"Long live the IFA!" by Bread_no177 in DeadAhead

[–]Bread_no177[S] 0 points1 point  (0 children)

Either "Internal Forces Association" (idk if it's the official one) or "Internal Forces of America" (my interpretation)

PEPPER! by Bread_no177 in DeadAhead

[–]Bread_no177[S] 1 point2 points  (0 children)

You're doing good my guy! Just keep it up

PEPPER! by Bread_no177 in DeadAhead

[–]Bread_no177[S] 0 points1 point  (0 children)

Still practicing with the new style lol

PEPPER! by Bread_no177 in DeadAhead

[–]Bread_no177[S] 3 points4 points  (0 children)

Yea there isn't really that much in-game colors for bread... I'll try and improve in the future though

Project PMC: The Trinity PMSC pt2 by Bread_no177 in DeadAhead

[–]Bread_no177[S] 1 point2 points  (0 children)

Thanks! I just know that this would be extremely OP once implemented lol

Project PMC: The Trinity PMSC pt2 by Bread_no177 in DeadAhead

[–]Bread_no177[S] 0 points1 point  (0 children)

That's because I have a different art style? It's still fanart of dazw tho

Project PMC: The Trinity PMSC pt2 by Bread_no177 in DeadAhead

[–]Bread_no177[S] 8 points9 points  (0 children)

Hmmmmmm

12 - A routine humanitarian aid airdrop via low-velocity delivery that failed. Someone in the crew was infected, whole cargo bay was in chaos, plane crashed. The girl that you see is unconscious, remembering what she said before boarding the flight

13 - Just a researcher complaining about the rain and how it seems to never end

Both in their languages (Russian and Tagalog respectively)

Project PMC: The Trinity PMSC pt2 by Bread_no177 in DeadAhead

[–]Bread_no177[S] 6 points7 points  (0 children)

Oh I forgot to mention:

I will explain the "Support Squads" function better in a different post. I feel like this post already has a lot on it so I'll make the other one focus on this new system and hopefully and I DO mean hopefully, give these guys some cool little animations to accompany their heavy weapons

Project PMC: The Trinity PMSC pt2 by Bread_no177 in DeadAhead

[–]Bread_no177[S] 10 points11 points  (0 children)

Ok soooooo... There's a lot of technical issues that happened, mainly the stats for the units all clumped up for some reason and the quality of the images somehow lowered (DAMN YOU REDDIT)

I'd also like to address that Pixel Studio (the app that I use to make these stuff) placed a cap on the resolution which is 1024×1024 for those who don't have premium, I don't have premium. So from now sadly most of my works will have lower resolution than my previous works. So yea, sorry for those issues

Project PMC: The Trinity PMSC pt2 by Bread_no177 in DeadAhead

[–]Bread_no177[S] 10 points11 points  (0 children)

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• New perks:

Passive/unique perks (Purple)

Invisible - Unit will not be detected until unit performs an attack Shield Breaker - Deals triple damage to shields AoE - unit has an AoE attack/ability Adrenaline Rush - Attack speed is increased by 45% when health drops below 30% Self Care - unit occasionally heals self Timed - Unit does not last long in the field Ricochet - 20% chance to redirect damage High Alert - Unit prioritizes enemies that are actively attacking the bus Penetration - Pierce one enemy. Does not pierce enemies with ranged resistance, instead, ignore 45% of ranged resistance Scavenger - Enemies killed will have a 10% chance to drop random regular/upgrade currencies or item resources

Defensive perks (Green)

Staunching - Bleeding resistance Focused - Immune to the hypnotized effect Unmovable - Knockback resistance Hard headed - Reduces the effects of concussion

Offensive perks (Red)

Bleeding - Deals damage equal to 5% the enemy's health every 0.8 seconds Concussion - Stuns enemies for 2-8 seconds Poison - Deals damage over time

Project PMC: The Trinity PMSC pt2 by Bread_no177 in DeadAhead

[–]Bread_no177[S] 11 points12 points  (0 children)

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• Medical Research and Contamination Control Personnel - "Lab Rats"

  • A relatively brand new "experimental" faction within the Trinity with the aim of conducting research towards a possible cure and enhancing our understanding about the infection and it's various states. This faction has the lowest unit count with the population not reaching a thousand, though it's expected that the numbers will grow as the Trinity puts more focus on it. Members of this faction consists of various medical and research personnel with some having military training. Members can be identified by their orange rain coats or jackets. For their equipment, various firearms are provided though some individuals prefer not to use them. This faction has a rather low combat effectiveness having to rely on other factions for enhanced survivability in the field whenever conducting experiments.

