|
Description
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CEP Award
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Extra Notes
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|---|---|---|
| Kill infantry person (ranged) |
10 | Players killed with weapon fire or explosives. |
| Kill infantry person (melee) | 13 | Players killed with the combat knife, throwing knife, kicking, hand-to-hand or Energy Lance. |
| Kill infantry person (multiple) | 4 | Multiple players killed (e.g. with grenades, rocket, mine, etc.) An extra 4 CEP awarded for each additional kill. (e.g. 3 kills at once) |
| Critical kill | 3 | Extra 3 CEP rewarded for headshot kills. |
| Hitting enemy with an HID | 15 | Hit a player with a thrown HID or shot from the TKR9. |
| Assist in a kill | 2 | Dealing damage to an enemy that dies or marking it with a TDU. |
| Android kill | 4 | A kill made by an android the player activated. |
| Heal self | 1/11 | 1 CEP earned for every 11 health restored (based on infantry health starting at 100). |
| Heal ally | 1/10 | 1 CEP earned for every 10 health restored (based on infantry health starting at 100). |
| Complete entire mission successfully | 500 | |
| Complete specific mission objective | 100 | |
| Destroy mission specific target | 25 | |
| Destroy super fighter | 20 | Destroy RAVEN, VANDAL or ZENSTAR. |
| Destroy heavy fighter | 16 | Destroy ICMK1, ICMK2, CORSAIR or STARDRONE. |
| Destroy medium fighter | 14 | Destroy AURORA, MANTIS or STARLANCE. |
| Destroy light fighter | 12 | Destroy STARMONK or ZODIAC. |
| Destroy attack gunship | 15 | Destroy PHANTOM, AGGRESSOR, RAPIER or INTERDICTOR. |
| Destroy light gunship | 12 | Destroy BLACKGHOST, INTRUDER or SHADOW. |
| Destroy transport shuttle | 14 | Destroy SC490 or K19XZ. |
| Disable aircraft | 10 | Disable any aircraft with an EMPG. |
| Repair aircraft | 1/100 | 1 CEP earned for every 100 armor restored. |
| Rearm aircraft | 5 | |
| Destroy ground vehicle – generic | 14 | Destroy CAV, ACAV, ATV, CAB, CAM-MK2, TAB, TABMX2 or UAV. |
| Destroy ground vehicle – tank | 20 | Destroy MAYHEM or WILDCAT. |
| Destroy ground vehicle – APC | 18 | |
| Destroy ground vehicle – MFB | 25 | |
| Destroy ground vehicle – HAV | 18 | |
| Destroy ground vehicle – MICE | 14 | Destroy MICE-MK1 or MICE-MK2. |
| Disable ground vehicle | 8 | Disable any ground vehicle with an EMPG. |
| Repair a ground vehicle | 3/100 | 3 CEP earned for every 100 armor repaired. |
| Rearm ground vehicle | 5 | |
| Destroy naval vehicle | 14 | Destroy M-23L or X716G. |
| Disable naval vehicle | 8 | Disable any naval vehicle with an EMPG. |
| Repair naval vehicle | 2/100 | 2 CEP earned for every 100 armor restored. |
| Rearm naval vehicle | 5 | |
| Destroy ground defense gun turret unit – fixed | 7 | Destroy MK3P, MK1D or MK2D. |
| Destroy ground defense gun turret unit – mobile | 9 | Destroy MK1P, MK2P or XP10. |
| Destroy ground defense missile turret unit – fixed | 8 | Destroy AX10, AX21, AX25 or GDN4. |
| Destroy ground defense missile turret unit – mobile | 10 | Destroy TSX1, TSX2, ACM or ADV. |
| Repair turret | 2/100 | 2 CEP earned for every 100 armor restored. |
| Rearm turret | 5 | |
| Destroy android | 6 | Destroy VT-112, NE-318, AC-420, DT-489, XR-711 or ZN-219. |
| Destroy deployables | 5 | Destroy LADMK1, LADMK2, YN99MK1, YN99MK2, BLOODHOUND, CATALYST, X89-EAGLE or T92-FISHEYE. |
| Disable mines | 2 | Disable or destroy a mine. |
| Destroy small building | 20 | Destroy ADJ, ADS, EWR, ARC, LAUNCHPAD, PROBE, SATELLITE, NETSTAR, GRAZER or SUPPLYPLATFORM. |
