| 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
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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% |
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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 41 with Leadership Level 4 and Leadership Skills level 4The PL recruits a Local National
Energy Cost: 95
Cooldown: 5 seconds
The PL teaches Local National to be more combat efficient.
Level 1Level 2Level 3Level 4A 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 2Marksmanship-Mini and Riflebutt with Training Level 4LN 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 2Marksmanship Mini and Incendiary Rounds with Training Level 4LN Automatic Rifleman rains bullet storm at his foes.
1 for 8 seconds.Marksmanship Mini is unlocked with Training Level 4LN 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 2Riflebutt, Pain Killer and Nano-Injection with Training Level 4LN 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 2Cluster Rockets and LN M2 Sentry Gun with Training Level 4LN 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 GunLN 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 GunLN 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 2Field Camera and Marksmanship Mini with Training Level 4LN 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 2Explosive Charge, Claymore and Riflebutt with Training Level 4LN 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 3Hard Armor and Fuel Charge Mini with Training Level 2Plasma Shield and Riflebutt with Training Level 4Flamethrower gets his foes set on fire.
4 damage, and +2 against Armored units, causing 10 DoT per stack with Training Level 15 damage, and +4 against Armored units, causing 15 DoT per stack with Training Level 3In 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 41 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%2The 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 25Beat nightmare with epilogue as a Platoon Leader.
The PL and his subordinates become special.
Platoon Leader and his subordinates gain improvement:
25%10.110%25%50%Training aura applies to Platoon Leader as well.Beat nightmare with epilogue with
T2andRandom Weathermodifiers as a Platoon Leader.
PL - Field Training variant
It is reworked system that allows you to specialise LN's based on Tactical Situations.
Promote
Promotes an LN, adds the following bonuses
+15% Weapon and Spell Damage
+10 Armour
+0.05 movement speed
+1 Sight Bonus
+2 Weapon Range
+Unique upgrade depending on the LN
Can only promote one of each LN class
Beat Bossmode with with
UT1andWeathermodifiers 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