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cons: most expensive
extra: MRK 95, top trainer, (average doc), LVL 5
Gumpy (M) pros: EXP 57, WIS 94
cons: MRK 44, AGI 45
extra: very cheap
Ivan pros: EXP 55, WIS 83
cons: expensive
extra: MRK 92, best vitality, HW
Len pros: EXP 47, WIS 83
cons: expensive
extra: MRK 83, top trainer, good mech, (average doc), LVL 7
Reaper pros: EXP 47, WIS 81
cons: most expensive
extra: MRK 97, good trainer, (average mech), ON-ROOF bonus to
hit, LVL 6
Strongly recommended:
Fidel (top explosives - if you can handle his temper ;)
Stephen (top explosives-trainer)
Red (cheap, good trainer - a bit slow)
Nails (top explosives, good mech - slow)
Trevor (best explosives-mech - expensive)
NOTE: To deal with explosives you generally need just 1 bomb dude.
HEAVY WEAPONS SPECIALISTS
This professional is skilled in big guns - grenade launchers, LAWs and mortars
(see: SECTION 3 - HEAVY WEAPONS) While every merc can use these weapons, HW
specialists have a better chance of an accurate shot - in their hands these
babies become even more efficient (read "deadly" ;) Apart from the trait itself,
high MRK is important. Only few mercs boast HW proficiency (descending by
combined expertise in different fields):
Gus pros: MRK 97, HW(E)
cons: most expensive, AGI 65
extra: top explosives-mech-trainer-doc, LVL 8
Iggy (N) pros: MRK 87, HW(E)
cons: expensive
extra: (average mech), top vitality, LVL 5
Ivan pros: MRK 92, HW
cons: expensive
extra: (average explosives), best vitality
Meltdown pros: MRK 83, HW
cons: none
extra: cheap
Grunty pros: HW
cons: MRK 78
extra: (average mech), cheap
Grizzly pros: HW
cons: AGI 69, MRK 79
extra: cheap
Buzz pros: MRK 96, HW
cons: none
extra: none
Strongly recommended (in suggested order of hiring):
Meltdown
Grunty
Iggy
NOTE: Although all mercs can use heavy weapons (and it's even possible,
though hard, to complete the assignment without them), you will
soon appreciate having 1 or 2 HW specialists on your team.
DOCTORS
Doc's task is to bandage mercs injured during combat and to treat those severely
wounded afterwards - if they live that long ;) However, a cautious player who
keeps his mercs from receiving serious injuries will not need a doctor. Most
docs are hopeless when it comes to fighting, anyway. Thus one *medic* per combat
squad, with average doctoring skill (influenced by MED, DEX, WIS and LVL) will
suffice to patch up cuts and bruises. S/he will only use a little more medical
supplies. It is best to combine medical with another skill. See: TOP SPECIALISTS
for possible picks. Doctoring points in this table reflect the merc's ability to
heal injured teammates. This determines how fast the merc will restore health of
his patients when assigned as "doctor" (in strategic view)
JACKS OF ALL TRADES
Some guys are just more gifted (or trained) than others. Their drawback, however,
is that they tend to be extremely costly. Mercs listed here possess expertise in
multiple fields. Each of them deserves recommendation, but watch the price: it
may be too steep for contract extension. Remember also that mercs who gain LVL
demand higher wages! Who to employ depends to a large extent on your individual
strategy and on the kind of competence you require. Descending by combined
expertise in all fields:
Gus pros: top explosives-mech-trainer-doc, HW(E)
cons: most expensive, AGI 65
extra: MRK 97, LVL 8
Scully pros: top mech-explosives, good trainer, average doc
cons: most expensive
extra: MRK 92, best vitality, LVL 5
Len pros: top trainer, good mech, average explosives-doc
cons: expensive
extra: MRK 83, LVL 7
Conrad (N) pros: top trainer-explosives, average doc
cons: most expensive
extra: MRK 95, LVL 5
Reaper pros: good trainer, average explosives-mech
cons: most expensive
extra: MRK 97, ON-ROOF bonus, LVL 6
Wolf pros: good mech, average trainer-doc, mediocre explosives
cons: MRK 79
extra: top vitality
Cougar (M) pros: good mech, average explosives, mediocre doc
cons: expensive
extra: MRK 93, top vitality, LVL 5
Cliff pros: good (top) doc, average trainer, mediocre explosives
cons: AGI 60
extra: MRK 84
Iggy (N) pros: average mech, HW(E), mediocre doc
cons: expensive
extra: MRK 87, top vitality, LVL 5
NOTE: Compare TOP SPECIALISTS below.
TOP SPECIALISTS
These tables contain highest-ranking specialists in 4 crucial areas. Overall
rating in the field, based on all above-mentioned relevant factors, is given for
a quick reference.
