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ABILITIES
Added Require
Ability Name Internal Name Ability Description Passive function Active function Slot Type
Perks ments
SPARTAN Abilities
HP, Aim, Mobility, Dodge, Will, Panic Immunity,
Marauder,
Grants the Marauder and Lightning reflexes and SPARTAN Strike abilities. Panic immunity and bonuses to HP, SPARTAN Strike: Melee damage increases with Squaddie
SPARTAN-II Program SpartanIIProgram SPARTAN Strike: Melee attack. Lightning Reflexes, - Primary
mobility, will, aim and dodge. Reduced wound recovery time. Increased Scaling Melee damage. leveling. Reduced wound recovery time. Perk
SpartanStrike
Increased Scaling Melee damage.
Attack an enemy with melee attack and then shoot at point-blank range with the primary weapon. Cooldown
SPARTAN Charge SpartanCharge - Melee & shoot - Ammo Primary -
lowers each time the SPARTAN is hit or kills a target.
A shot that always critically hits and ignores armor. Gain the Focus passive ability: SPARTAN's first reaction fire Shot that critically hits and
Condemn the Weak SpartanCondemn First reaction fire is always a hit. SPARTAN Focus Ammo Primary -
each turn always hits. ignores armor
Flanked,
Once per turn, successfull attacks on flanked or uncovered enemies grand a bonus movement only action point. Gain a bonus movement only action after a Sprint active: gain bonus
SPARTAN Assault SpartanAssault SPARTAN Sprint uncovered - -
Sprint active ability. successful attack mobility
enemy
Quick Throw: throw a grenade
Grenade Proficiency SpartanGrenadeProficiency Bonus 1 charge per grenade equipped and Increased throw range. Quick Throw active ability Bonus charge and throw range on grenades Quick Throw Grenade - -
as a free action.
Automatic reload after kills and bonus weapon
Weapon Proficiency SpartanWeaponProficiency Free automatic reload after kills and bonus weapon damage. - - - Primary -
damage
Panic chance on enemies, bonus damage and
Demon SpartanDemon Chance to cause panic on critical hits, bonus weapon damage and bonus critical damage. - - - Primary -
critical damage
Shoot at any enemy that moves close to the
Guardian SpartanGuardian Shoot at any enemy that moves close to the SPARTAN. Bonus defense per visible enemy. - - - Primary -
SPARTAN. Bonus defense per visible enemy.
SPARTAN Equipment - MJOLNIR Powered Assault Armors
Bonus Armor points, HP, and Regenerating shields. Biofoam Injector port active ability. Mobility penalty. Poison Bonus Armor, HP, Regenerating Shield. Mobility Biofoam Injector port: Heal HP,
Mark V MjolnirStartingArmor Blast Padding Conventional - Heavy
and gas immunity. penalty. Poison and gas immunity removes bleeding
Bonus Armor points, HP, and Regenerating shields. Automatic Biofoam Injectors active ability.. Poison and gas Bonus Armor, HP, Regenerating Shield. Poison Automatic Biofoam Injectors:
Mark VI GEN1 MjolnirPlatedArmor Blast Padding Plated - Heavy
immunity. and gas immunity Heal HP, removes bleeding
Bonus Armor points, HP, and Regenerating shields. Automatic Biofoam Injectors active ability. Bonus Mobility.. Bonus Armor, HP, Regenerating Shield, Bonus Automatic Biofoam Injectors:
Mark VI GEN2 MjolnirPoweredArmor Blast Padding Powered - Heavy
Poison and gas immunity. Mobility. Poison and gas immunity Heal HP, removes bleeding
CLASS
Class Name Internal Name Class Description Pros Cons
SPARTAN-II_SS Not very efficient for a stealthy
The SPARTAN-II Program, originally known as the ORION Project Generation II, was part of the SPARTAN Durable (mainly due to the regenerating shield).
approach. The armor wears out
SPARTAN-II Program, The SPARTAN-II program would be the first in the series to meld advanced exoskeleton technology High sustained damage. Very strong battlefield
and has a limited healing
SPARTAN-II_SSV (non- with the soldiers' superior physiques. presence.
capability.
