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Dawn of the Dead - Soldiers on Mon 07 Dec 2009, 07:16
Gimli.SoG
Colonel

This thread shows the details of every character in Dawn of the Dead 6 as of Beta 7.
Rifleman:
Rifleman ![]() Required Rank: PVT Class: Assault | Riflemen are the basic modern soldiers from which all other soldierly functions stem. Though by tradition certain infantry units are based on the rifleman, they employ a variety of other specialized soldiers in conjunction with the rifleman.
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Critical Hit![]() | Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage. Chance to hit: 5%/10%/15%/20%/25% Damage: 200%/225%/250%/275%/300% | ||||||||||
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Rifle Grenade![]() 65 | Launches a 40mm fragmentation grenade at the indicated location. Damage: 400/600/800/1000/1200 Cooldown: 25 seconds | ||||||||||
Stim Pack![]() 35 | The built-in chemical delivery systems doses the Rifleman with a powerful mix of synthetic adrenaline, endorphins, and a psychotropic aggression enhancer. The mixture also counteracts various kinds of poisonings and injuries. Does not stack with Stimulants, Anabolic Steroids or Sprint. Attack&movement speed: +10%/+20%/+30%/+40%/+50% Hitpoint regeneration: + 1 hp/sec/+ 1 hp/sec/+ 1 hp/sec/+ 2 hp/sec/+ 2 hp/sec If Infected: 0/+2 hp/sec/Cures infection If bleeding: 0/0/+ 2 hp/sec/+ 3 hp/sec/Cures bleeding Duration: 8 seconds Cooldown: 10 seconds | ||||||||||
Medic:
Medic ![]() Required Rank: PVT Class: Support | This essential soldier is in charge of the team's health. With his lifesaving abilities he can counteract every kind of disease or injury. Also he has access to substances to supply the team with body enhancing steroids.
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| Special Abilities | |||||||||||
Antidote![]() 30/20 | The newest military biology is able to suppress the zombie-virus. The antidote spreads quickly throught the body and terminates the virus cells. Cures infections and diseases. Healing: 5 HP Cooldown: 15 seconds/12 seconds | ||||||||||
Transfusion![]() 50/40 | Administers a recuperative blood transfusion to the selected unit, which restores the targets health over time. Cures bleeding. Healing: 190 HP Cooldown: 45 seconds/30 seconds | ||||||||||
Nano-Surgery![]() 60/45 | Injects a dosis of cell-restoring nanites into the target's body, which slowly heal damaged cells and bones. Cures fractures and eye damage. Healing: 50 HP Cooldown: 30 seconds Time to cure: 10 seconds/6 seconds | ||||||||||
Medical Display Computer![]() | The Medical Display Computer (MeDiCom) monitors the body and brain functions of all team members and aids the medic in finding and healing them. I) The multiboard will display each player's hitpoints in percent. II) The multiboard will display the most dangerous ailment of each player left of the hitpoint display. III) The -tl command will ping units with less than 40% hp in a darker color. | ||||||||||
Critical Hit![]() | Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage. Chance to hit: 5%/10%/15%/20%/25% Damage: 200%/225%/250%/275%/300% | ||||||||||
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Desert Eagle Mark V![]() 10 | The Desert Eagle is a large caliber gas-operated semi-automatic pistol. It is fed with a detachable box magazine. Requires reloading after each 6 shots (reloading consumes 1 clip). Damage: 195 Cooldown: 0.15 seconds | ||||||||||
Anabolic Steroids![]() 20 | A mixture of different testosterones is injected into the selected unit, temporary increasing it's attack and movement speed. Does not stack with Stim Pack. Attackspeed: +6%/+9%/+12%/+15%/+18% Movementspeed: +8%/+12%/+16%/+20%/+24% Duration: 60 seconds Cooldown: 15 seconds | ||||||||||
Heal![]() 3/4/5/6/7 | Heals the target's wounds through the use of cell restoring nano machines. This method can be used to rapidly heal a single target but should not be the standard healing. Healing rate: 14 HP/s/18 HP/s/22 HP/s/26 HP/s/30 HP/s | ||||||||||
Scout:
Scout ![]() Required Rank: PVT Class: Recon | Scouts are usually the first group of soldiers sent to an infested area. They gather information about enemy and terrain in order to allow a well coordinated assault. Scouts stand out with their high mobility and the possibility to out maneuver hostile forces.
