Difference between revisions of "Assault (Long War)"

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|Specialist1=[[File:ASSAULT RUNGUN.png|32px|center]]'''Run & Gun'''<br/>''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.''
 
|Specialist1=[[File:ASSAULT RUNGUN.png|32px|center]]'''Run & Gun'''<br/>''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.''
 
|SpecialistE1=''No other bonuses.''{{Verify}}
 
|SpecialistE1=''No other bonuses.''{{Verify}}
|LCorporal1=[[File:.png|32px|center]]''''''<br/>''''
+
|LCorporal1=[[File:.png|32px|center]]'''Steadfast'''<br/>''Immune to panic, except Psi Panic''
|LCorporal2=[[File:.png|32px|center]]''''''<br/>''''
+
|LCorporal2=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]'''Close Combat Specialist'''<br/>''Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.''
|LCorporal3=[[File:.png|32px|center]]''''''<br/>''''
+
|LCorporal3=[[File:ASSAULT FLUSH.png|32px|center]]'''Flush'''<br/>''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage''
 
|LCorporalE1=''''
 
|LCorporalE1=''''
 
|LCorporalE2=''''
 
|LCorporalE2=''''
 
|LCorporalE3=''''
 
|LCorporalE3=''''
|Corporal1=[[File:.png|32px|center]]''''''<br/>''''
+
|Corporal1=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers 2 bonus damage with pistols.''
|Corporal2=[[File:.png|32px|center]]''''''<br/>''''
+
|Corporal2=[[File:HEAVY GRENADIER.png|32px|center]]'''Grenadier'''<br/>''''
|Corporal3=[[File:.png|32px|center]]''''''<br/>''''
+
|Corporal3=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''
 
|CorporalE1=''''
 
|CorporalE1=''''
 
|CorporalE2=''''
 
|CorporalE2=''''
 
|CorporalE3=''''
 
|CorporalE3=''''
|Sergeant1=[[File:.png|32px|center]]''''''<br/>''''
+
|Sergeant1=[[File:.png|32px|center]]'''Ranger'''<br/>''''
|Sergeant2=[[File:.png|32px|center]]''''''<br/>''''
+
|Sergeant2=[[File:ASSAULT KILLERINSTINCT.png|32px|center]]'''Killer Instinct'''<br/>''Activating Run & Gun now also grants +50% critical damage for the rest of the turn.''
|Sergeant3=[[File:.png|32px|center]]''''''<br/>''''
+
|Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''
 
|SergeantE1=''''
 
|SergeantE1=''''
 
|SergeantE2=''''
 
|SergeantE2=''''
 
|SergeantE3=''''
 
|SergeantE3=''''
|TechSgt1=[[File:.png|32px|center]]''''''<br/>''''
+
|TechSgt1=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]'''Lightning Reflexes'''<br/>''''
|TechSgt2=[[File:.png|32px|center]]''''''<br/>''''
+
|TechSgt2=[[File:.png|32px|center]]'''Close Encounters'''<br/>''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''
|TechSgt3=[[File:.png|32px|center]]''''''<br/>''''
+
|TechSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will To Survive'''<br/>''''
 
|TechSgtE1=''''
 
|TechSgtE1=''''
 
|TechSgtE2=''''
 
|TechSgtE2=''''
 
|TechSgtE3=''''
 
|TechSgtE3=''''
|GunSgt1=[[File:.png|32px|center]]''''''<br/>''''
+
|GunSgt1=[[File:SUPPORT SPRINTER.png|32px|center]]'''Sprinter'''<br/>''+3 mobility''
|GunSgt2=[[File:.png|32px|center]]''''''<br/>''''
+
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''
|GunSgt3=[[File:.png|32px|center]]''''''<br/>''''
+
|GunSgt3=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience'''<br/>''Confers immunity to critical hits.''
 
|GunSgtE1=''''
 
|GunSgtE1=''''
 
|GunSgtE2=''''
 
|GunSgtE2=''''
 
|GunSgtE3=''''
 
|GunSgtE3=''''
|MSgt1=[[File:.png|32px|center]]''''''<br/>''''
+
|MSgt1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''
|MSgt2=[[File:.png|32px|center]]''''''<br/>''''
+
|MSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''
|MSgt3=[[File:.png|32px|center]]''''''<br/>''''
+
|MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage against targets that have been autopsied.''
 
|MSgtE1=''''
 
|MSgtE1=''''
 
|MSgtE2=''''
 
|MSgtE2=''''

Revision as of 17:02, 6 June 2014

The Long War Assault is similar to the vanilla Assault. Their signature ability is Run & Gun, which works exactly as it does in vanilla XCOM.

Primary Weapons: Assault Rifles, Shotguns
Secondary Weapons: Pistols

Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
ASSAULT RUNGUN.png
Run & Gun
Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
No other bonuses.[Verify?]
RANK CORPORAL.png
Lance Corporal
Steadfast
Immune to panic, except Psi Panic
ASSAULT CLOSECOMBAT.png
Close Combat Specialist
Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.
ASSAULT FLUSH.png
Flush
Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage
' ' '
RANK SERGEANT.png
Corporal
SNIPER GUNSLINGER.png
Gunslinger
Confers 2 bonus damage with pistols.
HEAVY GRENADIER.png
Grenadier
'
ASSAULT AGGRESSION.png
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
' ' '
RANK LIEUTENANT.png
Sergeant
Ranger
'
ASSAULT KILLERINSTINCT.png
Killer Instinct
Activating Run & Gun now also grants +50% critical damage for the rest of the turn.
ASSAULT TACTICALSENSE.png
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
' ' '
RANK CAPTAIN.png
Tech Sergeant
ASSAULT LIGHTNINGREFLEXES.png
Lightning Reflexes
'
Close Encounters
The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.
HEAVY WILLTOSURVIVE.png
Will To Survive
'
' ' '
RANK MAJOR.png
Gunnery Sergeant
SUPPORT SPRINTER.png
Sprinter
+3 mobility
ASSAULT BRINGTHEMON.png
Bring 'Em On
Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
ASSAULT RESILLIENCE.png
Resilience
Confers immunity to critical hits.
' ' '
RANK COLONEL.png
Master Sergeant
ASSAULT RAPIDFIRE.png
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
ASSAULT EXTRACONDITIONING.png
Extra Conditioning
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
MEC VITAL POINT TARGETING.png
Vital Point Targeting
Confers 2 bonus damage against targets that have been autopsied.
' ' '