RPGO)
Nation/Flags
SPARTAN Program
Blue Team
Red Team
NobleTeam
SuperSoldiers: Classes, Perks and Equipment - Nanosuit Operative
ABILITIES
Added
Ability Name Internal Name Ability Description Passive function Active function Requirements Slot Type
Perks
Nanosuit Operative Abilities
Squaddie
Raptor Training NanosuitRaptorTraining The soldier remains concealed when the squad breaks concealment. Grants Marauder ability. Remain concealed - Marauder - -
Perk
Ammo, Energy, Cloak or
Stealth Shot NanosuitStealthShot While cloaked fire without breaking the cloak. Breaks squad concealment. Costs Energy. - Fire without breaking cloak - Stealth Mode, Nanosuit (any Primary -
version)
Restores 50% of the energy
Emergency Module EmergencyModule Restore 50% of the energy and heal 2 HP. - - Nanosuit (any version) - -
and 2 HP
Bonus hacking, negates
negative effects from failed
Failed hacks have no negative effects. Bonus hacking. Mental Immunity. The Nanosuit Operative gains the ability to
Evolved NanoProcessor EvolvedNanoProcessor hacks. Mental Immunity. - - - Primary -
hack objectives from distance.
Hack objectives from
distance
Bonus damage, critical
Cloak or Stealth Mode,
Predator's Advantage NanosuitPredator Bonus damage, critical damage and penetration while cloaked. damage and penetration - - - -
Nanosuit (any version)
while cloaked
Auto reload after a kill, bonus The bonus mobility requires
Bonus Mobility in Power
Power Module NanosuitPowerModule Auto-reload after a kill, bonus aim, bonus throw range on grenades. Bonus mobility in Power Sprint. Aim, bonus throw range on - Power Sprint (Nanosuit 2.0 - -
Sprint
grenades. or 2.0+ only)
The Assassination ability
requires Stealth Mode
Passive tracking of nearby enemies. Grants the Assassination active ability: while cloaked attempt to assassinate a
(Nanosuit 2.0 or 2.0+ only)
Stealth Module NanosuitStealthModule target with a melee attack that deals double damage (cannot be used on robotic enemies and turrets) and ignores Passive tracking Assassination ability Assassination Secondary -
and Combat knife or Sword
armor. If successful remain cloaked. Requires active Stealth Mode. Costs Energy.
as secondary weapon. Costs
Energy.
The mobility penalty
Less mobility penalty in Armor reduction requires Armor
Armor Module NanosuitArmorModule Passive bonus armor and hp. Less mobility penalty when in Armor Mode. Bonus armor and hp - - -
Mode Mode in Nanosuit 2.0 or 2.0+
only
Nanosuit Equipment - Nanosuit Armors
Bonus armor, hacking.
Passive hp, energy and Armor Mode, Cloak Mode,
Bonus armor, hacking. 5 points of energy. Passively restores hp, energy and shredded armor. Poison and gas
Nanosuit 1.0 NanosuitStartingArmor armor regeneration. Poison Speed Mode, Strength Mode: Blast Padding Conventional - Medium
immunity. Reduced wound recovery time.
and gas immunity. Reduced Strike
wound recovery time.
Bonus armor, hp, hacking.
Passive hp, energy and Armor Mode, Stealth Mode,
Bonus armor, hp, hacking. 6 points of energy. Passively restores hp, energy and shredded armor. Poison and gas
Nanosuit 2.0 NanosuitPlatedArmor armor regeneration. Poison Power Mode: Power Sprint & Blast Padding Plated - Medium
immunity. Reduced wound recovery time.
and gas immunity. Reduced Powered Strike
wound recovery time.
Bonus armor, hp, hacking.
