Prima Games eGuides Jagged Alliance: Back in Action eGuide

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Jagged Alliance: Back in Action eGuide Essentials Mercenaries

Blood

CONTRACT

HIRING COST : $9,000
EQUIPMENT COSTS : $8,490
TOTAL COSTS : $17,490

STARTING GEAR

GEAR IMAGE
MP5K SMG
9mm Parabellum x15
9mm Parabellum x15
Knife
Medkit
Kevlar Vest
Shirt
Kevlar Pants
Coreplayer

ATTRIBUTES

ATTRIBUTE LEVEL
AGILITY 94
DEXTERITY 80
STRENGTH 82
INTELLEGENCE 75
PERCEPTION 78

SKILLS

SKILL LEVEL
MEDICAL 51
EXPLOSIVES 31
MECHANICAL 23
MARKSMANSHIP 58
STEALTH 47

TRAITS

Melee mastery: Expert at using melee weapons

Athletic: Slower decrease of stamina when running

Strengths/Weaknesses

Blood is one seriously fit merc, between his high starting agility rating and athletic trait.

He's capable with a gun, but his real talents are evident in his melee mastery trait. Blood also has reasonably high starting stats in medical, marksmanship, and stealth.

His only real downside is that he's rather expensive for a starting merc. You probably won't want him for your starting lineup, but he's a good pickup with your second or third round of hires.

Tactics

Blood's high starting stats and good-but-not-great medical/marksmanship/stealth skills make him viable as one of your more multipurpose mercs.

From the moment he hits the battlefield, you can effectively rely on Blood as a front line combat medic who can also bring out his blade to keep any CQC enemies that rush in at bay. As his stats develop, you'll eventually also come to rely on Blood for covert ops, which take better advantage of his melee mastery trait.

Also note that Ice and Magic are both fans of Blood, though you likely won't be hiring either of them until later on.

Long-Term Play

Blood's attributes are high enough to start with that you can safely leave them alone for a while and focus instead on developing his skills. The numbers tell the story here. Medical, marksmanship, and stealth are the highest rated of the bunch by default, and they're the ones you'll want to build on.

Focus first on stealth. Not only is it the lowest, but it also plays to the strengths that Blood draws from his melee mastery and athletic traits. Development from there depends largely on how you want this multi-talented merc to fit into his squad.

If you're short on medics, then you'll definitely want to prioritize improving that medical rating, while also tossing some occasional points into dexterity. Doing so will not only help Blood's medical checks, it will also improve his ability to shoot effectively.

You may also want to consider swapping out that starting SMG with something that has a bit more range. Blood can safely rely on his CQC skills for stealth actions, so give him a machine gun or even a scoped assault rifle to take better advantage of his already-high starting dexterity/marksmanship combo.