Commanders
A player that is a Commander is the player that controls a quad, or is elected among a group of players to represent their base’s Commander. It does not mean that their controlled soldiers must follow his orders, however. Commanders oversee non-combat activities such as base maintenance/upgrades, purchasing new equipment, and deciding on missions. They also gain Command Skills to be used during combat.
Of a group of players, only one may be the base commander and receive Command experience. To gain access to new materials, soldiers, weapons, and equipment a player must attain new Command Levels, and then spend their funds to purchase it.
Level |
Experience |
Rank |
1 |
0 - 1,250 |
Squad Commander |
2 |
1,251 - 2,999 |
2nd Lieutenant |
3 |
3,000 - 6,000 |
1st Lieutenant |
4 |
6,001 - 10,000 |
Captain |
5 |
10,001 - 16,500 |
Major |
6 |
16,501 - 25,000 |
Lieutenant Colonel |
7 |
25,001 - 40,000 |
Colonel |
8 |
40,001 - 60,000 |
Brigadier General |
9 |
61,000 - 85,000 |
General |
10 |
85,001 - 110,000 |
Commandant |
Command Skills
Insight (Level 1) : The Commander uses his training and experience to go over the current situation and force deployment, and is able to make a guess as to how many and where an enemy has deployed some of their forces. 30% chance to reveal 1D6-2 enemies on the field. If the player succeeds in rolling 30% or lower but rolls a 1 or 2 on the six-sided die, then only one enemy is revealed. This ability may only be used once per scenario.
Tireless (Level 2) : A Commander is able to refresh his troops by inspiring words. The Commander’s squad regains all their Stamina. This ability may be used once per scenario.
Motivation (Level 3) Once a Commander has enough experience under his or her belt, they know the best way to motivate their troops. Whether it’s by words, actions, or just a plain ol’ battlecry a Commander can inspire a single soldier once every 3 turns. This effect only lasts one turn, and must be done before that soldier’s turn. Roll percentiles to see what effect the skill has: (1-20): +10% Firing Accuracy. (21-50) Soldier does not lose Stamina when running this turn. (51-70) Soldier receives 2 free non-movement, non-combat actions this turn. They cost no Action Points. (Kneeling, Going Prone, Use of a Medikit or bypassing security locks, etc). (71-90) Soldier receives +5 to damage with all attacks for one turn. (91-99) Better communication between team members allow for Indirect Fire at no penalty. (100) Soldier’s damage is doubled for one turn.