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|Specialist1=[[File:ASSAULT RUNGUN.png|32px|center]]'''Run & Gun'''<br/>''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.''
|Specialist1=[[File:ASSAULT RUNGUN.png|32px|center]]'''Run & Gun'''<br/>''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.''
|SpecialistE1=''No other bonuses.''{{Verify}}
|SpecialistE1=''No other bonuses.''{{Verify}}
|LCorporal1=[[File:.png|32px|center]]''''''<br/>''''
|LCorporal1=[[File:.png|32px|center]]'''Steadfast'''<br/>''Immune to panic, except Psi Panic''
|LCorporal2=[[File:.png|32px|center]]''''''<br/>''''
|LCorporal2=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]'''Close Combat Specialist'''<br/>''Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.''
|LCorporal3=[[File:.png|32px|center]]''''''<br/>''''
|LCorporal3=[[File:ASSAULT FLUSH.png|32px|center]]'''Flush'''<br/>''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage''
|LCorporalE1=''''
|LCorporalE1=''''
|LCorporalE2=''''
|LCorporalE2=''''
|LCorporalE3=''''
|LCorporalE3=''''
|Corporal1=[[File:.png|32px|center]]''''''<br/>''''
|Corporal1=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers 2 bonus damage with pistols.''
|Corporal2=[[File:.png|32px|center]]''''''<br/>''''
|Corporal2=[[File:HEAVY GRENADIER.png|32px|center]]'''Grenadier'''<br/>''''
|Corporal3=[[File:.png|32px|center]]''''''<br/>''''
|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]]''''''<br/>''''
|Sergeant1=[[File:.png|32px|center]]'''Ranger'''<br/>''''
|Sergeant2=[[File:.png|32px|center]]''''''<br/>''''
|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:.png|32px|center]]''''''<br/>''''
|Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''
|SergeantE1=''''
|SergeantE1=''''
|SergeantE2=''''
|SergeantE2=''''
|SergeantE3=''''
|SergeantE3=''''
|TechSgt1=[[File:.png|32px|center]]''''''<br/>''''
|TechSgt1=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]'''Lightning Reflexes'''<br/>''''
|TechSgt2=[[File:.png|32px|center]]''''''<br/>''''
|TechSgt2=[[File:.png|32px|center]]'''Close Encounters'''<br/>''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''
|TechSgt3=[[File:.png|32px|center]]''''''<br/>''''
|TechSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will To Survive'''<br/>''''
|TechSgtE1=''''
|TechSgtE1=''''
|TechSgtE2=''''
|TechSgtE2=''''
|TechSgtE3=''''
|TechSgtE3=''''
|GunSgt1=[[File:.png|32px|center]]''''''<br/>''''
|GunSgt1=[[File:SUPPORT SPRINTER.png|32px|center]]'''Sprinter'''<br/>''+3 mobility''
|GunSgt2=[[File:.png|32px|center]]''''''<br/>''''
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''
|GunSgt3=[[File:.png|32px|center]]''''''<br/>''''
|GunSgt3=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience'''<br/>''Confers immunity to critical hits.''
|GunSgtE1=''''
|GunSgtE1=''''
|GunSgtE2=''''
|GunSgtE2=''''
|GunSgtE3=''''
|GunSgtE3=''''
|MSgt1=[[File:.png|32px|center]]''''''<br/>''''
|MSgt1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''
|MSgt2=[[File:.png|32px|center]]''''''<br/>''''
|MSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''
|MSgt3=[[File:.png|32px|center]]''''''<br/>''''
|MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage against targets that have been autopsied.''
|MSgtE1=''''
|MSgtE1=''''
|MSgtE2=''''
|MSgtE2=''''

Revision as of 17:02, 6 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
'
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
' ' '

Sergeant
File:.png
Ranger
'
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.
' ' '