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Quiz about Powerful Perks for Policemen
Quiz about Powerful Perks for Policemen

Powerful Perks for Policemen Trivia Quiz


Used in Tactical Missions, these perks can easily be the difference between taking crimelords in or watching them get off scotfree. See what you know about perks in "This is the Police 2" (PS4, XBox One, Switch, various mobile devices).

A matching quiz by cavalier87. Estimated time: 4 mins.
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Author
cavalier87
Time
4 mins
Type
Match Quiz
Quiz #
423,950
Updated
May 01 26
# Qns
15
Difficulty
New Game
Avg Score
10 / 15
Plays
9
Last 3 plays: Looking4IQ (7/15), Guest 72 (1/15), alan56 (10/15).
(a) Drag-and-drop from the right to the left, or (b) click on a right side answer box and then on a left side box to move it.
I will give you the description of a perk plucked word-for-word from the game itself, match it to the correct perk name.
QuestionsChoices
1. A policeman loudly breaks down the door or window.  
  Atlas
2. A cop will shoot his revolver three times in a row. However, his accuracy will suffer a little.  
  Shooter
3. A policeman can spend one action and move right in front of the enemy without them even noticing.  
  Awareness
4. The policeman spends his remaining actions and finishes his move. During the opponent's move, the cop can fire at the first criminal he sees.  
  Silencer
5. There's always a chance that the criminal will voluntarily lay down his arms and comply for the rest of the mission. Wounded criminals surrender much more willingly.  
  Aimed Shot
6. A policeman can climb over a high wall or fence.  
  Athlete
7. A policeman disarms explosive devices and notices traps - and warns his friends about them.  
  Interrogation
8. A policeman can spend all his current actions in exchange for a bonus action next turn (up to three actions maximum).  
  Shadow
9. For this mission, your cop's very first shot will be noiseless.  
  Battering Ram
10. The cop gets a small bonus to accuracy and takes no penalty when shooting at an opponent in cover.  
  Volley
11. A policeman interrogates an arrested suspect. The location of criminals and active objects is highlighted for one turn. A policeman cannot interrogate a criminal more than once.  
  Interception
12. The cop spends two actions on one accurate shot.  
  Jumper
13. The location of the criminals is highlighted for one turn. Works once per mission.  
  Patience
14. The cop can carry a wounded ally or valuable cargo like he's dragging a weightless feather.  
  Hunter
15. The policemen can move an additional one or more cells.  
  Force Surrender





Select each answer

1. A policeman loudly breaks down the door or window.
2. A cop will shoot his revolver three times in a row. However, his accuracy will suffer a little.
3. A policeman can spend one action and move right in front of the enemy without them even noticing.
4. The policeman spends his remaining actions and finishes his move. During the opponent's move, the cop can fire at the first criminal he sees.
5. There's always a chance that the criminal will voluntarily lay down his arms and comply for the rest of the mission. Wounded criminals surrender much more willingly.
6. A policeman can climb over a high wall or fence.
7. A policeman disarms explosive devices and notices traps - and warns his friends about them.
8. A policeman can spend all his current actions in exchange for a bonus action next turn (up to three actions maximum).
9. For this mission, your cop's very first shot will be noiseless.
10. The cop gets a small bonus to accuracy and takes no penalty when shooting at an opponent in cover.
11. A policeman interrogates an arrested suspect. The location of criminals and active objects is highlighted for one turn. A policeman cannot interrogate a criminal more than once.
12. The cop spends two actions on one accurate shot.
13. The location of the criminals is highlighted for one turn. Works once per mission.
14. The cop can carry a wounded ally or valuable cargo like he's dragging a weightless feather.
15. The policemen can move an additional one or more cells.

Most Recent Scores
Today : Looking4IQ: 7/15
Today : Guest 72: 1/15
Today : alan56: 10/15
Today : GoodwinPD: 15/15
Today : spanishliz: 5/15
Today : xchasbox: 1/15
Today : bernie73: 10/15
Today : briarwoodrose: 15/15
Today : purelyqing: 15/15

Quiz Answer Key and Fun Facts
1. A policeman loudly breaks down the door or window.

Answer: Battering Ram

This is the Level 1 Strength perk. However, it is entirely outperformed by the Level 1 Intelligence perk, Burglar, which does the exact same thing only silently. There is never an advantage to being noisy in this game, and it often will instead place the player's officers in peril. That said, at least Strength-based officers have some way to get through a lock if need be.
2. A cop will shoot his revolver three times in a row. However, his accuracy will suffer a little.

Answer: Volley

This is the Level 1 Shooting perk. This perk is the only means in which the player can basically take three actions for the cost of one. That said, its application is a bit difficult to discern. Criminals in the open will be very high accuracy shots, making this perk unneeded. Meanwhile, the accuracy nerf suffered through this perk will make hitting criminals behind cover hard.

It's best reserved for players who are really feeling lucky in those situations.
3. A policeman can spend one action and move right in front of the enemy without them even noticing.

