Officers (LW2)

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

Ability Description
UIPerk inspire.jpg
Command
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. Second and first lieutenants have one charge; captains and majors have two charges; lieutenants and full colonels have three charges; and field commanders have four charges. Cannot be used on units on overwatch or suppressing another target.
LW AbilityCommissar.jpg
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.
LW AbilityIntervention.jpg
Intervention
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.
LW AbilityLeadership.jpg
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.
LW AbilityTakeThis.jpg
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.

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 +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.
First Lieutenant
Incoming!
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
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.
First Lieutenant
Fall Back!
Fall Back!
Grant a free but uncontrolled defensive action to any visible ally who has used all their moves.
Jammer
Once per battle, delay the arrival of incoming enemy reinforcements by one turn.