Assault (Long War)
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, Carbines, SMGs, Battle Rifles, Shotguns
- Secondary Weapons: Sidearm
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Role: Mobile Offense
Long War Assaults are quite similar to vanilla Assaults. They are more mobile than Infantry while packing less firepower, swapping Light 'Em Up for Run & Gun. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.
Assaults can have quite varied builds. While in general they lean towards murdering things with shotguns, they have several utility talents available with the power to really change the build, such as Lightning Reflexes, Grenadier and Close Encounters.
A major secondary role of Assaults overlaps with the Scout. Assaults have access to Lightning Reflexes, allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Tech Sergeant to do it. At high ranks, Assaults are arguably superior to Scouts at this role, since they have better HP progression and better access to defensive perks (a Scout must choose between Extra Conditioning and Resilience, while an Assault can have both), allowing them to better absorb a shot that gets through.
Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, Lightning Reflexes to not be hit by overwatch when running to comm arrays, and they can use Run & Gun to hack arrays on the same turn after dashing.