Soldier

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"Soldiers are all about blowing things up, explosions, and detonations. Capable of both dishing out and taking damage as an effective meatshield." - Home Page Character Blurb
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Soldier.png


Specializing in advanced weaponry and raw power, the Soldier’s a likely candidate If you need something blown-up, exploded, or detonated. Intimidation and damage output go hand in hand, but if you’re looking to charm the locals, you may want to consider other options.

Tactician[edit | edit source]

Meat Shield[edit | edit source]

50% weapon speed

Deals Weapon damage

4 turn cooldown

Rank 1 Rank 2 Rank 3
Charge forward firing wildly at up to 3 targets, dealing 40% weapon damage to each and do some yelling to Taunt damaged enemies for 1 turn. Charge forward firing wildly at up to 3 targets, dealing 45% weapon damage to each and do some yelling to Taunt damaged enemies for 1 turn.

You also gain an overshield that absorbs 20% of your weapon damage for 3 turns.

Charge forward firing wildly at up to 3 targets, dealing 50% weapon damage to each and do some yelling to Taunt damaged enemies for 1 turn.

You also gain an overshield that absorbs 20% of your weapon damage for 3 turns and a 40% chance to regenerate shields when damaged.

Best Defense[edit | edit source]

100% weapon speed

Deals Physical damage

4 turn cooldown

Rank 1 Rank 2 Rank 3
Lay down a hail of fire with your Autogun for 150% weapon damage, divided between all targets. Best Defense generates +100% bonus Threat. Lay down a hail of fire with your Autogun for 175% weapon damage, divided between all targets. Best Defense generates +150% bonus Threat and will Taunt damaged targets for 1 turn. Lay down a hail of fire with your Autogun for 200% weapon damage, divided between all targets. Best Defense generates +200% bonus Threat and will Taunt damaged targets for 1 turn and reduce the damage they deal for 3 turns.

Defiance[edit | edit source]

PASSIVE abilities are always active.

Rank 1 Rank 2 Rank 3
Being damaged makes you slightly angry, boosting damage you deal 3% for 1 turn. If an enemy affected by your Taunt attacks you, the damage of their next attack is reduced 5%. Being damaged makes you quite angry, boosting damage you deal 4% for 1 turn. If an enemy affected by your Taunt attacks you, the damage of their next attack is reduced 7%.

When combat begins, auto-injectors in your suit boost your maximum health 10%.

Being damaged makes you very angry, boosting damage you deal 5% for 1 turn. If an enemy affected by your Taunt attacks you, the damage of their next attack is reduced 10%.

When combat begins, auto-injectors in your suit boost your maximum health 15% and you have a 90% chance to survive being killed with 1 health.

Each time you evade death, this chance is reduced 30% for the remainder of the mission.

Cry Havoc[edit | edit source]

50% weapon speed

6 turn cooldown

Rank 1 Rank 2 Rank 3
Inspire the team with a rallying battle cry!

If an ally is above 50%, boost damage they deal 15% for 1 turn.

If an ally is below 50%, reduce damage taken 10% for 3 turns.

Inspire the team with a rallying battle cry!

If an ally is above 50%, boost damage they deal 17% for 1 turn.

If an ally is below 50%, reduce damage taken 15% for 3 turns.


If Cry Havoc critically hits, allies gain a bonus 30% damage reduction for 1 turn.

Inspire the team with a rallying battle cry!

If an ally is above 50%, boost damage they deal and crit chance 20% for 1 turn.

If an ally is below 50%, reduce damage taken 20% for 3 turns and heal 5% of their max health.


If Cry Havoc critically hits, allies gain a bonus 30% damage reduction for 1 turn.

As One![edit | edit source]

100% weapon speed

Deals multiple damage types

10 turn cooldown

Rank 1 Rank 2 Rank 3
Rally your team to unleash hell on your mark.

Each ally attacks with their weapon and deals 100% weapon damage to the target.

Rally your team to unleash hell on your mark.

