Prima Games eGuides Jagged Alliance: Back in Action eGuide

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Jagged Alliance: Back in Action eGuide Essentials Mercenaries

Trevor

CONTRACT

HIRING COST : $32,000
EQUIPMENT COSTS : $8,161]
TOTAL COSTS : $40,161

STARTING GEAR

GEAR IMAGE
CAWS shotgun
12 gauge x14
Locksmith kit
Field cleaning kit
C4 with timer
Defuse kit
Kevlar vest
Flannel dress-shirt
Trousers – beige
Buck Gaylor Wall Mars

ATTRIBUTES

ATTRIBUTE LEVEL
AGILITY 77
DEXTERITY 98
STRENGTH 79
INTELLEGENCE 95
PERCEPTION 97

SKILLS

SKILL LEVEL
MEDICAL 7
EXPLOSIVES 78
MECHANICAL 99
MARKSMANSHIP 60
STEALTH 38

TRAITS

Explosives : Skilled at using explosives

Shotguns : Skilled at using shotguns

Strengths/Weaknesses

Trevor is the first merc you can't hire at the start of the game even if he'd agree to it. His hiring cost is just north of your starting $40,000 bank account. He's also, as you might expect, a total pro.

Not so great at being quiet and way behind on even basic first aid, but his sky-high starting attributes complement his similarly strong ratings in explosives, marksmanship, and, most of all, mechanical.

He also gets a trait boost for using explosives and another one for shotguns, which means that having the semi-automatic CAWS shotgun in his default loadout is a big help.

Tactics

Trevor should be your go-to front line player at all times. He's nasty with that shotgun, especially when you're having him clear buildings.

You also might want to consider dropping a LAW or some other kind of rocket/grenade launcher into his inventory. Shotguns have a surprising amount of range, but even they don't have the stopping power of a proper rocket-propelled grenade.

Any inventory space that isn't consumed by ammo should be filled with mechanical and explosives support tools of all kinds.

Long-Term Play

Trevor has a huge edge thanks to his starting stats, but there's definitely room for improvement. Strength is a good one to focus on because Trevor will certainly be able to use that extra health in his front lines operator role.

Marksmanship is a solid choice too, what with it being the lowest of Trevor's highly ranked skills. You also might as well top off dexterity.

If you really feel the need to push Trevor toward another role, stealth is the obvious choice. It doesn't start out very high, but it's still got more than a 30-point lead on Trevor's starting medical rating.

Boosting medical isn't even out of the question because Trevor's high intelligence will be a big help when performing those checks. It's just going to take more time. Really, your best bet is to surround Trevor with mercs who can make up for his minimal shortcomings and focus instead on boosting his strongest skills.