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Platoon Leaders(11A) are typically lieutenants. Thier job is to make tactical decisions and coordinate their platoon. They range from OCS graduates to former NCO's, and typically have a lot of "theoretical knowledge", whereas a platoon sergeant would have more wisdom and experience. |
Vitals | |
---|---|
Health | 420 |
Armor | 5 |
Energy | 200 |
Movement Speed | 2.90 |
Weapon: Rifle | |
---|---|
Damage | 44 - 52 |
Range | 15 |
Attack Speed | 0.30 |
Magazine Size | 60 |
Enlisted | Warrant Officer | Comissioned Officer |
---|---|---|
0 XP | 0 XP | 3500 XP |
The PL checks for recruitable Local National.
Cooldown: 3 seconds
The PL pings recruitable Local National.
Cooldown: 3 seconds
The PL dismisses a Local National.
Cooldown: 5 seconds
Soldier skills are basic, general knowledge and proficiency at your profession. They range from simple physical fitness and weapon proficiency to battle drills and warrior tasks.
Each point increases Fitness, Dexterity, and Mechanical skills by 2
, and 10%
faster reload/unjam time.
Level | Skill | Stat Gain | Reload/Unjam Time |
---|---|---|---|
1 | Perform self-aid | 2 | 10% |
2 | Burst Fire | 4 | 20% |
3 | Improved prone | 6 | 30% |
4 | Rifle butt | 8 | 40% |
Marksmanship is your ability to accurately fire, reactively fire, and focus under stress.
12.5%
critical hit chance to deal extra damage on each auto attack. Critical hits are only half as affected by the targets armor.
Each level grants 4
Dexterity, Equals To:
+ 8%
Ranged Damage
+ 4%
Attack Speed
+ 1
Weapon Range
Level | Critical Damage Multiplier | Dexterity |
---|---|---|
1 | 2.5x | 4 |
2 | 5.0x | 8 |
3 | 7.5x | 12 |
4 | 10.0x | 16 |
The PL boosts morale of fellow soldiers and Local National.
Level | Damage | Movement speed | Reload and Unjam time | Unlock |
---|---|---|---|---|
1 | +5% | +0.02 | +10% | Binoculars |
2 | +8% | +0.035 | +10% | Field Aid |
3 | +11% | +0.05 | +10% | Smoke Grenade, Laser Designator |
4 | +15% | +0.065 | +10% | Concentration, Medical Pod |
The PL sees threats from afar.
Energy Cost: 9
Cooldown: 18 seconds
The PL smooths injury.
Energy Cost: 87
Cooldown: 30 seconds
The PL throws a smoke grenade at a target point
Energy Cost: 75
Cooldown: 55 seconds
The PL marks a target for death.
8
for 45 seconds.Energy Cost: 35
Cooldown: 45 seconds
The PL put friendlies on edge.
25%
for 15 seconds.40%
with Soldier Skills Level 4
for 15 seconds.The PL requests a medical pod.
Biological
units in a radius of 5
with 3
hp per second.Energy Cost: 95
Cooldown: 200 seconds
The PL encourages more Local National to join him.
Level | Max Subordinate Soldier | Recruitable LN | Improvement for LN |
---|---|---|---|
1 | 1 | Rifleman | Nothing |
2 | 1 | Automatic Rifleman, Combat Medic | Improved AI |
3 | 2 | Nothing | Nothing |
4 | 2 | Combat Engineer, SDM, Javelin Gunner, Flamethrower | Increased Spawning |
1
with Leadership Level 4
and Training Level 4
1
with Leadership Level 4
and Leadership Skills level 4
The PL recruits a Local National
Energy Cost: 95
Cooldown: 5 seconds
The PL teaches Local National to be more combat efficient.
Level 1
Level 2
Level 3
Level 4
A Local National Rifleman.
Vitals | |
---|---|
Health | 420 |
Armor | 5 |
Energy | 40 |
Movement Speed | 2.91 |
Weapon: Rifle | |
---|---|
Damage | 34 - 41 |
Range | 15 |
Attack Speed | 0.30 |
Magazine Size | 40 |
Burst Fire
, Frag Grenade
, Smoke Grenade
with Training Level 2
Marksmanship-Mini
and Riflebutt
with Training Level 4
LN Rifleman throws a grenade at target point.
