ADVENT Officer (LWOTC)

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XCOM2 ADVENT Captain (1).jpg

The ADVENT Officer serves as a squad leader for ADVENT patrols. They possess better training (or alternatively "stricter mind control") than most other ADVENT forces and can mark targets, making them priority targets in prolonged firefights.

They are distinguishable from other ADVENT forces by their more ornate armor and half-capes. They are stronger than troopers in many areas but their job is to mark targets, commanding other troopers to focus a target and making their shots more accurate.

Advent Officer (Rank 1)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (tiles)
Rookie 6 0 65 0 33 0 0 12 50 125 8
Veteran 6 0 75 0 33 0 0 12 55 125 8
Commander 7 0 75 10 40 0 0 12 55 125 8
Legend 7 0 75 10 40 0 0 12 55 125 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Mag Rifle 3 - 5 2 3 -
Frag Grenade 2 - 5 - 1 Range: 10
Radius: 4
Shred: 1
Env Dmg: 9
Max Units in Pod = 1
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 3 3 3 3 3 3 2 1 0 0 0 0 0 0 0 0 0 0 0 0
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Abilities and Tactical Upgrades
UIPerk fraggrenade.png
Throw Grenade
Throw a grenade at the target area.
Mark Target
*This Ability costs 1 action, is non-turn ending and has a 2-turn cooldown. *The effect can also be removed by killing the marker.
Mark a target that grants 10 aim to allies attacks' against the target that lasts 2 turns. 2-turn cooldown.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.

50% chance of applying after completion


Advanced Officer (Rank 2)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (tiles)
Rookie 8 0 65 0 33 5 0 12 70 125 9
Veteran 12 0 75 10 33 10 5 12 75 125 9
Commander 12 0 75 10 40 10 5 12 75 125 9
Legend 13 0 75 10 40 10 5 12 75 125 9
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Mag Rifle 5 - 7 3 3 -
Frag Grenade 2 - 7 - 1 Range: 10
Radius: 4
Shred: 1
Env Dmg: 9
Max Units in Pod = 1
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 0 0 1 2 3 3 3 3 2 1 0 0 0 0 0 0
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Abilities and Tactical Upgrades
UIPerk fraggrenade.png
Throw Grenade
Throw a grenade at the target area.
Mark Target
*This Ability costs 1 action, is non-turn ending and has a 2-turn cooldown. *The effect can also be removed by killing the marker.
Mark a target that grants 10 aim to allies attacks' against the target that lasts 2 turns. 2-turn cooldown.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.

50% chance of applying after completion

Elite Officer (Rank 3)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (tiles)
Rookie 12 0 70 0 33 10 5 12 90 125 10
Veteran 16 0 75 10 33 10 10 12 95 125 10
Commander 20 0 80 10 40 10 10 12 95 125 10
Legend 22 0 80 10 40 10 10 12 95 125 10
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Mag Rifle 6-10 4 3 Shred: 1
Frag Grenade 3 - 8 - 1 Range: 10
Radius: 4
Shred: 1
Env Dmg: 9
Max Units in Pod = 1
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 1 2 3 4 4 5 5 5
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Abilities and Tactical Upgrades
UIPerk fraggrenade.png
Throw Grenade
Throw a grenade at the target area.
Mark Target
*This Ability costs 1 action, is non-turn ending and has a 2-turn cooldown. *The effect can also be removed by killing the marker.
Mark a target that grants 10 aim to allies attacks' against the target that lasts 2 turns. 2-turn cooldown.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.

50% chance of applying after completion

Tips

  • Like most flankable units, they will ideally try to find reasonable cover whenever flanked. This can be taken advantage of if you want to force enemies to move. For officers in particular, they tend to mark targets when they have allies so this can be taken advantage of by forcing them to move while also not making other actions more incentivizing such as becoming flanked yourself in order to have them mark and not take a turn to fire. The best way to take advantage of this is to also disable their allies such that they are unable to utilize the mark and thus effectively gaining a turn to clear the engagement.
  • Like most units with AOE moves, you ideally want to spread your soldiers out in order to greatly dissuade them from ever using them.