- City Knowledge (100)
Cost of goods and services in the capital -10%
- Penetration (150)
Order: allies under the character's command ignore enemy defense; 1 turn.
- Observance (150)
The character can determine which of their acquaintances will be present in random events.
- Evacuation (100)
Order: a selected ally under the character's command leaves the battle even if they were incapacitated.
- Lightning Speed (500)
Order: allies under the character's command receive +1 to the number of actions until the start of the next phase.
- Ambush (500)
Order: allies in area 1+3 become invisible until they are detected or reveal themselves.
- Leadership Basics (500)
+1 to charisma
- Concentration of Fire (500)
Order: enemies in area 1+6 take double damage, accuracy against them is increased by 10%
- Retreat (800)
Order: the character and allies under their command leave the battle.
- Tactics Basics (300)
The character can use military ruses to gain an advantage during battle.
- Advanced Tactics (1000)
Total number of tactic points is doubled.
- Camouflage (300)
Tactic: allied characters in area 1+1 become invisible until the start of the next turn.
- Confusion (300)
Tactic: a selected character skips a turn (will check against value 10)
- Slow (300)
Tactic: characters in area 1+6 receive -75% to movement speed (resistance check against value 12)
- Haste (300)
Tactic: allied characters in area 1+6 receive +50% to movement speed.
- Suggestion Resistance (500)
The character resists attempts to suggest something to them.
- Snow Storm (500)
Order: the character and allies under their command ignore winter climate effects for three turns.
- Superiority (500)
+10-5% accuracy against empire enemies, +30% damage and +5% critical hit chance against them.
- Expert Leadership (750)
+1 to charisma
- Absolute Defense (1000)
Order: allies under the character's command take no damage, lasts 1 action, requires 2 charisma points.
- Reconnaissance (600)
Order: scouts territory in area 1+6, reveals camouflaged enemies, traps, and mines.
- Inspiration (1500)
Allies under the character's command have a 50% chance to receive an additional action at the start of the phase.
- Supply — Ammunition (300)
Tactic: fills the character's inventory with the selected type of ammunition or other limited-use items.
- Supply — Equipment (300)
Tactic: adds a selected type of weapon or other equipment to the character's inventory.
- Healing (300)
Tactic: restores 300 health units to a selected character.
- Guidance (300)
Tactic: a selected character receives +10% accuracy until the end of the phase.
- Flanking (300)
Tactic: a selected character receives +10% evasion until the end of the phase.
- Defense (500)
Tactic: a selected character receives +50 and +50% defense for one action.
- Annihilation (300)
Tactic: a selected character deals 50% more damage until the end of the phase.
- Destruction (800)
Tactic: a selected character ignores enemy defense until the end of the phase.
Weaponry
- Weaponry Basics (125)
Weapon license; ability to use a pistol, rifle, and assault rifle.
This skill is required to learn other firearm skills.
- Precision Shooting (Rifle) (100)
+ 3-3 to firing range.
- Weak Point Knowledge (Rifle) (150)
+30% damage
- Critical Shot (Rifle) (150)
10% chance of critical damage (triple)
- Precision Shooting (Pistol) (150)
+ 2-2 to firing range.
- Accuracy (Pistol) (150)
+10-5% accuracy
- Headshot (Pistol) (150)
Accuracy is halved, damage is tripled.
- Burst Fire (Assault Rifle) (175)
The character fires five cartridges instead of a full magazine.
+15% accuracy; no penalty to damage and accuracy based on distance.
- Intensive Fire (Assault Rifle) (125)
+5 to the number of shots (interception fire)
- Suppression (Assault Rifle) (175)
Character attacks reduce enemy movement speed by 5. Enemy fortitude check against value "5".
- Mining (500)
The character can set mines.
- Sniper Rifle (400)
The character can use this type of weapon, requires Weaponry Basics.
- Anti-Tank Rifle (400)
The character can use this type of weapon, requires Weaponry Basics.
- Machine Gun (400)
The character can use this type of weapon, requires Weaponry Basics.
- Grenade Throwing (100)
The character can use grenades
- Killer Instinct (900)
+10% critical damage chance. Applicable to any weapon and vehicle.
- control (Machine Gun) (500)
Interception fire uses a full attack against the enemy.
- Intercept (Sniper Rifle) (500)
The character performs an interception attack on an enemy during their movement, but only once per action.
- Intercept (Anti-Tank Rifle) (500)
The character performs an interception attack on an enemy during their movement, but only once per action.
Engineering and Technology
- Enhancers (125)
The character has permission and can use enhancers.
- Enhancers II (125)
The character can configure and repair enhancers.
- Repair (200)
The character restores 20% health units to a vehicle or returns damaged equipment to working condition. Costs an action.
- Barricade (200)
The character places a sandbag barricade on 1x3 cells in front of them. Characters behind the barricade take 50% less damage and accuracy against them is reduced by 20%. Costs an action.
- Trench (200)
The character places a 1x3 trench in front of them. Characters behind the barricade can "hide" and avoid enemy fire. However, when using this action, they cannot fire from it themselves. Destroyed by certain types of weapons. Costs an action.
- Demining (500)
The character defuses a previously detected explosive device. Up to three mines can be defused in one action.
- Combat Vehicle Operator (500)
The character can operate combat vehicles.
- Artillerist (500)
The character can use artillery.
- Doll Knowledge (125)
Damage against dolls +50%
- Mine Detection (500)
The character can detect mines (active action) within 2 cells of them if a mine detector is in the inventory. Using this skill does not cost an action, but limits movement speed to 5 until the end of the turn.
Magic
- Fundamental Spells
- Basic Spells
- Essential Spells
- Tactical Spells
Melee Combat
- Axe Proficiency Basics (100)
Weapon license; ability to use an axe.
- Katana Proficiency Basics (225)
Weapon license; ability to use a katana.
- Melee Combat Basics (500)
Interception damage against the character is 50% lower, but if this feature activates, they cannot use any weapon other than melee weapons. Evasion +10%, movement points +5, resistance +3, will +3.
- Domination (Axe) (700)
Melee attacks paralyze the enemy for one turn (fortitude check against value "15").
The attacked enemy cannot move as long as the attacker is near them.
- Domination (Katana) (700)
Accuracy +15%, number of attacks +1, parrying melee attacks (50% chance).
Combat Training
- Return Fire (Firearms) (300)
After an enemy finishes their attack, the character performs a counterattack.
- Scout (300)
- Infantryman (300)
- Heavy Infantryman (300)
- Anti-Tank Infantryman (300)
- Medic (300)
- Engineer (300)
- Battle control (750)
The character can use binoculars, a flare gun, and tripwires.
Medicine
- Medicine Basics (400)
The character has permission and knows how to use medical instruments.
Vitality +2.
- Advanced Medicine (500)
After being healed by a medic, the character can return to battle via a base belonging to their faction. This action requires three full phases and cannot be canceled once it has begun.