Each ally attacks with their weapon and deals 125% weapon damage to the target. Team hit chance is boosted 15% when attacking.

Rally your team to unleash hell on your mark.

Each ally attacks with their weapon and deals 150% weapon damage to the target. Team hit chance and crit chance is boosted 20% when attacking.

As One begins combat with a 10 turn cooldown. Each time you Taunt, this cooldown is reduced by 1.

Bloodthirst[edit | edit source]

PASSIVE abilities are always active.

Rank 1 Rank 2 Rank 3
Dealing critical damage heals you for 1% of your max health and will Taunt the target to attack you. Dealing critical damage heals you for 2% of your max health and will Taunt the target to attack you.

When combat begins, crit chance is boosted 10%.

Dealing critical damage heals you for 3% of your max health and will Taunt the target to attack you.

When combat begins, crit chance is boosted 10% and increases 5% each turn until a crit occurs.

Juggernaut[edit | edit source]

150% weapon speed

Deals Weapon damage

Requires at least 1 charge

5 turn cooldown

Rank 1 Rank 2 Rank 3
While active, damage to the team is redirected to you and reduced 3% for each charge used. While active, damage to the team is redirected to you and reduced 4% for each charge used.

On use, heal 2% of max health for each charge.

While active, damage to the team is redirected to you and reduced 5% for each charge used.

On use, heal 3% of max health for each charge and when Juggernaut ends, deal 200% damage to each enemy that attacked you.

Each time you Taunt, Juggernaut gains 1 charge. Max 10 charges. Activate to use all charges and enter Juggernaut Mode until your next turn.

Demolition[edit | edit source]

Frag Grenade[edit | edit source]

100% weapon speed

Deals Physical damage

2 turn cooldown

Rank 1 Rank 2 Rank 3
Toss a grenade to deal 100% weapon damage to the primary target and 50% to adjacent targets. Toss a grenade to deal 125% weapon damage to the primary target and 75% to adjacent targets.

Critical hits Burn all targets for 100% of damage over 3 turns.

Toss a grenade to deal 150% weapon damage to the primary target and 100% to adjacent targets.

Critical hits Burn all targets for 100% of damage over 3 turns.


Bomblets: Scatter bombs that explode after 5 to 10 turns, dealing 25% weapon damage to nearby foes. Frag Grenade drops a bomb for each target.

Rocket Strike[edit | edit source]

100% weapon speed

Deals Fire damage

4 turn cooldown

Rank 1 Rank 2 Rank 3
Fires a rocket that deals 125% weapon damage. If the target has no shield, crit chance is boosted 10% and damage by 25%.

Rocket Strike has a bonus +15% chance to hit.

Fires a rocket that deals 135% weapon damage. If the target has no shield, crit chance is boosted 15% and damage by 50%.

Rocket Strike has a bonus +20% chance to hit and will Burn for 100% of damage over 3 turns.

Fires a rocket that deals 150% weapon damage. If the target has no shield, crit chance is boosted 20% and damage by 75%.

Rocket Strike has a bonus +30% chance to hit and will Burn for 100% of damage over 3 turns.


Bomblets: Scatter bombs that explode after 5 to 10 turns, dealing 25% weapon damage to nearby foes. Rocket Strike drops a bomb if it deals damage.

Bouncing Betty[edit | edit source]

50% weapon speed

Deals Physical damage

Maximum of 1 Bouncing Betty

Rank 1 Rank 2 Rank 3
When the target acts, Bouncing Betty explodes to deal 50% weapon damage to the target and 25% to adjacent targets.

After Bouncing Betty deals damage, it jumps to a random enemy and rearms. Jumps up to 4 times.

When the target acts, Bouncing Betty explodes to deal 65% weapon damage to the target and 35% to adjacent targets.

After Bouncing Betty deals damage, it jumps to a random enemy and rearms. Jumps up to 6 times.

Critical hits Burn the primary target for 100% of the damage dealt over 3 turns.

When the target acts, Bouncing Betty explodes to deal 75% weapon damage to the target and 45% to adjacent targets.

