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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
Revision as of 23:39, 2 October 2014 by Paragon (Talk | contribs)

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