Difference between revisions of "Assault (LW2)"

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===Weapons===
 
===Weapons===
  
'''Primary''': [[Weapons_(LW2)#Assault_Rifle|Rifles]], [[Weapons_(LW2)#Submachine_Guns|SMGs]], [[Weapons_(LW2)#Shotgun|Shotguns]].
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'''Primary''': [[Weapons_(LW2)#Assault_Rifles|Rifles]], [[Weapons_(LW2)#Submachine_Guns|SMGs]], [[Weapons_(LW2)#Shotguns|Shotguns]].
  
'''Secondary''': [[Weapons_(LW2)#Arc_Thrower|Arc Thrower]]
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'''Secondary''': [[Weapons_(LW2)#Arc_Throwers|Arc Thrower]]
  
 
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.

Latest revision as of 19:00, 5 September 2020

Assault
The Assault serves as our primary close range unit, able to push in close and hold the line.

Class Overview

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, stunning and holding the frontline in exchange for the sword and stealth skills, which are now in the Shinobi class.

"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.

Weapons

Primary: Rifles, SMGs, Shotguns.

Secondary: Arc Thrower

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

Mouse-over Mouse over this icon for more information on each ability. for more information.

Rank Ability
Squaddie
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.
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.
Fire your Arc Thrower to incapacitate a target.
Raider Breacher
Lance Corporal
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.
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.
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.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Corporal
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.
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.
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.
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
Sergeant
Sergeant
Killer Instinct
* Activating Run & Gun grants +50% critical damage for the rest of the turn.
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.
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.
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown.
Staff Sergeant
Staff Sergeant
Extra Conditioning
* Run and Gun cooldown is reduced by one turn.
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.
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
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks.
Tech Sergeant
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.
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.
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.
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.
Gunnery Sergeant
Gunnery Sergeant
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.
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.
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.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Master Sergeant
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.
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.
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.
You do two additional points of base damage and one point of additional crit damage with your primary weapon.

Stat Progression

Rank Per Level Total
Health
Health
Offense
Offense
Will
Will
Mobility
Mobility
Dodge
Dodge
Hacking
Hacking
Health
Health
Offense
Offense
Will
Will
Mobility
Mobility
Dodge
Dodge
Hacking
Hacking
Squaddie
Squaddie
0 2 9 - 17 0 0 0 0 2 9 - 17 0 0 0
Lance Corporal
Lance Corporal
1 2 9 - 17 0 0 0 1 4 18 - 34 0 0 0
Corporal
Corporal
0 2 4 - 12 0 0 0 1 6 22 - 46 0 0 0
Sergeant
Sergeant
1 2 4 - 12 0 0 0 2 8 26 - 58 0 0 0
Staff Sergeant
Staff Sergeant
0 2 4 - 12 0 0 0 2 10 30 - 70 0 0 0
Tech Sergeant
Tech Sergeant
1 2 4 - 12 0 0 0 3 12 34 - 82 0 0 0
Gunnery Sergeant
Gunnery Sergeant
0 2 4 - 12 0 0 0 3 14 38 - 94 0 0 0
Master Sergeant
Master Sergeant
1 2 4 - 12 0 0 0 4 16 42 - 106 0 0 0
  • This class also gains 2 points of strength, though it's only used for alien abilities.

See Also

XCOM Units in Long War 2
Starting
XCOM2 rank rookie.png
Soldiers
LW2 class assault.png
Assault
XCOM2 class grenadier.png
Grenadier
LW2 class Gunner.png
Gunner
XCOM2 class ranger.png
Ranger
XCOM2 class sharpshooter.png
Sharpshooter
LW2 class Shinobi.png
Shinobi
XCOM2 class specialist.png
Specialist
LW2 class Technical.png
Technical
Unlockable
XCOM2 class psiop.png
Psi Operative
XCOM2 class spark.png
SPARK
LWOfficers RankFieldCommander.png
Officers