Difference between revisions of "Assault (LW2)"

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Assaults carry Arc Throwers as their secondary weapon. These have normal (rifle) range penalties, giving shotgun equipped Assaults a nonlethal option for use at range, stunning organic targets if it hits them. The center branch features multiple upgrades to the Arc Thrower, making an Assault more than capable of shutting down even the scariest of hostiles when you need it most. Arc throwers will stun for two actions which is one turn on most enemies, the cooldown of the arc thrower is two turns which will allow enemies a single turn of activity before you can re-attempt another stun.
 
Assaults carry Arc Throwers as their secondary weapon. These have normal (rifle) range penalties, giving shotgun equipped Assaults a nonlethal option for use at range, stunning organic targets if it hits them. The center branch features multiple upgrades to the Arc Thrower, making an Assault more than capable of shutting down even the scariest of hostiles when you need it most. Arc throwers will stun for two actions which is one turn on most enemies, the cooldown of the arc thrower is two turns which will allow enemies a single turn of activity before you can re-attempt another stun.
  
== Abilities ==
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== Abilities (As of LW2 Version 1.2) ==
 
{{Class Tree (LW2)
 
{{Class Tree (LW2)
 
|Squaddie1=
 
|Squaddie1=

Revision as of 12:56, 11 April 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

The Assault class is specialised in mobility and dealing damage with guns. They are somewhat akin to a shotgun-using vanilla Ranger, but with more emphasis on damage and without the sword, or stealth skills.

"Raider" type Assaults (Left branch) excel at achieving and exploiting flanks on enemy positions, clearing out groups of lightly-armored hostiles or single well-armored hostiles with their various special shotgun attacks, but will need supporting fire from allies to help cover them, as their innate defenses may not be enough to withstand a counterattack.

"Breacher" type Assaults (Right branch) are XCOM's ideal front line, capable of plunging into the heart of an enemy formation and weathering enemy reprisals long enough for the rest of the Assault's squad to wipe out the enemy, but alone may struggle to confront multiple hostiles, particularly at range.

Assaults carry Arc Throwers as their secondary weapon. These have normal (rifle) range penalties, giving shotgun equipped Assaults a nonlethal option for use at range, stunning organic targets if it hits them. The center branch features multiple upgrades to the Arc Thrower, making an Assault more than capable of shutting down even the scariest of hostiles when you need it most. Arc throwers will stun for two actions which is one turn on most enemies, the cooldown of the arc thrower is two turns which will allow enemies a single turn of activity before you can re-attempt another stun.

Abilities (As of LW2 Version 1.2)

Mouse-over XCOM2 infoIcon custom 1.png for more information.

