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Jagged Alliance: Back in Action eGuide
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Contents

  • Essentials
    • Bootcamp
      • Before You Begin
      • Laptop Menu
      • World Map
      • Combat Deployment Areas
      • Plan and Go System (Command Mode)
      • Loyalty and Income
      • Militia
      • NPCs
    • Combat Tactics
      • Aiming
      • Firing Modes
      • Melee
      • Grenade Usage
      • Guard Mode
      • Range
      • Terrain
      • Cover
      • Elevation
      • Stealth
      • Stances
      • Preparing for Battle
      • Indoor/Outdoor
      • Plan and Go vs. Real Time
      • Save/Reload
    • Squad Tactics
      • Weapon Variety
      • Team Building
      • Play to your Strengths
      • Morale
      • The Four F's
      • Enemy Disposal
      • Enemy A.I.
      • Night Ops
    • Association of International Mercenaries (A.I.M) and Recruits
      • Mercs and Recruits
      • Merc Stats
      • Traits and Morale
      • Mercenary Overview GUI
      • Aquiring Mercs and Recruits
      • Merc and Recruit Data
    • Mercenaries
      • Barry
      • Blood
      • Bull
      • Buns
      • Buzz
      • Cliff
      • Danny
      • Dr. Q
      • Fidel
      • Fox
      • Grizzly
      • Grunty
      • Gus
      • Hitman
      • Ice
      • Igor
      • Ivan
      • Len
      • Lynx
      • Magic
      • Malice
      • MD
      • Meltdown
      • Nails
      • Raider
      • Raven
      • Reaper
      • Red
      • Scope
      • Scully
      • Shadow
      • Sidney
      • Spider
      • Static
      • Stephen
      • Steroid
      • Thor
      • Trevor
      • Vicki
      • Wolf
    • Recruits
      • Carlos
      • Conrad
      • Devin
      • Dimitri
      • Dr Vince
      • Dynamo
      • Hamous
      • Iggy
      • Ira
      • Maddog
      • Miguel
      • Shank
    • Quests
      • Quest List
      • Quest Map
    • Weapons and Equipment
      • Weapons
      • Armor
      • Attatchments
      • Grenades
      • Ammunition
      • Equipment

Jagged Alliance: Back in Action Guide › Essentials › Mercenaries

Spider

NAME : Donna "Spider" Houston
HEALTH : 68
STAMINA : 56
STARTING LEVEL : 1

CONTRACT

HIRING COST : $8,500
EQUIPMENT COSTS : $1,570
TOTAL COSTS : $10,070

STARTING GEAR

GEAR IMAGE
.38 W&S revolver
.38 Special x18
MedKit
Casuals
Coat
Trousers – blue

ATTRIBUTES

ATTRIBUTE LEVEL
AGILITY 56
DEXTERITY 69
STRENGTH 68
INTELLEGENCE 90
PERCEPTION 72

SKILLS

SKILL LEVEL
MEDICAL 94
EXPLOSIVES 0
MECHANICAL 0
MARKSMANSHIP 53
STEALTH 44

TRAITS

Night ops : Morale rises in night missions

Chameleon : Skilled at hiding even without the perfect camouflage items

Amazon : Morale rises when working in a squad with only women

Strengths/Weaknesses

Spider can't be hired as a starting merc, which is too bad because her intelligence/medical stats are sky-high for someone who costs so little to add to your team.

She's completely incapable with explosives and mechanical tasks, and her other two skill ratings (marksmanship and stealth) offset the extremely high medical.

Fortunately, Spider also has some solid attribute ratings, with only agility coming in below 60.

Tactics

Spider is a pure medic. Devote her to keeping your team alive, and she will do just that.

She can hold her own in a firefight with her middling marksmanship and above-average dexterity ratings, but your best bet is fill half her inventory with healing items and use the rest to hold gear for her squad.

She is not a combat-centric merc, so try to use her stealth and traits to gain a favorable position or give her a long-range weapon and keep her out of the brunt of intense combat.

Long-Term Play

It should be apparent straight away that mechanical and explosives are out. There are two different approaches you could take with Spider, and you'll probably go with both in the long run.

So, it's really more a matter of the course you'd like her development to take. Because you can't hire Spider at the start of the game, it's probably best to go the stealth route first.

This plays directly to her night ops and chameleon traits because both are a good fit for a covert ops squad.

The quicker you can get her to a point where she's tough to spot, the quicker you'll be able to use her as the healing backbone of any covert ops-focused squad that you put together.

You'll want to boost Spider's dexterity and, more importantly, marksmanship. Dexterity may be a multi-purpose attribute, but you'll really only be relying on it for aiming checks.

Because it starts out relatively high, marksmanship is a better bet.

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