 Damage Bonus: 2/5 Reload Speed Bonus: 2/5 Health Bonus: 3/5

Medic. /p>

Medic

Faith

Introduction: Born with the mind of a doctor, she firmly believes that the mission of the Starfleet Armed Forces is to keep the Alliance safe from Alien aggression. Despite witnessing many operations, those human tragedies still affect her y. Therefore, she always looks out for her team and tries to avoid unnecessary losses.

Healing: 5/5 Infestation Curing: 3/3 Damage Bonus: 1/5 Reload Speed Bonus: 2/5 Speed Bonus: 3/5

Bastille (Bastille)

Introduction: son of a political prisoner, born and raised in prison. His family and others received a pardon during a political mutiny, and he was well educated and learned basic medical skills in his world where black-hearted businessmen held everything. (Prisons are full of priests, poets, teachers, philosophers.) Bastel, though suspicious by nature, is indeed an excellent field doctor.

Healing: 4/5 Infestation Curing: 1/3 Damage Bonus: 3/5 Reload Speed Bonus: 3/5 Combat Drugs: 3/5

Technical Specialists)

Crash ("Saboteur" David Murphy)

Introduction: a gifted teenage hacker who is said to have taken to crime while attending a technical school, and at the age of 21 caused the horrific Starbase system paralysis incident that cost the Alliance millions in trade. Now working in the Star Armed Forces as part of his criminal code.

Scanner (Scanner Range): 3/3 Engineering: 1/3 Damage Bonus: 3/5 Reload Speed Bonus: 4/5

Explosives Bonus: 2/5

Vegas

Introduction: Possessing an almost scholarly memory and empowerment, he has realized his potential and used it in the major casinos, earning large sums of money in table poker and blackjack. Unfortunately, as fate would have it, after incurring huge debts and pissing off some bigwigs, he joined the Star Armed Forces in order to earn enough gambling money to make a comeback. (Or rather, to avoid the guys who want to break his knees)

