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
Special shot for primary-weapon shotguns only: Fire a shot that pierces two armor and has no range penalty. Three turn cooldown.
Your arc thrower disorients the target when it misses.
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.
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Three-turn cooldown.
Fire your Arc Thrower to incapacitate a target and damage mechanical enemies. Reduces enemy hack defense by 20. Can use every other turn.
Activating Run & Gun grants +50% critical damage for the rest of the turn.
Run and Gun cooldown is reduced by one turn.
|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.
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.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Fire your Arc Thrower at every visible enemy who is capable of being stunned. Five-turn cooldown.
You do two additional points of base damage with your primary weapon.