Assault (EU2012)

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A mobile soldier with a short-range high punch and good defense. A good choice for close quarter combat in maps with constricting spaces and limited vision. The Run & Gun ability makes Assault soldiers particularly useful for outflanking opponents. Its main drawbacks are the limited usefulness of the Shotgun outside close range and the high cool down time after using Run & Gun.

  • The Assault class primary weapon is the Shotgun, a firearm designed to deal heavy damage to targets at close range with a 20% probability for critical hits, but with loss of efficiency at a greater distance to target.
  • The Shotgun can later be replaced by the Laser Scatter and Alloy Cannon models, which offer greater damage capability.
  • As an alternative, Assault Rifles may also be used by Assault units instead of Shotguns. It provides them with a better weapon for medium range engagements, where the Assault can use the perks that improve its Critical Hit ability for devastating effects.
  • Finally the Assault may also carry 1 Pistol as its secondary weapon and other equipment as required.
Rank Ability
Squaddie Run & Gun
Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
Corporal Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
Sergeant Lightning Reflexes
Forces the first reaction shot against this unit each turn to miss.
Close & Personal
Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.
Lieutenant Flush
Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Captain Close Combat Specialist
Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.
Bring 'Em On
Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
Major Extra Conditioning
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
Colonel Resilience
Confers immunity to critical hits.
Killer Instinct
Activating Run & Gun now also grants +50% critical damage for the rest of the turn.

Additional Notes

  • The Assault's abilities tree choices are between increasing its Attack (Critical Hit and Damage chances) or Defense capabilities.
  • Assault is the only class that can gain the Flush ability, allowing it to force enemies into the open and out of cover.
  • Another ability unique to Assault is Lightning Reflexes, allowing it to evade the first reaction shot fired by the aliens.
  • The bonus in stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.
  • The Assault has two general paths, one for defense with Tactical Sense, Lightning Reflexes, Close Quarters Specialist and Resilience, or the offensive path of Aggression, Close & Personal, Rapid Fire, Bring 'Em On and Killer Instinct.
  • "Close Quarters Specialist" will trigger any time ANY hostile unit closes within four tiles, at any time, during anyone's turn. As a practical matter, this means that an Assault can shoot reactions during YOUR turn against aliens who have just been 'triggered', or even against Muton Berserkers that have entered the 4-tile radius from their reaction to being shot...even if the Assault triggered them to start with!
  • Be careful using Run & Gun to dash a long way to flank. You may activate extra aliens, making things worse. The new aliens may then be behind your Assault, who can't move to take cover from them. Having supports on hand with smoke grenades may save an unfortunate Assault in this situation.


Ability Guide