Officer Traits
All information taken from the game’s files.
Kicker: Allows both The Player and SWAT AI to Kick all doors down in one kick.
Effect only applies once.
Paramedic: Changes a SWAT AI’s “Killed In Action” status to “Hospitalised” instead.
Effect stacks. (1, 2, 3, 4 Officers may be saved per mission. The Player won’t be saved.)
Bugged and doesn’t always work.
Armorer: +100% Ceramic Armor, Ballistic Mask, and Helmet Durability for both The Player and SWAT AI. Has no effect on Steel or Kevlar currently.
Effect only applies once.
*For reference: Ceramic Plates have a durability of 4, Ballistic Masks have a durability of 2, and Helmets have a durability of 1. Armorer improves this to 8, 4, and 2 respectively.
Breacher: Damages Civilian and Suspect Morale more when using Door Kick, Battering Ram, Breaching Shotgun, and C2.
Effect stacks. (+25%, +50%, +65%, +75% more Morale Damage from Breaching Methods.)
Intimidator: The Player’s & SWAT AI’s presence alone damages Civilian and Suspect Morale. The Player or SWAT AI must be seen for this to take effect.
Effect stacks twice. (+50%, +100% more morale Damage from presence.)
Morale Officer: Arresting Civilians & Suspects Alive (NOT Unconscious or Dead) will heal more Stress for SWAT AI.
Effect stacks. (+50%, +100%, +130%, +150% Stress Healed.)
Negotiator: Increases chance of Civilian and Suspects surrendering on Compliance Yells from both The Player and SWAT AI.
Effect stacks. (+25%, +50%, +55%, +60% Surrender Chance from Compliance Yell.)
Nutritionist: Increases both The Player and SWAT AI’s Health.
Effect stacks. (+25%, +30%, +33%, +35% more Health.)
*For reference: The Player and SWAT AI have 160HP. This is increased to 200HP, 208HP, 212.8HP, 215HP respectively.
9mm Weapons deal 30 Bodyshot damage, and 90 Headshot damage.
12ga Weapons deal 40 x 8 Bodyshot damage and 120 x 8 Headshot damage.
These weapons have their damage reduced by 50% from Kevlar and 70% from Steel
5.56x45mm Weapons deal 40 – 50 Bodyshot damage and 120 – 150 Headshot damage.
7.62x51mm Weapons deal 70 Bodyshot damage and 210 Headshot damage.
These weapons have their damage reduced by 70% from Steel only. Spalling deals an additional 1 Damage that ignores damage reduction.
Ceramic Plates, Ballistic Masks and Helmets block 100% damage from all weapons until broken.
Pacifier: Increases Morale Damage of Beanbags, Pepperballs, Pepper Spray, Tazers, and Grenades for both The Player and SWAT AI. No Effect on Breaching Methods.
Effect stacks. (+25%, +50%, +55%, +60% Less-Than-Lethal Morale Damage.)
*Note Tazers always remove 100% Morale from their Target in most situations. Other situations being if a Suspect is near fellow, not-arrested Suspects.
Riot Control: Increases Stun Duration from Grenades and Less-Than-Lethal Ammo for both The Player and SWAT AI.
Effect stacks. (+33%, +66%, +75%, +80% Stun Duration.)
SBAGS: Reduces Stress Gain for SWAT AI from Civilians and Suspects being killed or falling unconscious. No effect on Watt Community College.
Effect stacks. (-20%, -35%, -40%, -50% Stress Gained from casualties.)
Veteran: Reduces Bullet Spread and Improves Reaction Time for SWAT AI.
Effect stacks. (+15%, +30%, +35%, +40% Tighter Bullet Spread & Faster Reaction Time.)
Officer Unused Traits
Traits that are currently in the files, but are for now unused.
Explosive Ordinance Disposal: Bomb Objectives take longer to explode.
Effect stacks. (+1, +2, +3, +4 more minutes on Bomb Objectives.)
Border Patrol: SWAT AI automatically discover hiding Civilians and Suspects when entering a room.
Effect only applies once.
That’s all we are sharing today in Ready or Not – Officer Trait Stats Guide, if you have anything to add, please feel free to leave a comment below, you can also read the original article here, all the credits goes to the original author LAUGHING SOLDIER
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