Difference between revisions of "Assault (LW2)"
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== Stat Progression == |
== Stat Progression == |
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{| class="wikitable" |
{| class="wikitable" |
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− | !Rank!!Health |
+ | !Rank!!Health!!Offence!!Will!!Mobility!!Dodge!!Hacking |
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|- |
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− | | |
+ | |Squaddie|| 0 || 2 || 5 || ? || 0 || 0 |
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− | |Lance Corporal|| |
+ | |Lance Corporal|| 1 || 2 || 5 || 0 || 0 || 0 |
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|- |
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− | |Corporal|| |
+ | |Corporal|| 0 || 2 || 0 || 0 || 0 || 0 |
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|- |
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− | |Sergeant|| |
+ | |Sergeant|| 1 || 2 || 0 || 0 || 0 || 0 |
|- |
|- |
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− | | |
+ | |Staff Sergeant|| 0 || 2 || 0 || 0 || 0 || 0 |
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|- |
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− | | |
+ | |Tech Sergeant|| 1 || 2 || 0 || 0 || 0 || 0 |
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− | | |
+ | |Gunnery Sergeant|| 0 || 2 || 0 || 0 || 0 || 0 |
+ | |- |
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+ | |Master Sergeant|| 1 || 2 || 0 || 0 || 0 || 0 |
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+ | |- |
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+ | |Total|| 4 || 16 || 10 || 0 || 0 || 0 |
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|} |
|} |
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Revision as of 13:46, 22 January 2017
The Assault serves as our primary close range unit, able to push in close and hold the line.
Primary: Rifle, SMG or Shotgun(default); Secondary: Arc Thrower
Abilities
Raider | Breacher | |
---|---|---|
Slug Shot
Special shot for primary-weapon shotguns only: Fire a shot that pierces two armor and has no range penalty. Three turn cooldown. |
Electroshock
Your arc thrower disorients the target when it misses. |
Lightning Reflexes
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each shot. Specifically: -100 to hit for the first shot, -80 for the second, -60 for the third, -40 for the fourth, and -20 for the fifth. Further reaction shots are at normal to-hit chances. |
Trench Gun
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Three-turn cooldown. |
Arc Pulser
Fire your Arc Thrower to incapacitate a target and damage mechanical enemies. Reduces enemy hack defense by 20. Can use every other turn. |
Close and Personal
Confers +30 critical chance against adjacent targets. The bonus declines by 5% for each additional tile of distance from the target, down to 0% at 7 or more tiles. |
Killer Instinct
Activating Run & Gun grants +50% critical damage for the rest of the turn. |
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Extra Conditioning
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. Does not include enemies in Squadsight range. |
|
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. Hit and Run cannot be used after Run and Gun is activated. Bonus full actions from Serial and Death from Above will be awarded first. |
Close Encounters
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Close Encounters cannot be used after Run and Gun is activated. | |
Bring 'Em On
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Includes enemies in Squadsight range. |
Close Combat Specialist
During enemy turns, fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. Will not trigger if soldier is concealed. |
Untouchable
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Chain Lightning
Fire your Arc Thrower at every visible enemy who is capable of being stunned. Five-turn cooldown. |
Lethal
You do two additional points of base damage with your primary weapon. |
Stat Progression
Rank | Health | Offence | Will | Mobility | Dodge | Hacking |
---|---|---|---|---|---|---|
Squaddie | 0 | 2 | 5 | ? | 0 | 0 |
Lance Corporal | 1 | 2 | 5 | 0 | 0 | 0 |
Corporal | 0 | 2 | 0 | 0 | 0 | 0 |
Sergeant | 1 | 2 | 0 | 0 | 0 | 0 |
Staff Sergeant | 0 | 2 | 0 | 0 | 0 | 0 |
Tech Sergeant | 1 | 2 | 0 | 0 | 0 | 0 |
Gunnery Sergeant | 0 | 2 | 0 | 0 | 0 | 0 |
Master Sergeant | 1 | 2 | 0 | 0 | 0 | 0 |
Total | 4 | 16 | 10 | 0 | 0 | 0 |