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: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
- Secondary Weapons: Pistols, Machine pistols, Sawed-off shotgun.
- Class-Limited items: Impact Vest, Shredder Ammo, Breaching Ammo.
Run & Gun
Allows firing or Overwatch after Dashing on the turn Run and Gun is activated. 2 turn cooldown.
|No other bonuses.|
Never panic as a result of getting wounded, allies panicking, allies getting wounded or killed, or the intimidation ability.
Close Combat Specialist
Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. Warning: Will activate even if unit is concealed.
Fire a shot that may cause non-flying enemies to run to new cover. The shot is easy to hit with (+30 aim), but does reduced damage (-50% base weapon damage), and consumes extra ammo (2 ammo). Hunkered units will not relocate.
|+5 Will.||No other bonuses.||No other bonuses.|
Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus.
Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters.
|+3 Will.||No other bonuses.||No other bonuses.|
The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Hit and Run
Your first standard shot of each turn against an uncovered or flanked target does not cost an action. Does not work against flying units, and cannot be used if Run N' Gun activated.
|+3 Will.||No other bonuses.||No other bonuses.|
Confers immunity to critical hits.
Activating Run and Gun grants +50% critical damage for the rest of the turn.
Confers +10 aim and +10 critical chance against targets at or below 50% health.
|No other bonuses.||No other bonuses.||+2 Aim, +2 Will.|
Confers +5 Defense per enemy in sight (max +20).
Bring 'Em On
Confers 1-4 bonus damage during critical hits (which is then multiplied by 50% due to the critical hit). The damage is higher when more enemies are in view (including squad sight vision). This results in +1.5 dmg for 1-2 enemies, +3 dmg for 3-4 enemies, +4.5 dmg for 5-6 enemies, +6 dmg for 7 or more enemies.
Grants +4 mobility (roughly 3 tiles movement).
|No other bonuses.||No other bonuses.||No other bonuses.|
Confers 1-4 bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
Vital Point Targeting
Confers 2 bonus damage with primary guns, and +1 damage with sidearms, against humans and alien targets whose species have been autopsied.
The hit chance of reaction fire against this unit is reduced by 90 percent for the first shot, and by 70 percent for additional shots.
|+1 Mobility, +4 Aim, +4 Will.||No other bonuses.||No other bonuses.|
- If Training Roulette is on, and Lock n' Load is acquired: reloading as the first action also stops Hit and Run from activating.
- Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (
1 + rand(6)).
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 are fairly simple soldiers, and the choice in their build tends to be a simple one of offense vs defense at each rank, with some mobility thrown in. A role-changing perk however is Lightning Reflexes, allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Master Sergeant to do it and it can't be combined with the highly useful Resilience perk. Given some aliens in Long War have Opportunist, this makes absorbing overwatch with an Assault still quite dangerous, unless tough enough to absorb a crit.
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.
Tank Psi Assault
A durable, tanky assault for early-mid game, especially before you get MECs (which will take over the tanking role). Perks also provide plenty of bonus will to make a good psi soldier later in the game. They gain a total of +15 will from perks in addition to average will stat growth, putting them above a Steadfast-Revive-Extra Conditioning Medic (40-47 will growth vs 39-46 will on Psi Medic).
At Lance Corporal: Close Combat Specialist for situations where enemies will close to point blank range in attempts to flank or melee your Assault. Alternatively, Steadfast can be chosen for the +5 bonus will for soldiers you're grooming for psi.
At Corporal: Will to Survive is a key perk, providing 1.5 DR when in cover, improving survivability when your assault inevitably takes hits.
At Sergeant: Close Encounters for maximum flexibility and the bonus Will. Since the tank build is less aggressively focused, you won't be using as much Run & Gun and flanking, so Rapid Fire and Hit and Run are less useful, whereas you will often be at close quarters to encourage enemies to shoot at the tank assault instead of other soldiers and it pairs well with Close Combat Specialist, allowing up to 3 shots a turn on a target.
