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Assault (LWOTC)

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Assault
Assault
The Assault serves as our primary close range unit, able to push in close and hold the line.

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 Mouse over this icon for more information on each ability. for more information.

Rank Ability
Squaddie
Squaddie
Stun
*The Arc Thrower is effective anywhere in the soldier's sight range, doing no damage but stunning targets for their next turn if it hits. *Improved versions can extend the duration of the stun effect. *Requires one action and ends the soldier's turn when fired. *Can use every other turn. *Ineffective against mechanized units without additional soldier training.
Fire your Arc Thrower to incapacitate a target.
Run and Gun
*Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position. *Run and Gun has a 4 turn cooldown.
Take an action after dashing.
Dedication
*Gain 2 mobility and ignore reaction fire for the rest of the turn. *Free action. *Dedication has a 4 turn cooldown.
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
Lance Corporal
Slug Shot
*Special shot for primary-weapon shotguns only: Fire a shot with no range penalties. *The shot will pierce 2 armor point(s). *The shot also gains +10 aim *Slug shot has a 2 turn cooldown. *Requires 1 ammo.
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.
Electroshock
*A miss with your Arc Thrower still disorients non-robotic targets.
Your Arc Thrower disorients the target when it misses.
Lone Wolf
*Gain +3 Aim and +3 Defense for each tile of distance between this soldier and the nearest ally, starting at 4 tiles distant. *Bonuses cap at +12 Aim, +12 Defense when 7 or more tiles from the nearest ally. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
Corporal
Corporal
Trench Gun
*Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. *Trench Gun has a 4 turn cooldown. *Requires 1 ammo. *Ability will not be available with other primary weapons. *The shot will not penetrate heavy cover, so this ability is best used in flanking situations. *Allies in the area of effect can take damage.
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown.
Arc Pulser
*The Arc Pulser is effective anywhere in the soldier's sight range. *Requires one action and ends the soldier's turn when fired. *Can use every other turn. *Damage to mechanical units increases as arc thrower technology improves. *Reduces enemy hack defense by 20.
Your Arc Thrower now damages mechanical enemies and reduces their defense against hacking attempts.
Close and Personal
*Confers +30 critical chance against adjacent targets. *Bonus reduced by 5 for each additional tile of distance from the target, down to 0 at 7 or more tiles.
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
Sergeant
Sergeant
Killer Instinct
*Activating Run and Gun grants +50% critical damage for the rest of the turn.
Activating Run and Gun grants +50% critical damage for the rest of the turn.
Stun Gunner
*The bonus starts at +20 and increases with better Arc Thrower technology, to a maximum of +30.
Your Arc Thrower now has a bonus to hit.
Fortify
* Activate to grant the soldier +20 defense until the beginning of the soldier's next turn. * This ability is a free action and has a 3-turn cooldown.
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 3 turn cooldown.
Staff Sergeant
Staff Sergeant
Extra Conditioning
*Run and Gun cooldown is reduced by one turn.
Run and Gun cooldown is reduced by one turn.
Aggression
*Gain +5 critical chance for each enemy you can see, up to a maximum of 30. *Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Formidable
*Formidable reduces explosive damage taken by 50%.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
Tech Sergeant
Tech Sergeant
Hit and Run
*Cannot be used on the same turn as Run and Gun. *Bonus full actions from Serial and Death from Above will be awarded first.
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.
Rapid Fire
*Rapid Fire has a 1 turn cooldown.
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn.
Close Encounters
*Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. *A red ring will mark the range of this ability. *Close Encounters cannot be used on the same turn as Run and Gun.
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.
Gunnery Sergeant
Gunnery Sergeant
Lightning Reflexes
*Reaction fire shots against you have a significantly decreased chance to hit. *The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Close Combat Specialist
*Will not trigger if soldier is concealed. *You may shoot at each enemy with this ability once per turn. *Each shot requires 2 ammo.
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
Untouchable
*When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Master Sergeant
Master Sergeant
Street Sweeper
*Medium-range, cone-based shotgun attack. *The spread pattern is blocked by heavy cover. *Uses one action and 2 ammo. *Street Sweeper has a 5 turn cooldown. *Does 3 bonus damage against unarmored targets within the spread pattern. *Cannot be used with non-shotgun weapons. *Allies can be injured by this attack.
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover.
Chain Lightning
*Chain Lightning chains from target to target in a sequence. Successive targets can be up to 5 tiles away from each other. *The attack will not chain to previous targets in the sequence. *The sequence of targets will be shown when you preview a target. A hit roll will be made against all targets in the sequence, even if you miss against a previous target. Cover bonuses are calculated from your position, not from the previous target. *Chain Lightning cannot be fired at robotic enemies, and it will not chain to them. *Requires one action and ends your turn. *Chain Lightning has a 4 turn cooldown. *Cannot be used from concealment.
A chaining arc thrower attack that stuns up to 5 targets.
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.

