Difference between revisions of "Officers (LW2)"

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==Notes==
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If two or more officers of the same rank are present on mission, the one with highest Will is chosen as the commanding officer, ignoring the others' leadership history, if any
 
[[Category: Long War 2]]
 
[[Category: Long War 2]]

Revision as of 05:01, 20 February 2017

Officers can be trained via the Guerrilla Tactics School. Once trained, all Officers are automatically granted the following perks:

Ability
Leadership
* This officer provides bonuses to will, dodge and infiltration to soldiers who have previously served under his or her command. These bonuses scale up the more missions they go on together.
This officer provides bonuses to will, dodge and infiltration to soldiers who have previously served under his or her command. These bonuses scale up the more missions they go on together.
Command
* Requires one action and ends your turn. * Second and first lieutenants have one charge of the ability; captains and majors have two charges; lieutenant and full colonels have three charges, and field commanders have four charges. * Cannot be used on units on overwatch or suppressing another target.
End your turn to grant a bonus action to any visible member of the squad. The number of charges is dependent on the officer's rank.
Intervention
* Activate this ability to spend 10 intel and gain two turns on the current mission timer. * Requires one action. * The number of charges is dependent on the officer's rank. * Will do nothing if there is no mission timer. * Intel cost can be influenced by events; the ability will not fire if XCOM has fewer than 10 intel.
Activate this ability to spend 10 intel and gain two turns on the current mission timer. The number of charges is dependent on the officer's rank.
Commissar
* Pistol shots against allies who have been mind-controlled by enemies have +50 to hit, cannot be dodged, and automatically kill the target if a hit occurs.
Pistol shots against allies who have been mind-controlled by enemies have +50 to hit, cannot be dodged, and automatically kill the target if a hit occurs.
You'll Need This
* Anytime you equip a pistol (of any technology level), you carry a spare conventional pistol that you can hand to any adjacent civilian ally who does not already have a pistol. * The spare pistol does not impose a weight penalty on this soldier, but the ally will incur a one-mobility penalty when receiving the sidearm. * Note: This ability will not appear in your Tactical ability icons unless you can use it.
Pass a spare pistol to a civilian ally.

Officers can gain the following abilities as they rank up. An officer's rank increases as their normal level does. Each new ability must be trained by spending time in the Guerrilla Tactics School.

Rank
Second Lieutenant
Oscar Mike
* Spend an action to give all allies within Command Range +3 Mobility for the remainder of the turn. * Usable once per mission. * Command Range increases with each new Officer level.
Spend an action to give all allies within Command Range +5 Mobility for the remainder of the turn. Usable once per mission.
Focus Fire
* Spend an action to pinpoint a target and grant your squad cumulative aim bonuses and 1 armor piercing on attacks against that target for the rest of the turn. * Each successive direct weapon attack against the target in the same turn grants an additional +5 aim bonus. * 3-turn cooldown.
Spend an action to pinpoint a target and grant your squad cumulative Aim bonuses and 1 Armor Piercing on attacks against that target for the rest of the turn.
First Lieutenant
Incoming!
* Activate this ability to grant all allies in command range four points of damage resistance against explosive attacks through the end of the next alien turn. * Requires no actions. * Five-turn cooldown. * Command Range increases with each new officer level. * Does not apply to panicked soldiers or units suppressing other targets.
Activate this ability to grant everyone within command range four points of damage resistance against explosive attacks through the end of the next alien turn.
Get Some
* Spend an action to grant all friendly units within Command Range a +20 bonus to Critical Hit chances for the remainder of the turn. * Usable twice per mission. * Command Range increases with each new Officer level.
Twice per mission, spend an action to grant all allies within Command Range a +20 bonus to Critical Hit chances for the remainder of the turn.
Captain
Fall Back!
* Grant a free but uncontrolled defensive action to any visible ally. The ally will usually attempt to seek a safer position or hunker down. * Will not work on units who are Suppressing or on Overwatch. * Free action.
Fall Back!
Grant a free but uncontrolled defensive action to any visible ally who has used all their moves.
Jammer
* Activate this ability to cause incoming enemy reinforcements to be delayed by one turn. * If no reinforcements are reported as inbound, it will instead delay future reinforcements.
Once per battle, delay the arrival of incoming enemy reinforcements by one turn.
Major
Lead By Example
* If the Officer's Aim, Will and/or Hack scores are higher than any soldier within Command Range, the soldier gains bonuses to those scores equal to half the difference between the Officer and the soldier. * Command Range increases with each new Officer level.
The Officer improves the Aim, Will and Hack of soldiers within Command Range by half the difference between soldier and Officer.
Collector
* Any kills of a non-human enemy by the squad have a 33% chance to grant 1 intel point as long as the Officer is healthy.
Any kills of a non-human enemy by the squad have a 33% chance to grant 1 intel point as long as the Officer is healthy.
Lieutenant Colonel
Fire Discipline
* All allies within Command Range of the Officer gain +10% to hit on reaction fire. * Command Range increases with each new Officer level.
All allies within Command Range of the Officer gain +10% to hit on reaction fire.
Defilade
* Soldiers within Command Range of the Officer receive +5 bonus to defense value provided by cover. * Command Range increases with each new Officer level.
Soldiers within Command Range of the Officer receive +5 bonus to defense value provided by cover.
Colonel
Air Controller
* The officer is skilled at directing allied air assets, allowing the Skyranger to arrive 2 turns sooner after evac flare is deployed. * Note that there is a minimum time that the Skyranger will take to arrive regardless of any bonuses.
The Skyranger will arrive 2 turns sooner during evacuations.
Infiltrator
* The squad of an officer with this perk will be significantly stealthier than it otherwise would be and will have reduced infiltration times.
The officer's squad will infiltrate enemy targets more quickly.
Field Commander
Combined Arms
* All allies within Command Range of the Officer do +1 damage with all successful attacks. * Command Range increases with each new Officer level.
All allies within Command Range of the Officer do +1 damage with all successful attacks.
Scavenger
* If the Officer survives the mission and is conscious, mission rewards of supplies, Alien Alloys and Elerium are increased by 30 percent. * Squad may recover Alien Alloys and Elerium from dead aliens.
Mission rewards of supplies, Alien Alloys and Elerium increased by 30% after successful missions. Squad members have a chance of collecting extra Alien Alloys and Elerium from aliens.

Notes

If two or more officers of the same rank are present on mission, the one with highest Will is chosen as the commanding officer, ignoring the others' leadership history, if any