greatest strengths of the Assault class are an ability to wield a shotgun and
the “Run & Gun” ability, which allows for an attack after dashing. For this
reason, Assault classes will be dealing tons of damage but likely taking more
than any other class.
don’t always have to use an Assault class purely offensively. The Overwatch
skill can be used instead of attacking during a Run & Gun, meaning this
class can run forward and provide cover as the rest of your team moves up the
We used two
Assault units in our squad of six – one with a shotgun and one with an assault
Run & Gun: Allows
firing or Overwatch after Dashing on the turn Run & Gun is activated. 2
Corporal Abilities (choose one)
Tactical Sense: Confers +5
Defense per enemy in sight (max +20)
Aggression: Convers +10%
critical chance per enemy in sight (max +30%)
Sergeant Abilities (choose one)
Lightning Reflexes: Forces the
first reaction shot against this unit each turn to miss.
Close and Personal: Confers +30%
critical chance against adjacent targets. The bonus declines with distance from
Lieutenant Abilities (choose one)
Flush: Fire a shot that causes enemies to run out of cover. The shot is easy to hit
with, but does reduced damage.
Rapid Fire: Take two shots against a single target in quick succession. Each shot carries a
-15 penalty to Aim.
Captain Abilities (choose one)
Specialist: Confers a
reaction shot against any enemy who closes within 4 tiles. Does not require Overwatch.
On: Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
Extra Conditioning: Confers
bonus health based on which type of armor is equipped. Heavier armor increases
Colonel Abilities (choose one)
immunity to critical hits.
Killer Instinct: Activating Run & Gun now also grants +50% critical damage for the rest of