Classes

# Classes and Specializations.

In Contact: A-888, you play as a Mercenary that you can expand upon and build on.
Classes are the foundations as of which you will begin to build on, they provide base-line standards and benefit you if your playstyle relates to them.

As of currently there are **5** classes;

The Assault with an Ammo Container.
Specialized on mowing down all enemies and supplying the team (or themselves) with ammo.

The Specialist with Flash-Cameras.
Specialized on stunning crowds allowing for fast movement around them or for an easy mow-down.

The Archangel with an INVIL Injector.
Outright heal teammates or yourself... or provide powerful game-changing buffs.

The Tower with a case of Armor.
The Tank. The Bulwark. Soak up damage like a sponge, or maybe even give it right back.

The Technician with a Turret.
The Right To Bear Arms all packed up into one home-defence package. You are vulnerable.

* Assault
* Specialist
* Archangel
* Tower
* Technician

## The Assault Class

#### Dedicated Gunfighter and Sharpshooter to the team.

* Description
* Specialization

The Assault is a dedicated gunfighter and sharpshooter to the team, with the TAC Ammunition Container able to constantly top-up ammunition, the Assault will always be in the thick of the fight without any stoppages. Their kit is built around firearms and shooting through volume of fire.

Passively, the Assault will start with three more innate spare magazines, letting you have more max ammo over others.

### The TAC Ammo Container

Deploy the TAC Ammo Container to refill ammunition to nearby teammates and yourself.

This ability has an base Item Capacity of 1, 3 "cycles" or ammo refills, with a range of 15.

It takes 70 seconds for this ability to recharge, meaning the Assault can provide a few magazines to the team from minute to minute.

## The Specialist Class

#### An eye for crowd control

* Description
* Specialization

If you needed an eye for crowd control, the Specialist is the right choice. Fitted with numerous tools to stun Anomalies, the Specialist is great at keeping Enemies at bay; never to reach the team or yourself.

Passively, the Specialist gains an in-built flash system on their person which will stun Anomalies too close on a cooldown.
This can act like a second chance, or just to generally avoid being hit, however its range is pitiful.

### The O.D.D F-CAM Unit

Deploy a small camera system fitted with flash powder, capable of stunning any Anomalies that cross nearby it.
Anomalies only react when in direct vicinity **and vision** of nearby humans, meaning it all certainly helps in this situation.

You can only have **1** of these placed at a time. The range of these cameras stretch out to 35 studs, whereas the in-built unit has only a mere 15 studs.

Recycling or reloading the next set of Flash Powder takes 40 seconds generally. Use this sparingly.

The Specialist's variant-upgrades are focused on self-buffing in regards to speed or camera upgrades.
Self-Upgrades will help you with engaging/avoiding enemies, whereas Camera Upgrades may help your team or help against enemies.

## The Archangel Class

#### The saviour watching over you.

* Description
* Specialization

The saviour watching over you, the Archangel is a support class focused on healing, keeping your team up and stable as well as in the fight. The Archangel is also great at staying alive themselves by virtue of supportive nanites in their body.

Passively, the Archangel uses nanites to regenerate health faster, in addition to being able to see the outlines and stats of their allies through walls.

### The INVIL CF-Stabiliser

INVIL's portable medical device, which seems inspired by the HMTech Healer from Killing Floor 2, you can use this device to heal yourself [X] or fire a close-range nanite-stim at your teammates to heal them by a large amount.

This device has a base 3 uses, but a short range of 10 studs. It heals by 55.

Not as great as other INVIL Products, as it takes ~35 seconds to recharge each stim.

Archangel's Specialization variants go towards buffing players for immense damage or healing, or buffing/healing themselves proficiently.

## The Tower Class

#### The tank, the bulwark, the tower.

* Description
* Specialization

Being trained with the I.A.T.D Light Armour to the best of their abilities, the Tower is powerful at holding the frontline, able to absorb a lot of damage before going down.

As a passive result of the I.A.T.D Light Armor; The Tower passively gains more max health and attracts nearby anomalies at the cost of slowed health regeneration. *It takes you 3 seconds to heal 1 point of health*, though you get *50 bonus health.*

### I.A.T.D Plate Box.

Deploy the I.A.T.D Plate Box, allowing Allies who interact with it to gain a free ENEMY Plate. This box only holds 3 plates at a time.
You can only place 1 bag at a time, plates left in the previous bag will simply cease to exist.
Whenever a teammate takes a plate from your bag, you gain free credits and bonus experience.

The Plate Box takes about 3 minutes to recharge.

The Tower's specialisations focus entirely on self-buffs. Primarily around Armor and Damage Resistance.
There's also the sub-category of buffs which include improved Firearms usage.

## The Technician Class

#### The gadget wielding Technician is a force to be reckoned with.

* Description
* Specialization

Alongside their turrets and toys, the technician can lock down an area like no other while providing great versatility to the team.
Securing a safe area around a spawn point preferably, you can create a safe-zone for teammates to fall back on; with your Turret capable of killing almost all enemies that attack the zone. Just note your Turret won't hold out on its own forever.

Passively, you always carry an extra piece of equipment. Better safe than sorry.

### The ADT-7 Sentry-C.

Deploy the stationary ADT-7 Sentry-C which will begin firing on any Anomalies that cross its sight, dealing heavy damage.
If you ever feel lonely, you can switch to Technician and enjoy the company of your sentry turret.
Even if it looks like it's based off of Half Life's Combine Turrets.

You can only deploy 1 Sentry at a time.
It will search for enemies in the direction you faced when deploying it.
It has a detection range of 50 studs (large) and if it does indeed spot an enemy,
It will spit 60 damage bullets at your undesired visitors at a firerate of 400 rounds per minute.
If you deployed it poorly or want to move it, you will need to wait out 3 minutes.

> The Second Amendment states: a well regulated Militia, being necessary to the security of a free State, the right of the people to keep and bear Arms, shall not be infringed.
>
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The Technician's Class Variations allow them to use more Equipment, let alone use it better.
Otherwise, you have a large array of Turret Upgrades that are situational, yet powerful and versatile.

Choose wisely.