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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
Run & Gun
Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
No other bonuses.[Verify?]

Lance Corporal
File:.png
Steadfast
Immune to panic, except Psi Panic
Close Combat Specialist
Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.
Flush
Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage
' ' '

Corporal
Gunslinger
Confers 2 bonus damage with pistols.
Grenadier
Allows two uses of damaging grenade items, and increases grenade throw range by 20%.
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
' ' '

Sergeant
File:.png
Ranger
+1 damage with primary weapon
Killer Instinct
Activating Run & Gun now also grants +50% critical damage for the rest of the turn.
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
' ' '

Tech Sergeant
Lightning Reflexes
'
File:.png
Close Encounters
The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.
Will To Survive
'
' ' '

Gunnery Sergeant
Sprinter
+3 mobility
Bring 'Em On
Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
Resilience
Confers immunity to critical hits.
' ' '

Master Sergeant
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Extra Conditioning
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
Vital Point Targeting
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