Ready or Not

Ready or Not

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Officer Trait Stats
By LAUGHING SOLDIER
Shows the exact stats for Officers' new Traits, as well as how effective they are when stacked on multiple officers at a time.
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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 have a 50% Chance to be saved per mission. The Player won't be saved.)

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.)

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 Traits - Armorer & Nutritionist
Thanks to MMMM (O_O) over on the Ready or Not Discord for helping me expand this section with more information revolving around these two Traits specifically as well as providing the Ready or Not: Mechanics, Damage & Suspects Spreadsheet. Thanks for the mention!

This section will go in-depth into how both traits function, and how much of a benefit they are under real gameplay circumstances.

Armorer: +100% Ceramic Armor, Ballistic Mask, and Helmet Durability for both The Player and SWAT AI. Has no effect on Steel or Kevlar.
Effect only applies once.

*Further Context: 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.

Ceramic Plates, Ballistic Masks and Helmets block all damage until broken.
Only Ceramic Plates continue to provide a 40% Damage Reduction after being broken.

Helmets have a 25% Chance of deflecting bullets, even after being broken. This causes no damage to the player or Durability remaining.
Ballistic Visors have a 33% Chance of deflecting bullets.

The amount of Durability Damage inflicted per caliber is as follows:
In order of least damaging to most damaging.

.45 ACP rounds deal 0.3 Damage.
9mm & 10mm rounds deal 0.5 Damage.

12 Gauge Buckshot deals 0.125 x 8 for every pellet that hits the armour (1 Total).

And all other calibers deal 1 Durability Damage per bullet.

Simplified, with Armorer your armor can survive:

Helmets will survive at least 6 .45ACP Rounds, 4 9/10mm Rounds, and 2 Rifle Rounds.

Ballistic Masks will survive at least 12 .45ACP Rounds, 8 9/10mm Rounds, and 4 Rifle Rounds.

Ceramic Plates (Each Plate) will survive 26 .45ACP Rounds, 16 9/10mm Rounds, and 8 Rifle Rounds. That's a lot of damage you can shrug off before getting minced.

Now moving onto Nutritionist...

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.

Both The Player and SWAT AI will fall unconscious reaching 50% or less Health.
Your effective Health Pool is 80, 100, 104, 106.4 and 107.5. You'll still "bleed" and be considered dead in the mission screen.

These weapons have their damage reduced by 50% from Kevlar. For headshot values, multiply by 3.
12 Gauge Buckshot deal 40 - 35 (Point Blank - Far Range) damage per pellet.
The Makarov and AK102/103 deal 50 - 40 Damage.
9mm Rounds deal 80* - 35 Damage.
.45 ACP & 10mm Rounds deal 100 - 60 Damage.


These weapons have their damage reduced by 70% from Steel. Spalling deals an additional 1 Damage that ignores damage reduction.
The P250 and FiveSeveN deal 80* - 45 Damage.
5.56x39mm Rounds deal 132.5* - 107.5* Damage.
.300BLK Rounds & SLR47 deal 145* - 112.5* Damage.
The M14 Rifle and .357 Magnum deal 175* - 105* Damage.
The SA58 & FAL deal 180* - 135* Damage.

*Suspects have a unique stat where the damage their weapons inflict towards only The Player is capped at 70. SWAT AI still receive full damage.
Unused Officer 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.
32 Comments
Kill-Real 19 Mar @ 2:14pm 
Armorer also gives +5% damage resister to each of the armor.
Onyx 26 Feb @ 3:37am 
I think the "alone" just means even if you are away from team going alone the effect still works.
So even when you are left alone you are still likely to intimidate that suspect. But with team more effective intimidation.
This is what I think that trait does. That trait it only makes them hesitant and slowly back off not shooting for a few seconds giving you time to pull out less lethal option to use and capture.
Also it only works initially when they are unaware, when the suspects spots you they hesitate and don't shoot on sight, they slowly watch you and back off until their morale recovers. Suspects who got alerted won't have strong affect so which means the later engagements will not have that few seconds of hesitation from suspects. So if the intimidate traits works 100% they drop weapon on sight and surrender if, 50% then they hesitate and slowly back off also this trait works on individual suspects only once. I could be wrong but this is what it does I think.
Death by Tasty Ham Sandwich 30 Jan @ 11:34pm 
The game defines the trait Intimidator, based on the roster, as "Increases the impact individual officers have on suspect morale." Given that this stacks more than once (twice, to be specific), I'm inclined to believe the perk increases the morale damage that the presence of each officer causes on suspects. If it were only for lone officers, I don't see why its benefit would stack at all.
LAUGHING SOLDIER  [author] 25 Jan @ 3:29pm 
The game doesn't define "Alone" from what I could find.

It could be:

"Alone" as in, the last man standing...
...The only Officer in the general area, as others split up or are waiting at spawn...
...Being the only Officer sighted initially. Before your other Officers also get sighted later.

I originally assumed it was "The only Officer in the general area." while writing this guide, but since you asked I actually didn't think about what the game means when it says "Alone". Clarification if someone knows would be helpful.
Death by Tasty Ham Sandwich 25 Jan @ 11:39am 
Hold on. So Intimidator says "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." I assumed this to mean that just the presence of an allied entity causes morale damage to suspects and civilians. But, LAUGHING SOLDIER, our wonderful benefactor and author, states in his comment that "it's highly unlikely you or an AI are going to be completely alone..." Does the word "alone" mean LITERALLY "by one's self, without company or support", or does it mean that "just the fact they are present, regardless of other potential modifiers"?? I read it as the latter, but the author's comment indicates interpretation as the former. I am now thoroughly confused. Can anyone clarify this semantic ambiguity?
Lyon-CZ 23 Jan @ 1:38am 
I always take armorer, but not sure its an optimal choice. I have never encountered situation I lost ceramic plates (the only exception is helmet), all my deaths are from arms/limbs damage. I prefer to leave SWAT AI at the beggining and clear the map on my own, so maybe 2x negotiator, 1x intimidiator and nutritionist?
LAUGHING SOLDIER  [author] 21 Jan @ 12:49pm 
If you want to still use Lethal frequently, Negotiators are most likely your best bet.

I wouldn't recommend Intimidator, as it's highly unlikely you or an AI are going to be completely alone without other officers nearby to assist. If you prefer making your AI wait at the start of a map and clear solo, then it will be good.

As for the fourth slot, I'd personally always run Armorer. Can't go wrong with being tougher to kill.
LazyLazuli 21 Jan @ 10:08am 
So what is the best combination of traits would be the best playthrough without forcing nonlethal?

I think 2 negotiators + 1 intimidator + 1 flex option would be the strat but maybe the breacher replacing the intimidator could work as well as the morale damage comes through the door and doesn't need to put the officer at risk of being shot at (until they go through the door)
N3STL0RD 10 Jan @ 2:12pm 
So the paramedic trait doesn't actually revive downed officers during a mission. Goddammit
LAUGHING SOLDIER  [author] 30 Dec, 2023 @ 4:41pm 
SWAT may have newer health values listed elsewhere in the files, but last I checked when writing this guide it was still just 160. The files have a lot of old and now unused values for a lot of weapons and AI.

Lot of left overs, so it's hard seeing which is currently in use, and which isn't. I'll see if I can find additional values.