Assault (TJ): Difference between revisions
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[[Ted Jam|Back To Main Page]]{{Toc_(LWOTC)|40}}[[File: LW2 class assault.png|center|frameless|96px|Assault|link=]]<div style="text-align: center;">'''''The Assault serves as our primary close range unit, able to push in close and hold the line.'''''</div> | [[Ted Jam|Back To Main Page]]{{Toc_(LWOTC)|40}}[[File: LW2 class assault.png|center|frameless|96px|Assault|link=]]<div style="text-align: center;">'''''The Assault serves as our primary close range unit, able to push in close and hold the line.'''''</div> | ||
== Class Overview == | == Class Overview == | ||
| Line 85: | Line 20: | ||
|Squaddie3={{Dedication (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Squaddie3={{Dedication (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Subclass1=Raider | |Subclass1=Raider | ||
|SubclassM= | |SubclassM=Disabler | ||
|Subclass2= | |Subclass2=Breacher | ||
|LCorporal1={{Slug Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |LCorporal1={{Slug Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|LCorporal2={{ | |LCorporal2={{Stun Gunner (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|LCorporal3={{ | |LCorporal3={{Steadfast (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Corporal1={{Trench Gun (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Corporal1={{Trench Gun (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Corporal2={{ | |Corporal2={{Arc Pulser (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Corporal3={{Close and Personal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Corporal3={{Close and Personal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Sergeant1={{ | |Sergeant1={{Extra Conditioning (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Sergeant2={{ | |Sergeant2={{Sparkstriker (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Sergeant3={{ | |Sergeant3={{Aggression (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|StaffSgt1={{ | |StaffSgt1={{Implacable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|StaffSgt2={{ | |StaffSgt2={{Hidden Reserves (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|StaffSgt3={{ | |StaffSgt3={{Lightning Reflexes (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|TechSgt1={{Close Encounters (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |TechSgt1={{Close Encounters (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|TechSgt2={{Disabling Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |TechSgt2={{Disabling Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|TechSgt3={{ | |TechSgt3={{Killer Instinct (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|GunSgt1={{ | |GunSgt1={{Untouchable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|GunSgt2={{Close Combat Specialist (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |GunSgt2={{Close Combat Specialist (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|GunSgt3={{ | |GunSgt3={{Lethal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|MSgt1={{Street Sweeper (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |MSgt1={{Street Sweeper (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|MSgt2={{Chain Lightning (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |MSgt2={{Chain Lightning (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|MSgt3={{ | |MSgt3={{Rapid Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
}} | }} | ||
| Line 113: | Line 48: | ||
The assault in Ted Jam does not use the modern LWOTC xcom row system that delineates between offensive and defensive perks. | The assault in Ted Jam does not use the modern LWOTC xcom row system that delineates between offensive and defensive perks. | ||
{{XCOM Tree (LWOTC) | {{XCOM Tree V3 (LWOTC) | ||
|Tier1A={{ | |Tier1A={{Electrocute (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1B={{ | |Tier1B={{Parkour (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1C={{ | |Tier1C={{Blend (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1D={{ | |Tier1D={{Target Focus (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1E={{ | |Tier1E={{Iron Will (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1F={{ | |Tier1F={{Paramedic (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1G={{ | |Tier1G={{Adrenaline (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1H={{ | |Tier1H={{Arc Welder (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1I={{Like Lightning (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier1I= | ||
| | |Tier2A={{Like Lightning (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2B={{Flush (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2C={{Extra Munitions (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2D={{Cover Me (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2E={{Damn Good Ground (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2F={{Infighter (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2G={{Zone of Control (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2H={{Electroshock (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2I={{Bandolier (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3A={{Survival Instinct (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3B={{Fortify (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3C={{Lone Wolf (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3D={{Booster Shock (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3E={{Tis But A Scratch (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3F={{Brawler (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3G={{Riot Control (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3H={{Formidable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3I= | ||
| | |Tier4A={{Booster Shock (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4B={{Hail of Bullets (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4C={{Bring 'Em On (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4D={{Phantom (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4E={{Arc Lance (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4F={{Low Profile (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4G={{Overkill (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4H={{Fastball (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4I={{Thats Close Enough (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5A={{Resilience (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5B={{Lightfoot (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5C={{Sixth Sense (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5D={{Mad Bomber (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5E={{EM Glitch (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5F={{Unlimited Power (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5G={{Breach (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5H={{Anatomy (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5I={{Total Combat (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier6A={{Shotgun Finesse (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier6B={{Lock N Load (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier6C={{Burial Shot (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier6D={{Hit and Run (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier6E={{Ventilate (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier6F={{Rock Em Sock Em (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier6G={{Shadowstrike (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier6H= | |||
|Tier6I= | |||
|Tier7A={{Quick Zap (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7B={{Slam Fire (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7C={{Fearsome (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7D={{Cool Under Pressure (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7E={{Dervish (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7F={{Purifier Gauntlet (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7G={{Meld (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7H= | |||
|Tier7I= | |||
}} | }} | ||
==Stat Progression== | ==Stat Progression== | ||
Latest revision as of 05:35, 1 October 2025

Class Overview
The Assault class is specialised in mobility and dealing damage with guns. They are the equivalent to Long War 1's Assault, somewhat akin to a shotgun-using vanilla Ranger, but with more emphasis on damage, stunning and holding the frontline in exchange for the sword and stealth skills, which are now in the Shinobi class.
