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< Alien Swarm
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There are four classes in Alien Swarm with two characters in each class—each acting something like a subclass with unique specializations.

AlienSwarm Icon Officer.png Officer

Officers are leaders in the field. Capable of enhancing their team's strength with their presence, officers are key members to any squad. They are the only ones capable of wielding the M42 Vindicator combat shotgun and M478 Proximity Incendiary Mines.

Sarge

Joseph "Sarge" Conrad
Joseph "Sarge" Conrad

Bio: Joseph Conrad is a tough, experienced soldier. He's one of the few people to have survived a large-scale Swarm invasion, an experience which forged him into the driven man he is today. A strong commander, he leads both by example, and through the not-so-gentle application of verbal foot to ass. He knows his team well and pushes hard to keep them at their best.

Stats
Attribute Points Relative Strength
Boosts the damage dealt and damage resistance of nearby squad mates. Leadership 5/5
100%
Increases damage dealt by the Vindicator. Vindicator Damage 2/5
40%
Increases the effectiveness of all explosive weapons. Explosives Bonus 2/5
40%
Increases the total health of the marine. Health Bonus 4/5
80%
Increases the damage dealt by most standard weapons. Damage Bonus 3/5
60%

Jeager

Karl Jeager
Karl Jeager

Bio: Karl Jeager is the son of the son of a corpsman, military to his war-hardened bones. He's a hard-charging killing machine with a true warrior's spirit. He believed in the soul-freeing joy of combat and has always suspected he'll die in the line of duty. And if that happens, well, he can't imagine a better way to go.

Stats
Attribute Points Relative Strength
Boosts the damage dealt and damage resistance of nearby squad mates. Leadership 3/5
60%
Increases damage dealt by the Vindicator. Vindicator Damage 5/5
100%
Increases the effectiveness of all explosive weapons. Explosives Bonus 4/5
80%
Increases the total health of the marine. Health Bonus 3/5
60%
Increases the damage dealt by the marine's melee attacks and melee weapons. Melee Damage Bonus 2/5
40%

AlienSwarm Icon SpecWeap.png Special Weapons

Marines who utilize Special Weapons focus primarily on high-powered armaments capable of ripping through most targets. They are the only ones capable of wielding the S23A SynTek Autogun and the IAF Minigun.

Wildcat

Wildcat
Wildcat

Bio: Growing up, Wildcat hadn't anticipated following in the footsteps of her military family. In school, she'd dreamed of corporate life, business suits, a nice corner office. But the swarm took that away. Every able-bodied man and woman in her age cohort was funneled into hopeless defense of the colonies. By the time she was twenty-five, the cause was lost—the colonies decimated, her family dead and scattered. Wildcat transferred into an elite unit to continue the fight.

Stats
Attribute Points Relative Strength
Increases damage dealt by the Autogun and Minigun. Autogun Damage 4/5
80%
Provides a chance for bullets to pierce enemies and continue out the other side. Piercing Bullets 2/5
40%
Increases the damage dealt by most standard weapons. Damage Bonus 4/5
80%
Decreases the reload time of all weapons. Reload Speed Bonus 3/5
60%
Increases the marine's movement speed. Speed Bonus 4/5
80%

Wolfe

Wolfe
Wolfe

Bio: Wolfe is an ex-con turned soldier. At his last sentencing, the judge gave him a choice: jail, or the Interstellar Armed Forces. It was the chance he needed to turn his life around. He took top honors at boot camp, easily beating the other enlisted men at everything from hand-to-hand combat to special ordinance disassembly. When his sentence was up, he found that he not only liked military life, but was good at it—and was consequently offered a position in Special Ops.