Passive hp, energy and Armor Mode, Stealth Mode,
Bonus armor, hp, hacking. 6 points of energy. Passively restores hp, energy and shredded armor. Poison and gas
Nanosuit 2.0+ NanosuitPoweredArmor armor regeneration. Poison Power Mode: Power Sprint & Blast Padding Powered - Medium
immunity. Reduced wound recovery time.
and gas immunity.Reduced Powered Strike
wound recovery time.
Nanosuit Equipment - Nanosuit Abilities
Nanosuit 1.0 Abilities (Nanosuit 1.0 abilities cant be activated together and activating one puts the rest of them on cooldown)
Strength Mode: Strike NanoPoweredStrike Strikes the enemy with a powerfull melee attack. Shreds armor, higher hit chance. - Melee strike - Energy - -
Nanosuit 2.0 & 2.0+ Abilities (Power Mode - Sprint and Strike abilities can be activated along with Armor Mode or Cloak Mode as long as there is enough energy available)
Partial damage immunity,
heals 1 hp, restores shredded
Damage immunity for all damage types (except psi, cold, electric), heals 1 hp, restores shredded armor. Immunity to armor. Immunity to fire, acid,
Armor Mode ArmorModePlus fire, acid, unconsious, stun, bleeding. Removes burning, acid burn, poisoned, bleeding. Has a big mobility penalty. - unconsious, stun, bleeding. - Energy - -
Always breaks concealment. The Nanosuit Operative cannot be killed while Armor Mode is active. Removes burning, acid burn,
poisoned, bleeding. Reduced
mobility. Unkillable.
CLASS
Class Name Internal Name Class Description Pros Cons
Extremely versatile. Strong
Nanosuit_SS Nanosuits (also known as Nano-muscle suits) are powerful and extremely versatile sets of tactical-combat armor. The when energy is available.
suits' CryFibril muscle fibers can be programmed for a variety of purposes (such as hardening, muscle augmentation or Passively
Nanosuit Operative camouflage), leading to drastically enhanced combat and physical performance, allowing the operator to execute regenerates/repairs any Energy-dependent.
superhuman feats. All nanosuits are symbiotic, meaning that they physically bond with the user and become a form of damage to health/armor at a
Nanosuit_SSV (non-RPGO) second skin. The suits and the users eventually merge into one being. slow rate. Great
infiltrator/hacker.
Nation/Flags
Raptor Team
Hexagon
Hexagon (Red Flow)
Hexagon (Active blue)
SuperSoldiers: Classes, Perks and Equipment - Ghost Operative
ABILITIES
Added
Ability Name Internal Name Ability Description Passive function Active function Requirements Slot Type
Perks
Ghost Operative Abilities
Damage buff, ammo reduction, bonus
Deal 50% more damage but only have 1 ammo. Bonus hacking. Remain concealed when the squad concealment Squaddie
Ghost Program GhostProgram hack. Remain cloaked when squad - - - Primary
is broken. Perk
concealment is broken
Fire without breaking
Ghost Shot GhostShot Fire without breaking concealment/cloak. Breaks squad concealment. Costs 1 action point. Ends the turn. - concealment/cloak. Breaks - Ammo, concealment Primary -
squad concealment
Fire from concealment at any enemy who moves in a cone area. If the target dies remain concealed. If more Overwatch a cone area and fire
Ghost Watch GhostWatch - - Ammo, concealment Primary -
ammo is available continuw until the concealment is broken or out of ammo. Costs 2 action points. from concealment.
Negate negative effects from failed
hacks. Gain bonus hacking score. Cloak
and Decoy passive: Interracting with
Negate negative effects from failed hacks. Gain bonus hacking score. Cloak and Decoy passive: Interracting with
objectives will activate the cloak if the
Hacking Proficiency GhostHackingProficiency objectives will activate the cloak if the Ghost is not already cloaked, until the end of the player's turn. If already - - - - -
Ghost is not already cloaked, until the
cloaked, spawn a Decoy instead, until the beginning of the next turn
end of the player's turn. If already
cloaked, spawn a Decoy instead, until the
beginning of the next turn.