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Radar![]() 45 | Takes a scan of your surrounding area to spot enemy signatures. Usual enemies are shown with red signals, whereas extraordinary strong threats are indicated by purple signals. Range: 6500 Cooldown: 40 seconds | ||||||||
Ammunition Sweep![]() 40 | A portable scanner will be activated which sweeps the nearby area for ammunition. Range: 6000 Cooldown: 30 seconds | ||||||||
Evasion![]() | The Scout is experienced in evading enemy attacks in melee. Evasion: 5%/15% | ||||||||
Hollow-point Ammunition![]() | The Scout's weapon is loaded with hollow-point ammunition to slow down or disable enemies he encounters. Hollow-point ammunition expands upon entering a target, creating large bullet holes and stunning the target for a very short time. Chance to stun: 15% Bonus damage: 45 | ||||||||
Improved Sprint![]() 10 | Allows the unit to move with increased movementspeed for a short time. Does not stack with Stim Pack. Movespeed bonus: +50% Duration: 15 seconds Cooldown: 40 secodns | ||||||||
Critical Hit![]() | Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage. Chance to hit: 5%/10%/15%/20%/25% Damage: 200%/225%/250%/275%/300% | ||||||||
| Hero Abilities | |||||||||
Orbital Cannon![]() 120 | Directs the fire of an orbital weapons platform onto the targeted location. The set-up of the cannon requires the Scout to stand still for 4 seconds. Handle with care, it harms your teammates! Damage: 6x500 Area of effect: 300 Cooldown: 90 seconds | ||||||||
Flare Gun![]() 40/35/35/30/30 | Flares are typically used as adistress signal as well as other signaling purposes, but can also be used to illuminate an area for a short duration. Duration: 15 seconds Cooldown: 30 seconds/25 seconds/20 seconds/15 seconds/10 seconds | ||||||||
Cloaking![]() 45 | Activates a protable cloaking device which makes the user almost undetectable for most enemies. The user is still able to fire or to use other abilities without revealing himself. Some enemies still can detect you. Duration: 15 seconds Cooldown: 30 seconds | ||||||||
Target Designation![]() 30 | The target becomes designated by the Scout's Laser Target Marker. It will suffer from a slight loss of armor and will be visible for every member of the entry team. Armor Reduction: 4/6 Duration: 90 seconds/120 seconds Cooldown: 30 seconds/20 seconds | ||||||||
Machine Gunner:
Machine Gunner ![]() Required Rank: PFC Class: Assault | The Machine Gunner sustains the level of fire power of the team. In combination with sufficient reconaissance he is able to take down any number of opponents.
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Critical Hit![]() | Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage. Chance to hit: 5%/10%/15%/20%/25% Damage: 200%/225%/250%/275%/300% | ||||||||
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Rapid Fire![]() 25 | The marine turns his weapon into rapid fire mode to gain tempoary attack speed. Lasts for 6 seconds. Attack speed bonus: 25%/50%/75%/100% Cooldown: 30 seconds/25 seconds/20 seconds/15 seconds | ||||||||
Aerial Fragmentation Grenade![]() 50 | Launches a 40mm fragmentation grenade at the targeted location which detonates in mid-air and damages all flying units in it's area of effect. Handle with care, it harms allied air units! Damage: 500 Cooldown: 25 seconds | ||||||||
Fire Support![]() | Aids nearby team members to aim more accurate. Damage bonus: 10%/15%/20%/25%/30% | ||||||||
Engineer:
Engineer ![]() Required Rank: SPC Class: Support | The Engineer is in charge of the team's ammunition suppliment and of the maintaining of mechanical and electronical equipment.
