Crew skills

This is a list of **crew skills** in *Armoured Commander II*:

* **Trained Commander:** Allows crewmen to operate Commander positions without penalty.
* **Experienced Commander:** Allows crewmen to operate Commander positions without penalty and to gain Commander-specific skills.
* **Trained Gunner:** Allows crewmen to operate Gunner positions without penalty.
* **Experienced Gunner:** Allows crewmen to operate Gunner positions without penalty and to gain Gunner-specific skills.
* **Trained Driver:** Allows crewmen to operate Driver positions without penalty.
* **Experienced Driver:** Allows crewmen to operate Driver positions without penalty and to gain Driver-specific skills.
* **Fire Spotter:** Slightly increases effect of Direct Fire action.
* **MG Spotter:** Greatly increases effect of Direct Fire action when attacking with a Machine Gun.
* **Gun Spotter:** Greatly increases effect of Direct Fire action when attacking with a Gun.
* **Driver Direction:** Slightly increases effect of Direct Movement action.
* **Lay of the Land:** Greatly increases effect of Direct Movement action when attempting Hull Down.
* **Forward!:** Greatly increases effect of Direct Movement action when moving forward.
* **Enemy Spotted!:** Less chance of being ambushed at the start of a battle encounter.
* **Explorer:** Greater chance of quickly finding a crossing point when attempting to ford a river.
* **Natural Leader:** All other crewmen in the tank have a bonus to Morale checks.
* **Coordination:** All crewmen accumulate less fatigue due to good coordination and rotation of tasks.
* **Tactical Retreat:** Bonus chance to withdraw from a battle when Directing Movement.
* **Improved Recon:** Recon reports on enemy resistance will be more accurate.
* **Keen Senses:** Your observational senses have become sharpened and you keep a constant watch for enemy contact. Enemy units are more likely to start the Scenario further away from you.
* **Primo Victoria!:** You are a ruthless expert in close-combat fighting. Overrun attacks are more effective.
* **Quick Trigger:** Slightly increases chance of maintaining Rate of Fire when firing a Gun.
* **Time on Target:** Greatly increases chance of maintaining Rate of Fire when firing a Gun at a stationary target.
* **Crack Shot:** Slightly increases chance to hit when firing a Gun.
* **Target Tracker:** Greatly increases chance to hit firing a Gun at a moving target.
* **Sniper:** Greatly increases chance to hit firing a Gun at a long-range target.
* **Target Focus:** Reduces the effect of precipitation when firing a Gun.
* **Knows Weak Spots:** Slightly increases chance of scoring a Critical Hit when firing a Gun at an armoured target.
* **Basic Gyro Use:** Allows the crewman to use the gyrostabilizer on a Gun.
* **Advanced Gyro Use:** Allows the crewman to fully make use of the gyrostabilizer on a Gun.
* **Gun Maintenance:** Decreases chance of a jam or breakdown for the gun that the crewman is reloading. Also helps when attempting to unjam a weapon.
* **Fast Hands:** Slightly increases chance of maintaining Rate of Fire when reloading a Gun.
* **Ammo Scrounger:** Increased number of rare ammo available at start of day.
* **Quick Shifter:** Slightly increases chance of a successful Move Forward or Backward action.
* **Eye for Cover:** Slightly increases chance to achieve Hull Down status after moving.
* **Eye for Terrain:** Slightly increases chance to enter desired terrain type when moving or repositioning.
* **Cautious Driver:** Decreases chance of bogging down and triggering land mines.
* **Mechanic:** Decreases chance of breakdown when moving on the Scenario map. Also helps when attempting to unjam a weapon.
* **Shell Tosser:** Increases chance of RoF when crewman is on Pass Ammo command.
* **Good Comms:** Decreases chance of a friendly fire artillery or air attack on your squad.
* **Burst Fire:** Slightly increases chance of maintaining Rate of Fire when firing a Machine Gun.
* **Eagle Eyed:** When hatch is open, slightly increases chance to spot and identify enemy units.
* **Fire Fighter:** Less chance of a fire starting when tank is knocked out. Effect does stack if multiple crewmen have this skill.
* **Infantry Specialist:** Small bonus to all attacks against Infantry and Cavalry targets. Not possible to add any other Target Specialist skill after this one.
* **Gun Specialist:** Small bonus to all attacks against Gun targets. Not possible to add any other Target Specialist skill after this one.
* **Vehicle Specialist:** Small bonus to all attacks against Vehicle targets. Not possible to add any other Target Specialist skill after this one.
* **Quick Reflexes:** When hatch is open, slightly decreases chance of injury or death from incoming firepower attacks.
* **Lightning Reflexes:** When hatch is open, greatly decreases chance of injury or death from incoming firepower attacks.
* **Gymnast:** Slightly increases chance to successfully bail out.
* **Acclimatized:** Reduced chance of gaining fatigue from Hot and Cold conditions.
* **Acclimatized (Desert):** Reduced chance of gaining fatigue from Extreme Hot conditions.
* **Acclimatized (Nordic):** Reduced chance of gaining fatigue from Extreme Cold conditions.