Answer: Shadow

This is the Level 1 Stealth perk. This essentially makes an officer completely invisible until the end of their turn. However, it does not work if the alarm has already been raised.
4. The policeman spends his remaining actions and finishes his move. During the opponent's move, the cop can fire at the first criminal he sees.

Answer: Interception

This is the Level 1 Shooting perk. Sadly, this perk is pretty much useless in stealth situations, unless it is also paired with the Silencer perk. In situations where stealth is an afterthought, it does take some work and positioning to get use from, but it can save the player turn(s) in this way.
5. There's always a chance that the criminal will voluntarily lay down his arms and comply for the rest of the mission. Wounded criminals surrender much more willingly.

Answer: Force Surrender

This is the Level 1 Negotiation perk. By default, officers of all statbuilds can always attempt to convince criminals surrender-- this has a very low success rate however, and Force Surrender improves upon this.
6. A policeman can climb over a high wall or fence.

Answer: Jumper

This is the Level 2 Strength perk. Incidentally, it is completely mandatory to complete the Winter Nights Tactical Mission, as the player must have one cop who can climb a fence to unlock it from the inside and let the others in.
7. A policeman disarms explosive devices and notices traps - and warns his friends about them.

Answer: Hunter

This is the Level 2 Intelligence perk. It is not strictly mandatory for anything, but it is great if at least one of the player's cops has it. Unlike criminals, traps will not reveal themselves to the player even if a cop is standing right in front of one. It is all too easy to step into a trap which can easily get an officer killed.
8. A policeman can spend all his current actions in exchange for a bonus action next turn (up to three actions maximum).

Answer: Patience

This is the Level 2 Speed perk. It is very handy to have. The player will not always want officers expending all of their available actions every single turn. They may be forced into situations where they need to wait on a particular enemy patrol pattern to move. Patience makes these situations less taxing and easier to emerge out from.
9. For this mission, your cop's very first shot will be noiseless.

Answer: Silencer

This is the Level 2 Stealth perk. It is extremely useful during the Necktie Assault Mission, but it's just a great perk in general to have. It makes it so the player can feasibly kill someone, at a distance, and not have the alarm be raised.
10. The cop gets a small bonus to accuracy and takes no penalty when shooting at an opponent in cover.

Answer: Shooter

This is the Level 2 Shooting perk. Ordinarily, all units gain a major bonus to their capacity to dodge hits when they sit behind partial cover. This perk eliminates this defensive bonus entirely, letting cops consistently hit enemies who would otherwise be pretty elusive.

Shooter does not, however, work against full cover. Enemies behind full cover cannot be hit at all.
11. A policeman interrogates an arrested suspect. The location of criminals and active objects is highlighted for one turn. A policeman cannot interrogate a criminal more than once.

Answer: Interrogation

This is the Level 2 Negotiation perk. It does have some restrictions, as the description points out, two to be exact. One, a police officer cannot themselves interrogate an arrested suspect more than once. The second is that no other officer can interrogate a suspect for the second time, even if they haven't interrogated anyone yet.

The reward, of course, is essentially getting free wall hacks against the entire enemy team for a full round. That can definitely come in very useful.
12. The cop spends two actions on one accurate shot.

Answer: Aimed Shot

This is the Level 3 Shooting perk. Specifically, it increases the accuracy of the next shot taken by 50%. Criminals out in the open facing a cop with this perk are essentially goners, as they already have a low rate of failure in shooting them anyway. This perk is best served shooting enemies behind cover, pairing nicely with the Shooter perk in this regard.
13. The location of the criminals is highlighted for one turn. Works once per mission.

Answer: Awareness

This is the Level 3 Intelligence perk. This is basically Interrogation, but the player doesn't have to arrest anyone first to use it. When activated, it highlights the location of all enemy criminals on the map for the rest of the turn.
14. The cop can carry a wounded ally or valuable cargo like he's dragging a weightless feather.

Answer: Atlas

This is the Level 3 Strength perk. Normally, when an ally gets shot in the chest or leg area, they become permanently immobilized. Another officer can pick up their fallen comrade and carry them to safety, but they ordinarily suffer major reductions in movement speed and become more vulnerable to enemy gunfire. Atlas nullifies these debuffs, simply allowing the user to pick up a wounded ally at no cost other than expending an action.

The idea is the same with picking up heavy cargo.
15. The policemen can move an additional one or more cells.

Answer: Athlete

This is the Level 3 Speed perk. It is the most consistently useful perk in the game, never turning off, not having any drawbacks and affording a benefit that is not at all niche; being able to cover more ground will never be anything less than extremely useful.

If the cop's Speed stat is a three or four, Athlete gives them a one cell bonus. At the maximum Speed stat of five, this becomes two cells, hence the ambiguous description.
Source: Author cavalier87

This quiz was reviewed by FunTrivia editor kyleisalive before going online.
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