Assaults also carry Arc Throwers as their secondary weapon. These have normal (rifle) range penalties, giving shotgun equipped Assaults a nonlethal option for use at range, stunning organic targets if it hits them. Arc throwers will stun for two actions which is one turn on most enemies, and the cooldown of the arc thrower is two turns which will allow enemies a single turn of activity before you can re-attempt another stun. The center branch features multiple upgrades to the Arc Thrower, making an Assault more than capable of shutting down even the scariest of hostiles when you need it most.
Weapons
Primary: Rifles, SMGs, Shotguns.
Secondary: Arc Thrower
Abilities
Mouse-over
for more information.
| Rank | Ability | ||
Squaddie |
Fire your Arc Thrower to incapacitate a target. |
Take an action after dashing. |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
|---|---|---|---|
| Raider | Disabler | Breacher | |
Lance Corporal |
Special shot for primary-weapon shotguns only: Fire a shot that pierces 2 armor and has no range penalties. Uses 1 ammo. Has a 2 turn cooldown. |
Your Arc Thrower now has a bonus to hit. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
Corporal |
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown. |
Your Arc Thrower now damages mechanical enemies and reduces their defense against hacking attempts. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
Sergeant |
Run and Gun cooldown is reduced by one turn. |
Fires a sparking blast from the arcthrower, dealing electrical damage and detonating carried explosives. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Staff Sergeant |
If you score one or more kills on your turn, you are granted a single bonus move. |
Once per mission, as a free action, set all your cooldowns on abilities back to zero. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Tech Sergeant |
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Cannot trigger on the same turn as Hit and Run. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
Activating Run and Gun grants +50% critical damage for the rest of the turn. |
Gunnery Sergeant |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Master Sergeant |
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover. |
A chaining arc thrower attack that stuns up to 5 targets. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
XCOM Abilities
The assault in Ted Jam does not use the modern LWOTC xcom row system that delineates between offensive and defensive perks.
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/10/15/20/25/30/35 AP by tier.
| Tier 1 10 AP |
Tier 2 10 AP |
Tier 3 15 AP |
Tier 4 20 AP |
Tier 5 25 AP |
Tier 6 30 AP |
Tier 7 35 AP |
Fire an Arcthower blast that deals electrical damage instead of incapacitating. |
When Run and Gun is activated, your Arc Thrower cooldown is immediately reset to 0. |
Gain 20 Defense and 20 Crit chance while injured. |
Fire the Arthrower at an ally to grant a bonus move action and temporary shadowstep. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Gain additional Crit chance and Mobility while equipped with a shotgun. |
Activate this ability to make your next arc thrower shot a free action. Has a 4 turn cooldown. |
This soldier is able to climb walls. |
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits. |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 3 turn cooldown. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
Gain +3 Mobility. You are 20% harder to detect while concealed. |
Kills with your primary weapon restore 1 ammo. |
For the rest of the turn, whenever you get a critical hit with your primary weapon, your actions are refunded. Has 4 turn cooldown. Cannot be used after Run and Gun and disables Run and Gun for the rest of the turn. Free action. |
Immediately grants concealment that is automatically broken after 2 turns. |
Grants 1 free explosive grenade item to your inventory. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives. |
You are immune to multi-target and area attacks. |
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
Fire the Arthrower at an ally to grant a bonus move action and temporary shadowstep. |
When the squad is revealed, this soldier remains concealed. |
Grants 2 random free grenade items to your inventory. |
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. Cannot trigger on the same turn as Close Encounters. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Increases Will by 20, and guarantees that you bleed out instead of die outright once per mission. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Reduces Wound Timers by 3 HP. |
The soldier fires the Arcthrower in a straight line blast. The shot ignores line of sight and is unaffected by cover bonuses. |
A special Arcthrower pulse causes a robotic foe to fight for you, albeit only briefly. |
Fire a weapon blast that is guaranteed to hit and destroy the target's cover. |
Once per turn, killing an enemy reduces all your ability cooldowns by 1 Turn(s). |
Unlocks an ability to perform a dash move to use a medikit on an ally (this ability still costs 1 action and is non-turn ending). Gain a free medikit. Equipped medikits have 2 extra charges. |
Gain 40 dodge against attacks within four tiles. |
Take 35% less damage from any melee attack, or attacks from within 5 tiles. |
Makes partial cover count as full. |
Firing your arc thrower no longer ends your turn. |
Grants a Heavy Weapon Slot if the soldier does not already have one. Additionally grants 1 Additional use of most heavy weapons that have charges Or grants the strike abiltiy with the punch glove equipped. |
Grants a wrist mounted flamethrower with sufficent fuel for two attacks. |
Each time you score a kill, you gain 1 Shield. Passive. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
You have one free smoke grenade and one free flashbang use on every mission. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. |
Fire a shot that destroys cover and shreds armor in a small area, but deals reduced damage and can't get critical hits. Shotgun only. |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
Immediately enter concealment that lasts until the start of your next turn. Has a 4 Turn(s) cooldown. |
You can use your arc thrower to heal friendly mechanical units. |
Your Arc Thrower disorients the target when it misses. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
The next grenade you throw or launch this turn doesn't cost an action. |
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks. |
||
Grants an extra utility item slot only usable for ammo. Ammo in this slot will not drain mobility, even if it will be displayed as such in the armory. |
During enemy turns, fire your arc thrower at any visible enemy within 1 tile(s) that moves or fires. Shares cooldown with the arc thrower's Stun ability. |
Throwing a grenade or using an item no longer ends the turn and grenades have no cooldown. In addition, you can throw grenades 2 tiles further and their radius is increased by 1. Grants a Grenade-only slot. Grants +5 aim and +1 mobility. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Will |
5 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Aim |
2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | |
Will |
5 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | |