(Adding categories) |
(→Support Powers: Details.) |
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* '''Locked''' (enemy target is 100% likely to get hit). |
* '''Locked''' (enemy target is 100% likely to get hit). |
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* '''Propaganda''' (enemy trooper joins your side), negated by [[File:gen_Ability.gif]] [[Smart]]. |
* '''Propaganda''' (enemy trooper joins your side), negated by [[File:gen_Ability.gif]] [[Smart]]. |
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− | * '''Support''' (additional troopers deploy during combat), comparable to [[File:item_Talky-Walky.gif]] [[Talky-Walky]]. |
+ | * '''Support''' (2 additional troopers deploy during combat), comparable to [[File:item_Talky-Walky.gif]] [[Talky-Walky]] (1 trooper). |
* '''Retreat''' (all friendlies exit the battle, being replaced by a fresh wave of reinforcements). |
* '''Retreat''' (all friendlies exit the battle, being replaced by a fresh wave of reinforcements). |
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Revision as of 16:50, 18 October 2011
Communications is a temporary global stat, which allows your troopers to use a number of support powers.
Ways to Get Communications
- Specializing a Comms. Officier (+5 , additional +1 with each new level). COs don't need to be deployed and boost communications indirectly, but once in the field they are noted to use powers more frequently than others. After a CO is dead, he no longer provides a boost.
- Utilizing Radio (+1 at a cost of taking an equipment slot).
Support Powers
- Solo Mission (noticeable Initiative boost for one trooper).
- Commando (slight Initiative boost in an area of effect surrounding the trooper).
- Locked (enemy target is 100% likely to get hit).
- Propaganda (enemy trooper joins your side), negated by Smart.
- Support (2 additional troopers deploy during combat), comparable to Talky-Walky (1 trooper).
- Retreat (all friendlies exit the battle, being replaced by a fresh wave of reinforcements).