Fire at an enemy. Critical hits will
kill him. Rulers take double
Fire at an enemy. A critical hit will kill him. Rulers/Chosen take double critical damage instead. Always breaks Ammo, 2 action
Deathshot GhostDeathshot - critical damage instead. Always Primary -
concealment/cloak. Costs 2 actions. points
breaks concealment. Costs 2
actions.
Auto reload after a kill. Bonus
Weapon Proficiency GhostWeaponProficiency Auto reload after a kill. Bonus penetration. Adds a dedicated ammo slot. - - - Primary -
penetration. Adds a dedicated ammo slot.
Chance to panic or disorient on critical
Ghostly Menace GhostInvisibleThreat Chance to panic or disorient on critical hits. Bonus critical chance. - - Cloak Primary -
hits. Bonus critical chance
Primary weapon shreds armor. Bonus
armor penetration. Bonus critical chance
Primary weapon shreds armor. Bonus armor penetration. Bonus critical chance and mobility while cloaked. Kills
Last Whisper GhostLastWhisper and mobility in cloak. Retain - Shredder Concealment Primary -
on enemies with no more active enemies nearby won't break concealment.
concealment/cloak if no enemies nearby
after a kill.
Ghost Equipment - Ghost Suits
Ghost Suit GhostSuitStarting Bonus aim. Poison and gas immunity. Cloak Ability. Bonus aim. Poison and gass immunity Cloak - Conventional - Light
Bonus aim, hp, mobility, armor. Poison
Apollo Suit GhostSuitPlated Bonus aim, hp, mobility, armor. Poison and gas immunity. Cloak Ability. Cloak (longer duration) - Plated - Light
and gass immunity
Bonus aim, hp, mobility, armor. Poison
Crius Suit GhostSuitPowered Bonus aim, hp, mobility, armor. Poison and gas immunity. Cloak Ability. Cloak (Duration = Cooldown) - Powered - Light
and gass immunity
CLASS
Class Name Internal Name Class Description Pros Cons
Ghost_SS Ghosts were chosen from psychically-gifted individuals trained from infancy to channel their psionic energies to Superior Cloak/Invisibility. Psionics.
augment their natural physical strength and endurance. Conscripts who successfully completed the Ghost Highest single-shot damage. Great for
Ghost Operative Vulnerable. Cloak dependent.
Program's rigorous training and augmentations then served as commandos and assassins. Ghosts are unrivaled assassinating targets and
Ghost_SSV (non-RPGO) in their ability to infiltrate and assassinate. infiltrating/hacking.
Nation/Flags
Ghost Program
Project
Shadowblade
Terran Dominion
Terran Dominion
(Emblem)
Raynor's Raiders
Ghost
SuperSoldiers: Classes, Perks and Equipment - Ninja
ABILITIES
Requireme
Ability Name Internal Name Ability Description Passive function Active function Added Perks Slot Type
nts
Ninja Abilities (Ninjutsu Specialization)
Retain concealment when squad
Retain concealment when squad concealment breaks. Refund the actions of the first melee attack (Blade Finesse). Bonus concealment breaks. Refund the actions
The Way of the Blade Finesse, Squaddie
NinjaTheWayOfTheNinja Aim, Mobility, Dodge. Reduced detection radius, bonus damage. Grants the ShadowWalk ability that allows the Ninja to of the first melee attack. Bonus Aim, ShadowWalk Sword Primary
Ninja ShadowWalk Perk
become invisible for his turn. Mobility, Dodge. Reduced detection
radius, bonus damage.
Poison immunity. Bonus Will. Reduced wound recovery time. Regeneration active ability that allows the ninja to regen 1 hp/ Poison immunity. Bonus Will. Reduced Regeneration: Regen 1 hp/turn for 4
Mind Over Body NinjaMindOverBody Ninja Regeneration - - -
turn for 4 turns and removes bleeding (long cooldown, turn ending). wound recovery time. turns and remove bleeding.
