AR Exosoldier

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This page contains content from Underrail: Heavy Duty expansion.
AR Exosoldier

Xphw metro.png Xphw exosol l.png
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AR Exosoldier.png

Description
Faction Exosoldiers
Location The Compound
Loot Skulljack oddity
Abilities Aimed Shot
Concentrated Fire
Exoskeleton Power
Fast Metabolism
Full-Auto
Grenadier
Sensorimotor Command
Sprint
Strafe
Wristblade Stab
Combat Stats
Combat Stats Action Points: 50
Resistances Mechanical: 40% / 20
Heat: 15% / 10
Cold: 0% / 0
Electricity: 0% / 0
Acid: 5
Energy: 35% / 15
Bio: 50% / 5

AR Exosoldiers are generic Exosoldiers armed with assault rifles. They also carry a HE Grenade Mk III, Frag Grenade Mk III and Stingball Grenade.

Description

Like all common exosoldiers, they wear Combat Exoskeletons which increase their combat efficiency as long as they are powered and grants them immunity against caltrops. They also have access to Sensorimotor Command buff which increases their combat skills, reduces the AP cost of their attacks and reduces all damage taken by them. This buff is removed once you kill the Cognator in the heart of The Compound.

Fighting Tactics

You can use EMP Grenades to disable their energy shields and exoskeletons to lower their combat effectiveness. Also, any Thought Control psi abilities used against them will inflict Sensorimotor Command Disruption effect which lowers number of Sensorimotor Command stacks they have.