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Create Ammunition![]() 120 | Utilizes the Engineer's energy to create a stack of magazines. The magazine stack appears in the Engineer's inventory. Cooldown: 50 seconds | ||||||||
Refill Weapon![]() 120 | Refills the targeted primary weapon. Only shotguns and burst fire weapons can be refilled. Shotgun: +4 shells Burst Fire Weapon: +6 charges Grenade launcher: 0/+2 grenades Cooldown: 100 seconds | ||||||||
Energy Generator![]() | The Engineer's portable energy generator periodicly transmits small amounts of energy to nearby friendly units. The Engineer is also effected by that. Bonus regeneration: 0.15/0.30/0.45/0.60/0.75 | ||||||||
Critical Hit![]() | Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage. Chance to hit: 5%/10%/15%/20%/25% Damage: 200%/225%/250%/275%/300% | ||||||||
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Drain Energy![]() 5 | Transfers energy from the targeted friendly hero to the engineer until the engineer's mana is full or the target's mana is drained completely. Cooldown: 20 seconds | ||||||||
Power-Net![]() 25 | Throws a reinforced steel net at the target that causes a it to be bound to the ground so that it cannot move for a short time. Duration: 2 seconds/3.5 seconds/5 seconds/6.5 seconds/8 seconds Cast Range: 700/875/1050/1225/1400 Cooldown: 12 seconds/11 seconds/10 seconds/9 seconds/8 seconds | ||||||||
EMP Grenade![]() 65 | Launches a EMP grenade at the indicated location which disabled enemies for a short time. Damage: 250 Cooldown: 35 seconds | ||||||||
Place Sentry Gun![]() 175 | Constructs a sentry gun with limited ammunition which automatically targets and fires at every target in it's proximity. Cooldown: 280 seconds Duration: 300 seconds | ||||||||
Advanced Marksman:
Advanced Marksman ![]() Required Rank: CPL Class: Recon | The Marksman operates as a regular member within a unit where his skills are called upon whenever the need for accurate shooting arises in the normal course of operations. The Marksman can effectively use a fast-firing semi-automatic rifle.
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Throw Road Flare![]() 30 | Tosses a ground flare at the targeted location which burns brightly and illuminates the area. Duration: 60 seconds Cooldown: 45 seconds | ||||||||
Concentration![]() 100 | Allowes nearby team members to strike with extraordinary accuracy for a short time. Gives a chance to critically hit to every nearby team member. Range: 500 Duration: 6 seconds Cooldown: 100 seconds | ||||||||
Critical Hit![]() | Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage. Chance to hit: 5%/10%/15%/20%/25% Damage: 200%/225%/250%/275%/300% | ||||||||
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Disabling Shot![]() 40 | Takes aim and fires at one particular target to injure its limbs and to cripple it. Even though zombies will not feel any pain, a destroyed leg will considerably slow it down. Cooldown: 8 seconds | ||||||||
Rifle Scope![]() 14/20/26/32/38 | Uses the rifle scope to reveal the designated area and all invisible units in it for a short time. During this time the chance of scoring a critical hit is increased with each level of scope. Area of effect: 850/900/950/1000/1050 Critical Hit level: +2/+4/+6/+8/+10 Duration: 6 seconds Cooldown: 12 seconds/11 seconds/10 seconds/9 seconds/8 seconds | ||||||||
Activate Tactical Stance![]() | When activated, the Marksman's rate of fire is drastically increased, but his movement speed and attack damage is reduced. Attack speed: +75% Movement speed: -80% Damage: -20% | ||||||||
Firebat:
Firebat ![]() Required Rank: SG Class: Assualt | Flamethrowers have not been used anymore since the Vietnam Wars, because it turned out to be unsuited for modern combat. Napalm, however, has proven to be highly effective to fully destroy infected matter.
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Fuel Combustion![]() | The Firebat ignites a part of his fuel to convert the heat into energy for his suit. Using this ability will burn 40 fuel. Energy: +125 Cooldown: 45 seconds | ||||||||||
Defense Tactics![]() | Increases the Firebat's armor. Nearby friendly units benefit from the Firebat's defensive tactics and receive a smaller armor bonus. Armor bonus: 1.5/3/4.5/6/7.5 Firebat's bonus: +1/+2/+3/+4/+5 | ||||||||||
Napalm![]() | With each attack, the burning napalm sticks to the ground and continues burning for a short time. Every enemy stepping on it will take damage. Damage: 15 HP/s/30 HP/s/45 HP/s/60 HP/s/75 HP/s | ||||||||||
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Fire Burst![]() 45 | Unleashes a cone of ignited fuel which damages all enemies in front of the Firebat. Damage: 125/250/375/500/625 Range: 300/350/400/450/500 Cooldown: 8 seconds | ||||||||||
Protection Matrix![]() 5 | When used the suit's nanobots absorb and repair taken damage through the sacrafice of energy. In addition the nanobots shield the user from infections and any kind of wounds. Damage that instantly kills the Firebat can not be absorbed. Duration: 10 seconds Damage absorbed per energy point: 1.5/2/2.5/3/3.5 Ailment chance reduced to: 60%/50%/40%/30%/20% Cooldown: 15 seconds | ||||||||||
Demolitions:
Demolitions ![]() Required Rank: SSG Class: Support | While his comrades choose the rifle to engage enemies, the Demolitions prefers all kinds of explosives and heavy ordnance. He can deploy different kinds of explosives and rockets to decimate clusters of enemies or focused on a single threat.
