History VideoGame / JaggedAlliance

29th Apr '18 11:30:10 AM UltraWanker
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* AwesomeEgo: Mike is AIM's best merc in the first game, and he knows it; he refuses to join you unless you have the highest possible reputation, is ''extremely'' expensive, and will quit on a dime if you provoke him.
** [[spoiler: Sadly leads to a FaceHeelTurn in the sequel; Deidrianna offering more money than AIM ever could which, combined with his bad blood with AIM since the first game, leads to him becoming an antagonist. He never loses his cockiness even when facing down your well-trained heavily-armed merc army, and a few AIM vets who know him will have comments on both his betrayal and his death.]]
*** 1.13 makes it possible to [[spoiler: make him join you, if you have a merc with high leadership critically wound him and attempt to speak to him.]]



* SaveScumming: Admit it, you do it, don't you, especially if you are the type who never let anyone get hurt (or let alone killed) or miss a shot. There is an optional difficulty called '''Iron Man''' which doesn't let you do this with enemies in the sector. However, this only works if you choose a different action than the one you attempted last time, as the save files save the next "dice" result in the seed in addition to everything else.
** It was possible in Jagged Alliance to save-scum, but it takes a lot of extra effort where you backup save files.

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* SaveScumming: Admit it, It is possible in ''Jagged Alliance'' to save-scum, but it takes a lot of extra effort where you do it, don't you, backup save files. This can happen especially if you are the type who never let anyone get hurt (or hurt, let alone killed) killed, or miss a shot. There is an optional difficulty called '''Iron Man''' which doesn't let you do this with enemies in the sector. However, this only works if you choose a different action than the one you attempted last time, as the save files save the next "dice" result in the seed in addition to everything else.
** It was possible in Jagged Alliance to save-scum, but it takes a lot of extra effort where you backup save files.
else.


Added DiffLines:

* SmugSnake: Mike is AIM's best merc in the first game, and he knows it; he refuses to join you unless you have the highest possible reputation, is ''extremely'' expensive, and will quit on a dime if you provoke him.
** [[spoiler: Sadly leads to a FaceHeelTurn in the sequel; Deidrianna offering more money than AIM ever could which, combined with his bad blood with AIM since the first game, leads to him becoming an antagonist. He never loses his cockiness even when facing down your well-trained heavily-armed merc army, and a few AIM vets who know him will have comments on both his betrayal and his death.]]
*** 1.13 makes it possible to [[spoiler: make him join you, if you have a merc with high leadership critically wound him and attempt to speak to him.]]
29th Apr '18 8:58:57 AM UltraWanker
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** On a side note, the AI (enemies or militias) have a lot of trouble fighting non-human enemies (bloodcats and crepitus). Which you can use to your advantage if, for example, you're under attack by a large enemy force and a pack of bloodcats moves into the area. Pull back, consolidate your defensive position, and wait for the cats to run around killing all the hostiles, than mop up the surviving cats.
** Militia have a ''problem'' with making sure they have a clear line of fire. That militiaman with the LMG will gleefully open fire on full auto at an enemy soldier, regardless of intervening cattle, civilians, other militia, or very startled mercenaries.

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** On a side note, the AI (enemies or militias) have a lot of trouble fighting non-human enemies (bloodcats and crepitus). Which you can use to your advantage if, for example, you're under attack by a large enemy force and a pack of bloodcats moves into the area. Pull back, consolidate your defensive position, and wait for the cats to run around killing all the hostiles, than then mop up the surviving cats.
** Militia have a ''problem'' problem with making sure they have a clear line of fire. That A militiaman with the LMG will gleefully open fire on full auto at an enemy soldier, regardless of intervening cattle, civilians, other militia, or very startled mercenaries.



* ApologeticAttacker: a few (for example, Spider, a medic, will say "I'm such a hypocrite") will make comments likes this about the kills they make.
** Pacifist characters gain no morale from killing enemies.
** Barry's "Forgive me for taking life", odd, as he is a decent shot (or a great mortar-er) in spite of it.

