Prima Games eGuides
primagames.com Browse Redeem a code Help
Jagged Alliance: Back in Action eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

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 › Recruits

Shank

NAME: Shank
LOCATION: Tixa Prison
METHOD TO AQUIRE:
Complete Quest: "Free Shank from His Prison Cell "
HEALTH :
75
STAMINA :
74
STARTING LEVEL
:
3

STARTING GEAR

GEAR IMAGE
Shirt
Blue Trousers
Buck Gaylor Wall Mars

ATTRIBUTES

ATTRIBUTE LEVEL
AGILITY 74
DEXTERITY 85
STRENGTH 75
INTELLEGENCE 71
PERCEPTION 78

SKILLS

SKILL LEVEL
MEDICAL 31
EXPLOSIVES 37
MECHANICAL 42
MARKSMANSHIP 65
STEALTH 60

TRAITS

Scavenger: Luckier person who often spots a nickel on the road.

Gunslinger: Lower penalty when shooting weapons from the hip in running stance

Strengths/Weaknesses

Shank is a good man to have in any squad because, thanks to that scavenger perk, he's more likely to find quality items on downed enemies. He's also good to have around in a fight and for setting up ambushes, between his above-average dexterity/marksmanship and stealth ratings.

If there's any downside to picking up Shank, it's that he's fresh from prison and, as a result, he's not really equipped with much of anything. You'll need to supply him with a weapon and some protective gear if you're going to be bringing him into combat situations.

Tactics

Shank is your man for storming and taking a building. Give him a shotgun or a submachine gun. They're ideal for fighting indoors, and he'll see the biggest benefit from his gunslinger trait for using them because they already take such a small accuracy hit when being hip-fired.

His stealth rating can also serve a good purpose if you sneak him around to ambush an enemy at close range. You should also take advantage of Shank's average mechanical rating. It's not as high as it could be to start with, but it's high enough that he can use the locksmith kit. He's fairly effective at that, thanks to his high dexterity.

Long-Term Play

Focus on boosting dexterity and mechanical with Shank, while also occasionally showing some love to marksmanship and stealth.

You likely won't be picking him up very early in the game, so developing Shank is really more a matter of playing to his already considerable strengths.

Keep reading with a free account

The first 3 sections of Jagged Alliance: Back in Action are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousMiguel NextQuest List