Assault (Long War): Difference between revisions
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|LCorporalE3='''' | |LCorporalE3='''' | ||
|Corporal1=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers 2 bonus damage with pistols.'' | |Corporal1=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers 2 bonus damage with pistols.'' | ||
|Corporal2=[[File:HEAVY GRENADIER.png|32px|center]]'''Grenadier'''<br/>'''' | |Corporal2=[[File:HEAVY GRENADIER.png|32px|center]]'''Grenadier'''<br/>''Allows two uses of damaging grenade items, and increases grenade throw range by 20%.'' | ||
|Corporal3=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).'' | |Corporal3=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).'' | ||
|CorporalE1='''' | |CorporalE1='''' | ||
|CorporalE2='''' | |CorporalE2='''' | ||
|CorporalE3='''' | |CorporalE3='''' | ||
|Sergeant1=[[File:.png|32px|center]]'''Ranger'''<br/>'''' | |Sergeant1=[[File:.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon'' | ||
|Sergeant2=[[File:ASSAULT KILLERINSTINCT.png|32px|center]]'''Killer Instinct'''<br/>''Activating Run & Gun now also grants +50% critical damage for the rest of the turn.'' | |Sergeant2=[[File:ASSAULT KILLERINSTINCT.png|32px|center]]'''Killer Instinct'''<br/>''Activating Run & Gun now also grants +50% critical damage for the rest of the turn.'' | ||
|Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).'' | |Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).'' | ||
Revision as of 17:09, 7 June 2014
The Long War Assault is similar to the vanilla Assault. Their signature ability is Run & Gun, which works exactly as it does in vanilla XCOM.
- Primary Weapons: Assault Rifles, Shotguns
- Secondary Weapons: Pistols
Abilities
| Rank | Ability | |||
|---|---|---|---|---|
Specialist |
Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown. | |||
| No other bonuses.[Verify?] | ||||
Lance Corporal |
Immune to panic, except Psi Panic |
Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. |
Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage | |
| ' | ' | ' | ||
Corporal |
Confers 2 bonus damage with pistols. |
Allows two uses of damaging grenade items, and increases grenade throw range by 20%. |
Confers +10% critical chance per enemy in sight (max +30%). | |
| ' | ' | ' | ||
Sergeant |
+1 damage with primary weapon |
Activating Run & Gun now also grants +50% critical damage for the rest of the turn. |
Confers +5 Defense per enemy in sight (max +20). | |
| ' | ' | ' | ||
Tech Sergeant |
' |
The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun. |
' | |
| ' | ' | ' | ||
Gunnery Sergeant |
+3 mobility |
Adds 1 damage on critical hits for each enemy the squad can see (up to 5). |
Confers immunity to critical hits. | |
| ' | ' | ' | ||
Master Sergeant |
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim. |
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus. |
Confers 2 bonus damage against targets that have been autopsied. | |
| ' | ' | ' | ||
Stat Progression
| Rank | HP at level | Total HP | Aim at level | Total Aim |
|---|---|---|---|---|
| Specialist | 1 | 1 | 3 | 3 |
| Lance Corporal | 0 | 1 | 3 | 6 |
| Corporal | 1 | 2 | 3 | 9 |
| Sergeant | 0 | 2 | 3 | 12 |
| Tech Sergeant | 1 | 3 | 3 | 15 |
| Gunnery Sergeant | 0 | 3 | 3 | 18 |
| Master Sergeant | 1 | 4 | 3 | 21 |