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Disarm![]() 1 | Disarms an explosive charge or satchel and moves it into your inventory. [color=green]Cooldown: 2 seconds | ||||||||
Satchel![]() 45 | Places a satchel, which can be detonated manually or through the use of an explosion. Handle with care, it harms your teammates! Damage: 600 Cooldown: 80 seconds | ||||||||
Demolition Charge![]() 120 | Places a demolition charge which is generally used to destroy buildings. It is timed to detonate 5 seconds after being planted. It is adviced to remove yourself quickly from the detonation site after the charge has been armed! Handle with care, it kills your teammates! Cooldown: 120 seconds | ||||||||
Napalm Canister![]() 85 | Attaches a napalm canister to the next rocket which burts open upon impact and ignites the ground in proximity. Damage: 100 HP/s Duration: 30 seconds Cooldown: 90 seconds | ||||||||
Critical Hit![]() | Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage. Chance to hit: 5%/10%/15%/20%/25% Damage: 200%/225%/250%/275%/300% | ||||||||
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Anti Tank Missile![]() 60/70/80/90/100 | Launches a rocket propelled anti tank grenade at the targeted location. The rocket is designed to take out heavily armored targets. Handle with care, it harms your teammates! Damage: 1600/2400/3200/4000/4800 Area of effect: 150/165/180/195/210 Set-up time: 3 seconds/2.6 seconds/2.2 seconds/1.8 seconds/1.4 seconds Cooldown: 30 seconds | ||||||||
Anti Infantry Missile![]() 60/65/70/75/80 | Launches a rocket propelled anti infantry grenade at the targeted location. The rocket detonates on impact and scatters it's steel shell over a large area. Handle with care, it harms your teammates! Damage: 600/800/1000/1200/1400 Area of effect: 300/320/340/360/380 Set-up time: 2 seconds/1.6 seconds/1.2 seconds/.8 seconds/.4 seconds Cooldown: 20 seconds | ||||||||
Explosive Charge![]() 50 | Places a explosive charge, which needs to be detonated by a satchel, grenades or similar devices. Handle with care, it harms your teammates! Damage: 1200 Cooldown: 60 seconds | ||||||||
Vanguard Ops:
Vanguard Ops ![]() Required Rank: SGM Class: Recon |
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Stamina![]() | The Vanguard can take injuries second to none. Years of worst-case training gives him the stamina to shake fatal injuries off. Ailment Resistance: +8%/+16%/+24%/+32%/+40% Damage taken: -2/-4/-6/-8/-10 | ||||||||
Critical Hit![]() | Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage. Chance to hit: 5%/10%/15%/20%/25% Damage: 200%/225%/250%/275%/300% | ||||||||
| Hero Abilities | |||||||||
M70 GaussRifle![]() 80/85/90/95/100 | The M70 Gauss Rifle uses an electromagnetic field to propel ammunition at ultra-sonic speed. The impact causes a hydrostatic shock which disables the target for a short time. Handle with care, Gauss shots harm your teammates! Damage: 200/375/550/725/900 Duration: 2 seconds/2.75 seconds/3.5 seconds/4.25 seconds/5 seconds Cooldown: 20 seconds | ||||||||
Monomolecular Blade![]() 40 | The Monomolecular Blade is a revolutionary weapon which allows the wielder to easily cut through flesh, muscles and even body armor with a single swing. Damage: 80/140/200/260/320 Movement loss: 60%/60%/70%/70%/85% Duration: 5 seconds/6 seconds/7 seconds/7 seconds/7 seconds Cooldown: 8 seconds | ||||||||
Flash Grenade![]() 90 | Drops a Flash Grenade in front of your feet which detonates and blinds any enemies in proximity. Attack speed reduction: 75% Duration: 6 seconds Cooldown: 30 seconds | ||||||||
Assualtman:
Assualtman ![]() Required Rank: 2LT Class: Assualt | The Assaultman wields a powerful clo
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Throw Smoke Grenade![]() 40 | Deploys a smoke grenade at the targeted location which bursts open and slows down all units in it's range. Duration: 40 seconds Cooldown: 45 seconds | ||||||||