Scanner Range: 3/3 Engineering Range: 3/3 Health Bonus: 3/5 Reload Speed Bonus: 2/5 Melee Bonus Melee Bonus: 4/5 22A3-1 Assault Rifle Damage Per Shot: 5 Maximum Rate of Fire: 14.3 rounds/second Reload Speed: 2.8 seconds Maximum Magazine: 98*6 Second Attack: 5 fragmentation grenades Notes: None Strengths: High magazine capacity, versatility, wide range of fragmentation grenades Weaknesses: Low single-shot damage, grenades are prone to accidental injury. 22A7-Z Prototype Assault Rifle Damage per round: 5 Maximum rate of fire: 14.3 rounds/second Reload rate: 2.8 seconds Maximum magazine: 98*6 Second attack: 5 stun grenades Note: For engineers, can be auto-targeted Advantages: High magazine capacity, auto-targeting, versatile, stun grenades do not cause accidental injuries Disadvantages: High magazine capacity, versatility, high range, fragmentation grenade range. Advantages: High magazine capacity, auto-targeting, versatility, stun grenades Disadvantages: Low damage per shot S23A SynTek Autogun (S23A SynTek Machine Gun) Damage per shot: 7 Maximum rate of fire: 10 rounds/second Reload speed: 2.8 seconds Maximum magazine: 250*2 Second attack: None Notes: For Heavy Infantry, can be used for auto-targeting, slows down movement speeds Note: Refilling a magazine with the S23A Autogun requires 100% of the magazine's stock to be used. Advantages: Large magazine capacity, auto-targeting, higher damage and penetration ability due to its specialization Disadvantages: Reduced movement speed, lower damage per shot, fewer magazines M42 Vindicator Damage per shot: 105 Maximum rate of fire: 1.5 rounds/second Reload speed: 2.8 seconds Maximum magazine: 14*6 Second attack: 5 rounds Incendiary grenades Note: For officers only, high damage but short range Advantages: high stopping power, more rounds and higher rate of fire than the Type 35 pump-action shotgun, can fire incendiary grenades, some penetration Weaknesses: short range M73 Twin Pistols Damage per round: 14 Maximum rate of fire: 2 rounds/second Reload rate: 1.4 seconds Maximum clip: 24*11 Second Attack: none Note: Ammo Efficient Note: This gun consumes 2 magazines to load, and the rate of fire is 2 rounds/second with the left button pressed, but you can actually press the left button multiple times to increase the rate of fire.  Advantages: Fast reloading, high rate of fire, and powerful bullets that can effectively clear out stragglers Disadvantages: Rate of fire depends on your keystroke rate of fire, less effective against a large number of enemies, and doesn't do enough damage to deal with large enemies *IAF Advanced Sentry Gun Damage per shot: 10 Maximum rate of fire: 12.5 rounds/sec Rate of reloading: None Maximum magazines: 450*1 Second Attack: None Notes: None Notes: *This gun must be mounted in order to attack, and it takes time to do so.  *The gun will automatically aim at monsters within the angle it is pointed at. *The angle of the gun can be changed by pressing the use button after the gun has been mounted, and the change is related to the position of your mouse. *Long-pressing the use button will allow you to dismantle and retrieve the gun. *When the gun is low on ammo (less than 90 rounds), the machine gun's voice will become shrill, and a yellow light will light up to remind you. *The machine gun will not cause any accidental injuries, although it will show blood stains. Strengths: Automatic enemy search, high accuracy, no need to worry about accidental injury Weaknesses: Needs to be mounted to attack, needs a good mounting position, bullets cannot be replenished IAF Heal Beacon Quantity: 8 (Bastille)/9 (Faith) Notes: For Medic Use Only Notes: *When lowered, a healing force field will be created in place, and the life value of all injured personnel within the field will be quickly restored. All injured personnel within the range of the force field will have their life values restored quickly.  *The force field will disappear when it runs out of energy or after 20 seconds. Advantages: Can heal multiple targets at the same time, can heal parasitized team members, can place multiple beacons at the same time, medics can do other things after dropping the beacons. Disadvantages: The force field is not movable, and there are only a limited number of beacons. IAF Ammo Satchel Qty: 3 Note: None Notes: *After dropping the satchel, a 100% stocked satchel is generated in place. Ammo Satchel with 100% stock will be created in the same place when the satchel is put down *All players can use the use button to refill their current weapon's magazines *Depending on the type of weapon, the number of magazines to refill at once and the amount of stock the satchel consumes *Satchel disappears when it reaches 0% of its stock Advantage: provides extra ammo to the team Weaknesses: takes up one weapon compartment Model 35 Pump-action Shotgun (Model 35 Pump-action) Shotgun (Model 35 Pump-action Shotgun) Damage per shot: 175 Maximum rate of fire: 1 shot/sec Charge rate: 1.8 sec Maximum clip: 4*9 Second attack: None Note: High damage but short range Advantage: Extremely high damage per shot, can penetrate through the target, can hit multiple targets with a single shot Disadvantage: Short range, very short of ammo, prone to accidental injury IAF Tesla Cannon (IAF Magnetic Storm Gun) (IAF Tesla Cannon) Damage per shot: 10 Maximum rate of fire: 4 rounds/second Loading speed: 3.1 seconds Maximum clip: 10*26 Second attack: none Note: Stuns monsters, does not cause accidental injury Note: Stuns prevent monsters from attacking, and does not consume ammo if it doesn't hit a monster, and the gun's attacks have a certain amount of projectile power Updated data Damage per shot: 1 Maximum rate of fire: 4 rounds/second Loading speed: 3.1 seconds Maximum Magazine: 20*14 Note: Slowly consumes ammo if it doesn't hit a monster Advantages: Stuns enemies, doesn't miss, can hit multiple targets, works wonders on Shield Bugs Disadvantages: Extremely low damage (after update), limited range, slower to reload, smaller magazines (before update) Precision Rail Rifle Damage per Shot: 75 Max. Rate of Fire: None Reload Speed: 1.8 seconds Maximum Magazine: 1*73 Second Attack: None Note: High Penetration Capability Side Note: This gun's judgment width is narrower than its trajectory Advantages: High Damage, High Penetration Capability, Suitable for Quick Reload Technique Disadvantages: Reload required for each attack, Penetrating bullets can accidentally injure a friendly IAF Medical Gun Maximum Clip: 80 ( Batille) / 90 (Fatal) Maximum Magazine: 80 (Batille)/90 (Faith) Second Attack: Heal Yourself Note: For medics only, portable healing equipment Advantage: Can heal on the move, faster life recovery Disadvantage: Ammunition can't be replenished, can only heal one unit at a time, and medics can't do anything else while healing. K80 Personal Defense Weapon (K80自卫武器) Damage Per Shot: 7 Maximum Rate of Fire: 28.6 rounds/second Load Rate: 1.4 seconds Maximum Magazine: 80*12 (Note) Second Attack: None Note: Bullet Consumption is drastic Note: This gun consumes 2 magazines to load, and the actual number of bullets is 80*6 Advantage: Extremely high damage output, fast reloading speed Disadvantage: Ammo Consumption is too fast