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* ApologeticAttacker: a A few (for will make comments likes this about the kills they make. For example, Spider, a medic, will say "I'm such a hypocrite") will make comments likes this about the kills they make.
** Pacifist characters gain no morale from killing enemies.
** Barry's
hypocrite". Barry would say "Forgive me for taking life", odd, as he life," but is a decent shot (or a great mortar-er) in spite of it.



* AsLongAsItSoundsForeign: [[ShownTheirWork Averted]], Ivan's Russian is fine. (Хорошо!)
* AssholeVictim: Doreen, head of the child labor factory in Drassen. One of the few civilians you can kill with no repurcussions. There's also a scientist in Orta who will extort twenty grand from you before unlocking the door. [[BallisticDiscount There's nothing to stop you from taking your money back.]]

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* AsLongAsItSoundsForeign: [[ShownTheirWork Averted]], Ivan's Averted with Ivan, as his Russian is actually fine. (Хорошо!)
* AssholeVictim: Doreen, head of the child labor factory in Drassen. One Drassen, is one of the few civilians you can kill with no repurcussions. There's also a scientist in Orta who will extort twenty grand from you before unlocking the door. [[BallisticDiscount There's nothing to stop you from taking your money back.]]



* AwesomeEgo: Mike is AIM's best merc in the first game, and he knows it; he refuses to join you unless you have the highest possible reputation, he's ''extremely'' expensive, and he'll quit on a dime if you provoke him.
** [[spoiler: Sadly leads to a FaceHeelTurn in the sequel; Deidrianna offered more money than AIM ever could which, combined with his bad blood with AIM since the first game, leads to him becoming an antagonist. He never loses his cockiness even when facing down your well-trained heavily-armed merc army, and a few AIM vets who know him will have comments on both his betrayal and his death.]]
*** 1.13 makes it possible to [[spoiler: make him HeelFaceTurn, if you have a merc with high leadership critically wound (but NOT kill) him and attempt to speak to him.]]
* AxeCrazy: Several of the mercenaries you can hire in all three Jagged Alliance games will tend to enjoy killing a little too much, fire on full automatic even when you tell them not to, or get very cranky if you try and give them orders before they've finished killing someone. Some of them will even kill other squad members between missions.

to:

* AwesomeEgo: Mike is AIM's best merc in the first game, and he knows it; he refuses to join you unless you have the highest possible reputation, he's is ''extremely'' expensive, and he'll will quit on a dime if you provoke him.
** [[spoiler: Sadly leads to a FaceHeelTurn in the sequel; Deidrianna offered offering more money than AIM ever could which, combined with his bad blood with AIM since the first game, leads to him becoming an antagonist. He never loses his cockiness even when facing down your well-trained heavily-armed merc army, and a few AIM vets who know him will have comments on both his betrayal and his death.]]
*** 1.13 makes it possible to [[spoiler: make him HeelFaceTurn, join you, if you have a merc with high leadership critically wound (but NOT kill) him and attempt to speak to him.]]
* AxeCrazy: Several of the mercenaries you can hire in all three Jagged Alliance games will tend to enjoy killing a little too much, fire on full automatic even when you tell them not to, or get very cranky if you try and give them orders before they've finished killing someone. Some of them will even kill other squad members between missions.



** Made even worse in v1.13, 'psycho' mercs with auto weapons will sometime spend all his remaining action points or ammo to fire in full auto, whichever comes first. Can be (somewhat) avoided by spending more action points to aim a single shot, as they have no qualms killing with head shots, and can be partially subverted by not giving them automatics, which will instead result in them losing a bit of morale out of frustration.

to:

** Made even worse in v1.13, 'psycho' mercs with auto weapons will sometime spend all his remaining action points or ammo to fire in full auto, whichever comes first. Can be (somewhat) avoided by spending more action points to aim a single shot, as they have no qualms killing with head shots, and can be partially subverted by not giving them automatics, which will instead result in them losing a bit of morale out of frustration.



* BackStab: Throwing knives + Stealth = profit. If you can sneak up into throwing-knife range behind an opponent without being seen or heard, you can insta-kill the target with a throwing knife/throwing star in the back. Dmitri is one of the more useful "indigenous" recruits for this reason having decent aim to boot. Shank can be this... once he stops sucking in general.

