돌격병 (롱 워 리밸런스)
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 reaction fire and critical hits from enemies within 4 tiles. Activating Run and Gun disables the AP discount. | ||||||
![]() Lance Corporal |
Run and Gun
Allows shooting or overwatching at 0 AP if the last AP was spent moving. Disables other abilities. Until this unit's next turn their shots gain +30 crit. 2 turn cooldown. Cannot activate if out of ammo and does not work with the stun rifle. |
Shadowstep
This unit does not trigger reaction shots when walking (not dashing). Grants +0.6 mobility. After repositioning, grants +30 crit until next turn. |
Will To Survive
When protected by cover: This unit receives 10% DR + 5% per enemy in sight, partial cover grants the DR of full cover, and cover defense is lowered by 10. For XCOM only: Reduces injury time by 50% and grants Steadfast. Steadfast
Immunity to panic (except from flames or psionics) and grants 30 will when defending against psionic attacks and overpower. | ||||
![]() Corporal |
Extra Conditioning
Grants +2 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Snapshot
Shooting or Overwatching will not trigger reaction fire. For XCOM only: Grants a 20% chance for shots to cost 0 AP. |
Tenacious Defense
Grants +3 armor HP. Grants +20% crit resistance when protected by cover. | ||||
![]() Sergeant |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty, gain double the close-range aim bonus, and reloading costs only 1 AP. |
Aggression
Grants the primary weapon additional crit damage equal to the number of enemies in sight or squadsight. |
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts if hit chance >50. Reaction shot only activates on enemy's turn, once per enemy. Increases the stagger chance on all reaction fire by 50%. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30] | ||||
![]() Tech Sergeant |
Rapid Fire
Take two shots with your primary weapon against a single target in quick succession. Each shot carries a -20 aim penalty. | ||||||
![]() Gunnery Sergeant |
Killer Instinct
Critical hits from shots or explosives deal 175% damage. |
Bring 'Em On
Grants shots and grenades additional damage equal to half the number of enemies in sight or squadsight. Attacks against this unit have a chance to graze (dealing half their original damage) equal to 5x the number of enemies in sight or squadsight. |
Brawler
Grants +1 damage and +20 aim against targets within 4 tiles. Counterattacks melee attacks with damage equal to this unit's max base HP. Opportunist
Reaction shots gain +15 aim and can critically hit. | ||||
![]() Master Sergeant |
Sprinter
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%). |
Grit
Grants +3 armor HP and %DR equal to 10 + half of the %HP lost. |
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.