The Ninja can jump anywhere. Bonus
Acrobatics NinjaAcrobatics The Ninja can jump anywhere. Bonus Mobility and Dodge - - - - -
Mobility and Dodge
Passive bonus to Dodge, Mobility and
Passive bonus to Dodge, Mobility, Defense and take reduced damage when grazed. Dodge increased for each visible enemy
Supreme Agility NinjaAgility Defense. Dodge increased for each - - - - -
to a capped amount.
visible enemy to a capped amount.
Deal 25% more damage with the sword.
ShadowBlade NinjaMasterSwordsman Deal 25% more damage with the sword. Ignore armor. Bonus Aim and Critical Chance. Ignore armor. Bonus Aim & Critical - - Sword Primary -
Chance.
The Ninja enters concealment if no enemy can see him. Gain the Assassination active ability that allows the Ninja to attempt
The Ninja enters concealment if no
Shadow Tactics NinjaMasterOfShadows and assassinate a target when in ShadowWalk with a melee attack that ignores all armor (cannot be used on robotic enemies Assassination Ninja Assassination Sword Primary -
enemy can see him.
and turrets). If successful he remains concealed.
Sense any nearby enemies. Bonus
Ninja Sense NinjaSense Sense any nearby enemies. Bonus Defense and Critical Defense. - NinjaForesight - - -
Defense and Critical Defense.
Kills when no other active enemies are
nearby grant concealment. Gain bonus
Kills when no other active enemies are nearby grant concealment. Gain bonus Mobility and Critical Chance while concealed.
Master Assassin NinjaAssassin Mobility and Critical Chance while - - Sword Primary -
The Assassination ability deals 75% more damage.
concealed. The Assassination ability
deals 75% more damage.
Blade's End NinjaBladesEnd Bonus Critical Chance and Aim with swords. Melee attacks never graze. Melee attacks never graze. Bonus critical - - Sword Primary -
chance.
Refunds one action point when you are
Relocation NinjaRelocation Refunds one action point when you are revealed from concealment via your own action. revealed from concealment via your own - - - - -
action.
When your concealment is broken, gain
Preservation NinjaPreservation When your concealment is broken, gain bonus defense for 1 turn. - - - - -
bonus defense for 1 turn.
The Ninja throws a kunai at every
Kunai Lotus NinjaKunaiFaceoff The Ninja throws a kunai at every visible enemy. Turn ending. - - Ninja Suit Tertiary -
visible enemy. Turn ending
Gain bonus damage, critical damage,
penetration and aim with the kunai. Gain
Gain bonus damage, critical damage, penetration and aim with the kunai. Gain the ability to throw a kunai back at the first
Kunai Mastery NinjaKunaiMastery the ability to throw a kunai back at the - Kunai Retaliation Ninja Suit Tertiary -
enemy that shoots withing a 14 tile radius.
first enemy that shoots withing a 14 tile
radius.
Throw tree kunai at the same time at
a target. Each one has a different
Throw tree kunai at the same time at a target. Each one has a different chance to hit. Turn ending. Won't reveal the Ninja if
Kunai Redemption NinjaKunaIHailstorm - chance to hit. Turn ending. Won't Ninja Suit Tertiary -
the target is killed. Breaks squad concealment.
reveal the Ninja if the target is killed.
Breaks squad concealment
Ninja Abilities (Ninpo Specialization)
Blink NinjaBlink Teleport anywhere in a short area. Free action. Short cooldown. Cannot be used in ShadowWalk. - Teleportation (short range) - PsiAmp Secondary -
Teleport NinjaTeleport Teleport anywhere in the map. Ends the turn. Very high cooldown. Cannot be used in ShadowWalk. - Teleportation (unrestricted) - PsiAmp Secondary -
CLASS
Ninja_SS Ninjas are elite warriors who use highly advanced techniques and skills to perform tasks such as espionage, combat Superior mobility and concealment. High
Very light armored. Vulnerable -
operations, and assassinations. Their training starts very early in life and only after completing tests and training so intense it damage and critical chance from
Ninja depends on dodge and stealth for
cannot be described by words they reach their true potential. All members are specialists of extreme skill and knowledge of concealment. Great assassination
his survival. Mainly melee soldier.
the mystic arts. potential. Psionics.