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* BackStab: Throwing knives + Stealth = profit. If you can sneak up into throwing-knife range behind an opponent without being seen or heard, you can insta-kill the target with a throwing knife/throwing star knife/star in the back. Dmitri is one of the more useful "indigenous" recruits for this reason having decent aim to boot. Shank can be this... once he stops sucking in general.



* BashBrothers: Similar to the BattleCouple example below, several characters mesh together very well. One example would be Henning von Branitz and Rudolf Steiger, a former East German officer and GSG-9 operative respectively. Despite having been on opposite sides of the Berlin Wall, they get along really well and often compliment one another in combat. Igor and Ivan Dolvich, along with Grunty, also form a hell of a team, as do Grizzly and Bull. As the game progresses, certain characters who work together often will develop a rapport and become these, signified when they start complimenting each other in combat (i.e. Ice will get along well with Grizzly, saying he's "got style, dude!"). This is also the ''only'' way you'll get a merc to join your team if there's someone s/he hates on your team already: hire their buddy, and they'll agree to join, and stay on as long as their buddy stays and they're kept away from the merc they hate.

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* BashBrothers: Similar to the BattleCouple example below, several Several characters mesh together very well. One example would be Henning von Branitz and Rudolf Steiger, a former East German officer and GSG-9 operative respectively. Despite having been on opposite sides of the Berlin Wall, they get along really well and often compliment one another in combat. Igor and Ivan Dolvich, along with Grunty, also form a hell of a team, as do Grizzly and Bull. As the game progresses, certain characters who work together often will develop a rapport and become these, signified when they start complimenting each other in combat (i.e. Ice will get along well with Grizzly, saying he's "got style, dude!"). This is also the ''only'' way you'll get a merc to join your team if there's someone s/he hates on your team already: hire their buddy, and they'll agree to join, and stay on as long as their buddy stays and they're kept away from the merc they hate.



* {{BFG}} - Rocket Rifles, which are essentially railguns without super-sonic projectiles. There are also quite a few real-life [[RareGuns (or in some cases, would have been real-life if they ever went into production)]] examples present in v1.13 such as the .50 Beowulf, Barret .50, USAS-12, KVSK (a silenced ''.50 sniper rifle''), OICW, AICW, [=PanCor=] Jackhammer, and XM-25. And the description of the Gepard Anti-Material Rifle Mk2 speaks for itself:

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* {{BFG}} - {{BFG}}: Rocket Rifles, which are essentially railguns without super-sonic projectiles. There are also quite a few real-life [[RareGuns (or in some cases, would have been real-life if they ever went into production)]] examples present in v1.13 such as the .50 Beowulf, Barret .50, USAS-12, KVSK (a silenced ''.50 sniper rifle''), OICW, AICW, [=PanCor=] Jackhammer, and XM-25. And the description of the Gepard Anti-Material Rifle Mk2 speaks for itself:



* BoobyTrap: Mines... duh. You probably won't be in much threat by them until you hit Meduna, where there's two fields '''full of them.''' And in [[spoiler:Deidranna's hidden bunker, too.]]
** Also, there are plenty of [[BoobyTrap trapped chests]] that can just shock you or explode.

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* BoobyTrap: Mines... duh. You Mines, though you probably won't be in much threat by them until you hit Meduna, where there's two fields '''full of them.''' And in [[spoiler:Deidranna's hidden bunker, too.]]
** Also, there are plenty of [[BoobyTrap trapped chests]] chests that can just shock you or explode.
14th Mar '18 6:16:09 AM Koveras
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The first game takes place on the South Atlantic island of Metavira, which was once a nuclear testing site during the Cold War. Because of [[ILoveNuclearPower radiation,]] some trees mutated into fallow trees, and their sap contain amazing medical properties that is every doctor's Christmas wish come true. Thus a research team led by Jack Richards and his daughter Brenda arrived on the island to study the trees and, if possible, reproduce them. But one day, the labs burned down in suspicious circumstances, and Lucas Santiano, a senior member of the research team, proposed to split the research team in two, arguing that two heads are better than one. Despite Brenda's objections, Jack agreed, and with his new found autonomy and authority he hired his own (literal) RedshirtArmy, and took over most of the island to monopolize the sap-supplying business. This is where the Richards hire [[NonEntityGeneral You]] to reconquer the island and to kick Santiano's ass with the help of HiredGuns provided by the Association of International Mercenaries, or just A.I.M for short.

