Leader Classes will effect the roles your Leader Units will take in throughout the game, and how they can develop, and help you. Every leader class has varying pros, and cons that can change the flow of battle, or economic wars that your forces will take part in through the course of the game. These unit classes will help shape the way you use your forces, and such so the classes are an important choice for your Leader. They can be changed later on if you manage to capture, or build a Cantina.
ClassesVeteran - You have survived years of battle, and faced situations that would make another man shake, and cry in the corner. Your years of combat experience have done wonders for your skills in battle, and even earned you some skill in leadership (Enough to become a faction leader), but in some areas you still lack skill that may be required in your later command.
Status:HP: 12/12Energy: 50/50Shields: 0/0Level: 1Experience: 0/50Equipment:C-18 Gauss Rifle: [Damage:
5, No Specials]
Skills:Flash-bang: [
Impairs, Costs:
15, Cool-down:
5]
Run and Gun: [
Run and Gun, Costs:
20, Cool-down:
3]
Head Medic - You have spent many a day in the field making sure the men under your charge are not killed. You have lost many a good man, but over the time you have saved more then you have lost, and because of that you have earned great skills in the medical field.
Status:HP: 8/8Energy: 80/80Shields: 0/0Level: 1Experience: 0/50Equipment:Mk. III Combat Shield [
Shield, Durability: 50/50]
C-9 Gauss Pistol [Damage:
2, No Specials]
Skills:Light Heal - [Heals 5 Hp to a Unit, Costs:
5Refresh - [Heals all units in six tiles, Costs:
30CustomMake your own leader classes, but keep them within reason, and use a template such as the one above.