Difference between revisions of "Officers (LW2)"
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| Major | | Major | ||
− | | {{Lead By Example (LW2) | b_name = 1 | b_descr = 1 | b_info = | + | | {{Lead By Example (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | | {{Collector (LW2) | b_name = 1 | b_descr = 1 | b_info = | + | | {{Collector (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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|Lieutenant Colonel | |Lieutenant Colonel | ||
− | | {{Fire Discipline (LW2) | b_name = 1 | b_descr = 1 | b_info = | + | | {{Fire Discipline (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | | {{Defilade (LW2) | b_name = 1 | b_descr = 1 | b_info = | + | | {{Defilade (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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[[Category: Long War 2]] | [[Category: Long War 2]] |
Revision as of 02:49, 5 February 2017
Officers can be trained via the Guerrilla Tactics School. Once trained, all Officers are automatically granted the following perks:
Ability |
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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. |
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. |
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. |
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. |
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 | ||
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Second Lieutenant | Spend an action to give all allies within Command Range +5 Mobility for the remainder of the turn. Usable once per mission. |
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 | 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. |
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 who has used all their moves. |
Once per battle, delay the arrival of incoming enemy reinforcements by one turn. |
Major | The Officer improves the Aim, Will and Hack of soldiers within Command Range by half the difference between soldier and Officer. |
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 | All allies within Command Range of the Officer gain +10% to hit on reaction fire. |
Soldiers within Command Range of the Officer receive +5 bonus to defense value provided by cover. |