Legend:
Suppression = how fast the ATTACKING unit suppresses targets
Received suppression = how much faster/slower the unit which is being shot at gets suppressed
Cooldown time = each bullets-firing weapon has a magazine. When the magazine is empty the weapon needs to RELOAD. Before the magazine is empty, the weapon has some duration between each shot/burst - this duration is COOLDOWN, so "cooldown reduction" = fires the content of magazine faster.
US Captain: (applies to all US infantry except for AB units)Vet0:Received suppression: -50%
Sight radius: +25% (
this is the reason why Spotters under command aura have so huge sight)
Accuracy: +12.5%
Vet2:Received experience: +25%
Weapon cooldown time: -10%
Weapon reload time: -10%
Received Damage: -15%
Vet4: Weapon damage: +15%
Pop cap: +4 (Remnant of vCoH system - in BK is not very useful as people play with fixed 250 pop cap)
US HQ Squad: (applies to US AB units only)Vet0:Received suppression: -15%
Sight radius: +25%
Accuracy: +12.5%
Damage: +2.5%
Vet2:Received experience: +25%
Weapon cooldown time: -10%
Weapon reload time: -10%
Vet4: Weapon damage: +15%
Pop cap: +4
US M20 Command Venicle: (applies to all US vehicles)Attack aura:Penetration: +25%
Accuracy: +50%
Range aura:Max range: +10
Max sight: +10
Defensive aura:Received accuracy: -75%
Weapon accuracy: -75%
CW Commando Captain: (applies to Commandos infantry only)Vet0:Received suppression: -15%
Sight radius: +25%
Accuracy: +12.5%
Damage: +2.5%
Vet2:Received experience: +25%
Received suppression: -15%
Weapon cooldown time: -10%
Weapon reload time: -10%
Vet4: Weapon damage: +15%
Pop cap: +4
CW Lieutenant: (applies to all CW infantry except for Commandos units)Vet0: Accuracy: +10% (does
NOT stack when more LTs are nearby)
Damage: +2.5% (stacks when more LTs are nearby)
Damage: +2.5% (does
NOT stack when more LTs are nearby)
Makes units move faster if in enemy/neutral territory (does NOT stack when more LTs are nearby)
Vet1:Enables "Heroic Charge" ability (for details check
Numbers behind abilities)
Vet2:Weapon reload speed: -10% (stacks when more LTs are nearby)
Received experience: +15% (does NOT stack with other XP bonus providing modifiers)
Received suppression: -10%
Weapon cooldown speed: -10%
Vet3:Pop cap: +4
You can have multiple Lieutenants and their bonuses stack on infantry so the bonuses are overall lower than bonuses of Officers of other factions.
Stacking: When you have 1LT near your troops he provides the +2.5%
damage and at the same time another +2.5%
damage but when another LT comes he only provides additional +2.5
damage so when two LTs command one squad they have +7.5% damage (
not +10%) and in the same way 3LTs provide +10% damage instead of expected +15%.
CW Captain:Vet0: Infantry:Received Suppression: -50%
Received Damage: -20%
Health Regeneration: 0.004
Emplacements:Maximum health: +25%
Vet2:Infantry:Received Suppression: -50%
Maximum health: +15%
Health Regeneration: 0.004 (practically doubles the effect from Vet0)
Emplacements:Maximum health: +15%
Vet3:Bonus to Fuel or Munitions income from the sector he’s in (approximately +3).
CW Command Tank:Vet0:Sight radius: +5
Weapon reload time: -15%
Weapon range: +2.5
Vet2:Sight radius: +5
Weapon reload time: -10%
Weapon range: +2.5
Firefly only:Weapon reload time: -20%
WH Officer/ PE Hauptsturmführer:Vet0:Received suppression: -15%
Sight radius: +25%
Accuracy: +12.5%
Damage: +2.5%
Vet2:Received experience: +25%
Received suppression: -15%
Weapon cooldown time: -10%
Weapon reload time: -10%
Received Damage: -15%
Vet4: Weapon damage: +15%
Pop cap: +4
WH Stormtrooper Command Squad:Vet0:Received suppression: -15%
Sight radius: +25%
Accuracy: +12.5%
Damage: +2.5%
Vet2:Received experience: +25%
Received suppression: -15%
Weapon cooldown time: -10%
Weapon reload time: -10%
Vet4: Weapon damage: +15%
Pop cap: +4
There you go