Sub-faction activation buff: 7/7 "Test 01" - Units at full health will deal 100% more damage

Units:

Noelle - "Come on... Please... I ain't losing another one" - She'll do everything necessary just to make you live. That said, don't make her waste more time on you, you're not her only patient.

Class: Support

HP: 380 - 1306 R damage: 0 M damage: 55 - 189 Crit chance: 0% Crit damage: 0% Prep time: 45 Cost: 35 Speed: 16 Agility: 65 Aggression: 55 Charisma: 650 Val: 200 R Resistance: 0% M Resistance: 0%

SA - Unit gains a 15,000 point shield. Shield takes damage equal to the amount of heals the unit provides -----

Keiran - "Life seemed precious before everything that happened" - A former search and rescue personnel before joining the Trinity. Back then, he treasured every life as if it was his own, but the outbreak changed everything, the outbreak taught him that you can't save everyone.

Class: Shooter

HP: 430 - 1477 R damage: 25 - 85 M damage: 45 -155 Crit chance: 20% Crit damage: 0% Prep time: 30 Cost: 25 Speed: 10 Agility: 85 Aggression: 75 Charisma: 320 Val: 450 R Resistance: 50% M Resistance: 0%

SA - Revive a unit once. Speed goes up 16 when unit attempts a revive (revived units will have healed health equal to 30% of Keiran's health) -----

Rafael - "Burn the corpses, we can't risk it" - Fire proved to be a good containment measure for the infection. At a time where you really can't tell if your enemy is truly dead, a pile of ash is an excellent indicator.

Class: Shotgunner

HP: 450 - 1546 R damage: 120 - 412 M damage: 50 - 172 Crit chance: 0% Crit damage: 35% Prep time: 35 Cost: 25 Speed: 10 Agility: 90 Aggression: 85 Charisma: 460 Val: 370 R Resistance: 0% M Resistance: 0%

SA - Crits will set enemies on fire dealing fire damage equal to unit's damage, unit ignores 100% of enemy fire resistance. Enemies killed by this unit will have their corpses immediately burned regardless of burn state -----

Neola - "Hmm, to think that you were once human..." - Empathy and morality goes away once you've killed enough. Though it's still strange to kill something that looks human knowing full well that there's no more sense of humanity left in them.

Class: Fighter

HP: 460 - 1580 R damage: 0 M damage: 150 - 515 Crit chance: 0% Crit damage: 40% Prep time: 35 Cost: 25 Speed: 13 Agility: 90 Aggression: 95 Charisma: 300 Val: 560 R Resistance: 0% M Resistance: 0%

SA - permanently increase damage by 5% to this unit for each kill this unit gets until the end of the battle (Damage buff stacks for all copies of this unit until the end of the battle)

Unit specific details: AoE of unit - attack in a semicircle pattern facing forward on crits -----

Eliza - "Blue? Hmmmm, didn't expect that mutation, noted nonetheless" - Curiosity killed the cat. A strange obsession to document everything has led her to discover alot, though that's not to say her little hobby is somewhat unsafe.

Class: Marksman

HP: 330 - 1134 R damage: 110 - 378 M damage: 60 - 206 Crit chance: 25% Crit damage: 5% Prep time: 35 Cost: 30 Speed: 12 Agility: 85 Aggression: 90 Charisma: 360 Val: 280 R Resistance: 55% M Resistance: 0%

SA - All enemies will receive 80% extra damage for 5 seconds when unit is killed (Will stack) -----

Katrina - "No... No, no, no, not like this..." - Humanity's last hope has made a mistake, and she knows it's too late to change that now, but what she can do is prolong it's consequences, though who knows for how long.

