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Assault InfantryDescription:Primary Loadout:Secondary Loadout:
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A dominating force in close combat, the resilient and aggresive Assault Infantry specializes in taking and holding ground.Shotgun
Bullpup
Sword
Combat Knife
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Specialization:Rank 1 (Sqd.)Rank 2 (Cpl.)Rank 3 (Sgt.)Rank 4 (Ltn.)Rank 5 (Cpt.)Rank 6 (Maj.)Rank 7 (Col.)
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-Utility (15 pts.)Mobility (25 pts.)Defense (15 pts.)Offense (25 pts.)Defense/Utility (20 pts.)Offense/Utility (20 pts.)
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StormtrooperCQB DominancePrep For EntryBreaching ManeuverLightning ReflexesShock and MaulConcussion GrenadesSweep and Clear
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Storm a position and quickly dispatch impaired targets with deadly efficiency.Skill proficiency that increases with experience: Increases Critical Hit chance, Defense and Crit Defense (5/10/15) against enemies within CQB range and increases CQB range for class ability bonuses (4/5/6 Tile Radius).Activate to make the next grenade thrown not cost an action, but throw range will be cut in half.Get one Half-Movement action point (50% Mobility Penalty) refunded after attacking a stunned or disoriented target within CQB range.The first Reaction Attack is garunteed to miss. Subsequent Reaction Attacks are less likely to hit.Deal +1 Damage to disoriented or stunned enemies. Deal an additional +1 Damage if also within CQB range of an impaired enemy.Grants a grenade pocket. Gain +1 charge to equipped flashbangs and most other grenade types now disorient the targets on impact.Once per turn, get one non-movement action point refunded after killing a stunned or disoriented enemy within CQB range.
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BastionRun And GunZone of ControlDeep ReservesBattering RamKiller InstinctZone DefenseRoving Warrior
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A mobile fortress that can rotate between offense and defense.Gain an additional non-movement action that can be used after dashing. 5 turn base cooldown.

Cooldown is reduced by 1 turn for each light weapon equipped (Bullpup and Combat Knife).

Using this version of Run and Gun breaks concealment.
All enemies within CQB range suffer aim and mobility penalties. Aim penalties apply to any attacks they make, not just against the Assault.Cooldown on Run and Gun is reduced by 1 turn and gain 2 Mobility until the beginning of the next turn after activating Run and Gun.Gain +1 Armor and an additional +1 Armor until the beginning of the next turn after activating Run And Gun.Gain +1 Damage and +25% Damage on Critical Hits until the beginning of the next turn after activating Run and Gun.After entering overwatch, gain automatic reaction shots against any enemy that moves or attacks within CQB range.Standard shots no longer end the turn when Run and Gun is activated.
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VanguardSlashHoned EdgeBreakthroughCombativesRuthlessUntouchableRelentless
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A melee specialist with plenty of mobility to lead the charge.Move and attack an enemy with your melee weapon.Gain +15 Aim and Critical Hit chance on all melee attacks. Gain one Half-Movement action point (50% Mobility Penalty) refunded after a melee strike.Can parry and counter-attack 1 incoming melee attack per turn.Gain +1 Damage and +20% Crit Chance on all melee attacks.Gain immunity to the next attack if the unit scored a kill this turn.Once per turn, Get one non-movement action point refunded after killing an enemy with a melee attack.
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Class Proficiency Abilities:Available XCOM / AWC Perks (Ranks 2 - 4)Available XCOM / AWC Perks (Ranks 5 - 7)
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Total CombatTake CoverSlip Into PositionEver VigilantEvasiveBlast Padding
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Using an item or throwing grenades no longer end your turn.You may now use a movement-only action to Hunker Down. Automatically Hunker Down at the end of your turn if you only used movement actions (ala Ever-Vigilant).Gain Phantom and, when equipped with light weapons (Bullpup and Combat Knife), gain a bonus to detection radius.

10% for one light weapon, 25% with both.
Automatically enter Overwatch at the end of your turn if you only moved.

Pair with Zone Defense for a combo closer to Close Combat Specialist (without the running into unactivated pods and murdering them all on scamper BS)
At the end of each turn, gain +1 Dodge per tile moved, up to a maximum bonus of +10.
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Impressive StrengthUnbreakable
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Gain +2 Hitpoints and +30% grenade throw range.Gain immunity to panic and mind control.
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Class Stat Progression:Rank 1 (Sqd.)Rank 2 (Cpl.)Rank 3 (Sgt.)Rank 4 (Ltn.)Rank 5 (Cpt.)Rank 6 (Maj.)Rank 7 (Col.)
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Health/HP (+6)+1+1+1+1-+1+1
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Offense/Aim (+15)+3+3+3+2+2+1+1
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Will (+5)+5------
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Dodge (-)-------
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Hack (+10)+2+2+2+1+1+1+1
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Strength (+2)-+1--+1--
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