XCOM Abilities

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/20/30 AP per tier for offensive perks, 10/15/25 AP per tier for defensive perks and 35 AP for Tier 4 perks.

Tier 1 Defensive
10 AP
Tier 1 Offensive
10 AP
Tier 2 Defensive
15 AP
Tier 2 Offensive
20 AP
Tier 3 Defensive
25 AP
Tier 3 Offensive
30 AP
Tier 4
35 AP
Paramedic
*Gain a free medikit. Equipped medikits have 2 extra charges *Gain the ability to dash to an ally and use a medkit. This ability still costs 1 action and is non turn ending like a regular medkit.
Unlocks an ability to perform a dash move to use a medikit on an ally (this ability still costs 1 action and is non-turn ending). Gain a free medikit. Equipped medikits have 2 extra charges.
Arc Welder
*Starts each battle with 2 charges that heal 4 HP. *Works for any friendly robotic unit, including SPARKs, resistance MECs and hacked ADVENT units.
You can use your arc thrower to heal friendly mechanical units.
Infighter
*Gain 40 dodge against attacks within four tiles. *Dodge bonus also applies to melee attacks. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 40 dodge against attacks within four tiles.
Unlimited Power
*Works for all arc thrower abilities, including Chain Lightning.
Firing your arc thrower no longer ends your turn.
Reconnoiter
* The Battle Scanners granted by Reconnoiter can be used indefinitely, only limited by the cooldown. * These Battle Scanners are separate from the ones granted by the Battle Scanner item.
Every 4 turns, as a free action, you can use a Battle Scanner.
Reposition
*Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon. *Works with Hit and Run.
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon.
Quick Zap
*Activate this ability to make your next arc thrower shot a free action. *Quick Zap has a 4 turn cooldown. *Applies to the abilities Stun, Arc Pulser and Chain Lightning.
Activate this ability to make your next arc thrower shot a free action. Has a 4 turn cooldown.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Flush
* Flush has a 3 turn cooldown. * +30 bonus to aim. * Damage is reduced by 50% * Cannot crit or apply bonus ammo effects. * Cannot be used from concealment. * Target loses 10 defense and 30 dodge. The debuff lasts 1 turn and can stack. Requires the target to be hit to be affected.
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.
Survival Instinct
*The bonuses are lost if you are healed back to full health.
Gain 20 Defense and 20 Crit chance while injured.
Hail of Bullets
*Hail of Bullets requires 3 ammo points. *Hail of Bullets has a 5 turn cooldown. *Hail of Bullets does not work with sniper rifles.
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
Resilience
*Enemy attacks against you suffer a -30 penalty to critical hit chances.
Enemy attacks against you suffer a -30 penalty to critical hit chances.
Predator
*Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Serial
*Serial is meant to chain enemy kills in a single action, as every kill is essentially free. *Every successful kill does result in a reduction to critical hit chance and damage, however. *Serial has a 7 turn cooldown.
A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded but your damage and crit chance will be reduced for every subsequent attack.
Zone of Control
*All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
Like Lightning
*When Run and Gun is activated, your Arc Thrower cooldown is immediately removed. *Does not apply to Chain Lightning.
When Run and Gun is activated, your Arc Thrower cooldown is immediately reset to 0.
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Target Focus
*Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. *Unflankable enemies are ones that can't take cover, such as Drones, MECs and Berserkers.
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
Tradecraft
*This soldier has significantly reduced infiltration times while on missions.
