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Cooldown based abilities, such as Focus Fire, are ideal picks here. As another class that leans on charge-based core abilities and with some access to defensive perks, Grenadiers benefit nicely from having officer perks, as you don't always want to solve a problem with a precious grenade, especially on longer missions. Also, since the Technical's trademark weapons are already charge based, doubling them as your officer increases their utility and gives them things to do when heavy weapons are unsuitable for the task at hand. Technicals have access to the largest number of concurrent defensive perks in the game, so even if you're rushing them forward to flamethrower the enemy, the combination of Formidable, Burnout, Fortify, and Tactical Sense will make your Officer an unappealing target. An Officer Shinobi is also the vital half of the Shinobi-Specialist one-two punch that can effortlessly tackle most hacking and prison-break missions, using their Command to get the Specialist or mission package out of harms way after completing to the objective. Officer abilities do not break concealment when used, allowing a concealment based Shinobi to contribute without breaking their stealth. Given how little the Specialist's primary weapon is employed, little opportunity cost is paid in use of Officer abilities, so go crazy on those action-costing abilities, such as Get Some, Jammer, and particularly Focus Fire. Further cementing their identity as toolboxes for any mission, Officer training gives specialists even more options to confront a particular problem, especially tools that don't drain precious charges. Here are some notes on class suitability for the role: Squad members have a chance of collecting extra Alien Alloys and Elerium from aliens.Īny soldier class (including Psi Operative) can receive officer training once they are at least a rank of Lance Corporal.
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Mission rewards of supplies, Alien Alloys and Elerium increased by 30% after successful missions. Each new ability must be trained by spending time in the Guerrilla Tactics School. An officer's rank increases as their normal level does. Officers can train more abilities as they rank up. Once initially trained, all Officers are automatically granted the first line of perks. Officers can be trained via the Guerrilla Tactics School, and are unavailable for the duration of the training period (4-12 days depending on level) unless the training is cancelled. Get Some, Oscar Mike, Command, and Incoming do not effect "civilians" (i.e.This combined with the Lead By Example perk (see below) makes them excellent for kickstarting recruitment new havens, as their officer abilities help make up for your lower numbers on faceless hunts and defense missions. The higher the rank, the stronger this effect. Officers are better than non-officers at rooting out Faceless spies when assigned to Haven Advisor duty.You can check this ability by pressing the green button on the upper right corner of the command screen, which toggles the display of this area. The higher ranking the Officer, the larger this area. Many officer abilities refer to the "Command Range" of an officer this is an area of effect centered on the officer, inside which these abilities apply, and outside which they do not.There is some selflessness inherent to the Officer's duty, and use of many of their abilities will cost you opportunities to employ their combat skills at the same time, so make sure the squad you assign them to shores up the officer's blind spots that emerge from use of their special abilities. Well-employed, Officers improves the reliability and survivability of your squad even in the face of unknown, unexpected, or inconvenient factors. Bear in mind that only one Officer at a time can serve as a mission leader (the highest ranking Officer, highest combat rank if tied, or highest Will if both ranks are tied) other officers on that mission do not have access to their special abilities.Įven the lowest ranking officer gets access to the powerful "Command" ability, which allows them to grant any ally an additional action at the cost of their own action, as well as the "Intervention" ability, which exchanges your Intel resource for an extension of the mission timer. Best used as formal leaders for specific recurring squads, Officers grant important tactical and strategic bonuses for those soldiers, some of which improve the more missions those squad members go on. Officers are regular soldiers who have received additional training and responsibilities as leaders in the field for XCOM operations.
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