At Tech Sergeant: Resilience is another key tanking perk, granting crit immunity, limiting how much damage your assault can suffer, greatly increasing durability.
At Gunnery Sergeant: Tactical Sense, which grants 5 defense for each visible enemy up to 20. Extra defense is obviously handy when your assault is getting shot at (especially when running reaction fire), but beware that this may make your assault harder to hit than your other soldiers and the aliens may target them instead, which defeats the point of a tank build.
At Master Sergeant: Extra Conditioning to provide extra HP, aim, will, and mobility, increasing tanking and versatility. Alternatively, you could pick Lightning Reflexes to draw reaction fire, but Scouts do the job just as well at SPEC and the bonuses on Extra Conditioning are too good to pass up.
Equip completed build with: Shotgun weapons for increased damage, clip size with early weapon tech, and crit chance. Heavy armor for durability (they'll draw a lot of fire!). Breaching rounds to improve damage against armored targets. Impact Vest, Chitin Plating, and high-cap mags are good choices for remaining item slots.
Go for Offensive Psi powers so your Assault has options to engage the enemy at range. Secondary Heart is a good idea on gene mod side.
Gene-modded Covert Operative build for assaults with great base HP and mobility. When not used for Covert missions, deploy on missions where powerful single foes are expected and will need to be kill-confirmed with Run and Gun Rapid Fire.
At Lance Corporal: Flush if you want to use your operative/assault as utility while waiting for R&G to come off cool-down. OR Close Combat Specialist when you want to use your operative as a close-in damage threat for alien missions (be wary, as this can backfire on covert operatives if CCS procs deplete all your ammo before a turn which you planned to use R&G to trip a comm relay). Take Steadfast if your assault operative has low will and you do not want to risk them panicking to a light wound.
At Corporal: Ranger as a core perk, allowing assaults to contribute significant damage at all ranges on covert operations, as well as have increased damage on alien missions.
At Sergeant: Rapid Fire works with Run & Gun, which is key to chaining transmitters on covert ops. Alternatively, Close Encounters synergizes well with Close Combat Specialist to allow your covert op to deal decent amounts of damage or shoot and then reload to allow Run & Gun the next turn.
At Tech Sergeant: Resilience to increase the durability of the covert op, since they are limited in health, or Killer Instinct to give them bonus damage after Run & Gun and increased viability outside of covert ops.
At Gunnery Sergeant: Sprinter to hit relays on the far opposite side of the map with Run and Gun. OR Bring 'Em On for a more relevant Assault post-EXALT base; combined with Killer instinct, Rapid Fire, and potentially a friendly Mind Merge, this assault can devastate any single target with crits.
At Master Sergeant: Lightning Reflexes if you hit this rank and still have a few exalt missions to go, to make grabbing Comm Relays under overwatch a bit safer on Covert Extractions (and allow the assault to be useful as a pseudo scout in alien missions while waiting out R&G cooldown). Any perk is a good choice here otherwise.
Equip Completed build with: Operative builds are generally self explanatory (pistol, alloy plating and a grenade). As for alien missions: Shotguns and machine pistols to make best use of crit bonuses and Gunslinger. Heavy armor (Titan and/or Archangel) as this Assault will have the mobility to handle it. Breaching rounds to penetrate high-armor targets. Situational picks for remaining items.
For Gene mods, pick any head mod, Depth Perception (synergy with Muscle Fiber Density, and improved pistol reliability at elevation), Secondary Heart (when something goes wrong on a covert op; bring a medic with revive along on Covert Extractions so you can continue the mission!), Bioelectric Skin (bonus visibility at the start of EXALT missions; feel free to switch to Iron Skin if you like once EXALT's Base is gone), and Muscle Fiber Density (Makes Run and Gun charges more versatile and safer when you can dash up to elevated, hard-to-flank high cover and still dispatch your target.)
|Long War: Soldiers|