Forward Observer
From Undead Assault II Guide
This MOS is responsible for directing artillery fire in the field. Selecting this MOS lowers team XP gain by approximately 15%, as of version 1.5b.
The Forward Observer is arguably the most powerful MOS of the game, especially in mid-end game.
It is the only class that can cause very, very high damage for a ridiculously low mana cost and cooldown. However it is hated by some people because of the skill, the timing needed to use its full potential.
A pro FO can make the game considerably easier for the whole team.
Contents |
Unit Information
Forward Observer
Deployment Information
| Required Rank | Msgt. |
| - Experience | 20,001 |
| Deployment Cap | 1 |
Basic Stats
| Health | 443 |
| - Rank Modifier | -4 per rank |
| Energy | 195 |
| Base Move Speed | 264 ms |
Starting Equipment
| Magazines | 16 |
| - Magazine Ratio | 3 to 1 |
| - Rounds per Magazine | 80 |
| Starting Items | Ground Flare |
Weaponry
| Weapon Type | Submachine Gun |
| - Upgrades Available | Aim Assistant |
| Range | 2000 |
| Rate of Fire | Very Fast |
| - Modifier | Fire Modes |
| Base Damage | 82-90 |
| - Rank Bonus | +1 per rank |
| - Damage Type | Bullets |
Defense
| Armor Points | 2 |
| Armor Type | Light - H.E.V. Suit |
| Can Riflebutt | Yes |
| Special | Shells |
Unique
Shells
Shells are used only for this MOS. Most skills use shells. You can change the amount of shells used per fire mission by typing -s then a number (from 1 to 15),and the radius the rockets rain down in by typing -r (150 to 1000) then a number. This applies only to skills fire mission and illumination rounds. Orbital Artillery always uses 10 shells and White Phosphorus always uses 15. ONCE SHELLS ARE USED, YOU CANNOT GET THEM BACK!!!
Skills
Orbital Artillery
Using satellites orbiting the earth, four waves of bombs rain down on a target area dealing 275 damage each wave. Uses 10 shells. You have to stand still else it will stop the bombardment. OA is useful in Umb mode... But dont waste it on 3 riflemen squad. Use it to kill multiple DCs, Assmen and other dangerous umbs.
Illumination Rounds
Radios in the Fire Direction Center (FDC) to shoot off illumination rounds. Each shell deals 100 damage each and blinds for 6 seconds. Higher levels improve damage and blind time. You can change the amount of shells used (-s) or the radius the round fall on (-r). Basically, its a flare gun, most effective when used with FM.
Fire Mission
Radios in the Fire Direction Center (FDC) to shoot off HEAT rockets. Each shell deals massive damage. Higher levels improve damage. You can change the amount of shells used (-s) or the radius the round fall on (-r)
When using this skill, you should:
- Know how many targets are there.
- Know how many bombs you need to kill them.
- Pay Attention to where your Targets are going, their speed, where are they going to be when the bomb will drop.
This skill is effective against groups of zombies, especially Class D and C (see Enemies). I use -s 5 -r 500 most of the time. You can also use it to take down bosses with -s 15 -r 150 if you have smoke grenades and flares or illum round.
Binoculars
Reveals an area of 1100 for 11 seconds. Very useful if you are trying to assault umbrella troops, it is awesome at lvl 4. Higher levels increase reveal radius and time.
Rangefinder
Aids the FO in directing accurate artillery. It reduces fire mission/illumination rounds delay by 2 seconds each level. There are 7 levels.
- lvl 3. CAS(close air support)
This calls a H-36 Stryker helicopter down into the area u designate it to be, and it will shoot anything hostile there for 90 seconds. Cooldown is twice as long, 180 seconds. It is basically the same as the Detachment Commander's.
- lvl 4. White Phosphorus
Calls a fighter jet to drop in white phosphorus at a target area and burns. 40 damage per second for 80 seconds. Uses 15 shells. It takes about 2sec to land. WP is useful against large groups of umbs and SMALL zombies (D class, eventually C). It reduce slightly movespeed (about 20%)
- lvl 6. Airstrike
Calls in a fighter jet to airstrike a target area. Deals 25,000 damage and cooldown is 15 minutes. Requires Battalion Authorization to use this skill, granted after convoy mission. You NEVER get Battalion Authorization in Umbrella Mode.
Recommended Items
- Battery / Energy Generator: Thats what you need the most IMO, you gonna burn alot mana.
- Ground Flares: pop flares all around the place to see where zombies are comming from
- Dragon Skin Body Armor: If your spamming FM all around the place and never looking where you guy is, dskin is your best friend incase of garg rush.
- Smoke Grenades:Always useful
- Armor Piercing Rounds
- Aim Assistant
- Lift Boots: these 3 aren't really needed, but nice to have.
Strategies
- In most modes, you have 500 shells, but in umb mode, you only have 150, possibly due to balanced reasons.
- Your Fire Missions and Illumination rounds are good against zombies, but they can hurt allies so be careful.
- Use CAS when you are getting swarmed by zombies or umbrella soldiers. Do NOT send the cas right in large umb squad, it will only kill 3 or 4 before getting gunned down by the MGs. Another thing you must know is that the CAS has a very low sight range in normal, hard and insane mode so you will need some ground flare or camera to direct it.
- If you're new with FO, It is not suggested that you use fire mission or illumination rounds until you max out rangefinder, as the big delay may result to you just wasting shells. I suggest you to train in solo to get used to the delay at lower levels.
- Pay attention to where zombie spawn during convoy mission. You can get many kills and make the game alot easier.
Skill recomendations
- Normal modes:
lvl 1: bino, lvl 2: rangefinder, lvl 3: fire mission, then max rangefinder and take fire mission when you can't level it.
- Umbrella Mode:
lvl 1: bino, lvl 2: rangefinder, lvl 3 bino, lvl 4 rangefinder and so on until both this skills are at level 4. then max orbital arty.