Ninja_SSV (non-RPGO)
Nation/Flags
Hayabusa Clan
Mugen Tenshin
Clan
Black Spider Clan
SuperSoldiers: Classes, Perks and Equipment - Cyborg
ABILITIES
Added
Ability Name Internal Name Ability Description Passive function Active function Requirements Slot Type
Perks
Cyborg Abilities
The soldier has undergone a full body cybernetic convesion that grants various advantages in the battlefield. The bonus HP, bonus Aim, bonus Melee (Sword,
Cybernetic Cyborg gains HP, Aim, Mobility, Dodge, has increased grenade throw range and deals increased damage and Mobility, bonus Dodge. % Augmented Arms or
CyborgCyberneticConversion increased Melee damage, - - Primary/Secondary Squaddie Perk
Conversion critical damage with melee attacks. If a sword is used as a primary weapon the Cyborg deals additional damage Claws for the
instead and ignores armor. The Cyborg also gains immunity to panic effects. Increased grenade throw damage boost)
range, Panic Immunity
Augmented Sensory CyborgAugmentedSensorySy The Cyborg's augmented sensors will passively scan and track any nearby enemies. The Cyborg also gains bonus Passive enemy tracking, Lightning
- - - -
Systems stems Critical Defence and the Lightning Reflexes ability. bonus Critical Defense Reflexes
The Cyborg's body has an advanced Nano-Repair system installed that uses the available energy to restore HP Restore HP and all
Nano-Repair Systems CyborgNanoRepair - - Energy - -
and all shredded armor. Costs Energy. Shredded Armor
CLASS
Class Name Internal Name Class Description Pros Cons
Cyborg_SS A cybernetic organism, more commonly known and referred to as a Cyborg, is a being that has both biological and Energy dependent with
Durable. Fully augmented
artificial parts. The machine components are different from prosthetics, as they not only substitute the replaced limited energy pool.
(comes with all augmentation
Cyborg body parts, but also enhance them in various ways. Cyborgs are equipped with an exoskeleton - full-body non- Comes with the side
buffs). Powerful at melee
removable cybernetics - that offer various advantages. Their body comes with an installed Combat-Energy system effects of a fully
Cyborg_SSV (non-RPGO) range.
that allow them to overcome various scenarios in the battlefield but their available energy is limited per mission. augmented soldier.
Nation/Flags
Fox Hound
Army Without
Borders
Outer Heaven
(Colored)
Diamond Dogs
Section 9
SuperSoldiers: Classes, Perks and Equipment - N7 Operative
ABILITIES
Ability Name Internal Name Ability Description Passive function Active function Added Perks Requirements Slot Type
N7 Abilities - Destroyer Soldier Specialization (Mutually exclusive with Shadow Infiltrator, Demolisher Engineer, Paladin Sentinel, Fury Adept and Slayer Vanguard)
The N7 trainees undergo brutal courses
The N7 trainees undergo brutal courses that confer 1 HP, 1 Mobility, 10 Will, 5 that confer 1 HP, 1 Mobility, 10 Will, 5
N7 Training N7Training - Marauder - - Squaddie Perk
Dodge, 5 Aim, Panic Immunity and the ability to shoot with only one action. Dodge, 10 Aim, Panic Immunity and the
ability to shoot with only one action.