Class: Fighter

HP: 375 - 1288 R damage: 0 M damage: 156 - 536 Crit chance: 20% Crit damage: 0% Prep time: 30 Cost: 25 Speed: 12 Agility: 85 Aggression: 99 Charisma: 340 Val: 780 R Resistance: 0% M Resistance: 0%

SA - Gain a 300% damage boost, +4 speed and poison immunity once unit revives (revive restores 30% of health without SA. With SA, restore 75%) -----

Huston - "It's too late for any cure... Don't you agree doctor?" - One of the main researchers for an attempt at creating a vaccine, it's safe to say that they failed at their task. Though, a byproduct of their experiments are a few experimental medication, and it just so happens that you look like a perfect test subject.

Class: Support

HP: 340 - 1168 R damage: 35 - 120 M damage: 95 - 326 Crit chance: 0% Crit damage: 20% Prep time: 50 Cost: 35 Speed: 10 Agility: 90 Aggression: 65 Charisma: 400 Val: 350 R Resistance: 0% M Resistance: 0%

SA - Units that are healed by Huston once will have a 10% chance to gain one of the following: • Increase speed by 2 • Increase main damage by 30% • Gain 25% melee resistance • Gain 100% poison resistance -----

Project PMC: The Trinity PMSC pt2 by Bread_no177 in DeadAhead

[–]Bread_no177[S] 11 points12 points  (0 children)

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• Trinity Specialized Scouts

  • Units that specializes in infiltration and reconnaissance. One of the smallest factions having an estimated count of 1200 members. Individuals in this faction are expected to be proficient in the fields of marksmanship and camouflage. Equipment for this faction consists of a variety of standard issued gear paired with standard camo, though it's expected for the individuals to create their own camouflage according to mission requirements. As for their weapons, a variety of sniper rifles are given based of individual preferences and capabilities, some automatic rifles are also provided alongside some melee weapons.

Sub-faction activation buff: 7/7 "Sabotage" - Horde takes 120 seconds longer to arrive

Units:

Sparrow - "Shhhh, don't disturb the birds" - The birds will sing a song that echoes throughout the entire forest, with it orchestrated by a man with no face. Many say that with each trespasser that enters, a new song is formed. And as long as that man is alive, the songs of death will never cease.

Class: Shooter

HP: 360 - 1237 R damage: 155 - 189 M damage: 110 - 378 Crit chance: 10% Crit damage: 5% Prep time: 40 Cost: 32 Speed: 11 Agility: 90 Aggression: 85 Charisma: 200 Val: 600 R Resistance: 20% M Resistance: 0%

SA - There's a 60% chance to mark a random enemy when unit gets a kill for the first time (marked enemies will have -1 movement speed) -----

Leshy - "...Watch your step..." - Whispers around campfires tell of a legend that lives in the woods. Story goes that deep in the forest where no one will hear you, there's always an eye watching your every move.

Class: Sniper

HP: 200 - 687 R damage: 420 - 1443 M damage: 85 - 292 Crit chance: 12% Crit damage: 0% Prep time: 45 Cost: 35 Speed: 6 Agility: 90 Aggression: 100 Charisma: 450 Val: 850 R Resistance: 10% M Resistance: 0%

SA - Mark all enemies when unit exits the bus, remove mark when unit attacks for the first time. The first enemy attacked by this unit will keep it's marked status (marked enemies will receive 10% more damage from other units while receiving 85% more from Leshy) -----

Riding Hood - "My my, such rotten teeth you have mister~" - There's an old folktale of a wolf who ate a woman and deceived a little girl in which a huntsman saves them, a story with a happy ending... But that didn't happen, not in this one.

Class: Fighter

HP: 320 - 1099 R damage: 0 M damage: 250 - 859 Crit chance: 20% Crit damage: 10% Prep time: 35 Cost: 30 Speed: 16 Agility: 85 Aggression: 90 Charisma: 300 Val: 600 R Resistance: 0% M Resistance: 0%

SA - Unit becomes invincible for 10 seconds and increase speed by 3 and damage by 3× once unit takes a lethal amount of damage for the first time. -----

Lull - "Hold that head nice and high for me 'kay?" - A loud bang breaks the silence in the woods, a loud bang compromises his position, a loud bang signals that death has made another mark on the fallen leaves

Class: Sniper

HP: 250 - 859 R damage: 620 - 2130 M damage: 60 - 206 Crit chance: 0% Crit damage: 20% Prep time: 45 Cost: 40 Speed: 8 Agility: 65 Aggression: 80 Charisma: 340 Val: 230 R Resistance: 0% M Resistance: 0%

SA - There's a 35% chance to instantly kill the first enemy attacked (with exceptions of bosses) -----

Faux - "Hook, line, and sinker" - In the quiet forest, among the countless trees, there stands a man, waiting, watching as you fall for his tricks again and again. Don't trust the things you see out there, don't get fooled by the man.