TOP 10 MECHS
Trevor, Magic best
Static top
Gus top
Vicki top
Scully top
Gasket top
Nails good
Maddog good
Len, Wolf good
Cougar good
RUNNERS-UP
Dynamo average
Barry average
Reaper average
Ice average
Steroid average (good)
Iggy, Grunty average
Dimitri mediocre (good)
TOP 10 TRAINERS
Raider best
Len top
Conrad, Stephen top
Miguel top
Gus top
Buns, Scope good
Hitman good
Scully good
Vince good
Ira good
RUNNERS-UP
Thor good
Red good
Reaper good
Ice average
Wolf average
Carlos average
Shadow average
Cliff average
TOP 10 EXPLOSIVES
Trevor, Barry, Red best
Gus top
Fidel, Devin top
Stephen, Larry top
Scully top
Nails, Conrad top
Gumpy good
Ivan average
Len average
Reaper average
RUNNERS-UP
Cougar average
Lynx average
TOP 10 DOCTORS
Vince best (40)
Dr Q, Danny top (36)
Gus top (35)
Spider top (34)
Thor, MD good (30)
Cliff good (29) (top - 32)
Fox good (28)
Larry good (25)
Conrad average (22)
Buns, Blood average (20)
RUNNERS-UP
Wolf, Sidney average (19)
Scully average (18)
Len average (17)
Ira average (16)
Section 2: RAISING STATS
You've gathered your team. Deidranna, we're coming for you! Omerta is plain
sailing, unless you hired complete rookies (but you didn't, right?) On the way
to Drassen you meet first enemy patrol and... what the hell? Your mercs can't
shoot a barn while "ghost" attackers stuff them full of lead. When your squad is
half-dead (or half your squad is dead) you furiously hit "ALT+L"... Damn!
At the beginning combat might seem very difficult. Your squad will be outgunned
and outnumbered. And, as the mission progresses, things will only get worse. How
can your team rival the Arulcan army? Sensible battlefield tactics are your
great advantage. But there are more of them. You can increase your mercs'
abilities by training. This is especially important at the outset, when you
can't hire many skilled mercs and they lack good weapons. It also lets you save
cash on those really expensive types. Instead of paying thru the nose for their
services you'll be wiser to employ cheap but promising mercs and to develop
their potential by training.
METHODS OF RAISING STATS
Stats can be increased in a number of ways, some of which verge on cheating. In
order to get the most from the increase, it is advised to train the whole squad
early on. Now listen to words of wisdom. This stat has greatest impact on the
rate of improvement (which stat? wisdom! it's a pun ;) Mercs with high WIS learn
faster, which means they will improve their abilities more rapidly.
extra: MRK 95, top trainer, (average doc), LVL 5
Gumpy (M) pros: EXP 57, WIS 94
cons: MRK 44, AGI 45
extra: very cheap
Ivan pros: EXP 55, WIS 83
cons: expensive
extra: MRK 92, best vitality, HW
Len pros: EXP 47, WIS 83
cons: expensive
extra: MRK 83, top trainer, good mech, (average doc), LVL 7
Reaper pros: EXP 47, WIS 81
cons: most expensive
extra: MRK 97, good trainer, (average mech), ON-ROOF bonus to
hit, LVL 6
Strongly recommended:
Fidel (top explosives - if you can handle his temper ;)
Stephen (top explosives-trainer)
Red (cheap, good trainer - a bit slow)
Nails (top explosives, good mech - slow)
Trevor (best explosives-mech - expensive)
NOTE: To deal with explosives you generally need just 1 bomb dude.
HEAVY WEAPONS SPECIALISTS
This professional is skilled in big guns - grenade launchers, LAWs and mortars
(see: SECTION 3 - HEAVY WEAPONS) While every merc can use these weapons, HW
specialists have a better chance of an accurate shot - in their hands these
babies become even more efficient (read "deadly" ;) Apart from the trait itself,
high MRK is important. Only few mercs boast HW proficiency (descending by
combined expertise in different fields):
Gus pros: MRK 97, HW(E)
cons: most expensive, AGI 65
extra: top explosives-mech-trainer-doc, LVL 8
Iggy (N) pros: MRK 87, HW(E)
cons: expensive
extra: (average mech), top vitality, LVL 5
Ivan pros: MRK 92, HW
cons: expensive
extra: (average explosives), best vitality
Meltdown pros: MRK 83, HW
cons: none
extra: cheap
Grunty pros: HW
cons: MRK 78
extra: (average mech), cheap
Grizzly pros: HW
cons: AGI 69, MRK 79
extra: cheap
Buzz pros: MRK 96, HW
cons: none
extra: none
Strongly recommended (in suggested order of hiring):
Meltdown
Grunty
Iggy
NOTE: Although all mercs can use heavy weapons (and it's even possible,
though hard, to complete the assignment without them), you will
soon appreciate having 1 or 2 HW specialists on your team.
