Assault (TJ): Difference between revisions
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== See Also == | == See Also == | ||
{{XCOM_Units_Navbar_( | {{XCOM_Units_Navbar_(TJ)}} | ||
[[Category:TedJam]] | [[Category:TedJam]] | ||
[[Category:LWOTC Classes (TJ)]] | [[Category:LWOTC Classes (TJ)]] | ||
Revision as of 22:03, 7 June 2025

Differences From LWOTC
The assault in Ted Jam is largely unchanged in role, but the minor movements to a few perks mean that the assault can get much more powerful than before. IThe assault has been given access to:
- A deadly Close Encounters + Rapid Fire combo
- More damage through Bring 'Em On
- Utility through Disabling Shot and earlier access to Lightning Reflexes
- Better arcthrowing with earlier access to Stun Gunner, as well as guaranteed access to Unlimited Power and one new utility arcthrower perk: Booster Shock
LCPL: Lone Wolf to Bring 'Em On
CPL: Arc Pulser to Stun Gunner
SGT: Stun Gunner & Fortify to Booster Shock & Formidable
SSGT: Formidable to Unlimited Power
TSGT: Hit and Run & Rapid Fire to Disabling Shot & Lightning Reflexes
GSGT: Lightning Reflexes to Rapid Fire
| Rank | LWOTC Ability | New Ability | |
Squaddie |
No change | ||
|---|---|---|---|
Lance Corporal |
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. | |
Corporal |
Your Arc Thrower now damages mechanical enemies and reduces their defense against hacking attempts. |
Your Arc Thrower now has a bonus to hit. | |
Sergeant |
Your Arc Thrower now has a bonus to hit. |
Fire the Arthrower at an ally to grant a bonus move action and temporary shadowstep. | |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 3 turn cooldown. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. | ||
Staff Sergeant |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Firing your arc thrower no longer ends your turn. | |
Tech Sergeant |
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. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. | |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. | ||
Gunnery Sergeant |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. | |
Master Sergeant |
No change | ||
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 | Zapper | Crasher | |
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 disorients the target when it misses. |
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. |
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 has a bonus to hit. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
Sergeant |
Activating Run and Gun grants +50% critical damage for the rest of the turn. |
Fire the Arthrower at an ally to grant a bonus move action and temporary shadowstep. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Staff Sergeant |
Run and Gun cooldown is reduced by one turn. |
Firing your arc thrower no longer ends your turn. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
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. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Gunnery Sergeant |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
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. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
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 AP per tier level.
| Tier 1 | Tier 2 | Tier 3 | Tier 4 |
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. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
Gain +3 Mobility. You are 20% harder to detect while concealed. |
If you did not attack this turn, hunker down automatically. |
Increases Will by 20, and guarantees that you bleed out instead of die outright once per mission. |
Take a shot with a small aim penalty for a significant damage boost. | |
Fire an Arcthower blast that deals electrical damage instead of incapacitating. |
Makes partial cover count as full. |
Kills with your primary weapon restore 1 ammo. |
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. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Each time you score a kill, you gain 1 Shield. Passive. | |
Grants 1 free explosive grenade item to your inventory. |
Fires a sparking blast from the arcthrower, dealing electrical damage and detonating carried explosives. |
Gain additional Crit chance and Mobility while equipped with a shotgun. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Missed attacks have an additional roll to become a graze. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
Make a special melee attack against any enemy within movement range that deals little damage but stuns the target for 1 turn. | |
Immediately grants concealment that is automatically broken after 2 turns. |
While concealed or flanking your target, you deal +3 damage with your primary weapon. |
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks. |
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. |
Deals 2 damage and knocks back target. Can't target mechanical enemies. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
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. | |
When Run and Gun is activated, your Arc Thrower cooldown is immediately reset to 0. |
Gain 20 Defense and 20 Crit chance while injured. |
When the squad is revealed, this soldier remains concealed. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
Equipped medikits have 2 extra charges. |
Gain 40 dodge against attacks within four tiles. |
Grants 2 random free grenade items to your inventory. | |
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. |
The soldier fires the Arcthrower in a straight line blast. The shot ignores line of sight and is unaffected by cover bonuses. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Fire your primary weapon just over the target's head, causing them to panic. This attack deals no damage. Uses 2 ammo. 1 use(s) per mission. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. | |
A melee finisher that never misses and does not end your turn even when used with a dash move, but can only target damaged enemies on 3 or less HP. Can be used once per turn. 3 turn cooldown. |
A special Arcthrower pulse causes a robotic foe to fight for you, albeit only briefly. |
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded. |
Grants a wrist mounted flamethrower with sufficent fuel for two attacks. |
You can use your arc thrower to heal friendly mechanical units. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
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. |
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 | |