| Activate small building | 15 | Activate ADJ, ADS, EWR or ARC. Also for de-activating the GCV-Starguard detention hold |
| Destroy medium building | 40 | Destroy BARRACKS, C&C, COMMS, HANGAR, NUCLEAR PLANT, SOLAR PLANT or SUPPLY DEPOT. |
| Activate medium building | 30 | Activate COMMS, NUCLEAR PLANT or SOLAR PLANT. |
| Destroy large building | 75 | Destroy STARBASE01, STARBASE02, STARBASE03 or STARBASE04. |
| Get hit by HID | -15 | Lose 15 CEP if hit by a thrown HID or shot by a TKR9. |
| Friendly fire kill (ranged) | -30 | Lose 30 CEP for killing a player of the same faction with an explosive. |
|
CTC Award
|
CEP Cost
|
Description
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CTC Prerequisites
|
|---|---|---|---|
| Weapon Skills | |||
| Basic Weapons Training | 150 | Ability to use M310 and SCAT1 | |
| Basic Weapons Proficiency | 285 | Ability to use SCAT2, SP911 and T73P | Basic Weapons Training |
| Light Weapons Training | 175 | Ability to use FG45, M117, and TL22 | |
| Light Weapons Proficiency | 285 | Ability to use XN32, ZS10 and ZS12 | Light Weapons Training |
| Heavy Weapons Training | 175 | Ability to use A9MAG and MK330 | |
| Heavy Weapons Proficiency | 285 | Ability to use PX42, SAW911 and GPMG | Heavy Weapons Training |
| Sniper Weapons Training | 175 | Ability to use DTR4A and BMP9 | |
| Sniper Weapons Proficiency | 285 | Ability to use PL12 and S779 | Sniper Weapons Training |
| Medium Weapons Training | 175 | Ability to use HD4SG and HK900 | |
| Medium Weapons Proficiency | 285 | Ability to use RT41 and TKR12 | Medium Weapons Training |
| Advanced Weapons Training | 175 | Ability to use GLE22 and HORNET | |
| Advanced Weapons Proficiency | 285 | Ability to use J334B, KLMP and LR12 | Advanced Weapons Training |
| Beam Weapons Training | 250 | Ability to use Energy Lance and WristLaser | |
| Mine Training | 260 | Ability to lay LIMPET and LEECH Mines | |
| Mine Proficiency | 450 | Ability to use NUCSTAR Mines | Mine Training |
| Inventory Skills | |||
| Item Training | 180 | Ability to use PMU, PBU, PCU, PIE, TDU and WDU | |
| Item Proficiency | 180 | Ability to use PMS, PSJ, PSU, PTU and TWS | Item Training |
| Tactical Weapons – Tactical | 300 | Ability to use LADMK1, LADMK2, YN99MK1, YN99MK2, BLOODHOUND and CATALYST | |
| Tactical Weapons – Airborne | 330 | Ability to use T92-FISHEYE and X89-EAGLE | |
| Sentient Programming | 330 | Ability to command/use VT-112, NE-318 and AC-420 | |
| Jetpack Training | 200 | Ability to use Jetpacks | |
| Wingsuit Training | 250 | Ability to use Wingsuit/Wingchute | |
| HAIS Training | 330 | Ability to use HAIS | |
| Ground Vehicle Skills | |||
| Ground Vehicle Training | 225 | Ability to drive CAV, TAB and TABMX2 | |
| Ground Vehicle Proficiency | 270 | Ability to drive ACAV, CAB, and UAV | Ground Vehicle Training |
| Ground Vehicle Expertise | 325 | Ability to drive APC, ATV | Ground Vehicle Proficiency |
| MICE Class License | 260 | Ability to use MICE-MK1 and MICE-MK2 | |
| HAV Class License | 230 | Ability to drive HAV | |
| Tank Class License | 285 | Ability to drive MAYHEM and WILDCAT | |
| MFB License | 400 | Ability to drive MFB | |
| Aircraft Skills | |||
| Light Fighter Class License | 260 | Ability to pilot STARMONK and ZODIAC | |
| Medium Fighter Class License | 300 | Ability to pilot AURORA, MANTIS, and STARLANCE | Light Fighter Class License |