The stand-alone expansion, ''Jagged Alliance: Deadly Games,'' has you working for Gus Tarballs and accepting small-time mercenary missions. Eventually, the stand-alone missions tie together into thwarting the DFK, a high-tech organization whose plans involve using satellites for orbital superiority. As this game was made specifically for multiplayer (complete with map editor), all strategic elements were sacrificed for tactical ones; instead of overworld management, the campaign is a series of one-sector scenarios.

The sequel, ''Jagged Alliance 2'' takes place in Arulco. Hired by dethroned king Enrico Chivaldori, you and your band of mercenaries -- from both A.I.M. and newcomer M.E.R.C. (More Economic Recruitment Center), which was founded by (surviving) ex-members of the former -- are to liberate Arulco and to kill Enrico's ex-wife Deidranna Reitman, who usurped the throne a decade ago and ruled since then with iron fist of tyranny. Surprisingly well thought out and complex as computer games go in its approach to physical injury, fatigue, the effectiveness of firearms and the use of explosives and noted for its excellent TurnBasedCombat. Notably it's got a ''lot'' of mileage out of the ''v1.13'' mod (a reference to the last official patch being v1.12 and, probably by coincidence, the last official versions of both original JA and Deadly Games), which ''drastically'' changed the game and even introduced a multiplayer mode that wasn't in the unmodified [=JA2=]! Some of the trope examples are due to, modified, subverted, or averted by this mod.

The sequel's stand-alone expansion, ''Jagged Alliance 2: Unfinished Business'' takes place in Tracona. Ricci Mining and Exploration was the company that ran the mines in Arulco for Deidranna, and with her fall they lost them. Wanting to take them back, they set up a military base in the nearby military dictatorship of Tracona, gave Arulco an ultimatum to return the mines to [[=RMaE=]]'s ownership and launched missiles at the Prison in Arulco as a warning. King Enrico Chivaldori, knowing that Aruclo has not recovered enough to effectively deal with this crisis, hires you to resolve it. This game is very short, and the main draw of this game is the map editor, which was later added (along with other new features in this game, except the new mercs, unless you count the v1.13 mod) to [=JA2=] in later patches.

''Jagged Alliance 3'' has had a troubled past, being announced, shown off at E3 '07, then dropped by Sir-Tech. German publisher bitComposer [[http://www.gamestooge.com/2010/03/09/jagged-alliance-3-enters-development-again/ has purchased the rights]] to the IP, and have begun preliminary development. The game [[DevelopmentHell was targeted for a 2011 release]].

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The first game game[[note]]developed by the short-lived Madlab Software and published by Creator/SirTech[[/note]] takes place on the South Atlantic island of Metavira, which was once a nuclear testing site during the Cold War. Because of [[ILoveNuclearPower radiation,]] some trees mutated into fallow trees, and their sap contain amazing medical properties that is every doctor's Christmas wish come true. Thus a research team led by Jack Richards and his daughter Brenda arrived on the island to study the trees and, if possible, reproduce them. But one day, the labs burned down in suspicious circumstances, and Lucas Santiano, a senior member of the research team, proposed to split the research team in two, arguing that two heads are better than one. Despite Brenda's objections, Jack agreed, and with his new found autonomy and authority he hired his own (literal) RedshirtArmy, and took over most of the island to monopolize the sap-supplying business. This is where the Richards hire [[NonEntityGeneral You]] to reconquer the island and to kick Santiano's ass with the help of HiredGuns provided by the Association of International Mercenaries, or just A.I.M for short.