DOCTORS
Doc's task is to bandage mercs injured during combat and to treat those severely
wounded afterwards - if they live that long ;) However, a cautious player who
keeps his mercs from receiving serious injuries will not need a doctor. Most
docs are hopeless when it comes to fighting, anyway. Thus one *medic* per combat
squad, with average doctoring skill (influenced by MED, DEX, WIS and LVL) will
suffice to patch up cuts and bruises. S/he will only use a little more medical
supplies. It is best to combine medical with another skill. See: TOP SPECIALISTS
for possible picks. Doctoring points in this table reflect the merc's ability to
heal injured teammates. This determines how fast the merc will restore health of
his patients when assigned as "doctor" (in strategic view)
JACKS OF ALL TRADES
Some guys are just more gifted (or trained) than others. Their drawback, however,
is that they tend to be extremely costly. Mercs listed here possess expertise in
multiple fields. Each of them deserves recommendation, but watch the price: it
may be too steep for contract extension. Remember also that mercs who gain LVL
demand higher wages! Who to employ depends to a large extent on your individual
strategy and on the kind of competence you require. Descending by combined
expertise in all fields:
Gus pros: top explosives-mech-trainer-doc, HW(E)
cons: most expensive, AGI 65
extra: MRK 97, LVL 8
Scully pros: top mech-explosives, good trainer, average doc
cons: most expensive
extra: MRK 92, best vitality, LVL 5
Len pros: top trainer, good mech, average explosives-doc
cons: expensive
extra: MRK 83, LVL 7
Conrad (N) pros: top trainer-explosives, average doc
cons: most expensive
extra: MRK 95, LVL 5
Reaper pros: good trainer, average explosives-mech
cons: most expensive
extra: MRK 97, ON-ROOF bonus, LVL 6
Wolf pros: good mech, average trainer-doc, mediocre explosives
cons: MRK 79
extra: top vitality
Cougar (M) pros: good mech, average explosives, mediocre doc
cons: expensive
extra: MRK 93, top vitality, LVL 5
Cliff pros: good (top) doc, average trainer, mediocre explosives
cons: AGI 60
extra: MRK 84
Iggy (N) pros: average mech, HW(E), mediocre doc
cons: expensive
extra: MRK 87, top vitality, LVL 5
NOTE: Compare TOP SPECIALISTS below.
TOP SPECIALISTS
These tables contain highest-ranking specialists in 4 crucial areas. Overall
rating in the field, based on all above-mentioned relevant factors, is given for
a quick reference.
TOP 10 MECHS
Trevor, Magic best
Static top
Gus top
Vicki top
Scully top
Gasket top
Nails good
Maddog good
Len, Wolf good
Cougar good
RUNNERS-UP
Dynamo average
Barry average
Reaper average
Ice average
Steroid average (good)
Iggy, Grunty average
Dimitri mediocre (good)
TOP 10 TRAINERS
Raider best
Len top
Conrad, Stephen top
Miguel top
Gus top
Buns, Scope good
Hitman good
Scully good
Vince good
Ira good
RUNNERS-UP
Thor good
Red good
Reaper good
Ice average
Wolf average
Carlos average
Shadow average
Cliff average
TOP 10 EXPLOSIVES
Trevor, Barry, Red best
Gus top
Fidel, Devin top
Stephen, Larry top
Scully top
Nails, Conrad top
Gumpy good
Ivan average
Len average
Reaper average
RUNNERS-UP
Cougar average
Lynx average
TOP 10 DOCTORS
Vince best (40)
Dr Q, Danny top (36)
Gus top (35)
Spider top (34)
Thor, MD good (30)
Cliff good (29) (top - 32)
Fox good (28)
Larry good (25)
Conrad average (22)
Buns, Blood average (20)
RUNNERS-UP
Wolf, Sidney average (19)
Scully average (18)
Len average (17)
Ira average (16)
Section 2: RAISING STATS
You've gathered your team. Deidranna, we're coming for you! Omerta is plain
sailing, unless you hired complete rookies (but you didn't, right?) On the way
to Drassen you meet first enemy patrol and... what the hell? Your mercs can't
shoot a barn while "ghost" attackers stuff them full of lead. When your squad is
half-dead (or half your squad is dead) you furiously hit "ALT+L"... Damn!
At the beginning combat might seem very difficult. Your squad will be outgunned
and outnumbered. And, as the mission progresses, things will only get worse. How
can your team rival the Arulcan army? Sensible battlefield tactics are your
great advantage. But there are more of them. You can increase your mercs'
abilities by training. This is especially important at the outset, when you
can't hire many skilled mercs and they lack good weapons. It also lets you save
cash on those really expensive types. Instead of paying thru the nose for their
services you'll be wiser to employ cheap but promising mercs and to develop
their potential by training.
METHODS OF RAISING STATS
Stats can be increased in a number of ways, some of which verge on cheating. In
order to get the most from the increase, it is advised to train the whole squad
early on. Now listen to words of wisdom. This stat has greatest impact on the
rate of improvement (which stat? wisdom! it's a pun ;) Mercs with high WIS learn
faster, which means they will improve their abilities more rapidly.
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Sponsors:
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Quality trainer by Neuromancer & White Angel - Jagged Alliance 2 hints by System on 09/03/2006, 09:50
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