Fragmentation Shards![]() | Gauge shells filled with small hollow steel balls which scatter on impact and shred deep into nearby enemies. Chance to hit: 10%/12.5%/15%/17.5%/20% Damage: 120/180/240/300/360 Area of effect: 200 | ||||||||
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Anti Personnel Shells![]() 60 | Tthe Assaultman sacrafices his area damage in order to be highly effective against single targets. Lasts 8 seconds. Damage: +75% Cooldown: 60 seconds | ||||||||
Rapid Fire![]() 40 | The Assualtman's attack speed increases drastically for 6 seconds to defend himself in dangerous situations. Attack speed bonus: 100%/150%/200%/250%/300% Cooldown: 30 seconds | ||||||||
Assualt Armor![]() | This unit's armor is especially desinged to shield the wearer from damage and to defect it back to the attacker. Armor Bonus: +2/+4/+6/+8/+10 Damage Reflection: 50%/75%/100%/+125%/+150% | ||||||||
Power-Net![]() 40 | Throws a reinforced steel net at the target that causes a it to be bound to the ground so that it cannot move for a short time. Duration: 4 seconds Cast Range: 700 Cooldown: 15 seconds | ||||||||
Sniper:
Sniper ![]() Required Rank: CPT Class: Recon | The snipers powerful long-distance sniper rifle enables him to deliver tactical strikes precisely accurate even over long distances. His specialisation lies in the elimination of single, strong targets.
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| Special Abilities | |||||||||||
Target Designation![]() 30 | The target becomes designated by the Sniper's Laser Target Marker. It will suffer from a slight loss of armor and will be visible for every member of the entry team. Armor Reduction: 4 Duration: 90 seconds Cooldown: 35 seconds | ||||||||||
Camoflage![]() 30 | Activates a portable cloaking device which renders the Sniper almost undetectable for most enemies. While camouflaged, the Sniper suffers 20% movementspeed reduction. Some enemies still can detect you. Duration: 15 seconds Cooldown: 30 seconds | ||||||||||
High Velocy Ammunition![]() | High Velocity easily rips through several unarmored targets in a line, dealing substantial damage. Damage: +15 Penetration Range: +75 | ||||||||||
Critical Hit![]() | Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage. Chance to hit: 10%/15%/20%/25%/30% Damage: 180%/200%/220%/240%/260% | ||||||||||
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Sniper Shot![]() 70 | Takes aim and fires at one particular target to purpose highest possible damage. The bullet will deal a little more than normal damage, but always score a critical hit. Cooldown: 8 seconds | ||||||||||
Rifle Scope![]() 14/20/26/32/38 | Uses the rifle scope to reveal the designated area and all invisible units in it for a short time. During this time the chance of scoring a critical hit is increased with each level of scope. Area of effect: 850/900/950/1000/1050 Critical Hit level: +2/+4/+6/+8/+10 Duration: 6 seconds Cooldown: 12 seconds/11 seconds/10 seconds/9 seconds/8 seconds | ||||||||||
Learn Claymore![]() 30 | Places a Claymore which explodes when an enemy coming close, dealing600-300 damage in it's proximity. The claymore has 3 seconds activation delay. Handle with care, it harms your teammates! Cooldown: 40 seconds/34 seconds/28 seconds/22 seconds/16 seconds | ||||||||||
Activate Sniping![]() | When activated, the Sniper gets into position to carefully take aim at his enemies and take them out with deadly precision. Requires manual firing. Grants limited invisibility. Attack speed: +80% Movement speed: -100% Damage: +50% Damage taken: +100% | ||||||||||
Last edited by Gimli.SoG on Sat 10 Jul 2010, 23:42; edited 10 times in total
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