The stand-alone expansion, ''Jagged Alliance: Deadly Games,'' Games''[[note]]developed in-house by Sir-Tech[[/note]], has you working for Gus Tarballs and accepting small-time mercenary missions. Eventually, the stand-alone missions tie together into thwarting the DFK, a high-tech organization whose plans involve using satellites for orbital superiority. As this game was made specifically for multiplayer (complete with map editor), all strategic elements were sacrificed for tactical ones; instead of overworld management, the campaign is a series of one-sector scenarios.

The sequel, ''Jagged Alliance 2'' 2''[[note]]developed by Sir-Tech's surviving Canadian branch and published by [=TalonSoft=][[/note]] takes place in Arulco. Hired by dethroned king Enrico Chivaldori, you and your band of mercenaries -- from both A.I.M. and newcomer M.E.R.C. (More Economic Recruitment Center), which was founded by (surviving) ex-members of the former -- are to liberate Arulco and to kill Enrico's ex-wife Deidranna Reitman, who usurped the throne a decade ago and ruled since then with iron fist of tyranny. Surprisingly well thought out and complex as computer games go in its approach to physical injury, fatigue, the effectiveness of firearms and the use of explosives and noted for its excellent TurnBasedCombat. Notably it's got a ''lot'' of mileage out of the ''v1.13'' mod (a reference to the last official patch being v1.12 and, probably by coincidence, the last official versions of both original JA and Deadly Games), which ''drastically'' changed the game and even introduced a multiplayer mode that wasn't in the unmodified [=JA2=]! Some of the trope examples are due to, modified, subverted, or averted by this mod.

The sequel's stand-alone expansion, ''Jagged Alliance 2: Unfinished Business'' Business''[[note]]Sir-Tech Canada's penultimate release, also published by [=TalonSoft=][[/note]] takes place in Tracona. Ricci Mining and Exploration was the company that ran the mines in Arulco for Deidranna, and with her fall they lost them. Wanting to take them back, they set up a military base in the nearby military dictatorship of Tracona, gave Arulco an ultimatum to return the mines to [[=RMaE=]]'s ownership and launched missiles at the Prison in Arulco as a warning. King Enrico Chivaldori, knowing that Aruclo has not recovered enough to effectively deal with this crisis, hires you to resolve it. This game is very short, and the main draw of this game is the map editor, which was later added (along with other new features in this game, except the new mercs, unless you count the v1.13 mod) to [=JA2=] in later patches.

''Jagged Alliance 3'' has had a troubled past, being announced, shown off at E3 '07, then dropped by Sir-Tech.Creator/SirTech (who closed down in 2003). German publisher bitComposer [[http://www.gamestooge.com/2010/03/09/jagged-alliance-3-enters-development-again/ has purchased the rights]] to the IP, and have begun preliminary development. The game [[DevelopmentHell was targeted for a 2011 release]].
28th Feb '18 12:16:43 PM BlaringCoder01
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* AKA47: For some weapons in ''Jagged Alliance: Back In Action'', this trope is used for the first time in the history of the series. The Glock 17 is the Klock 17, and so on. The ''Combat Evolved'' mod reverts all the firearms to their real name.

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* AKA47: For some weapons in ''Jagged Alliance: Back In Action'', this trope is used for the first time in the history of the series. The Glock 17 is the Klock 17, and so on. The ''Combat Evolved'' mod reverts all the firearms to their real name. This is averted with 1 and 2 in which all guns use their real name.
23rd Jan '18 6:56:00 AM BlaringCoder01
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Added DiffLines:

* FlavorText: A ton of item descriptions do these, with a ton of ShoutOuts on gun descriptions.
26th Dec '17 4:34:22 PM nombretomado
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Strategy First is currently working on ''Jagged Alliance'' social networking game in the vein of Website/{{Facebook}}-type apps like ''Mafia Wars'' and ''{{FarmVille}}''.

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Strategy First is currently working on ''Jagged Alliance'' social networking game in the vein of Website/{{Facebook}}-type apps like ''Mafia Wars'' and ''{{FarmVille}}''.
''VideoGame/{{FarmVille}}''.
19th Dec '17 12:43:30 PM dreamsepilogue
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*** 1.13 makes it possible to [[spoiler: make him HeelFaceTurn, if you have a merc with high leadership critical wound (but NOT kill) him and attempt to speak to him.]]

to:

*** 1.13 makes it possible to [[spoiler: make him HeelFaceTurn, if you have a merc with high leadership critical critically wound (but NOT kill) him and attempt to speak to him.]]



