Squad Leader Archive
Thread: Explanation of Squad Leader Special Abilities
/sysgroup - Sends a System Message to all group members in the format:
Squad Leader <Your Full Name>: <message>
This message appears center-screen, with plain white text, as well as in the Spatial and Combat tabs.
/rally - Provides a To-Hit bonus to the group with an approximately 60-second duration.
Some say this has neglible benefits, however I'll relate a real experience. I was group with a Polearmsman who was missing on Lunge/Knockdown type moves 5 to 8 times per fight, and of course, every time you miss one of these moves, you can take considerable damage from a creature that is not on its back! However, every time I used /rally, he never had one miss, not once!
/formup - Cures any Stun or Dizzy status on all group members. Does not effect Blind or Poison.
/boostmorale - Balances the group members wounds across all group members.
/retreat - Gives all group members Burst Run. This is independent from their individual Burst Run.
/volleyfire - Causes everyone in the group to enter Combat mode with the target selected. This is very hit-or-miss, very buggy, and very prone to failure.
/steadyaim - Supposedly causes everyone in the group to /aim, however the effects of this are negligible and unsure.
Please update this with your own experiences and any new knowledge you come across!
- Vol
Once and Future Squad Leader
Naritus Server
Reading through the manual, I notice that it says /rally gives a defensive bonus in addition to the To Hit bonus.
However, the question is, are any of those bonuses noticeable or worthwhile? ![]()
If volley fire is anythingless thana mass /assist feature then that is such a gyp.
Nope.
If you have riflemen who just used a special, it might be 8 or 10 seconds before they act on your /volleyfire... and in a battle, 10 seconds is forever.