M868 Flamer (M868 Flamer). Unit (M868 Flamer) Damage per shot: 2 Maximum rate of fire: 10 rounds/second Loading speed: 3.1 seconds Maximum magazine: 40*6 Second attack: fire extinguisher Note: Ignites the target and needs to be used with caution Notes: * Damage dealt by igniting the target is the main focus, and the attack itself does very little damage.  The attack itself does very little damage. *It also ignites friendlies *Burning reduces the target's movement speed, but does not prevent it from attacking *Burning has a certain duration Advantages: more ammo, can burn large swaths of the enemy, the extinguisher can clear a path through a fire or extinguish the flames of friendlies, very effective against low life alien values Disadvantages: easy to cause accidental injuries, longer loading time, shorter range IAF Freeze. Sentry Gun Damage per shot: none Maximum rate of fire: none Load rate: none Maximum clip: 800 Second attack: none Notes: Frozen target, quick enemy search Advantage: Quick enemy search, no misfires, very effective against large enemies Disadvantage: Short range, no damage IAF Minigun Damage per shot: 7 Maximum rate of fire: 25 rounds per second Load rate: 1.5 rounds per second Maximum rate of fire: 25 rounds/second Loading speed: 2.8 seconds Maximum clip: 250*2 Second attack: barrel warm-up Note: For heavy infantry, wide range, slows down movement speed Note: The second attack can be used indefinitely, and replenishing a clip consumes 100% of the ammo box's stock Strengths: Large clip capacity, high damage output, wide range Weaknesses: Requires a warmed-up barrel, slowing down movement speed when firing or warming up the barrel. AVK-36 Marksman Rifle (AVK-36 Precision Marksman Rifle) Damage per round: 65 Maximum rate of fire: 0.8 rounds/second Reload speed: 2.8 seconds Maximum magazine: 12*6 Second attack: Scope Note: Uses armor piercing rounds Advantages: High damage, Scope increases accuracy, high penetration ability Disadvantages: Low rate of fire, lack of ammunition, reduced movement speed when using the Scope. IAF Incendiary Sentry Gun (IAF Incendiary Sentry Gun) Damage per round: 35 Maximum rate of fire: 10 rounds/second Rate of fire: None Maximum magazine: 800 Second attack: None Notes: Ignite target Quick enemy searching Advantages: Quick enemy searching, plenty of ammo, very effective against small aliens Disadvantages: Short range, can't maintain distance to aliens, can't be used against large monsters. Chainsaw Damage per shot: 31 Maximum rate of fire: 2 shots/second Reload speed: 3.1 seconds Maximum clip: unlimited Second attack: none Note: Unlimited use Advantages: High damage, unlimited ammo, no reloading, can be used to violently break down a door when the team doesn't have a welding gun Disadvantages: Reduces movement speed when activated, less effective against large numbers of aliens, less effective against large numbers of aliens, less effective against large numbers of aliens, less effective against large numbers of aliens, less effective against large numbers of aliens. Weaknesses: Reduces movement speed when activated, less effective against large numbers of aliens, must get close to monsters to attack IAF High Velocity Sentry Cannon Damage per shot: 80 Maximum rate of fire: 0.6 rounds/second Charging speed: None Maximum clip: 25 Second attack: None Notes: Long attack range Splash Damage Advantages: Wide-range splash damage, can quickly clear a large number of enemies Weaknesses: Less ammo, lower rate of fire, less power. Weaknesses: less ammo, slower rate of fire, takes longer to set up, prone to mishaps Grenade Launcher Damage per shot: 80 Maximum rate of fire: 0.6 rounds/second Load rate: 4.5 seconds Maximum clip: 6*4 Second Attack: None Note: Splash Damage Side Note: You can replenish the clip two to three times at a time when you pick up rounds from the ammo packs Advantage: Wide-range splash damage. Strengths: Large splash damage, explodes where you aim it, works wonders on large monsters Weaknesses: Very prone to accidental injury, grenades can be blocked by any obstacle (including friendlies), very dangerous to use at medium to close range, takes a long time to reload ===Special Weapons=== *Only obtainable from maps *Mine Laser: Almost the same model as the Magnetic Storm Gun Damage per round: 50 Maximum rate of fire: 2 rounds/second Reload rate: 2 rounds/second. Damage per shot: 50 Maximum rate of fire: 2 rounds/second Reload speed: 2.2 seconds Maximum clip: 50*1 Second attack: none Notes: none Notes: needs to be recharged before attacking, can destroy rocks or hardened blackness Advantage: high damage, can be used consistently, can burn hardened blackness Disadvantage: needs to be recharged before attacking for a long period of time, slows down movement when used **Fire Extinguisher Damage per shot: none Maximum rate of fire: none Reload time: 2.2 seconds **Can only be obtained from the map **Mine Laser Damage per shot: none Maximum rate of fire: none Reload time: 2.2 seconds Maximum clip: 200 Second attack: none Note: Can extinguish flames on the ground or extinguish ignited targets