** Made even worse in v1.13, 'psycho' mercs with auto weapons will sometime spend all his remaining action points or ammo to fire in full auto, whichever comes first. Can be (somewhat) avoided by spending more action points to aim a single shot, as they have no qualms killing with head shots, or avoided altogether by not using automatic weapons.

to:

** Made even worse in v1.13, 'psycho' mercs with auto weapons will sometime spend all his remaining action points or ammo to fire in full auto, whichever comes first. Can be (somewhat) avoided by spending more action points to aim a single shot, as they have no qualms killing with head shots, or avoided altogether and can be partially subverted by not using automatic weapons. giving them automatics, which will instead result in them losing a bit of morale out of frustration.



** When choosing traits for your IMP in 1.13, you can never go wrong with the Auto Weapons + Marksman + Bodybuilding combo. Auto Weapons adds 5% to all autofiring weapons, reduced AP cost on using LMG's and Reduced auto penalty by 30%. Marksman gives 5% CTH with rifles, 10% CTH with Sniper Rifles, Extra CTH to All guns exept handguns, 5% damage shot per every aim click after the first. Bodybuilding gives you 25% damage resistence, 30% effective strenght for carrying weight capacity, reduced energy loss when hit by Hand to Hand attacks by 50% and 100% increase in damage required to fall down. All these traits complement each other into making your IMP into a fighting force to be dreaded.

to:

** When choosing traits for your IMP in 1.13, you can never go wrong with the Auto Weapons + Marksman + Bodybuilding combo. Auto Weapons adds 5% to all autofiring weapons, reduced AP cost on using LMG's and Reduced auto penalty by 30%. Marksman gives 5% CTH with rifles, 10% CTH with Sniper Rifles, Extra CTH to All guns exept handguns, 5% damage shot per every aim click after the first. Bodybuilding gives you 25% damage resistence, 30% effective strenght for carrying weight capacity, reduced energy loss when hit by Hand to Hand attacks by 50% and 100% increase in damage required to fall down. All these traits complement each other into making your IMP into a versatile wrecking machine who can, with some training, do anything just as well as the expensive guys; a fighting force to be dreaded.



* ContinueYourMissionDammit: Enrico sends emails to you to express his worrying on how slowly/praising on how quickly you are gaining ground, but nevertheless prompts you to pick up the pace. As these mails are sent rather spaced out (around each ingame month) they are rather effective.

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* ContinueYourMissionDammit: Enrico sends emails to you to express his worrying on how slowly/praising on how quickly you are gaining ground, but nevertheless prompts you to pick up the pace. As these mails are sent rather spaced out (around each ingame month) they are rather effective. Note that (outside of 1.13, where it is disabled by default) negative emails actually have a penalty to your income and the morale of your rebel-aligned mercs, to penalize turtling.



* {{Foil}}: Both of AIM's top mercs are this to each other. Mike and Gus are both affable, TheAce, and have a price tag to match, but Gus is simultaneously more profession and more personal, and prefers to live a life of simplicity (as evidenced by the fact he lives in a mobile home despite ostensibly being wealthy.) Mike is a JerkAss ItsAllAboutMe who is OnlyInItForTheMoney. Best exemplified by what they do when not recruitable in the games; Gus runs a personal merc crew to deal with international threats, while Mike [[spoiler: signs on with the BigBad of JA2 for no other reason than she pays well. Notably, there's a lot of bad blood between Gus and Mike, and Gus will express enthusiasm and appreciation at being given the opportunity to kill him in 2.)]]



* JokeCharacter:
** Biff Apscott, but much moreso in 2 than 1. Lousy stats, low Wisdom so he'll only improve slowly (if at all), and likely to panic at the first sign of trouble. The only real reason to hire him is either a SelfImposedChallenge or to hear all of his lines.