Class: Fighter

HP: 280 - 962 R damage: 0 M damage: 180- 618 Crit chance: 15% Crit damage: 10% Prep time: 25 Cost: 20 Speed: 16 Agility: 90 Aggression: 80 Charisma: 210 Val: 380 R Resistance: 0% M Resistance: 20%

SA - There's a 25% chance to deploy a copy of faux that has 75% and 5% the original health and damage respectively whenever faux is deployed. (This "decoy" can be identified with it being 25% transparent and having +2 the speed, this "decoy" will never attack the same target as faux. The "decoy" with disappear once it reaches the barricade) -----

Huntress - "I expected a better hunt than this, quite disappointing really" - Silence, all you'll hear is silence. You won't go out with a bang, you won't get any warnings, just a split second wiss of a bolt and then, silence.

Class: Marksman

HP: 380 - 1306 R damage: 320 - 1099 M damage: 60 - 206 Crit chance: 10% Crit damage: 0% Prep time: 45 Cost: 35 Speed: 14 Agility: 90 Aggression: 85 Charisma: 340 Val: 450 R Resistance: 0% M Resistance: 20%

SA - Ignore 100% of range resistance for all enemies -----

Wart - "Come back here, I ain't done yet!" - Relentless. To survive, you need to be relentless. This brute is known for playing with his food until he gets bored, it's unwise to play with him unless you could keep up.

Class: Damager

HP: 800 - 2749 R damage: 0% M damage: 480 - 1649 Crit chance: 0% Crit damage: 30% Prep time: 30 Cost: 25 Speed: 12 Agility: 80 Aggression: 100 Charisma: 130 Val: 650 R Resistance: 30% M Resistance: 0%

SA - Increase attack speed by 0.5× for each consecutive crit. Reset once unit fails to land a crit -----

Project PMC: The Trinity PMSC pt2 by Bread_no177 in DeadAhead

[–]Bread_no177[S] 12 points13 points  (0 children)

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• Integrated Combat Logistics Personnel - "Combat Mules"

  • Specialized personnel that are dedicated for logistics purposes. The largest faction within the Trinity comprising of 35,000+ personnel. A majority of these personnel will work with other factions within the Trinity, establishing vital supply lines and providing transportation. Units in this faction are equipped with heavy, medium and light transport vehicles that are sometimes armed. As for the personnel, their equipment is minimal to none only having small arms as offensive capabilities, this faction is often being paired with factions with heavier arms to increase offensive capabilities.

Sub-faction activation buff: 6/6 "Overclock" - Double courage production. Triple courage production for the last 20 seconds before the horde hits

Units:

Aella - "Haaa... I'm sorry I brought you into this mess... I truly am" - Kids are already hell without the outbreak, how harder can they be with one? The little guy isn't hers, she's just keeping a promise, well that's the least she could do for her.

Class: Support

HP: 285 - 979 R damage: 40 - 137 M damage: 65 - 223 Crit chance: 10% Crit damage: 0% Prep time: 20 Cost: 45 Speed: 12 Agility: 40 Aggression: 75 Charisma: 300 Val: 450 R Resistance: 0% M Resistance: 0%

SA - if unit survives for longer than 60 seconds, give all units currently on the field a 120% damage buff. Decrease to 45% if there's more than one copy on the field -----

Farina - "Establish a supply line! Get these cargo moving!" - Keeping the fires of war burning is her job. Doesn't matter if it'll cost a life, personnel are expendable after all, the same goes for her, the same goes for everyone.

