Leadership Modules
Leadership modules could be activated by the squad leader or fireteam leader from the cheapboy. If the squad is valid, they provide boosts to every member including commander. Only 3 modules could be activated at once.
Those bonuses could be:
Name | Effect |
---|---|
Hit Points | Base Boost Value is 1.8 HP |
Healing Rate, Limb Regeneration | Base Boost Value is 3% Limb Regen, 1 Healing Rate |
Armor Class | Base Boost Value is 3 Armor Class |
Carry Weight | Base Boost Value is 5 kg Carry Weight |
Damage Resistance | Base Boost Value is 1% Damage Resistance |
Critical Resistance | Base Boost Value is 1% Critical Resistance |
Critical Strength | Base Boost Value is 4% Critical Strength |
Critical Perception | Base Boost Value is 4% Critical Perception |
Critical Endurance | Base Boost Value is 4% Critical Endurance |
Critical Agility | Base Boost Value is 4% Critical Agility |
Less Chance to be Suppressed | Base Boost Value is 3% to chance to be Suppressed |
Bleed Resistance | Base Boost Value is 1% Bleed Resistance |
Less Severe Armor Bypasses | Base Boost Value is 2% Less Severe Armor Bypasses |
Shorter Knockouts | Base Boost Value is 0.1s Shorter Knockouts |
Sight Range | Base Boost Value is 2 to Sight Range |
Chance to AP Drain | Base Boost Value is 2% to chance to cause AP Drain |
Critical Chance | Base Boost Value is 2% Critical Chance |
Better Bleed | Base Boost Value is 3% Better Bleed |
More Bleed | Base Boost Value is 4% More Bleed |
Damage With Fire | Base Boost Value is 2% Damage with Fire |
More Suppression | Base Boost Value is 4% More Suppression |
Faster Reloads | Base Boost Value is 2% Less Reload Time |
AP for killing | Base Boost Value is 10 AP for killing |
Run Speed | Base Boost Value is -1 Run time |
AP restore | Base Boost Value is 10 AP per 100s |
Weapon AP Cost | Base Boost Value is 0.8% Weapon AP Cost |
Knockout Duration | Base Boost Value is 0.1s Knockouts Duration |
Better Armor Bypasses | Base Boost Value is 2% Better Armor Bypasses |