*** The truly masochistic can enable an option in 1.13 that allows large-scale assaults like the Drassen counterattack to happen throughout the game; while it is obviously much easier with a properly-upgraded crew, the randomness makes it hard to be prepared for, and the massive army WILL overwhelm defending militia if you don't have mercs to reinforce.



* OhCrap: Many mercs have a response like this if they can see three or more enemies simultaneously, either a direct variation of the phrase or some version of "Get me out of here!" [[BloodKnight Unless they celebrate it instead.]]



* OneHitPolykill: Very, very rare by over-penetration.
* OneManArmy: Not intended, but you can play this way as a SelfImposedChallenge. In many cases, the merc of choice would be Shadow. (Unless you want to spend weeks training your created mercenary.)

to:

** 1.13 offers many more ways to do this. Melee attacks from behind, especially "covert" weapons can inflict this. Glaser rounds will outright obliterate any unarmored sod they hit, but are worthless against armor. And sufficiently high-caliber weapons, like the .50 Cal snipers, can easily inflict this regardless of where they hit.
* OneHitPolykill: Very, very rare by over-penetration.
over-penetration by certain weapons. Heavy rifles are the easiest to do it with. And (obviously) explosives excel at this.
* OneManArmy: Not intended, intended ([[NintendoHard nor recommended]]), but you can play this way as a SelfImposedChallenge. In many cases, the merc of choice would be Shadow. (Unless you want to spend weeks training your created mercenary.)



* PutOnABus: Many characters from the first two games, as seen in the ''Alumni Section'' of the AIM website. In Jagged Alliance 2 proper, this can happen to mercs you don't hire right away - they'll be put "On Assignment", taking other missions besides yours. In most cases, at least one or two mercs will be unavailable for this reason when you start your campaign.

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* PutOnABus: Many characters from the first two games, as seen in the ''Alumni Section'' of the AIM website. [[spoiler: Some of them, like Mike, show up later.]] In Jagged Alliance 2 proper, this can happen to mercs you don't hire right away - they'll be put "On Assignment", taking other missions besides yours. In most cases, at least one or two mercs will be unavailable for this reason when you start your campaign.
* QuicksandBox: An odd case with the ''equipment'' in 1.13. There are SO MANY weapons, armor variants, accesories, ammo types, and LBE gear that an inexperienced player who isn't a gun nut can be easily overwhelmed, especially since the up-front stats about the weapons may not always convey how useful (or not...) they actually are, as well as what can actually fit in the various LBE slots.
19th Dec '17 10:51:44 AM dreamsepilogue
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Added DiffLines:

* AwesomeEgo: Mike is AIM's best merc in the first game, and he knows it; he refuses to join you unless you have the highest possible reputation, he's ''extremely'' expensive, and he'll quit on a dime if you provoke him.
** [[spoiler: Sadly leads to a FaceHeelTurn in the sequel; Deidrianna offered more money than AIM ever could which, combined with his bad blood with AIM since the first game, leads to him becoming an antagonist. He never loses his cockiness even when facing down your well-trained heavily-armed merc army, and a few AIM vets who know him will have comments on both his betrayal and his death.]]
*** 1.13 makes it possible to [[spoiler: make him HeelFaceTurn, if you have a merc with high leadership critical wound (but NOT kill) him and attempt to speak to him.]]
1st Oct '17 4:57:38 AM Divra
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* MadBomber: It seems to be a rule that if you're a mercenary specializing in explosives, you're either insane or have some kind of undesirable personality trait[=/=]mental defect. This is so prevalent that one of the exceptions flaunts his sanity as a marketing point.

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* MadBomber: It seems to be a rule that if you're a mercenary specializing in explosives, you're either insane or have some kind of undesirable personality trait[=/=]mental defect. This is so prevalent that one of the exceptions flaunts his sanity as a marketing point. It is quite telling that when AIM cleaned up their roster after ''Deadly Games'', removing the most obvious felons, misfits and sociopaths, they ''still'' ended up with at least two Mad Bomber-types on the roster.
3rd Aug '17 4:43:00 PM WaterBlap
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** Remember, you need [[TheDevTeamThinksOfEverything an intact head of a terrorist]] to lay claim on his/her bounty.
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