Officers (LWR)
In General
Officers have a separate upgrade path for soldiers, granting abilities that benefit the entire squad. Officer's cannot receive genetic modifications or psionic training.
To begin promoting officers, an Officer Training School is required, which becomes available for construction after a soldier reaches the rank of corporal. Once it is built, officer upgrades can be purchased in the OTS menu to make billets available.
Any soldier that has the rank of at least Corporal, isn't a MEC Trooper or a Psionic or has Gene Mods and has participated in at least 2 missions can be promoted to Lieutenant as long as there is an open billet left. After that, further promotions, in addition to another OTS upgrade, require that:
- The officer must have been on at least 2 missions (modified by Campaign Length) at his current officer rank.
- The officer must have gained a certain minimum standard rank – for example, Sergeant or higher is required for a promotion to Captain.
- The officer with higher will stat will be commanding a mission if several officers of the same rank are on the squad.
Officer Ranks
- All officers gain the perk Commanding Officer upon their first promotion, which grants them the ability to Command once.
- Officers gain an additional Command charge at Major (2 charges total) and Field Commander (3 charges total).
- Each promotion presents a choice between one of two rank-specific Officer perks. This selection is permanent (and cumulative), but a different perk can be chosen for every officer.
- Only the perks of the commanding (highest-ranked) officer are beneficial to the entire squad during a battle. Officer perks of a second, lower-ranking officer present on a mission benefit only that officer.
If this is the highest ranking Officer: Gain Command (with 1 charge), resists 50% of the effects of red fog, officer perks affect all squadmates, and grants a % chance for end-in-idle actions of squadmates in vision to cost 0 AP equal to twice the number of activated enemies.
Grant 1 AP to a 0 AP unit in sight and disable their AP discounting perks. Cannot be used on Covert Ops, SHIVs, units already Commanded, Overwatching, Steadying, or Hunkering. Can trigger Tactical Brilliance [Will/2% chance (max 50%) to cost 0 charges]. Does not trigger reaction fire. 0 AP cost.
Officer Rank | Minimum Level Requirement | Officer Ability | |||
---|---|---|---|---|---|
![]() Lieutenant |
![]() Corporal |
Strength in Numbers
Squad receives +1 will per squad member. Officers gain Commanding Officer [Various Abilities, +1 Command Charge] and +10 will. |
Stay Frosty
Squad fatigue reduced by 15%. Officers gain Commanding Officer [Various Abilities, +1 Command Charge] and +0.6 mobility. | ||
![]() Captain |
![]() Sergeant |
Cover Tactics
Squad receives +2 defense per activated enemy when protected by cover. Officers gain +10 defense. |
Cover Tenacity
Squad receives +4% DR per activated enemy when protected by cover. Officers gain +3 base HP. | ||
![]() Major |
![]() Tech Sergeant |
Show 'Em the Ropes
All soldiers in the squad at Sergeant rank or lower gain double mission experience. Officers gain +3 base HP and +1 Command. |
Tricks of the Trade
All soldiers in the squad at Sergeant rank or higher gain +15% mission experience. Officers gain +5 aim and +1 Command. | ||
![]() Colonel |
![]() Gunnery Sergeant |
Clutch Leadership
Squad receives +10 defense when protected by cover and +1 aim per enemy in sight. Officers gain +10 aim. |
Natural Leadership
Squad receives +10 defense when protected by cover and +4 will per enemy in sight. Officers gain +20 base will. | ||
![]() Field Commander |
![]() Master Sergeant |
Camaraderie
Increases the chance Commanding Officer makes end-in-idle actions of squadmates in vision cost 0 AP by 50%. Officers gain +5 base HP and +1 Command. |
Combined Arms
All weapons and equipment deal +1 damage. Officer's provide this to the squad. Officers gain +1.3 base mobility and +1 Command. |
Officer Upgrades
Each officer rank is unlocked by purchasing an upgrade in the Officer Training School. It unlocks a number of officer billets for the new rank and prior ranks. Purchasing these upgrades costs money and requires a certain number of total successful missions. When an officer is killed or dismissed, the billet will cycle back and become available again after a few missions. NOTE: Unlike the Long War, promoting an officer up the chain (e.g., from Lieutenant to Captain) does not unlock billets. Promoting officers from one kind to another will reduce the maximum number of officer billets within the game. (This is due to the basic functionality of the base game's medal system from which the officer system has been constructed.)
Officer upgrades | |||
---|---|---|---|
Name | Required Successful Missions (modified by Campaign Length) |
Cost | Unlocked Billets |
Lieutenants | 10 | §100 | 2x LT |
Captains | 30 | §200 | 2x CAPT, 2x LT |
Majors | 70 | §300 | 1x MAJ, 1x CAPT, 1x LT |
Colonels | 90 | §400 | 1x COL, 1x MAJ, 1x CAPT, 1x LT |
Field Commander | 130 | §500 | 1x CMDR, 1x COL, 1x MAJ, 1x CAPT, 1x LT |
Total number of billets unlocked: 7x Lieutenant, 5x Captain, 3x Major, 2x Colonel, 1x Field Commander.
Soldier Ranks Required for Promotion | ||
---|---|---|
Solder Rank | Officer Rank Available | |
Private | None | |
Specialist | None | |
Lance Corporal | None | |
Corporal | Lieutenant | |
Sergeant | Captain | |
Tech Sergeant | Major | |
Gunnery Sergeant | Colonel | |
Master Sergeant | Field Commander |