Charge - Standard Charge Ability. Vanguards get the ability to move after a melee attack. - - - - Secondary -
- - - - - Secondary -
- - - - - Secondary -
- - - - - Secondary -
- - - - - Secondary -
N7 Operative Equipment - N7 Armors
Gain bonus 1 HP, Blast Padding and Kinetic Barrier: 4 Points of energy shileding Gain bonus 1 HP, Blast Padding and Kinetic Barrier I,
N7 Armor I N7ArmorStarting that regenerate 1 point per turn. The Kinetic Barrier is replaced by the Biotic Barrier Kinetic Barrier: 4 Points of energy - - - Conventional
Blast Padding
on the biotic specializations. shileding that regenerate 1 point per
Gain bonus
turn. The 4 HP,Barrier
Kinetic 1 Armor point, Blast
is replaced by
Padding
the Bioticand Kinetic
Barrier Barrier
on the II: 6 Points
biotic
Gain bonus 4 HP, 1 Armor point, Blast Padding and Kinetic Barrier II: 6 Points of
of energy shileding that regenerate 1 Kinetic Barrier II,
N7 Armor II N7ArmorPlated energy shileding that regenerate 1 point per turn. The Kinetic Barrier is replaced by specializations. - - - Plated
point per turn. The Kinetic Barrier is Blast Padding
the Biotic Barrier on the biotic specializations.
replaced by the Biotic Barrier on the
biotic specializations.
Gain bonus 7 HP, 2 Armor points, Blast
Padding and Kinetic Barrier III: 6 Points
Gain bonus 7 HP, 2 Armor points, Blast Padding and Kinetic Barrier III: 6 Points of
of energy shileding that regenerate 2 Kinetic Barrier III,
N7 Armor III N7ArmorPowered energy shileding that regenerate 2 points per turn. The Kinetic Barrier is replaced - - - Powered
points per turn. The Kinetic Barrier is Blast Padding
by the Biotic Barrier on the biotic specializations.
replaced by the Biotic Barrier on the
biotic specializations.
CLASS
Class Name Internal Name Class Description Pros Cons
N7_SS
N7Soldier_SSV,
N7Infiltrator_SSV, These soldiers are the go-anywhere, fight-anything special forces of the Alliance Many specializations to choose from,
Each specialization mostly fits one
N7Engineer_SSV, that were trained at the Interplanetary Combatives Academy in Rio de Janeiro, each one excels at a specific role. Each
N7 Operative role and after choosing it the rest will
N7Adept_SSV, Brazil. They had to survive combat situations in an admirable and effective fashion specialization has enough tools to deal
not be available.
N7Vanguard_SSV, to receive the N7 rank. damage and survive in the battlefield.
N7Sentinel_SSV (non-
RPGO versions)
Nation/Flags
N7 Operative
N7 Operative (Emblem)
N7 Operative (Worn)
Alliance (Earth)
Alliance (Stars)
Cerberus
SuperSoldiers: Classes, Perks and Equipment - General Use Perks (work in progress)
ABILITIES
Ability Name Internal Name Ability Description Passive function Active function Added Perks Requirements Slot Type
Heal 2 HP per turn. Reduced wound
Healing Factor SSHealingFactor Heal 3 HP per turn. Reduced wound recovery time. - - - -
recovery time.
7 points of regenerating shield.
Energy Shield SSEnergyShield 6 points of regenerating shield. Regenerates 2 points per turn. - - - -
Regenerates 2 points per turn.
Become invisible for 2 turns and gain
Cloak SSCloak Become invisible for 2 turns and gain bonus +10 Aim and +10 Critical chance. 5 turns cooldown. - bonus +10 Aim and +10 Critical chance. - - -
5 turns cooldown.
Psychic SSPsychic Grants Insanity and Schism - - Insanity, Schism Psi-amp Secondary
Soul Reave SSSoulReave Grants Soulfire and Soul Steal - - Soulfire, Soul Steal Psi-amp Secondary
Psionic Shield SSPsionicShield Grants Stasis and Stasis Shield - - Stasis,Stasis Shield Psi-amp Secondary
PsiGuard SSPsiGuard Grants Fortress and Sustain - - Fortress, Sustain Psi-amp Secondary