After Bouncing Betty deals damage, it jumps to a random enemy and rearms. Jumps up to 8 times.

Critical hits Burn the primary target for 100% of the damage dealt over 3 turns.


Bomblets: Scatter bombs that explode after 5 to 10 turns, dealing 25% weapon damage to nearby foes. Bouncing Betty drops a bomb each time it jumps.

This Is Fine[edit | edit source]

PASSIVE abilities are always active.

Deals Fire damage

Rank 1 Rank 2 Rank 3
Setting things on fire really improves your morale, boosting crit chance 1% for 3 turns. Stacks to 10%. When combat begins, you gain 10% Fire resistance. Setting things on fire really improves your morale, boosting crit chance 2% for 3 turns. Stacks to 20%. When combat begins, you gain 20% Fire resistance.

When afflicted with Burn, damage you deal is boosted 10% while the effect lasts.

Setting things on fire really improves your morale, boosting crit chance 3% for 3 turns. Stacks to 30%. When combat begins, you gain 30% Fire resistance.

When afflicted with Burn, damage you deal is boosted 10% and you heal 4% health each turn while the effect lasts.

Magnetronc Bomb[edit | edit source]

100% weapon speed

Deals Energy damage

4 turn cooldown

Rank 1 Rank 2 Rank 3
Deal 150% weapon damage and pull any Bomblets a little closer to the target.

If Bomblets are pulled to the target, they detonate with a bonus 15% crit chance.

Deal 175% weapon damage and pull any Bomblets somewhat closer to the target.

If Bomblets are pulled to the target, they detonate with a bonus 25% crit chance and Burn for 100% of damage over 3 turns if they deal critical damage.

Deal 200% weapon damage and pull any Bomblets a lot closer to the target.

If Bomblets are pulled to the target, they detonate with a bonus 30% crit chance and Burn for 100% of damage over 3 turns if they deal critical damage.


Bomblets: Scatter bombs that explode after 5 to 10 turns, dealing 25% weapon damage to nearby foes. Detonated bombs Shock the target.

Hellfire Salvo[edit | edit source]

100% weapon speed

Deals Fire damage

Requires at least 1 charge

4 turn cooldown

Rank 1 Rank 2 Rank 3
If you Burn a target, Hellfire Salvo gains 1 charge. Max 10 charges. Activate to use all charges and launch a rocket for every charge.

Each rocket strikes randomly on the battlefield and deals 40% weapon damage if it hits an enemy.

If you Burn a target, Hellfire Salvo gains 1 charge. Max 15 charges. Activate to use all charges and launch a rocket for every charge.

Each rocket strikes randomly on the battlefield and deals 45% weapon damage if it hits an enemy.

If a rocket strikes a target afflicted by Burn, boost the effect duration by 1 and the damage 30%.

If you Burn a target, Hellfire Salvo gains 1 charge. Max 20 charges. Activate to use all charges and launch a rocket for every charge.

Each rocket strikes randomly on the battlefield and deals 50% weapon damage if it hits an enemy.

If a rocket strikes a target afflicted by Burn, boost the effect duration by 1 and the damage 30%.


Bomblets: Scatter bombs that explode after 5 to 10 turns, dealing 25% weapon damage to nearby foes. Every 3rd rocket that hits an enemy drops a bomb.

Boom King[edit | edit source]

PASSIVE abilities are always active.

Rank 1 Rank 2 Rank 3
You artisanally hand-craft your explosives, increasing the base damage of bomblets by 5% weapon damage and their critical chance by 5%.

Targets damageed by Bomblets take 3% increased damage from Fire attacks for 1 turn.

You artisanally hand-craft your explosives, increasing the base damage of bomblets by 10% weapon damage and their critical chance by 8%.

Targets damageed by Bomblets take 6% increased damage from Fire attacks for 1 turn. Drop a bomblet if you crit a target with Burn.

You artisanally hand-craft your explosives, increasing the base damage of bomblets by 15% weapon damage and their critical chance by 10%.