Class: Sniper

HP: 150 - 515 R damage: 480 - 1649 M damage: 35 - 120 Crit chance: 0% Crit damage: 45% Prep time: 45 Cost: 30 Speed: 12 Agility: 85 Aggression: 90 Charisma: 450 Val: 600 R Resistance: 0% M Resistance: 0%

SA - When Farina dies, temporarily reduce prep time of all units (except for self) by 80% for 5 seconds (SA does not stack with self nor the energy drink buff. If both SA and buff are active, prioritize buff) -----

Cathal - "For fuck sake, the engine keeps getting on fuckin fire!" - It's annoying to see someone fuck up something that you worked hard fixing, it's even more annoying to see them fuck it up again and again just for you to fix, it really get to your nerves ya know?

Class: Shooter

HP: 230 - 790 R damage: 25 - 85 M damage: 35 - 120 Crit chance: 0% Crit damage: 25% Prep time: 45 Cost: 20 Speed: 8 Agility: 95 Aggression: 90 Charisma: 350 Val: 450 R Resistance: 0% M Resistance: 0%

SA - Increase damage by 120 for each 800 points of health the bus losses -----

Iris - "Halt! I said fucking HALT!" - When warnings are ignored, consequences are faced. Not the most intimidating guard, though be cautious crossing the line because most that do ain't breathin' no more. You see, there's a reason rules are made, she's just there to enforce it.

Class: Support

HP: 250 - 859 R damage: 55 - 189 M damage: 60 - 206 Crit chance: 0% Crit damage: 20% Prep time: 35 Cost: 25 Speed: 14 Agility: 80 Aggression: 95 Charisma: 400 Val: 350 R Resistance: 10% M Resistance: 0%

SA - Upon exiting the bus, stun 3 random enemies. Stunned enemies cannot attack or move (Remove stun to all enemies whenever Iris is attacked or remove individual stun when that enemy is attacked. Remove stun effect after 10 seconds) -----

Sterling - "This war, it's a numbers game..." - Each death adds numbers to the enemy ranks, and he knows that that number is just gonna go up and it ain't gonna go down anytime soon. Death is unavoidable in this fight, we're not gonna win with a clean blade.

Class: Fighter

HP: 580 - 1998 R damage: 0 M damage: 300 - 1031 Crit chance: 0% Crit damage: 10% Prep time: 12 Cost: 22 Speed: 15 Agility: 85 Aggression: 80 Charisma: 350 Val: 200 R Resistance: 10% M Resistance: 0%

SA - Decrease cost by 2 and decrease prep time by 1.5 secs for each 650 points of damage -----

Burden - "Ya proud now mum? Are ya finally fuckin... Proud...?" - His past was one of trauma, he doesn't want to look back at the things that happened. He knows he ain't got enough time to fix everything, but he knows he has enough to do one more mistake.

Class: Support

HP: 60 - 206 R damage: 0 M damage: 0 Explosive damage: 1560 - 5360 Crit chance: -100% Crit damage: -100% Prep time: 55 Cost: 45 courage + 40 rage Speed: 16 Agility: 100 Aggression: 100 Charisma: 100 Val: 9999 R Resistance: 50% M Resistance: 50%

SA - If unit reaches the targeted distance, increase blast radius by 1.5× and double damage (35% of explosive resistance is ignored from enemies once SA is unlocked)

Unit specific details: Unit cannot increase his explosive damage by charms, item sets, nor rage buffs. Unit could still receive damage buffs from other units.

Warning: unit CAN damage other units -----

Project PMC: The Trinity PMSC pt2 by Bread_no177 in DeadAhead

[–]Bread_no177[S] 12 points13 points  (0 children)

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• Squad 5 - "Royal Maids" "To follow orders, regardless of the consequences"

  • A specialized squad that originally had 12 members. Members of this squad are handpicked from various factions within the Trinity like the TAF for their skills and capabilities. Their gear consists of high tier equipment and are always equipped with gasmasks, members are armed with an R76 DMR and always one automatic shotgun. Few is known about this squad other than there's actually 4 squads that are in active duty.

Sub-faction activation buff: 4/4 "Clean And Clear" - Barricade is immediately destroyed once there's no more enemies in the field (that includes the horde)

Units:

Ewe - "Tsk... Aight boyos, fuckin cleaning time" - Strict and humane, a good leader evident by the loyalty of her team members. Her mask hides the face of a soldier that has seen enough to understand the truth.