Cooldown: 45 seconds
LN Rifleman throws a smoke grenade at target point.
Cooldown: 40 seconds
LN Rifleman deals critical damage to his foes.
12.5%
to cause a critical hit, dealing x2.5
damage.A Local National Automatic Rifleman.
Vitals | |
---|---|
Health | 390 |
Armor | 5 |
Energy | 100 |
Movement Speed | 2.86 |
Weapon: Light Machine Gun | |
---|---|
Damage | 42 - 49 |
Range | 17 |
Attack Speed | 0.12 |
Magazine Size | 100 |
Suppressive Fire
with Training Level 2
Marksmanship Mini
and Incendiary Rounds
with Training Level 4
LN Automatic Rifleman rains bullet storm at his foes.
1
for 8 seconds.Marksmanship Mini
is unlocked with Training Level 4
LN Automatic Rifleman critical hits his foes.
12.5%
to critical hit, dealing x2.5
more damage.LN Automatic Rifleman uses incendiary rounds.
12
and bullet spread.Light
units by 25%
A Local National Combat Medic.
Vitals | |
---|---|
Health | 390 |
Armor | 5 |
Energy | 40 |
Movement Speed | 2.90 |
Weapon: Rifle | |
---|---|
Damage | 28 - 34 |
Range | 15 |
Attack Speed | 0.30 |
Magazine Size | 40 |
Anabolic Performance Enhancement
and Blood Transfusion
with Training Level 2
Riflebutt
, Pain Killer
and Nano-Injection
with Training Level 4
LN Combat Medic injects combat drugs.
30%
and movement speed by 0.15
for 30 seconds.Cooldown: 75 seconds
LN Combat Medic restores lost blood and re-establish equilibirum.
150
hp and 25
energy over 30 seconds.Cooldown: 32 seconds
LN Combat Medic uses pain killer to ease pain.
100
, movement speed by 0.1
, and reduce severity of movement debuff for 30 seconds.Cooldown: 50 seconds
LN Combat medic performs nano-injection.
100
hp.Cooldown: 40 seconds
A Local National Combat Engineer.
Vitals | |
---|---|
Health | 390 |
Armor | 5 |
Energy | 18 |
Movement Speed | 2.91 |
Weapon: Shotgun | |
---|---|
Damage | 160 - 190 |
Range | 12 |
Attack Speed | 1.4 |
Magazine Size | 18 |
Repair Mini
, Disarm
and LN M1 Sentry Gun
with Training Level 2
Cluster Rockets
and LN M2 Sentry Gun
with Training Level 4
LN CE repairs mechanical units.
0.78%
and 10
hp every 1.25 seconds for friendly Mechanical
units.LN CE disarm a device for use later.
LN CE deploys LN M1 Sentry Gun.
Vitals | |
---|---|
Health | 350 |
Armor | 6 |
Energy | 200 |
Weapon: Sentry Gun | |
---|---|
Damage | 38 - 50 |
Range | 18 |
Attack Speed | 0.2 |
Magazine Size | 200 |
1
active LN M1 Sentry Gun
LN M2 Sentry Gun
when LN M1 Sentry Gun
is active.Cooldown: 30 seconds
LN CE fires rocket cluster at his foes.
600
damage each, and stunning Ground
units for 1 second.Flyer
units.Cooldown: 50 seconds
LN CE deploys LN M2 Sentry Gun.
Vitals | |
---|---|
Health | 550 |
Armor | 12 |
Energy | 200 |
Weapon: Flamethrower | |
---|---|
Damage | 35 - 40 |
Range | 8.5 |
Attack Speed | 0.7 |
Magazine Size | 200 |
1
active LN M2 Sentry Gun
LN M1 Sentry Gun
when LN M2 Sentry Gun
is active.A Local National Designated Marksman.
Vitals | |
---|---|
Health | 390 |
Armor | 5 |
Energy | 20 |
Movement Speed | 2.91 |
Weapon: DMR | |
---|---|
Damage | 140 - 150 |
Range | 22 |
Attack Speed | 0.85 |
Magazine Size | 20 |
Binoculars
and Rapid Fire LN
with Training Level 2
Field Camera
and Marksmanship Mini
with Training Level 4
LN DM sees threats from afar.
