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
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.
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.
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.
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.
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.
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.
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.
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.
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.
You'll Need This
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.
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. * Each successive direct weapon attack against the target in the same turn grants an additional +5 aim bonus. * 3-turn cooldown.
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 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.
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
* 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.
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.
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.
Jammer
Once per battle, delay the arrival of incoming enemy reinforcements by one turn.
Major
Lead By Example
Lead By Example
The Officer improves the Aim, Will and Hack of soldiers within Command Range by half the difference between soldier and Officer.
Collector
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.
Lieutenant Colonel
Fire Discipline
Fire Discipline
All allies within Command Range of the Officer gain +10% to hit on reaction fire.
Defilade
Defilade
Soldiers within Command Range of the Officer receive +5 bonus to defense value provided by cover.