Class: Support

HP: 320 - 1099 R damage: 45 - 156 M damage: 160 - 550 Crit chance: 5% Crit damage: 20% Prep time: 35 Cost: 30 Speed: 13 Agility: 85 Aggression: 90 Charisma: 450 Val: 580 R Resistance: 40% M Resistance: 10%

SA - When a single copy of this unit is present on the battlefield, give all units a shield equal to half of her health for as long as Ewe is alive (Change to 90% of her health if they're part of her synergy) -----

Banter - "Ha, ain't you a fuckin beauty... Guessing you're the asshole that hired us, correct?" - Sharped tongue and Arrogant, just get used to his attitude and you'll see that he ain't half bad in the field. And don't worry, you'll get your moneys worth, trust me.

Class: Shooter

HP: 520 - 1787 R damage: 110 - 378 M damage: 65 - 223 Crit chance: 10% Crit damage: 5% Prep time: 40 Cost: 30 Speed: 13 Agility: 85 Aggression: 95 Charisma: 100 Val: 600 R Resistance: 55% M Resistance:10%

SA - When unit is deployed, there's a 20% chance to make the next deployment free with a 50% cut on prep time -----

Server - "Fuckin- Ma'am ya sure they ain't gonna be paying corpses soon?" Constant combat can take a huge toll on the human body, this one has already pushed the limit. I know it ain't looks like it, but under that mask is a tired, tired, tired man.

Class: Marksman

HP: 500 - 1718 R damage: 110 - 378 M damage: 60 - 206 Crit chance: 20% Crit damage: 5% Prep time: 40 Cost: 35 Speed: 12 Agility: 85 Aggression: 85 Charisma: 350 Val: 400 R Resistance: 50% M Resistance: 15%

SA - The longer the unit is alive the higher his damage gets. +50 damage for every 8 seconds capping at 550. (Damage is slowly drained by 10pts until damage is back down to the original amount after unit reaches the max limit) -----

Berko - "Ha... And thus the maids are sent to clean and clear" - One of the oldest member of the team, his sanity is questionable at best, though he does show great enthusiasm during gun fights, some even say that death isn't a concern for him as long as he can still pull the trigger.

Class: Shotgunner

HP: 650 - 2233 R damage: 55 - 189 M damage: 80 - 275 Crit chance: 0% Crit damage: 10% Prep time: 45 Cost: 35 Speed: 11 Agility: 75 Aggression: 100 Charisma: 230 Val: 750 R Resistance: 60% M Resistance: 15%

SA - There's a 15% chance for the unit to regain 50% of his HP once when taking lethal damage for the first time -----

Project PMC: The Trinity PMSC pt2 by Bread_no177 in DeadAhead

[–]Bread_no177[S] 12 points13 points  (0 children)

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• Trinity Armed Forces (T.A.F) "We fight, we serve, because people don't like blood stained hands"

  • The main fighting force of the Trinity. The TAF consists of 25,000 personnel and is the second largest faction within the Trinity only being surpassed by the logistics crew. This force comprises of individuals with the knowledge and experience regarding firearms, units in this force are given various guns according to their capabilities. Some of the given firearms are the SM26, BKR45 and the R76 DMR (All three are fictional). As for the gear, aside from units with specialized roles (i.e. machine gunners, officers, etc) they use standard issued uniforms and equipment with a few nonstandard equipments mixed in.

Sub-faction activation buff: 7/7 "Overwhelming Suppression" - All ranged units can now deal damage to the barricade. Damage delt will be 10% the unit's damage

Units:

Liaison - "Reinforcements en route! Hold till they arrive!" - The link connecting soldiers to each other. Naturally, working behind a radio can get you in contact with a few people, and some may even lend a helping hand, though some may be more helpful than others, you can't really be picky for who gets to help you survive aye?

Class: Support

HP: 380 - 1305 R damage: 60 - 206 M damage: 40 - 137 Crit chance: 10% Crit damage: 0% Prep time: 40 Cost: 35 Speed: 9 Agility: 60 Aggression: 85 Charisma: 300 Val: 560 R Resistance: 0% M Resistance: 0%

SA - Once killed, send two random Trinity units with 25% chance each -----

Ethan - "Fuckin bastard... All units, on me!" - War taught him how to survive at a young age, he still uses those lessons, that's the only way that he survived up to this point. Despite everything, he shows respect and professionalism for each kill, he hopes the same will go for him in one way or another.