===Property===

IAF Personal Healing Kit

Used: 1 Note: Heals himself Advantage: Provides healing when no medic is available Disadvantage: Can only be used against yourself. Advantage: Provides healing when there are no medics. Disadvantage: Can only be used on yourself, and cannot fully heal a parasite at once. Hand Welder: Welds/welds open doors. Advantage: Can weld doors to stop aliens from passing through, and can open welded doors again. Disadvantage: Takes up one item compartment. SM75 Combat Flares. Auto Aim Advantage: Provides additional illumination, good for use with automatic weapons Disadvantage: Small illumination range and cannot be moved ML30 Laser Trip Mine Usage: 12 Note: Easy to set up barriers Note: The character's Explosives Bonus skill increases the number of explosives that can be used at a time *Sarge and Crash (ML30) can be used in a variety of ways. Sarge and Crash (2/5) can throw two *Jaeger (4/5) can throw three Advantages: can be placed anywhere (on the ground or on a wall), has a large explosive range, can be used with the guard's machine gun Disadvantages: may cause accidental injuries, fixed location requires the alien to trigger it with a laser, less effective against large aliens 13a Tactical Heavy Armor (13a Tactical Heavy Armor) Note: Reduces damage by 20%, passive Advantage: Passive does not require manipulation, simple and direct effect Disadvantage: Does not provide additional damage, mediocre effect on lower difficulties X33 Damage Amplifier Usage: 5 Note: Creates a force field that doubles the amount of damage dealt to it Note: Increases damage to the weapon itself. Damage Advantage: Works on all players in the force field, effectively increasing damage Disadvantage: Smaller force field, does not increase damage of placement items (e.g. mines, guard machine guns, magnetic storm coils), almost no effect on flamethrowers Hornet Barrage Usage: 3 Note: Shoots 8 missiles at the mouse position each time you use it. Each missile deals 50 points of basic damage *Each Explosives Bonus level increases the damage of each missile by 1 point Advantage: Large range, high damage, can quickly clear a large number of enemies Disadvantage: Can only be used 3 times, prone to accidental injury Freeze Grenades Usage: 5 Note: Large range freezing attack Advantage: Does not cause accidental injury, freezing is more effective than dazing. Advantage: Doesn't cause accidental damage, freezing is even better than stunning Weakness: Doesn't cause damage, shorter duration, less ammo Adrenaline Duration: 10 secs Usage: 3 Notes: Slows down the time Note: Bastille's special can increase its effect Advantage: Slowing down the time allows the team to cause more precise actions, which can increase the speed of cracking. (Slows down recording speed but not cracking speed) Weaknesses: Does not deal additional damage IAF Tesla Sentry Coil (IAF Guard Magnetic Storm Coil) Usage: 3 Notes: Ranged stun attack Notes: The coil has 30 rounds, and will self-destruct when it runs out of rounds.  Strengths: Excellent secondary defense weapon, can stun enemies, can be used with the Guard Machine Gun Weaknesses: Very low damage, can't move, limited bullets. v45 Electric Charged Armor Usage: 3 Notes: Prevents parasitism and stuns enemies Notes: Can't be parasitized for the duration of the weapon, stuns attacking monsters and reduces damage dealt. Advantage: Reduces damage for a period of time, stuns enemies attacking you and prevents parasitism, can be used after parasitizing to quickly terminate parasitism Disadvantage: Limited use M478 Proximity Incendiary Mines (M478 Incendiary Mines) Usage: 5 Notes: For officers only, creates a fire barrier. M478 Proximity Incendiary Mines Note: Throws two per use, can only be placed on the ground Advantage: stops a large number of small aliens from passing through Disadvantage: Can only be used by an officer, less frequent use, can't be mounted on a wall, may cause accidental injury Flashlight Attachment Note: Passive, illumination Advantage: provides additional illumination in dark places Disadvantage: doesn't provide additional IAF Power Fist Attachment Note: Passive, deals twice as much physical damage as the original.  