Rank Ability
XCOM2 rank squaddie.png
Squaddie
Run and Gun
* Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position. * Run and Gun has a 3 turn cooldown.
Run and Gun
Take an action after dashing.
Stun
* The Arc Thrower is effective anywhere in the soldier's sight range, doing no damage but stunning targets for their next turn if it hits. * Improved versions can extend the duration of the stun effect. * Requires one action and ends the soldier's turn when fired. * Can Use every other turn. * Ineffective against mechanized units without additional soldier training.
Stun
Fire your Arc Thrower to incapacitate a target.
Raider Breacher
XCOM2 rank lieutenant.png
Lance Corporal
Slug Shot
* Special shot for primary-weapon shotguns only: Fire a shot with no range penalties. * The shot will pierce two armor points. * Three-turn cooldown. * Requires 2 ammo.
Slug Shot
Special shot for primary-weapon shotguns only: Fire a shot that pierces two armor and has no range penalties. Uses 2 ammo. Three turn cooldown.
Electroshock
* A miss with your Arc Thrower still disorients non-robotic targets.
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 first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances.
Lightning Reflexes
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
XCOM2 rank sergeant.png
Corporal
Trench Gun
* Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. * Three-turn cooldown, uses 1 ammo. * Ability will not be available with other primary weapons. * The shot will not penetrate heavy cover, so this ability is best used in flanking situations. * Allies in the area of effect can take damage.
Trench Gun
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Three-turn cooldown.
Arc Pulser
* The Arc Thrower is effective anywhere in the soldier's sight range, doing no damage but stunning targets for their next turn if it hits. * Improved versions can extend the duration of the stun effect. * Requires one action and ends the soldier's turn when fired. * Can use every other turn. * Damage to mechanical units starts at 3 and increases as arc thrower technology improves. * Reduces enemy hack defense by 20.
Arc Pulser
Fire your Arc Thrower to incapacitate a target and damage mechanical enemies.
Close and Personal
* Confers +30 critical chance against adjacent targets. * Bonus reduced by 5% for each additional tile of distance from the target, down to 0% at 7 or more tiles.
Close and Personal
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
XCOM2 rank captain.png
Sergeant
Killer Instinct
* Activating Run & Gun grants +50% critical damage for the rest of the turn.
Killer Instinct
Activating Run & Gun grants +50% critical damage for the rest of the turn.
Stun Gunner
* The bonus starts at +20 and increases with better Arc Thrower technology, to a maximum of +30.
Stun Gunner
Your Arc Thrower now has a bonus to hit.
Fortify
* Activate to grant the soldier +20 defense until the beginning of the soldier's next turn. * Does not cost an action. Has a 5-turn cooldown.
Fortify
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown.
XCOM2 rank major.png
Staff Sergeant
Extra Conditioning
* Run and Gun cooldown is reduced by one turn.
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. * Units visible at squadsight ranges do confer bonus.
Aggression
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Formidable
* Formidable reduces explosive damage taken by 50%. * It grants two points of Ablative HP
Formidable
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks.
XCOM2 rank colonel.png
Tech Sergeant
Hit and Run
* Once per turn, gain an additional 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.
Hit and Run
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon.
Rapid Fire
* Rapid Fire has no cooldown, making it a devastating ability for dealing ranged damage.
Rapid Fire
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability.
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. * A red ring will mark the range of this ability.
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.
XCOM2 rank commander.png
GunnerySergeant
Bring 'Em On
* Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. * Units visible at squadsight ranges do confer bonus.
Bring 'Em On
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8.
Close Combat Specialist
* Will not trigger if soldier is concealed. * You may shoot at each enemy with this ability once per turn. * Each shot costs two points of ammo.
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
* When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
Untouchable
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
XCOM2 rank fieldmarshall.png
Master Sergeant
Street Sweeper
* Medium-range, cone-based shotgun attack. * Uses one action and 2 ammo, and has four-turn cooldown. * Does 3 bonus damage against unarmored targets within the spread pattern. * Cannot be used with non-shotgun weapons. * Allies can be injured by this attack.
Street Sweeper
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover.
Chain Lightning
* Fire your Arc Thrower at every visible enemy who is capable of being stunned. * Requires one action and ends your turn. * Five-turn cooldown. * Can not be used from concealment.
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 and one point of additional crit damage with your primary weapon.
Lethal
You do two additional points of base damage and one point of additional crit damage with your primary weapon.

Stat Progression

Rank Health Offense Will Mobility Dodge Hacking
XCOM2 rank squaddie.png
Squaddie
0 2 5 0 0 0
XCOM2 rank lieutenant.png
Lance Corporal
1 2 5 0 0 0
XCOM2 rank sergeant.png
Corporal
0 2 0 0 0 0
XCOM2 rank captain.png
Sergeant
1 2 0 0 0 0
XCOM2 rank major.png
Staff Sergeant
0 2 0 0 0 0
XCOM2 rank colonel.png
Tech Sergeant
1 2 0 0 0 0
XCOM2 rank commander.png
GunnerySergeant
0 2 0 0 0 0
XCOM2 rank fieldmarshall.png
Master Sergeant
1 2 0 0 0 0
Total 4 16 10 0 0 0


This class also gains 1 point of strength, though it's not clear what that does.

See Also

XCOM Units in Long War 2
Soldiers: Assault | Grenadier | Gunner | Ranger | Sharpshooter | Shinobi | Specialist | Technical | Psi Operative
SPARK:
Officers