Marissa Ronson/gameplay

Specialist Skills
Tweed is the functional equivalent of BELTWAY for the Spec Ops faction.

 Passive Abilities 

Blast Armor

A special armor that reduces damage and makes Tweed more resistant to being knocked down by explosive attacks.


 * Level 1 [750 XP]: Reduces damage received from explosives by 10%.


 * Level 2 [2000 XP]: Reduces damage received from explosives by 20%.


 * Level 3 [5000 XP]: Reduces damage received from explosives by 30%.

Blast Master

Tweed may plant explosives quickly and disarm traps easily with a simple press of the context action button.


 * Level 1 [750 XP]: Reduces time it takes to restore all selectable abilities by 2 seconds.


 * Level 2 [2000 XP]: Reduces time it takes to restore all selectable abilities by 4 seconds.


 * Level 3 [5000 XP]: Reduces time it takes to restore all selectable abilities by 6 seconds.

 Active Abilities 

Fragmentation Mine

A heavy anti-personnel explosive that is remotely detonated by pressing the R3 (right-click) or detonate button (PC). The bomb does not distinguish friend from foe, so watch the splash damage.


 * Level 1 [1000 XP]: Cool down time is 20 seconds after all planted mines have been detonated/destroyed. Ammo Capacity: 1


 * Level 2 [2500 XP]: Cool down time is 20 seconds after all planted mines have been detonated/destroyed. Ammo Capacity: 2


 * Level 3 [5500 XP]: Cool down time is 20 seconds after all planted mines have been detonated/destroyed. Ammo Capacity: 3

Timed Sticky Explosive

A hand thrown explosive that adheres to the first surface it touches (enemies, objects, etc.). The fuse is on a timer, so careful judgment should be used in its deployment.


 * Level 1 [1000 XP]: Fuse timer 5 seconds and cool down timer 25 seconds. Max carry: 1


 * Level 2 [2500 XP]: Fuse timer 5 seconds and cool down timer 25 seconds. Max carry: 2


 * Level 3 [5500 XP]: Fuse timer 5 seconds and cool down timer 25 seconds. Max carry: 3

Laser Trip Mine

A placed explosive that detonates when the light beam it projects is interrupted. Used often for impromptu ambushes, or for engaging slow-moving B.O.W.s in select engagements.


 * Level 1 [1000 XP]: 15 second cool down timer. Max carry: 1


 * Level 2 [2500 XP]: 15 second cool down timer. Max carry: 2


 * Level 3 [5500 XP]: 15 second cool down timer. Max carry: 3