Cooldown: 15 seconds
LN DM pulls trigger harder.
x2
attack speed, with reduced fire range and movement speed for 8 seconds.Cooldown: 20 seconds
LN DM deploys a field camera.
Cooldown: 180 seconds
LN DM critical hits his foes.
12.5%
to cause critical hit, dealing x2.5
damage.A Local National Javelin Gunner
Vitals | |
---|---|
Health | 390 |
Armor | 5 |
Energy | 40 |
Movement Speed | 2.90 |
Weapon: Rifle | |
---|---|
Damage | 28 - 34 |
Range | 15 |
Attack Speed | 0.35 |
Magazine Size | 40 |
MRL
and Disarm
with Training Level 2
Explosive Charge
, Claymore
and Riflebutt
with Training Level 4
LN Javelin Gunner fires MRL.
2700
to 3100
damage at target point.500
more damage to Massive
units.25%
less damage to Mechanical
units.Cooldown: 60 seconds
LN Javelin Gunner disarms a device for later use.
LN Javelin Gunner deploys an explosive charge.
2000
to 2400
damage on detonation.12
charges at max.Cooldown: 90 seconds
LN Javelin Gunner deploys a claymore.
751
damage in a 60 degree directional cone.5
charges at max.Cooldown: 45 seconds
A Local National Flamethrower
Vitals | |
---|---|
Health | 390 |
Armor | 5 |
Movement Speed | 2.90 |
Weapon: Flamethrower | |
---|---|
Damage | 9.5 - 11 |
Range | 11 |
Attack Speed | 0.17 |
Magazine Size | Infinite |
Napalm LN
with Training Level 1
and improves it further with Training Level 3
Hard Armor
and Fuel Charge Mini
with Training Level 2
Plasma Shield
and Riflebutt
with Training Level 4
Flamethrower gets his foes set on fire.
4
damage, and +2
against Armored
units, causing 10
DoT per stack with Training Level 1
5
damage, and +4
against Armored
units, causing 15
DoT per stack with Training Level 3
In order to achieve 15 stacks of DoT, it'd require at least 2 flamethrowers to focus on the same target.
Flamethrower gains extra protection.
15%
Flamethrower discharges pure, pre-ignited fuel at the target.
300
damage in a cone.30%
more damage to Armored
units.Cooldown: 25 seconds
Flamethrower activates protection shield.
400
shield, 10
shield armor, and 5
armor for 7 seconds.Cooldown: 30 seconds
The Platoon Sergeant comes to assist the PL.
Vitals | |
---|---|
Health | 505 |
Armor | 14 |
Energy | 90 |
Movement Speed | 2.90 |
Weapon: Rifle | |
---|---|
Damage | 46 - 55 |
Range | 20 |
Attack Speed | 0.30 |
Magazine Size | 90 |
Leadership Level 4
and Training Level 4
1
active Platoon Sergeant at max.Energy Cost: 175
Cooldown: 600 seconds
The Platoon Sergeant sees threats from afar.
Cooldown: 20 seconds
The Platoon Sergeant sets up a field camera.
Cooldown: 180 seconds
The Platoon Sergeant fires his grenade launcher.
Cooldown: 60 seconds
The Platoon Sergeant throws a smoke grenade.
Cooldown: 40 seconds
The Platoon Sergeant toughen up anyone around him.
8%
2
The Platoon Seargeant critical hits his foes.
12.5%
to cause a critical hit, dealing x2
damage.The PL becomes inspiring.
Born to Lead
and Instructor
skill identifiers, with aura range increased to 25
Beat nightmare with epilogue as a Platoon Leader.
The PL and his subordinates become special.
Platoon Leader and his subordinates gain improvement:
25%
1
0.1
10%
25%
50%
Training
aura applies to Platoon Leader as well.Beat nightmare with epilogue with
T2
andRandom Weather
modifiers as a Platoon Leader.
Variant now available, unlock tied to LN camo (for now)
LN Sentries now reload
LNs should now be tracked individually
Added 2nd SI, Special Forces
Fixed an issue where hold fire was not present on LN command cards (youre welcome edin - Rege)
Fixed broken arm disabling mini/ln jump