UpPeriscope: the full details on: Specialists

Strategy, feedback, or anything SUBTERFUGE-related

    • For many, the basic explanation is sufficient. For some, the gritty details are crucial. :geek: For them and myself, I present [size=85]UpPeriscope.
      I will edit and expound this post as I determine the finer points for each aspect. Thanks for you patience and contributions.


    RuleBook > Specialists Reference {http://play.subterfuge-game.com/docs/Rulebook/Specialists.html}
    • Martyr - Combat priority: 1
      Destroys all subs and outposts within Martyr's blast radius when participating in combat. Blast radius is 20% of standard sonar range.

    • Revered Elder - Combat priority: 2
      No other specialists participate in combat, unless both sides have a Revered Elder.

    • Saboteur (Amount: 2) - Combat priority: 3
      Redirects enemy sub to its owner's nearest outpost when participating in sub-to-sub combat.

    • Infiltrator - Combat priority: 4
      Drains 20 from the shield charge of any outpost it attacks.

    • Thief - Combat priority: 4
      Converts 15% of enemy's drillers (rounded up) to your side when attacking an outpost, or in sub to sub combat.

    • Double Agent - Combat priority: 5
      When participating in sub-to-sub combat, drillers on both subs are destroyed, subs swap ownership along with any specialists aboard, and combat ends. The Double Agent thus becomes your enemy's... was he ever loyal to you at all?

    • Assassin (Amount: 2) - Combat priority: 6
      Kills all enemy specialists present when participating in combat, including their Queen, which would instantly defeat them.

    • Lieutenant - Combat priority: 7
      Destroys 5 enemy drillers when participating in combat, travels 50% faster than ordinary subs.
        Promotes to: General
    • General
      Travels 50% faster than ordinary subs. When one or more of your specialists is present where combat occurs, 10 enemy drillers are destroyed after specialist phase.

    • Sentry
      Fires on an enemy sub once every 2 hours while at an outpost. Each shot destroys 5% of drillers rounded up. Sentry's range is half of its outpost's sonar range. Target is chosen to maximize damage.
        Synergizes well with: Intelligence Officer, Princess
        Promotes to: War Hero
    • War Hero - Combat priority: 7
      Destroys 20 enemy drillers when participating in combat.

    • Hypnotist
      Takes control of all captured specialists present at his outpost.
        Promotes to: King
    • King
      Destroys 1 enemy driller for every 3 of your drillers that remain after specialist phase in every combat you are involved. Reduces max shield charge of all your outposts by 20, except at King's outpost, where it is increased by 20.

      --------------------------------------------------------------

    • Diplomat
      Releases all captive specialists you own that are being held at an outpost within Diplomat's outpost's sonar range.
      if the diplomat gets captured, though, he shouldn't be able to release himself. does he? If your queen is captured, even if it's within range of a diplomat, you should get eliminated (unless you have a princess) because you are still left with no queens. If they had a Princess, would that explain the queen and diplomat being released? Because if so, diplomat/princess becomes a pretty great combo.

    • Intelligence Officer
      Adds 25% to all your outposts' sonar range. Shows you the type of all outposts on the map.

    • Tinkerer
      Increases your electrical output by 3 times Tinkerer's outpost's maximum shield charge. Tinkerer's outpost's shield charge is drained at 3 units per hour.
        Promotes to: Minister of Energy
    • Minister of Energy
      Adds 300 to your electrical output. Your factories produce 1 driller less each production cycle.

    • Foreman
      Produces 6 additional drillers with each production cycle while at a factory.
        Promotes to: Engineer
    • Engineer
      Repairs 25% of the drillers you lose in combat (rounded up) after each combat you win. Additional 25% are repaired after combat taking place where Engineer is present (rounded up). This will still happen if they have a Revered Elder, because it happens AFTER the fight, and if you won, you probably captured her anyway.

    • Pirate
      A sub carrying Pirate can target another sub. When targeting a sub, travels 2x faster than ordinary subs(what about once that sub lands at an outpost? takes off again?{it's not the same sub then}), then after reaching or losing them, travels at 4x normal speed to nearest friendly outpost.

    • Inspector
      Fully charges the shields of a friendly outpost upon arrival and after every combat while he's present.
        Promotes to: Security Chief
    • Security Chief
      Adds 10 to max shield charge of all your outposts. Adds an additional 10 to max shield charge of Security Chief's present outpost.

    • Queen
      Adds 20 to her outpost's maximum shield charge. This will consequently also increase the recharge rate of her outpost's shields. If she leaves, shields will not be reduced, except to truncate to the new maximum.
      If you acquire another Queen, she becomes a Princess. Queen may hire or promote a new specialist every 18 hours after hour 4. If she is killed/captured/destroyed, and you do not own a Princess elsewhere, you instantly lose.
    • Princess
      Increases her outpost's sonar range by 50%. If you lose control of your Queen, the closest Princess becomes the new Queen.

    • Smuggler
      Travels 3x faster than ordinary subs while heading for one of its owner's outposts.
        Promotes to: Tycoon
    • Tycoon -- Increases all your factories' production frequency by 50% (all factories produce every 5.3 hours instead of 8.0). While at a factory, produces +3 additional drillers with each production cycle, AT THAT FACTORY ONLY. (Not worth it, keep your Speedy Collector)

    • Navigator -- Owner may change course of sub carrying Navigator.
        Promotes to: Admiral
    • Admiral -- Increases speed of all your subs that aren't carrying specialists by 50%. Admiral travels 2x faster than ordinary subs.

    • Helmsman -- Travels 2x faster than ordinary subs.
    Last edited by dred on Sun Oct 11, 2015 5:39 am, edited 3 times in total.
    I compile the UpPeriscope data series.
    here's a BBcode guide if you need it.
    dred
     
    Posts: 6
    Joined: Wed Oct 07, 2015 11:27 pm


  • Double agent - does become your enemy's.

    Pirate - once the pirate loses his target, he takes off for the closes outpost at 4x speed I think.

    Tycoon - definitely worth it depending on the circumstances. It also speeds up the frequency of production at all your factories by 50%. That's a big boost, it can make a huge difference in your driller rate.
    Bigredsk10
     
    Posts: 161
    Joined: Mon Aug 10, 2015 10:47 am


  • What's the difference between these and the official list of specialists? Is it a place to add some commentary or questions?
    Bigredsk10
     
    Posts: 161
    Joined: Mon Aug 10, 2015 10:47 am


  • Bigredsk10 wrote:What's the difference between these and the official list of specialists? Is it a place to add some commentary or questions?


    Absolutely. I've already expanded a few things I've determined myself, found on the forums, and now, that you added above - thanks. :)

    I can't edit the official page, but I can edit my own post, thus..
    I compile the UpPeriscope data series.
    here's a BBcode guide if you need it.
    dred
     
    Posts: 6
    Joined: Wed Oct 07, 2015 11:27 pm



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