Assault (LWOTC)
Class Overview
The Assault class is specialised in mobility and dealing damage with guns. They are the equivalent to Long War 1's Assault, 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.
Assaults also 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. Arc throwers will stun for two actions which is one turn on most enemies, and 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. 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.
Weapons
Primary: Rifles, SMGs, Shotguns.
Secondary: Arc Thrower
Abilities
Mouse-over for more information.
Rank | Ability | ||
Squaddie |
Take an action after dashing. |
Fire your Arc Thrower to incapacitate a target. | |
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Raider | Breacher | ||
Lance Corporal |
Special shot for primary-weapon shotguns only: Fire a shot that pierces 2 armor and has no range penalties. Uses 1 ammo. Has a 2 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 additional reaction shot you face. |
Corporal |
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown. |
Your Arc Thrower now damages mechanical enemies and reduces their defense against hacking attempts. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
Sergeant |
Activating Run and Gun grants +50% critical damage for the rest of the turn. |
Your Arc Thrower now has a bonus to hit. |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 4 turn cooldown. |
Staff Sergeant |
Run and Gun cooldown is reduced by one turn. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Tech Sergeant |
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. Cannot trigger on the same turn as Close Encounters. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Cannot trigger on the same turn as Hit and Run. |
Gunnery Sergeant |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Master Sergeant |
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover. |
Fire your Arc Thrower at a target that is capable of being stunned and bounces up to 3 other targets within 6 tiles. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10 AP per tier level.
Tier 1 | Tier 2 | Tier 3 | Tier 4 |
Gain additional +15 aim and +15 crit against holotargeted units. |
Your explosives do significantly greater damage to cover objects and other things on the battlefield. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
You can use your arc thrower to heal friendly mechanical units. |
Killing an enemy at a lower elevation with your primary weapon refunds a single action, and does not end your turn. Also grants a long-range accuracy bonus for sniper rifles. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. | |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
Take a shot with a small aim penalty for a significant damage boost. |
If you score one or more kills on your turn, you are granted a single bonus move. |
If you did not attack this turn, hunker down automatically. |
Gain 40 dodge against attacks within four tiles. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. | |
Equipped medikits have 2 extra charges. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Activate this ability to make your next arc thrower shot a free action. Has a 4 turn cooldown. |
Grants 1 free flashbang item to your inventory. |
Makes partial cover count as full. |
Grants +1 charge per grenade item in a utility slot. | |
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits. |
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. |
Kills with your primary weapon restore 1 ammo. |
Enter overwatch after firing a turn ending standard shot with your primary weapon. |
Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s). |
When targeted by enemy fire, automatically fire back with your primary weapon once per turn. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. | |
Missed attacks have an additional roll to become a graze. |
This soldier does not trigger overwatch or reaction fire. |
When the squad is revealed, this soldier remains concealed. |
A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded but your damage and crit chance will be reduced for every subsequent attack. |
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon. |
Gain 20 Defense and 20 Crit chance while injured. |
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon. | |
When Run and Gun is activated, your Arc Thrower cooldown is immediately reset to 0. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Shots fired with your primary weapon pierce 3 armor. |
Gain +20 aim and +10 crit for successive shots at the same enemy unit. |
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action. |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. | |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Firing your arc thrower no longer ends your turn. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
During enemy turns, fire your arc thrower at any visible enemy within 1 tile(s) that moves or fires. Shares cooldown with the arc thrower's Stun ability. |
Grants one free smoke grenade item to your inventory. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
This soldier has significantly reduced infiltration times while on missions. |
Stat Progression
Rank | |||||||||
Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Will |
5 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | |
Total | Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Aim |
2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | |
Will |
5 | 10 | 10 | 10 | 10 | 10 | 10 | 10 |
Sample Builds
See Also
XCOM Units in Long War of the Chosen | ||||||||||||||||||||||||||
Starting |
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Unlockable |
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Faction |
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