Skill Identifiers are Talents that can be selected a the start of a game to enhance your MOS in a certain aspect. Compared to UA3, SIs have been switched around, and remade, and created out of thin air, and some were changed around.
Skill Identifier Overview
XP requirements will progress as Enlisted/Warrant/Commissioned. A 0 denotes the SI cannot be unlocked, a 1 means it is unlocked immediately
|Name of SI||Enlisted Xp||Warrant XP||Commissioned XP|
|Tough as Nails||2000||1||1|
|Born to Lead||0||0||15000|
|Battle Buddy||Beat Epilogue||Beat Epilogue||Beat Epilogue|
MOS Si's Effects
+.1 health and energy regeneration. Effect doubles if you are SMA, CW5, or GEN rank. Effect Triples if you are CMA3, MW5, or GOA rank.
|Tough As Nails
Adds 5 to fitness.
Reduces reload and unjam time by 25%.
Increases energy regeneration by .5/s.
Increases weapon range by 2 and adds 15 range invisible detection.
Start at level 3, begin with quik clot, smoke grenades, flares, and an ammo case.
Increases movement speed by .06.
Prevents you from getting infected bite, parasitic infection, and unidentified infection.
Adds 5 to mechanical skills.
|Born to Lead
(Aura) Adds 5% bonus bullet and explosive damage.
Start with rifle butt unlocked.
(Aura) Adds 6% attack speed, .03ms, and improves reload/unjam time by 20%.
Makes all abilities cooldown 15% faster.
Makes jumping safe from any height.
Start with energy cells, and improves energy cell efficiency by 50%.
Increases damage with explosives by 30%, and adds 10 shields. IFS explosives do not count.
Have a 33% chance to reduce damage by 40% if damage taken is 150 or more.
Periodically have a substantially increased chance to land critical hits.
Kills increase damage dealt by 1.5% for 8 seconds. Buff stacks up to 30% bonus damage.
Reduces life by 70%, increases damage 50% and .05ms.
Reduces life by 25%, but increases MS by .1.
Increases life by 30%, but reduces MS by .1.
Increases maximum mag capacity and prevents jamming. Mag increase varies MOS to MOS. Flamethrower MOS: can carry 3000 fuel without being encumbered. Automatic Rifleman or Heavy Gunner MOS: can carry 25 mags without being encumbered.
Adds 5 to dexterity.
Siphons .75 energy/sec to regenerate 1.5 health/sec.
Opens up a menu to select a mini of your choice
MOS Specific SI's
[Rifleman] Improves Frag Grenade/MGL and Rifleman Skills.
|Blood in Blood Out
[Combat Medic] Improves Blood Transfusion and Nano-Injection.
|Heavy Weapons Training
[Automatic Rifleman] Increases your training with heavy weapons, gives more movespeed, range, reload/unjam time reduction, and less friendly fire.
[Flamethrower] Improves Plasma Shield and Graviton Charge.
[Enforcer] Improves Blast Shield and Aura of Valor.
[Cav Scout] Adds damage, range, and suppresses weapon.
[Squad Designated Marksman] Improves Binoculars and Field Camera.
[Javelin Gunner] Substantially improves High Explosive Rocket and lowers Backblast.
[Platoon Leader] Grants both Born to Lead and Instructor auras and improves the range on Leadership, Born to Lead, and Instructor.
[Combat Engineer] Allows the usage of M2 Sentry Guns.
[Cyborg] Improves Charge and Cluster Rockets.
[Ghost] Reduces energy cost on all Ghost abilities, including special rounds.
[Fire Support Specialist] Reduces energy cost on Call for fire and generates 1 shell every minute.
[Commando] Adds fitness and movement speed, improves Self Aid and Field Aid.
[Laser Enforcer] Grants usage of the Wave Amplifier ability.
[Specter] Improves Cloak and adds a chance to dodge damage while cloaked.
[Orbital Support Specialist] Improves Orbital Satellite Reconnaissance, Tier 1/Item Scanner, and reduces scan time.
[Heavy Gunner] Overheat cooldown speed increased, overheated duration decreased, barrel spin-up time is near-instant, spinning barrels drains less energy.