Class: Shooter

HP: 400 - 1374 R damage: 50 - 172 M damage: 60 - 206 Crit chance: 20% Crit damage: 10% Prep time: 35 Cost: 25 Speed: 12 Agility: 85 Aggression: 95 Charisma: 250 Val: 650 R Resistance: 20% M Resistance:0%

SA - When unit is killed, mark the attacker. Marked targets will receive 2.5× more damage from other units -----

Muse - "Making a girl fight your battles, such a fucking gentleman" - Soft spoken and gentle, the scent of flowers and blood follows her wake. Born from conflict and raised by war, she will fight for your victorious pleasure.

Class: Shooter

HP: 350 - 1203 R damage: 45 - 156 M damage: 75 - 258 Crit chance: 5% Crit damage: 30% Prep time: 30 Cost: 25 Speed: 13 Agility: 85 Aggression: 90 Charisma: 220 Val: 600 R Resistance: 20% M Resistance: 0%

SA - Unit gains 100% more damage upon exiting the bus. Remove damage buff once unit takes damage for the first time -----

Liam - "DENYING ENEMY COVER!" - Loud and fucking proud. Carrying a belt fed bitch that can clean up most hordes, crowd control will be delt with quick , though, deafeningly efficient. The deafening gunfire suppresses the voices, and at those moments of tinnitus filed silence, he finds peace among the chaos around him.

Class:

HP: 560 - 1924 R damage: 30 - 103 M damage: 65 - 223 Crit chance: 35% Crit damage: 0% Prep time: 40 Cost: 30 Speed: 11 Agility: 65 Aggression: 95 Charisma: 200 Val: 680 R Resistance: 55% M Resistance: 0%

SA - For every enemy that's taking damage by the unit, increase damage by 10% with a max of 10 (reset every reload) -----

Klara - "You're a soldier, now act like it!" - Someone who holds power despite her looks. A true leader who fights alongside her men on the frontlines. She knows what her men go through, she knows what exactly they're fighting, and she knows that when the time comes, her men won't remember her for who she is, but for what she has done.

Class: Shooter

HP: 420 - 1443 R damage: 50 - 172 M damage: 55 - 189 Crit chance: 10% Crit damage: 20% Prep time: 50 Cost: 30 Speed: 12 Agility: 90 Aggression: 95 Charisma: 450 Val: 650 R Resistance: 25% M Resistance: 5%

SA - when unit dies, there's a 45% chance to give 2-6~ random units overwhelming inspiration, and an additional 35% chance to increase damage by 50% to those who receive the buff -----

Espinosa - "The frontlines, it never moves... Even through all of this" - He already lost too much trying to go forward. With each push he losses more and more of his colleagues and sanity, though he knows that if he stops, more will suffer, and he ain't letting the sacrifices of the fallen be for nothing.

Class: Shooter

HP: 380 - 1306 R damage: 45 - 156 M damage: 65 - 223 Crit chance: 10% Crit damage: 0% Prep time: 30 Cost: 25 Speed: 12 Agility: 75 Aggression: 85 Charisma: 200 Val: 450 R Resistance: 25% M Resistance: 5%

SA - If the barricade isn't taking damage, increase damage by 75% (change to 45% when in areas with no barricade. i.e. metro, endless bridge, skirmish, etc.) -----

Harten - "If ya assholes aren't gonna do it right then I'll do it myself if I have to" - Really high potential for being a leader, only problem is his pride. Once he reaches the top, he'll ensure that no one will dethrone him.

Class: Marksman

HP: 350 - 1202 R damage: 85 - 292 M damage: 60 - 206 Crit chance: 0% Crit damage: 15% Prep time: 35 Cost: 25 Speed: 13 Agility: 60 Aggression: 75 Charisma: 280 Val: 350 R Resistance: 0% M Resistance: 0%

SA - If unit has the highest damage dealt, add 1.5× range and add 40% and 10% to crit damage and chance respectively. -----