| Heavy Fighter Class License | 375 | Ability to pilot ICMK1, ICMK2, CORSAIR and STARDRONE | Medium Fighter Class License |
| Super Fighter Class License | 425 | Ability to pilot RAVEN, VANDAL and ZENSTAR | Heavy Fighter Class License |
| Shuttle Class License | 225 | Ability to pilot SC490 and K19XZ | |
| Class A Gunship License | 300 | Ability to pilot PHANTOM, AGGRESSOR, RAPIER and INTERDICTOR | |
| Class B Gunship License | 350 | Ability to pilot WARMONGER, INTRUDER and SHADOW | Class A Gunship License |
| Naval Vehicle Skills | |||
| Class A Naval Vehicle Training | 200 | Ability to pilot X716G | |
| Class B Naval Vehicle Training | 275 | Ability to pilot M-23L | Class A Naval Vehicle Training |
| Building/Defenses Skills | |||
| Stationary Defense License | 175 | Ability to fire AX10, AX21, AX25, GDN4, MK3P, MK1D and MK2D | |
| Mobile Defense Driving License | 175 | Ability to drive TSX1, TSX2, ACM, ADV, MK1P, MK2P and XP10 | |
| Mobile Defense Gunner License | 225 | Ability to fire TSX1, TSX2, ACM, ADV, MK1P, MK2P and XP10 | |
| Advanced Gunner License | 400 | Ability to fire TALON artillery gun | |
| Home Security Proficiency | 200 | Ability to activate ADS, ADJ and EWR | |
| Command Base Operations Proficiency | 200 | Ability to activate SOLAR PLANT, NUCLEAR PLANT, COMMS, and Starbases | |
| Harvesting Training | 200 | Increases Radine crystal carrying capacity by 10. | |
| Harvesting Proficiency | 225 | Increases Radine crystal carrying capacity by 25. | Harvesting Training |
| Infantry Improvement Skills | |||
| Implant Proficiency | 225 | Increase the number of Neural Implants that can be active at once by one | |
| Implant Expertise | 375 | Increase the number of Neural Implants that can be active at once by two | Implant Proficiency |
| Combat Medic Training | 225 | Increase rate the PMU restores health by 16% | |
| Combat Medic Proficiency | 275 | Increase rate the PMU restores health by 33% | Combat Medic Training |
| Combat Medic Expertise | 325 | Increase rate the PMU restores health by 50% | Combat Medic Proficiency |
| Protection Proficiency | 260 | Increase the capacity of the shield created by the player’s PSU by 50%. | |
| CQC Training | 225 | Increase damage with melee and throwing knife attacks by 50% | |
| CQC Proficiency | 300 | Increase damage with melee and throwing knife attacks by 100% | CQC Training |
| CQC Expertise | 375 | Increase damage with melee and throwing knife attacks by 150% | CQC Expertise |
| Engineering Spec I | 225 | Increase rate the PRU restores health by 15% | |
| Engineering Spec II | 275 | Increase rate the PRU restores health by 30% | Engineering Spec I |
| Engineering Spec III | 325 | Increase rate the PRU restores health by 45% | Engineering Spec II |
| Advanced Programming Spec I | 150 | Ability to use TacOps Terminals, including the GCV-Starguard detention hold terminals. | |
| Advanced Programming Spec II | 240 | Ability to program (turn ON|OFF) ADJ, ADS, EWR, COMMS, GCV-STARGUARD forcefield | Advanced Programming Spec I |
| Advanced Programming Spec III | 325 | Ability to program (turn ON|OFF) NUCLEAR PLANT, SOLAR PLANT | Advanced Programming Spec II |
| Advanced Tactical Specialist | 400 | Ability to operate and fire the MFB mounted ICBM. Requires ICBM Specialist CTC | |
| ICBM Launch Operator | 400 | Ability to operate and fire the MFB mounted ICBM. Requires Advanced Tactical Specialist CTC | |
| Tactical Insertion Protocol | 150 | Ability to select a spawn base (Starbase or Starstation) instead of randomly assigned a spawn base |