Jump to content

Assault (Long War)

From UFOpaedia
Revision as of 09:28, 27 June 2014 by Binkyuk (talk | contribs)

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, Carbines, SMGs, Battle Rifles, Shotguns
Secondary Weapons: Sidearm

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
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
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
Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.
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
Reduces all normal damage taken by 1.5 if in cover and not flanked.
' ' '

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

Tactical Advice

Role: Mobile Offense

Long War Assaults are quite similar to vanilla Assaults. They are more mobile than Infantry while packing less firepower, swapping Light 'Em Up for Run & Gun. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.

Assaults can have quite varied builds. While in general they lean towards murdering things with shotguns, they have several utility talents available with the power to really change the build, such as Lightning Reflexes, Grenadier and Close Encounters.

A major secondary role of Assaults overlaps with the Scout. Assaults have access to Lightning Reflexes, allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Tech Sergeant to do it. At high ranks, Assaults are arguably superior to Scouts at this role, since they have better HP progression and better access to defensive perks (a Scout must choose between Extra Conditioning and Resilience, while an Assault can have both), allowing them to better absorb a shot that gets through.

Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, Lightning Reflexes to not be hit by overwatch when running to comm arrays, and they can use Run & Gun to hack arrays on the same turn after dashing.