Stats
Attribute Points Relative Strength
Increases damage dealt by the Autogun and Minigun. Autogun Damage 5/5
100%
Provides a chance for bullets to pierce enemies and continue out the other side. Piercing Bullets 3/5
60%
Increases the damage dealt by most standard weapons. Damage Bonus 2/5
40%
Decreases the reload time of all weapons. Reload Speed Bonus 2/5
40%
Increases the total health of the marine. Health Bonus 3/5
60%

AlienSwarm Icon Medic.png Medic

Medics are essential members of any team, eschewing heavy firepower for healing abilities. They are the only ones who can carry the IAF Heal Beacon and IAF Medical Gun into the field.

Faith

Faith
Faith

Bio: Faith has the heart and soul of a medic. She's here to help people and believes in the Interstellar Armed Forces' mission to protect the Allied Systems against hostile alien assault. Despite having seen plenty of action, she's still genuinely impacted by the human tragedy she sees and tends to take losses personally. She's deeply concerned for the welfare of her team.

Stats
Attribute Points Relative Strength
Increases healing power of healing items and the total amount carried. Healing 5/5
100%
Allows the medic to heal infested marines, reducing the duration of the infestation. Infestation Curing 3/3
100%
Increases the damage dealt by most standard weapons. Damage Bonus 1/5
20%
Decreases the reload time of all weapons. Reload Speed Bonus 2/5
40%
Increases the marine's movement speed. Speed Bonus 3/5
60%

Bastille

Leon Bastille
Leon Bastille

Bio: Leon Bastille was born on a prison world, child of political prisoners; when political tides shifted, his family was released. It was a world run by black marketeers, where he learned basic medicine hands-on. He also received a strong, if informal, academic education (the prison being full of philosophers, authors, educators, poets, and priests). Bastille is naturally suspicious of others, but also an excellent combat medic.

Stats
Attribute Points Relative Strength
Increases healing power of healing items and the total amount carried. Healing 4/5
80%
Allows the medic to heal infested marines, reducing the duration of the infestation. Infestation Curing 1/3
33%
Increases the damage dealt by most standard weapons. Damage Bonus 3/5
60%
Decreases the reload time of all weapons. Reload Speed Bonus 3/5
60%
Boosts effects of adrenaline when used by your squad. Combat Drugs 3/5
60%

AlienSwarm Icon Tech.png Tech

Techs are marines who are specialized in engineering and cyberwarfare. They are the only ones capable of hacking secure systems and the only ones who can use the 22A7-Z Prototype Assault Rifle.

Crash

David "Crash" Murphy
David "Crash" Murphy

Bio: David Murphy, reputedly a child hacker genius at tech school, didn't take long to fall onto the wrong side of the law. At the age of 21, he was responsible for the notorious Starbase Systems Crash, allegedly costing the Trade Leagues millions in lost credits. Murphy is now serving time in the IAF as part of his sentence.

Stats
Attribute Points Relative Strength
Increases range and rate of the movement scanner. Scanner 3/3
100%
Speeds up welding and Sentry Gun setup for all nearby squad mates. Engineering 1/3
33%
Increases the damage dealt by most standard weapons. Damage Bonus 3/5
60%
Decreases the reload time of all weapons. Reload Speed Bonus 4/5
80%
Increases the effectiveness of all explosive weapons. Explosives Bonus 2/5
40%

Vegas

Vegas
Vegas

Bio: Vegas has an almost savant-like talent for counting and memorization, a skill he put to use in various gambling houses where he won big at poker and blackjack tables. However, fortune is fickle, and after racking up massive debts and angering some important people, he had to get out. Vegas joined the IAF so he could earn the money to pay back his debts(or a sizable seed fund with which to earn back the rest), and to get away from people who want to crush his kneecaps.

Stats
Attribute Points Relative Strength
Increases range and rate of the movement scanner. Scanner 3/3
100%
Speeds up welding and Sentry Gun setup for all nearby squad mates. Engineering 3/3
100%
Increases the total health of the marine. Health Bonus 3/5
60%
Decreases the reload time of all weapons. Reload Speed Bonus 2/5
40%
Increases the damage dealt by the marine's melee attacks and melee weapons. Melee Damage Bonus 4/5
80%