Targets damageed by Bomblets take 10% increased damage from Fire attacks for 1 turn.

Drop a bomblet if you crit a target with Burn.

When dropping a Bomblet, you have a 50% chance to drop an extra. Because you're the Boom King!

Specialist[edit | edit source]

Crack Shot[edit | edit source]

Aim: 50% weapon speed

Execute: 50% weapon speed

Deals Weapon damage

Requires Ranged Weapon

Rank 1 Rank 2 Rank 3
1st use: Line up a Crack Shot on the target.

2nd use: Execute a Crack Shot on the target.


Shoot for 125% weapon damage. Crack Shoot has +10% bonus hit chance, 8% chance to critically hit, and pierces any Armor on the target.

1st use: Line up a Crack Shot on the target.

2nd use: Execute a Crack Shot on the target.


Shoot for 150% weapon damage. Crack Shoot has +20% bonus hit chance, 13% chance to critically hit, and pierces any Armor on the target.

On a critical hit, Daze the target for 30% of the Time Unit cost of your weapon.

1st use: Line up a Crack Shot on the target.

2nd use: Execute a Crack Shot on the target.


Shoot for 175% weapon damage. Crack Shoot has +30% bonus hit chance, 15% chance to critically hit, and pierces any Armor on the target.

On a critical hit, Daze the target for 30% and Stun for 50% of the Time Unit cost of your weapon.

Flare[edit | edit source]

25% weapon speed

Deals Fire damage

3 turn cooldown

Rank 1 Rank 2 Rank 3
Deal 30% weapon damage and mark the target, boosting hit chance of attacks on them 8%, critical hit chance 5%, and reducing dodge chance 15%. Deal 35% weapon damage and mark the target, boosting hit chance of attacks on them 12%, critical hit chance 8%, and reducing dodge chance 25%.

Targets are also afflicted with Blind, reducing hit chance 5% for 3 turns.

Deal 40% weapon damage and mark the target, boosting hit chance of attacks on them 15%, critical hit chance 10%, and reducing dodge chance 30%.

Targets are also afflicted with Blind, reducing hit chance 5% for 3 turns and Burn for 100% of damage over 3 turns.

Flare has a bonus +30% hit chance. Lasts 4 turns.

Custom Armor[edit | edit source]

PASSIVE abilities are always active.

Rank 1 Rank 2 Rank 3
When combat begins, you gain an effect:

Light Armor: Damage dealt boosted 3%.

Tactical Armor: Crit chance boosted 5%.

Heavy Armor: Time Unit costs reduced by 10.

When combat begins, you gain an effect:

Light Armor: Damage dealt boosted 5%.

Tactical Armor: Crit chance boosted 7%.

Heavy Armor: Time Unit costs reduced by 15.


Corp Sponsor: When combat begins, gain a buff if you have positive rep with the maker of your armor. Higher rep improves effect.

When combat begins, you gain an effect:

Light Armor: Damage dealt boosted 8%.

Tactical Armor: Crit chance boosted 10%.

Heavy Armor: Time Unit costs reduced by 25.


Corp Sponsor: When combat begins, gain a buff and Regeneration if you have positive rep with the maker of your armor. Higher rep improves effect.

You make aftermarket mods to your armor. (But don't tell anyone, it's not strictly street-legal.)

Overwatch[edit | edit source]

150% weapon speed

Deals Weapon damage

Requires Ranged Weapon

6 turn cooldown

Rank 1 Rank 2 Rank 3
Move into Overwatch to cover the team for 1 turn. If enemies act, shoot for 50% weapon damage. A maximum of 3 Overwatch attacks can be made.

Pistol: Targets deal 10% less damage for 2 turns.

SMG: Increase maximum number of attacks by 1.

Rifle: Increase attack crit chance 10%.

Shotgun: Targets are Slowed by 25 Time Units.

Heavy: Targets become Vulnerable, boosting damage taken 5%.

Move into Overwatch to cover the team for 1 turn. If enemies act, shoot for 60% weapon damage. A maximum of 4 Overwatch attacks can be made.

