Officer Training

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Officer Training or in mutant led countries Mutant Officer Training is a series of laws, describing the level of profesionalism required from the officers in the field, as well as gowerning the funding of the military academy.

Officer Training

Local Leaders icon
Local Leaders
  • Daily PP gain: +0.10
  • Military Leader cost: -40.0%
When it comes to who should lead our armies into battle, the answer is simple. Amongst the populace of our nation, there are a unique handful who distinguish themselves through remarkable bravery, heroism and skill. They have the support of the people, and are fit to lead.
Requirements


Legendary Wastelanders icon
Legendary Wastelanders
  • Daily PP gain: +0.10
  • Military Leader cost: -40.0%
From time to time, it seems, there are people who act in such a way that they accrue a reputation. They may be guerilla fighters, unstoppable vigilantes, wise sages, or even a particularly scary bandit. Regardless, they have the qualities needed to be leaders.
Requirements


Proficient Mercenaries icon
Proficient Mercenaries
  • Daily PP gain: +0.10
  • Military Leader cost: -40.0%
"Though recruiting our leadership from within is a decent option, we must also consider drawing on outside talent. In the wasteland, there’s no shortage of skilled and brutal killers who would happily lend their services for a price. These mercenary officers are typically more shrewd, quick-witted and imposing than the typical local levy, and will do well in a leadership role.
Requirements


Battle-Hardened Soldiers icon
Battle-Hardened Soldiers
  • Daily PP gain: +0.10
  • Military Leader cost: -40.0%
Of those among us fit to lead, none are more so than our veteran troops. They’ve no doubt been through hell and back, and gained a comprehensive understanding of tactics and leadership from the ground up. They will return to the battlefield not as soldiers, but as leaders, making use of what they’ve learned to help guide the battle.
Requirements


Military Academy Officers icon
Military Academy Officers
  • Daily PP gain: +0.10
  • Military Leader cost: -40.0%
If we wish to reinforce our command structure any further, we must make considerable investments into our understanding of tactics, and we must be sure to train our leaders in what they must know in the same way we would train our soldiers. The end result will no doubt be a well-oiled fighting machine, overseen by the cunning and learned men with the aptitude to lead.
Requirements


Mutant Officer Training

Mutant Instinct icon
Mutant Instinct
  • Daily PP gain: +0.10
  • Military Leader cost: -40.0%
The end product of FEV mutation, super mutants are brutally efficient. Over 800 pounds of muscle, enhanced cell regeneration, and immune to most if not all human diseases, even the dumbest mutant is a force to be reckoned with. Due to their comparatively small numbers in relation to the human population, many mutants have experienced some form of social isolation which leads to a basic form of self sufficiency.
Requirements


Dum-Dums icon
Dum-Dums
  • Daily PP gain: +0.05
  • Military Leader cost: -30.0%
  • Maximum Command Power Increase: +10
  • Special Forces Minimum Capacity: +5
Second generation mutants are some of the most common mutants of the wasteland. While their mental capacities are handicapped in compared to first generation, they are no strangers to combat. Able to work together and use their raw strength and endurance to their advantage, any super mutant is capable of working in a squad to destroy their enemies.
Requirements



Second Generation Training icon
Second Generation Training
  • Division Organization: +1.0%
  • Military Leader cost: -20.0%
  • Starting level of new army leaders: +1
  • Maximum Command Power Increase: +15
  • Starting Defense skill level of new army leaders: +1
  • Starting Logistics skill level of new army leaders: +1
  • Special Forces Minimum Capacity: +10
Even with the mental deficiencies of the second generation of mutants, we can expect more from our soldiers than just mere savagery. Drills, target practice, unit cohesion. This is something that cannot be left behind as a remnant of the humans.
Requirements


First Generation Training icon
First Generation Training
  • Daily PP gain: -0.05
  • Division Organization: +1.0%
  • Military Leader cost: -10.0%
  • Starting level of new army leaders: +1
  • Maximum Command Power Increase: +20
  • Starting Defense skill level of new army leaders: +1
  • Starting Logistics skill level of new army leaders: +1
  • Special Forces Minimum Capacity: +15
The constraints of our lesser brethren cannot stop us from reaching our true potential. Mixed fire teams, suppressive barrages, excessive scouting, terror raids. Their idiotic minds may not be able to understand everything, but it can get the job done.
Requirements


Children Of The Master icon
Children Of The Master
  • Daily PP gain: -0.10
  • Division Organization: +2.0%
  • Starting level of new army leaders: +2
  • Maximum Command Power Increase: +25
  • Starting Atack skill level of new army leaders: +1
  • Starting Defense skill level of new army leaders: +1
  • Starting Logistics skill level of new army leaders: +1
  • Starting Planning skill level of new army leaders: +1
  • Special Forces Minimum Capacity: +20
Before the cursed Vault Dweller killed the Master, mutants were destined to take over the Wasteland. Our strength, our will, our brutal cunning. All of these give us the right to shape the Wasteland in our image, no matter what the inferior races think. There will be nothing but the finest leading our armies in our new world.
Requirements