Assault (LWR)
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 or destructive grenade thrown 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. | ||||||
Lance Corporal |
Run and Gun
Allows shooting or overwatching at 0 AP if the last AP was spent moving. Disables the AP discount from Close Encounters. Shots gain +35% weapon damage and +35 crit until this unit's next turn. 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 or Pursuit when walking (not dashing). After repositioning, grants +2 crit dmg until next turn. Grants +0.6 mobility. |
Will To Survive
Increases DR of partial cover to 55% and full cover to 65% but grants 15 less defense. Grants +3 armor HP and Steadfast. | ||||
Corporal |
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Snapshot
Shooting will not trigger reaction fire. If this unit has not moved this turn, shots gain a 20% chance 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 and reloading costs only 1 AP. |
Aggression
Grants the primary weapon +20 crit and 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. 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] | ||||
Tech Sergeant |
|||||||
Gunnery Sergeant |
Killer Instinct
Critical hits deal 200% damage. |
Bring 'Em On
Grants additional shot damage equal to half the number of enemies in sight. Grants additional aim and graze chance equal to 5x the number of enemies in sight. |
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. | ||||
Master Sergeant |
Sprinter
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%). |
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.