Steam Marines

Steam Marines

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Classes and info (Steam Marines)
By Kroxigar
I basically just copy and pasted the in-game tool tips and made them a little easier on the eyes. However since you can't view these things unless you start a game with the characters this guide should prove useful.
   
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Starting perks
All classes can start with one of the following perks.

Sweeper - Laser Sight grants +2 damage and cycling attachments cost 0 AP.
Spotter - Grants +1 experience point per enemy if actively spotting.
Fire Hazard - Using a Hulk Suit's ranged flamethrower only costs 1 AP.
Close Combat - Ranged attacks have a 100% chance to hit adjacent targets.
Tech Monger - Grants a +10% chance to find high tech loot in lockers.
Stats
Every class starts with 0 in each.

Power - Each point adds one additional shot to guard mode.
Speed - Each point adds +0.25 AP, +0.25 Sight, and +2% Evasion.
Strength - Each point adds +2 health.
Smasher - Each point adds +1 melee damage and +10% chance to smash obstacles.
Bomb Tech - Each point adds +25% chance to disarm traps.
Precision - Each point adds +1 firearm damage and +3% accuracy.
Leader
Private First Class
Charge: Charge up to 3 tiles away and knockback. (3 AP)
Iron Resolve: Reduces physical damage by 25%. (Passive)

Lance Corporal
Snap Shots: Fire at all enemies in range. (2 AP)
Flak Rounds: Shots reduce enemy physical armor by 1. (Passive)

Corporal
Radar: Reveals nearby enemies. (3 AP)
Firefighter: Reduces fire damage taken by 25%. (Passive)

Sergeant
Stim: Increases squad range by 2 and accuracy by 5%. (3 AP)
Vigilance: Entire squad gets +10% evasion. (Passive)
Scout
Private First Class
Scoped:Shot with +100% accuracy and +2 damage. (3 AP)
Second Skin: 50% of max AP counts as physical armor. (Passive)

Lance Corporal
Called Shot: Reduce target's AP by 1. (3 AP)
Stealthy: +10% Evasion and reduce chance of being targeted by enemies. (Passive)

Corporal
Garrote: Deal 10 damage to an adjacent if facing away. Ignores armor. (3 AP)
Autoloader: Reloading only costs 1AP. (Passive)

Sergeant
Stasis: Shot that prevents action to and from the target. (4 AP)
Biohazard: +2 damage against organics. (Passive)

Grenadier
The grenader uses a grenade launcher which deals splash damage.

Private First Class
Napalm: Sets targets on fire. (2 AP)
Annihilation: AOE attacks can kill secondary targets. (Passive)

Lance Corporal
Batter: Knockback adjacent enemies. (2 AP)
Minesweeper: Weapon destroys landmines. (Passive)

Corporal
Pincer: Melee attack that reduces armor by 1. (2 AP)
Ablative Armor: Reduces all non-physical damage by 25%. (Passive)

Sergeant
EMP: Deals 9 damage to all nearby robots. (3 AP)
Smart Bombs: AOE no longer does friendly fire. (Passive)
Support
Private First Class
Point Blank: Normal damage and shreds 50% armor. (2 AP)
Hulk: Melee attacks have knockback. (Passive)

Lance Corporal
Hail Mary: Increases accuracy by 10% and range by +2. (2 AP)
Shark Rounds: Shots ignore 50% of targets physical armor. (Passive)

Corporal
Bulwark: Places a wall tile on a free space. (3 AP)
Sentry: Guard mode shots always hit. (Passive)

Sergeant
Turret: Drop a sentry turret. Costs 2 magazines. (4 AP)
Flanker: Flanking shots always hit. (Passive)
Engineer
Private First Class
Target Scan: Reveals target's info. (3 AP)
Stun Shots: +2 damage against robotic targets. (Passive)

Lance Corporal
Mag Fist: Melee that turns target around. (2 AP)
Hackery: Hack consoles and modify PDAs. (Passive)

Corporal
Weld: Convert 1 armor rating into 2 health. (2 AP)
Active Targeting: +15% accuracy. (Passive)

Sergeant
Ammosmith: Convert 2 grenades into 1 ammo crate. (3 AP)
Tech Upgrade: Increased laser/plasma power. (Passive)