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Specialist Skills in Metal Gear Solid V: The Phantom Pain

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This article lists all the available specialist skills for enemy soldiers and Mother Base staff in Metal Gear Solid V: The Phantom Pain. Soldiers and POWs extracted from the area of operations may have a skill in addition to unit stats.

Action Skills

Action Skills most prominently take effect when the soldier is deployed from the Combat Unit instead of Venom Snake. It affects movement speed, weapon reload speed, Reflex Mode duration and more.

Name Skill Description
Athlete When deployed as a Combat Unit staff member, movement speed increased by 20% when sprinting, jump distance increased by 20%, and no speed reduction when carrying bodies.
Boaster Disguises abilities and ratings when scanned with an analyzer (no longer useful once the skill's owner has been recruited).
Botanist When deployed as a Combat Unit staff member, medicinal plant harvest multiplied by 2.5.
Climber When deployed as a Combat Unit staff member, movement speed increased by 20% when crawling, hanging and climbing.
Fortunate When deployed as a Combat Unit staff member, serious injury probability reduced by 50%.
Gunman When deployed as a Combat Unit staff member, Reflex Mode duration increased by 1s when holding a weapon.
Quick Draw When deployed as a Combat Unit staff member, speed to draw primary weapon doubled.
Quick Reload When deployed as a Combat Unit staff member, weapon reload speed increased by 50%.
Rescuer When deployed as a Combat unit staff member, Fulton recovery success rate increased by 20%.
Savage When deployed as a Combat unit staff member, press the CQC Button while sprinting to unleash a devastating punch.
Tough Guy When deployed as a Combat unit staff member, max health increased by 20%.
Vanguard Sharpshooter Sniper who can pick off targets from long range and carry out covert scouting missions. (Exclusive to Quiet)

Base Skills

Base Skills most prominently take effect when the soldier is placed in to one of Mother Base's Units. Most Base Skills make new R&D projects available or affects interpersonal relationships within the Base's Unit.

Name Skill Description
Anesthesia Specialist When assigned to R&D Team, enables tranquilizer round conversion for handguns and sniper rifles.
Bionics Specialist When assigned to R&D Team, enables the development of prosthetic arms. (Exclusive to Soviet Bionics Engineer)
Bipedial Weapons Developer When assigned to R&D Team, enables development of D-Walker equipment. (Exclusive to Huey Emmerich)
Counselor When assigned to Medical Team, recovery speed of staff suffering from PTSD in sickbay increased by 3%; can stack up to ten times for a maximum increase of 30%.
Cybernetics Specialist When assigned to R&D Team, enables the development of "Medical" prosthetic arm technology.
Diplomat Reduces the chance of injuries/illnesses/PTSD within his or her team by 1%; can stack up to ten times for a maximum reduction of 10%.
Drug Developer When assigned to Medical Team, enables the development of Noctocyanin and Acceleramin.
Electromagnetic Net Specialist When assigned to R&D Team, enables the development of EMN-Mine.
Electrospinning Specialist When assigned to R&D Team, enables the development of the Knife Sneaking Suit for D-Dog and the Battle Dress for D-Horse.
Gunsmith (Assault Rifles) When assigned to R&D Team, GMP required to develop and use Assault Rifles reduced by 3%; can stack up to ten times for a maximum 30% reduction. Also enables development of derivative models.
Gunsmith (Grenade Launchers) When assigned to R&D Team, GMP required to develop and use Grenade Launchers reduced by 3%; can stack up to ten times for a maximum 30% reduction. Also enables development of derivative models.
Gunsmith (Handguns) When assigned to R&D Team, GMP required to develop and use Handguns reduced by 3%; can stack up to ten times for a maximum 30% reduction. Also enables development of derivative models.
Gunsmith (Machine Guns) When assigned to R&D Team, GMP required to develop and use Machine Guns reduced by 3%; can stack up to ten times for a maximum 30% reduction. Also enables development of derivative models.
Gunsmith (Missile Launchers) When assigned to R&D Team, GMP required to develop and use Missile Launchers reduced by 3%; can stack up to ten times for a maximum 30% reduction. Also enables development of derivative models.
Gunsmith (Shotguns) When assigned to R&D Team, GMP required to develop and use Shotguns reduced by 3%; can stack up to ten times for a maximum 30% reduction. Also enables development of derivative models.
Gunsmith (Sniper Rifles) When assigned to R&D Team, GMP required to develop and use Sniper Rifles reduced by 3%; can stack up to ten times for a maximum 30% reduction. Also enables development of derivative models.
Gunsmith (Submachine Guns) When assigned to R&D Team, GMP required to develop and use Submachine Guns reduced by 3%; can stack up to ten times for a maximum 30% reduction. Also enables development of derivative models.
Interpreter (Afrikaans) When assigned to Support Unit, enables the simultaneous interpretation of Afrikaans.
Interpreter (Kikongo) When assigned to Support Unit, enables the simultaneous interpretation of Kikongo.
Interpreter (Pashto) When assigned to Support Unit, enables the simultaneous interpretation of Pashto.
Interpreter (Russian) When assigned to Support Unit, enables the simultaneous interpretation of Russian.
Master Gunsmith When assigned to R&D Team, enables weapon customization. (Exclusive to Legendary Gunsmith)
Materials Engineer When assigned to R&D Team, enables development of the Battle Dress and other equipment.
Mechatronics Specialist When assigned to R&D Team, enables development of the Precision prosthetic arms and other equipment.
Metamaterials Specialist When assigned to R&D Team, enables development of the Stealth Camo.PP and other equipment.
Missile Guidance Specialist When assigned to R&D Team, enables the development of the Killer Bee and other equipment.
Mother Base XO Positive morale variations are doubled for all members of Miller's team/unit. (Exclusive to Kazuhira Miller)
Noise Suppression Specialist When assigned to R&D Team, enables built in suppressor conversion for handguns.
Parasitologist When assigned to Medical Team, enables the development of the Parasite Suit. (Exclusive to Code Talker)
Physician When assigned to Medical Team, illness recovery speed of sickbay residents increased by 3%; can stack up to ten times for the maximum 30% increase.
Radar Specialist When assigned to R&D Team, enables the development of the Active Sonar and other equipment.
Rocket Control Specialist When assigned to R&D Team, enables the development of the Rocket prosthetic arms.
Sleeping Gas Specialist When assigned to R&D Team, enables the development of LLG-Mine and Sleep Grenade.
Surgeon When assigned to Medical Team, staff injury recovery increases by 3%; can stack up to ten times for the maximum 30% increase.
Tactical Instructor Negative morale variations are divided by two for all members of Ocelot's team/unit. (Exclusive to Ocelot)
Transportation Specialist When assigned to R&D Team, enables the development of the Cargo 2 Fulton upgrade.
Trap Specialist When assigned to R&D Team, enables the development of the E-Stun Decoy.
Troublemaker (Harassment) Has a 1% chance to cause PTSD to another staff member in the same team six times per day; can be stacked up to ten times (max chance = 10%); only three staff can be affected simultaneously.
Troublemaker (Unsanitary) Has a 1% chance to make another staff in the same team ill six times per day; can be stacked up to ten times (max chance = 10%); only three staff can be affected simultaneously.
Troublemaker (Violence) Has a 1% chance to injure another staff in the same team six times per day; can be stacked up to ten times (max chance = 10%); only three staff can be affected simultaneously.
Video Surveillance Specialist When assigned to R&D Team, enables the development of security devices such as the Surveillance Camera and other equipment.
Zoologist When assigned to R&D Team, enables the development of the Bait Bottle.

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