Give a warm welcome to Tarma, the coolest character in the series making an appearance inMetal Slug Tactics. Being the badass he is, you’ll be riding on a motorbike and spawning tanks out of nowhere to deal serious damage to your enemies in the coolest way possible.

Tarma has a good mix of close-range and long-range tools, with knives, laser guns, and grenade launchers that can reach far away tiles from the unit. As usual, how you want to play with him is a matter of what you want, but here we will explain the basics you need to know about Tarma in Metal Slug Tactics.

A screenshot showing the Overview window of Tarma.

Tarma’s Core Abilities - Wild Ride, Final Crash, And Giant Knuckle

Tarma likes using his motorcycle, and you should like it, too.Wild Ride, maybe his best Core Ability,deals four damage, ignores cover, and goes in a straight lineover enemies. If that’s not enough, hegains one Dodge for each unit he hits, which is perfect for a move that can leave you a bit exposed for counter-attacks if you don’t have much space.

To unlock Tarma, you need to unlock all the regions in the game, which means that you must complete Argun and Herkanet Tombs.

A screenshot of the Skills window for Tarma.

Final Crash turns Tarma into a type of tankcharacter, since it moves him and deals three damage in a wide area,applying Provokedto any enemy that receives the hit. Any unit with Provoked will attack the character that gave them that status, soit is a taunt.

It’s a great move when you can build Dodge and get some good Cover, butbeware of being too greedy with thisas provoking at the same time many units can mean death in the next turn. We will recommend some good abilities to go with this later in the guide.

A screenshot showing the four different loadouts that Tarma can use.

The last core ability isGiant Knuckle, which moves a unit to an adjacent tile, dealing three damage. Plus, you’ll get a Bonus Action if you kill a unit with this ability, which means that you’re able to use Giant Knuckle again if you have enough Adrenaline or can use any of your weapons.

Yes, three damage is low if you don’t attack an already wounded unit, but it can get upgrades with increasing damage. If you’re able to’t upgrade this Special Action, then try to use it to finish enemies.

Tarma celebrating a victory in the Tombs, next to one dog mummy and one regular mummy.

Tarma’s Special Actions

Some of the best Special Actions in the gamebelong to Tarma. He’s a high-risk and high-reward type of character, but you can learn how to reduce the risk with some practice.

6

Tarma about to use his Core Ability and deal damage to many enemies at once.

1-5

Goes straight in a line, going over units on the way.

Selecting a starting position for Tarma in a new mission.

3

1-1

Deals 5 damage.

Gives Escape to Tarma, which means that his Dodge won’t reset next turn.

2-4

5

4

Self

Gives Retaliation, which activates when attacked.

Theattacker receives damage as equal to its negated attackby your Dodge and Cover values.

3-6

Bonus Action if kill.

Gives Spotlights to allies in range, which redirects any attack the allies receive to Tarma.

Gives Bonus Action.

Tarma Classic Loadout

Tarma likes close combat, so his first primary weapon isa Knife, which has the great perk of ignoring cover. Add a good old Shotgun to the mix and you’re ready for some great damage.

Plus, this loadout comes withWild Ride as its starting Special Action, which is fantastic. With these weapons and this ability alone you won’t be able to attack twice in a turn, but below you’ll find some solutions for this downside.

In any case, Wild Ride will give yousome extra Dodge and make you close to enemies(while also dealing damage to them, of course). With enough Dodge and a good position, you might not get hurt and will be ready to close the deal with your other weapons in the next turn.

Tarma Dopamine Rush Loadout

Another knife, but this one,theTatsumaki, has a weird range. It’s like a square but it doesn’t hit right behind you. However, one good detail is thatit ignores Cover, so it’s a great one to have when dealing with covered enemies.

Your secondary weapon will bea flamethrower called Inferno, which has a more proper rangeand it’s a good mix with the knife. It also ignores Cover and adds Flame when getting a frag.

AddGiant Knuckleas the starting Special Action, whichlets you move units around, and you’ll be able to position them where you need them for your ranges.

You need to complete one run with Tarma to unlock this loadout.

Tarma Extravagance Loadout

If you want to try being a little more “Kamikaze”,the grenade Charismahas this keyword. Basically, Tarmaattacks himself without hurting him, but dealing damage to the enemies in range.

The loadout’s secondary weapon isa laser gun called Flatline, which is pretty good. Itattacks all the enemies in a straight line within range. Plus, if you perform a complete Synchronization with it, Tarma will gain Motivation, which basically gives you a Special Action for free in your next turn.

Flatline also hurts allies that stand in the same line of attack!

Extravange’s Core Ability isFinal Crash, which can be either a great mix or a recipe for disaster with Charisma. Basically,you move to a tile damaging the enemies in range, and applying Provoke to them(they become taunted for a turn). If you have Passives that help you gain Dodge, this is not a bad move, but taunting multiple enemies that are close to you can be pretty dangerous.

Tarma Big Guns Loadout

The last loadout has aBerta,which is a fantastic handgun.It comes with Impressive, a keyword that gives you one extra Adrenalineif you contribute to a frag, and this will be easy with the four damage the Berta deals.

YourGlass Launcher has long-range, Burst(consumes Dodge to deal more damage)and ignores elevation differences, which makes it a powerful weapon from the very beginning.

While these two weapons are great for being far away from enemies, your Core AbilitySlug Kick can only be used when close to someone. It gives you Escape (your Dodge does not reset in your next turn), and deals five damage, ignoring Cover. A pretty powerful ability.

you’re able to’t activate Escape two times in a row with the same unit.