Note: Does not work on chainsaws Strengths: Good for team members who do not carry a direct attack weapon Weaknesses: no use on lower difficulties Hand Grenades Usage: 5 Note: Medium range splash damage Attachment: 80 points of base damage *Each level of Explosives Bonus adds 10 points of damage Strengths: High damage ranged output Weaknesses: Low ammo and can cause mishaps If used by a team member with Explosives Bonus, it may directly kill low life teammates MNV34 Nightvision Goggles Duration: 10 seconds Usage: Unlimited Note: Can be used repeatedly to provide night vision Advantage: Provides visibility in the dark, creatures are highlighted Disadvantage: Only 10 seconds of use each time. Weaknesses: Each use lasts only 10 seconds, and both enemies and friendlies are highlighted MTD6 Smart Bomb Usage: 1 Note: A storm of bullets Note: Launches 32 missiles Advantage: Extremely damaging, won't cause mishaps Disadvantage: Can only be used once, and needs to be timed appropriately ===Special Items ==== *Only obtainable from maps Assault Assault Jets Usage: 5 Note: Provides the ability to jump Advantage: Can be used quickly to get out of an encirclement Disadvantage: Limited usage Blink Pack Usage: Unlimited Cooldown: 15-30 seconds Note: Instantaneously moves to the location you point your mouse at and stuns enemies Note: Requires a cooldown before using again Advantage: Unlimited usage, can be used quickly to get out of an encirclement and stun monsters Advantage: Unlimited usage, can be used quickly to stun monsters Advantage: Unlimited use, can be used quickly, can stun monsters Disadvantage: Long cooldown Drone Attack: Medium Defense: Low Life: Low Attack: Melee Effective Weapons: All (not pictured) Ranger Attack: High Defense: Low Life: Medium Attack: Medium-range Acid Spray Effective Weapons: All *Be aware that the flamethrower doesn't stay lit long enough to kill it *Acid spray can be dodged by rolling Shieldbearer. Shieldbug Attacks: Medium Defense: Very High (Front)/Low (Rear) Life: High Attacks: Melee, Blowback Effective Weapons: Stun, Freeze, or High Damage Weapons (Attacks Rear) *Attacks have High Stamina Buzzer Attacks: Low Defense: Low Life: Low Attacks: Melee Effective Weapons: Flame Thrower, Electromagnetic Gun, or any ranged weapon *Very little judgement. Parasite Attack Power: Very High Defense: Low Life: Low Attack Type: Parasite Effective Weapons: Flamethrower, Power Armor *Parasite will cause you serious and sustained damage, and will need to be treated by a doctor and wait until it dies **Personal medical kits will not be able to fully recover from the damage it causes, if you have any life left. Damage, if you don't have a full lifepoint, you may still die after using a medkit *No healing other than power armor and healing **Do not attack a teammate who has been parasitized *If the parasite kills a team member, multiple parasites will proliferate from their corpse Boomer (Proliferator) Attack Power: Medium (Claws)/High (Bursts) Defense: Medium Lifesteal: High Attack Style: Melee/Explosives Effective Weapon: High Damage Weapon *Expands after a period of time, killing it after expansion will proliferate Explosives, which will explode after a period of time *Mortarbug Attack Power: Very High Defense: Medium Life Value: High Attack Method: Ultra Long Range Delayed Blast Effective Weapon: High Damage Weapon Harvester Attack Power: High Defense: Low Life Value: Medium Attacks: Spawns worms Effective Weapon: Flamethrower *No attack, but spawns worms to attack, which deal high direct damage *Worms are not parasites, though they look like them *When killed with a weapon other than a flamethrower, they will proliferate in the same place Biomass Attacks: None Defense: None Life: High Attacks: None Effective Weapon: Flamethrower, Excavation Egg Attack Power: None Defense: Low Life: Low Attack Method: Spawns Parasites Effective Weapon: Incendiary Weapons *Often a mission target *No Attack Power: None Defense: None Life: Low Attack Method: Spawns Parasites Effective Weapon: Incendiary Weapons *Often a mission target *No Attack Power: None Defense: None Life: Low Attack Method: Spawns Parasites *No Attack Method: Spawns Parasites *No Attack Method: Spawns Parasites *Spawns Parasites *Spawns Parasites *Spawns Parasites *Parasites spawn *Recommended to use flamethrower or grenade to remove in large numbers Grub Attack Power: None Defense: Low Life: Low Attack Method: None Effective Weapon: Stomping