This soldier has significantly reduced infiltration times while on missions.
Deadeye
*Deadeye reduces the overall hit chance of a shot by 15%, but increases the base damage of the shot by 50%. *Deadeye has a 3 turn cooldown. *Works with Snap Shot.
Take a shot with a small aim penalty for a significant damage boost.
Lock 'N Load
*Kills with your primary weapon restore 1 ammo.
Kills with your primary weapon restore 1 ammo.
Ghostwalker
*Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s) (including the current turn), as denoted by red tiles surrounding enemies who are not alerted to your presence. *Ghostwalker has a 4 turn cooldown. *Requires no actions to activate. *This ability also grants a small reduction in this soldier's impact on infiltration times. *Does not apply to ADVENT security towers.
Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s).
Locked On
* Gain +20 aim and +10 crit for repeated shots at the same target. Not cumulative, and only applies to enemy units. * The effect persists in between multiple turns as long as the same target has been fired upon. * Area-of-Effect-based shots do not grant the bonus.
Gain +20 aim and +10 crit for successive shots at the same enemy unit.
Focused Defense
* The bonus doesn't apply against melee attacks. * If multiple enemies are equally distant, you get the bonus against all of them.
You get an additional 20 Defense and 20 Dodge against attacks by the closest visible enemy while not flanked.
Traverse Fire
*After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
Evasive
*This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
Overkill
*Your ranged attacks deal +2 more damage to units at 50% HP or less.
Your ranged attacks deal +2 more damage to units at 50% HP or less.
Stiletto
*Shots fired with your primary weapon pierce 3 armor.
Shots fired with your primary weapon pierce 3 armor.
Deep Cover
*Non-offensive actions like Reload can still be performed without invalidating Deep Cover.
If you did not attack this turn, hunker down automatically.
Bring 'Em On
*Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. *Units visible at squadsight ranges do confer bonus. *Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
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.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
Executioner
*Confers +20 aim and +20 critical chance against targets at half or less of their original hit points.
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.
Phantom
*Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment. *If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.
When the squad is revealed, this soldier remains concealed.
Shadowstrike
*Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
That's Close Enough
*Will not trigger if soldier is concealed. *Only works on enemy turns. *This ability can trigger 1 time(s) per turn.
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.
Anatomy
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
Ready For Anything
*Enter overwatch after firing a standard shot with your primary weapon.
Enter overwatch after firing a turn ending standard shot with your primary weapon.
Disabling Shot
*Stuns enemies for 2 actions if the shot hits (including if it grazes). *Stuns for an extra 2 actions if the shot crits, but the shot won't inflict the critical damage. *Disabling Shot requires 1 ammo to use. *Disabling Shot has a 5 turn cooldown. *Only Avatars and Psi Zombies can not be stunned.
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.

Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 1 0 1 0 1 0 1
Aim
Aim
2 2 2 2 2 2 2 2
Will
Will
5 5 0 0 0 0 0 0
Total Health
Health
0 1 1 2 2 3 3 4
Aim
Aim
2 4 6 8 10 12 14 16
Will
Will
5 10 10 10 10 10 10 10

Sample Builds

See Also

XCOM Units in Long War of the Chosen
Starting

Overview

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
Unlockable

Psi Operative

SPARK

Officers
Faction

Reaper

Skirmisher

Templar