Assault (LWR): Difference between revisions
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{{Class Tree (Long War)| | {{Class Tree (Long War)| | ||
|Specialist1={{ Close Encounters (LWR)|text=1}} | |Specialist1={{ Close Encounters (LWR)|text=1}} | ||
|SpecialistE1= | |SpecialistE1=''No other perks'' | ||
|LCorporal1={{ Run and Gun (LWR)|text=1}} | |LCorporal1={{ Run and Gun (LWR)|text=1}} | ||
|LCorporal2={{ Shadowstep (LWR)|text=1}} | |LCorporal2={{ Shadowstep (LWR)|text=1}} | ||
|LCorporal3={{ Will To Survive (LWR)|text=1}} | |LCorporal3={{ Will To Survive (LWR)|text=1}} | ||
|LCorporalE1= | |LCorporalE1=''No other perks'' | ||
|LCorporalE2= | |LCorporalE2=''No other perks'' | ||
|LCorporalE3={{ Steadfast (LWR)|text=1}} | |LCorporalE3={{ Steadfast (LWR)|text=1}} | ||
|Corporal1={{ Extra Conditioning (LWR)|text=1}} | |Corporal1={{ Extra Conditioning (LWR)|text=1}} | ||
|Corporal2={{ Snapshot (LWR)|text=1}} | |Corporal2={{ Snapshot (LWR)|text=1}} | ||
|Corporal3={{ Tenacious Defense (LWR)|text=1}} | |Corporal3={{ Tenacious Defense (LWR)|text=1}} | ||
|CorporalE1= | |CorporalE1=''No other perks'' | ||
|CorporalE2= | |CorporalE2=''No other perks'' | ||
|CorporalE3= | |CorporalE3=''No other perks'' | ||
|Sergeant1={{ Ranger (LWR)|text=1}} | |Sergeant1={{ Ranger (LWR)|text=1}} | ||
|Sergeant2={{ Aggression (LWR)|text=1}} | |Sergeant2={{ Aggression (LWR)|text=1}} | ||
|Sergeant3={{ Close Combat Specialist (LWR)|text=1}} | |Sergeant3={{ Close Combat Specialist (LWR)|text=1}} | ||
|SergeantE1= | |SergeantE1=''No other perks'' | ||
|SergeantE2= | |SergeantE2=''No other perks'' | ||
|SergeantE3= | |SergeantE3=''No other perks'' | ||
|TechSgt1= | |TechSgt1= | ||
|TechSgt2={{ Rapid Fire (LWR)|text=1}} | |TechSgt2={{ Rapid Fire (LWR)|text=1}} | ||
|TechSgt3= | |TechSgt3= | ||
|TechSgtE1= | |TechSgtE1= | ||
|TechSgtE2= | |TechSgtE2=''No other perks'' | ||
|TechSgtE3= | |TechSgtE3= | ||
|GunSgt1={{ Killer Instinct (LWR)|text=1}} | |GunSgt1={{ Killer Instinct (LWR)|text=1}} | ||
|GunSgt2={{ Bring Em On (LWR)|text=1}} | |GunSgt2={{ Bring Em On (LWR)|text=1}} | ||
|GunSgt3={{ Brawler (LWR)|text=1}} | |GunSgt3={{ Brawler (LWR)|text=1}} | ||
|GunSgtE1= | |GunSgtE1=''No other perks'' | ||
|GunSgtE2= | |GunSgtE2=''No other perks'' | ||
|GunSgtE3={{ Opportunist (LWR)|text=1}} | |GunSgtE3={{ Opportunist (LWR)|text=1}} | ||
|MSgt1={{ Sprinter (LWR)|text=1}} | |MSgt1={{ Sprinter (LWR)|text=1}} | ||
|MSgt2= | |MSgt2= | ||
|MSgt3={{ Grit (LWR)|text=1}} | |MSgt3={{ Grit (LWR)|text=1}} | ||
|MSgtE1= | |MSgtE1=''No other perks'' | ||
|MSgtE2= | |MSgtE2= | ||
|MSgtE3= | |MSgtE3=''No other perks'' | ||
}} | }} | ||
Revision as of 12:09, 12 July 2020

The Long War Rebalance Assault is similar to the vanilla Assault. Their signature ability is Close Encounters.
- Primary Weapons: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
- Secondary Weapons: Pistols, Machine Pistols, Sawed-off shotgun.
- Class-Limited items: Impact Vest, Shredder Ammo, Breaching Ammo.
Abilities
| Rank | Ability | |||
|---|---|---|---|---|
Specialist |
Close Encounters The first standard shot against an enemy within 4 tiles will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action. Grants immunity to critical hits and reaction fire from enemies within 4 tiles. | |||
| No other perks | ||||
Lance Corporal |
Run and Gun Activate to allow shooting or overwatching at 0 AP if the last AP was spent moving. When active: Gain +20 crit, +20% crit damage, immunity to reaction fire, but the AP discount from Close Encounters is disabled. 2 turn cooldown. Cannot activate if out of ammo and does not work with the stun rifle. |
Shadowstep
This unit gains +0.6 mobility and does not trigger reaction shots or pursuit when walking (not dashing). After repositioning, shots gain +25% crit damage until next turn. |
Will To Survive Increases DR of all cover to 60% but grants 10 less defense. For XCOM, grants Steadfast. | |
| No other perks | No other perks | Steadfast
Provides +2 armor HP, immunity to panic, and reduces injury times by 30%. | ||
Corporal |
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Snapshot
Shots gain +20 crit and do not trigger reaction fire. |
Tenacious Defense Grants +2 armor HP. Grants +20 crit resistance when protected by cover. | |
| No other perks | No other perks | No other perks | ||
Sergeant |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw/rocket range. Sidearms additionally gain +2 damage, +20 aim, and 1 AP reloads. |
Aggression Shots gain +10% crit damage per enemy in sight. |
Close Combat Specialist Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30] | |
| No other perks | No other perks | No other perks | ||
Tech Sergeant |
Rapid Fire Fire twice with your primary weapon; accuracy gains above 50% hit chance only contribute half to final hit chance. |
|||
| No other perks | ||||
Gunnery Sergeant |
Killer Instinct Grants +30% crit damage. |
Bring 'Em On
This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight. |
Brawler If this unit is idle and has not been damaged this turn, incoming shots within 4 tiles graze (dealing only half of the original damage). | |
| No other perks | No other perks | Opportunist
Reaction shots gain +10 aim and can critically hit. | ||
Master Sergeant |
Grit
Grants +4 armor HP and %DR equal to a quarter of the % total HP lost. | |||
| No other perks | No other perks | |||
Stat Progression
Tactical Advice
Role: Mobile Offense, Tank
Long War Rebalance Assaults are more specialized than vanilla Assaults. They are more mobile than Infantry and capable of much greater burst damage output at close range. Since their innate ability is Close Encounters, they typically want to be close to the enemy at all times, whether they are tanking damage or dealing it, and Shotguns are a natural choice for their close range focus. However, SMGs are also viable due to their high crit, mobility and close range damage boost.
Assaults are fairly simple soldiers, and the choices in their builds tend to be a simple one of offense vs. defense at each rank, with some mobility thrown in.
Assaults make good covert operatives. They have high base HP, allowing them to survive better without armor, and Shadowstep to avoid Overwatch while moving to comm arrays.




