Pistol: Targets deal 10% less damage for 3 turns.

SMG: Increase maximum number of attacks by 2.

Rifle: Increase attack crit chance 15%.

Shotgun: Targets are Slowed by 40 Time Units.

Heavy: Targets become Vulnerable, boosting damage taken 7%.

Each Overwatch attack boosts hit chance 10%.

Move into Overwatch to cover the team for 1 turn. If enemies act, shoot for 70% weapon damage. A maximum of 5 Overwatch attacks can be made.

Pistol: Targets deal 10% less damage for 4 turns.

SMG: Increase maximum number of attacks by 3.

Rifle: Increase attack crit chance 20%.

Shotgun: Targets are Slowed by 50 Time Units.

Heavy: Targets become Vulnerable, boosting damage taken 10%.

Each Overwatch attack boosts hit chance 10% and reduces cost of your next action by 50 Time Units.

Hot Streak[edit | edit source]

25% weapon speed

Deals Weapon damage

Requires Ranged Weapon

Rank 1 Rank 2 Rank 3
Every 3rd critical hit adds a stack of Hot Streak. Activate to consume 1 stack to attack with your weapon for 100% weapon damage.

Hot Streak has a bonus +5% critical hit chance.

Every 3rd critical hit adds a stack of Hot Streak. Activate to consume 1 stack to attack with your weapon for 150% weapon damage.

Hot Streak has a bonus +10% critical hit chance. Critical hits from Hot Streak boost damage 50%.

Every 3rd critical hit adds a stack of Hot Streak. Activate to consume 1 stack to attack with your weapon for 200% weapon damage.

Hot Streak has a bonus +15% critical hit chance. Critical hits from Hot Streak boost damage 50% and Burn for 100% of damage over 3 turns.

Kill Count[edit | edit source]

PASSIVE abilities are always active.

Rank 1 Rank 2 Rank 3
Who's keeping score? Your killing blows score 1 point each. Every 5 points, crit chance and crit damage increase 1%. Who's keeping score? Your killing blows score 1 point each. Every 5 points, damage you deal increase 1% and crit chance and crit damage increase 2%. Who's keeping score? Your killing blows heal 5% of max health and score 1 point each. Every 5 points, damage you deal increase 2% and crit chance and crit damage increase 3%.

These boosts persist for the duration of the mission.

The Specialist[edit | edit source]

100% weapon speed

Deals Weapon damage

Requires Ranged Weapon

8 turn cooldown

Rank 1 Rank 2 Rank 3
Score crits to charge this ability. At 5 charges, activate to deal 150% weapon damage and:

Pistol: Shoot twice at 75% Time Unit cost.

SMG: Shoot all foes with +10% bonus hit chance.

Rifle: Shoot twice with 25% crit chance.

Shotgun: Hit adjacent foes for 50% weapon damage and Daze for 25 Time Units.

Heavy: Hit all foes for 30% weapon damage and Stun for 50 Time Units.

Score crits to charge this ability. At 5 charges, activate to deal 175% weapon damage and:

Pistol: Shoot twice at 50% Time Unit cost.

SMG: Shoot all foes with +15% bonus hit chance.

Rifle: Shoot twice with 35% crit chance.

Shotgun: Hit adjacent foes for 75% weapon damage and Daze for 35 Time Units.

Heavy: Hit all foes for 40% weapon damage and Stun for 75 Time Units.

Killing blows by The Specialist reset its cooldown.

Score crits to charge this ability. At 5 charges, activate to deal 200% weapon damage and:

Pistol: Shoot twice at 25% Time Unit cost.

SMG: Shoot all foes with +20% bonus hit chance.

Rifle: Shoot twice with 50% crit chance.

Shotgun: Hit adjacent foes for 100% weapon damage and Daze for 50 Time Units.

Heavy: Hit all foes for 50% weapon damage and Stun for 100 Time Units.

Killing blows by The Specialist reset its cooldown and you Cleanse debuffs when activated.