... but I'm not sure she's even supposed to be using this secondary blade in the scene, and regardless of whether she is or not you end up with the point that this secondary blade is visibly carried by her and then whoever you equip with the Katana within gameplay, but within gameplay is never used for anything. I'm a little surprised the Hunter's Axe's code for a thrown melee attack wasn't adapted to use it as a thrown weapon. It would've been very silly, but not any more silly than the throwing of the Hunter's Axe itself. As-is, this secondary blade is very conspicuously present, even being displayed in the equipment UI, and yet very conspicuously never used or otherwise acknowledged. (Outside one cinema where she holds it to the Hunter's neck) It's very strange, doubly so since the Assassin otherwise is the most thoroughly-developed of the Chosen; it's possible this is just another casualty of War of the Chosen being rushed, but I'd find that a bit surprising to learn, given how the Assassin doesn't show any obvious signs of being unfinished or unpolished the way the Warlock and Hunter do.
Weird.
Darklance
Damage: 8-10 (+4)
Range: Long
Attachments: Superior Scope, Superior Autoloader, Superior Hair Trigger, Superior Stock.
Used by: Sharpshooters
Special: Firing the Darklance only requires one action point.
The Darklance is a massive gamechanger in how you use your Sharpshooters.
Firstly, there's the obvious point that your Sharpshooter is no longer lagging behind the group if they want to snipe. This alone makes sniping a lot more appealing, among other points making Squadsight decay much less problematic. It also opens up the possibility of flanks, and, critically, means that if an enemy can't be targeted from your Sharpshooter's current position they get to re-position and fire without need for support from a Bondmate or the like.
Second, this makes Death From Above effectively a spontaneous Serial. Kill from high ground, get an action point back, repeat. As most missions rarely range above 12-ish enemies, the Darklance's somewhat awkward ammo supply situation isn't a big limiter in most situations; you're pretty unlikely to burn through all of the Superior Autoloader's reloads while still having a decent supply of enemies to kill unless Lost are involved. And against the Lost you should be endeavoring to finish them with Pistol shots where possible, so in realistic play they're less of an ammo drain than you might expect. It's only in Avenger Defense missions (Both Chosen and non-Chosen versions) and the final mission that it's particularly realistic to end up in such a situation. (Caveat: the higher your difficulty setting, the more likely Chosen will manage to get off multiple summons, potentially turning into an ammo drain for your Sharpshooter. This matters heavily if you take out the Hunter first, especially if you're slow to take out the other Chosen)
Third, Quickdraw becomes semi-regularly a free shot; Death From Above sets your action point count to 1, regardless of what it was before you fired and regardless of how many action points the shot actually demanded. As such, if you were going to trigger Death From Above without moving or otherwise spending that first action point... a Quickdraw shot is completely free. And of course if you weren't going to Death From Above, but also weren't going to otherwise spend that extra action point... Quickdraw is still free damage.
Fourth, turn-gifting a Sharpshooter is much more effective if they're carrying the Darklance, since they don't require eg two Inspires to be able to fire their primary weapon, allowing you to easily gift them a turn for sniping purposes. (Such as if your Reaper spotted the Archon King and you want to pile on damage he can't properly punish)
Fifth, it makes the Sharpshooter a much more helpful Bondmate, able to gift an action via Teamwork and still fire their primary weapon; this makes a Bondmate pair that includes a Sharpshooter vastly more flexible.
Sixth, it helps prop up Kill Zone in missions with time pressure and squad Concealment; instead of moving someone forward, spotting a perfect Kill Zone opportunity, and not being able to take advantage because your Sharpshooter is out of position and the patrol will move before your next turn, you can move your Sharpshooter up and Kill Zone that very turn. It's a bit annoying the Darklance doesn't have an Expanded Magazine, mind; a regular Plasma Lance is still better for setting up a huge Kill Zone Overwatch ambush in a no or low time pressure mission, since a Superior Expanded Magazine will let you catch two full pods with it, where the Darklance can only hit up to three targets. This makes it less useful that you can move to jump on opportunities; 'two pods are overlapping' isn't a situation the Darklance is better at Kill Zoning than a Plasma Lance. But in time pressure missions, the Darklance will usually be better at Kill Zone.
Seventh, it means your Sharpshooter gets to actually strongly participate in the 'move up and Overwatch' behavior, with higher damage when catching enemies compared to a Pistol Overwatch and better accuracy most of the time since such Overwatch tends to catch enemies at your maximum firing range, where Pistols suffer severe accuracy penalties. If you normally ignore Long Watch, consider purchasing it after you have the Darklance.
Its four Weapon Attachments are also pretty close to perfect. An Expanded Magazine over the Stock would better for supporting using Kill Zone as part of an Overwatch ambush, but a Stock supports making Squadsight shots more (If they miss, they still do damage, so even seriously long-range shots aren't a gratuitous waste of ammo), occasionally helps Death From Above (eg if firing on a nearly-dead Archon, even a miss will still continue the streak), so it's not like the Stock is a bad choice here. The Hair Trigger could be argued as better off being a Repeater, as eg firing on a tough target from above with a Repeater could spontaneously turn into a Death From Above trigger, but in practice if you have high ground the Darklance is generally best used to clean up targets that will die to free up the rest of the squad to focus on tough targets. If you don't have high ground, the Hair Trigger benefits from synergizing with the Stock, and will be better if the shot would've killed the target anyway. So that's also debatable.
Seriously, the Darklance is great. If you're picking your Chosen Stronghold based on rewards, the Darklance is, by itself, arguably a bigger, more useful payoff than the Arashi+Katana combined. And then it comes with the Darkclaw!
Conceptually, the Darklance is... kiiiinda equivalent in the Hunter's hands? Sorta? But not really.
The Darklance is by far the most blatant example of the Chosen not actually getting Weapon Attachment use, as firing the Darklance is the Hunter's default attacking action, yet he'll never do Stock damage on misses or fire multiple shots in a row from a Hair Trigger activation.
That said, the Hunter is able to freely move and then fire with the Darklance, just like one of your Sharpshooters equipped with it...
... but then again, the Chosen are all huge, so from a realism standpoint it's actually pretty weird. A weapon the Hunter can comfortably carry and fire relatively on the fly would probably still be unreasonably heavy for your merely human soldiers.
On the other hand, strictly realistically that applies to all the Chosen weapons, but you don't see me criticizing the other weapons for not being big and heavy in gameplay terms. It might've been interesting if the game had made the Disruptor Rifle and Arashi demand two actions to fire like a Sniper Rifle, with presumably greater power or more exotic advantages to justify using them, but eh, whatever.
For one thing, I'm honestly not sure the Chosen being massive isn't just an art team flair thing. I wouldn't be surprised if the Chosen were really conceptualized more as human-scale supercombatants, and then the art team made them literally larger than life to support their metaphorical larger-than-life-ness, or something of the sort, with this not even necessarily properly making back to eg the writer.
Regardless, one touch I like is that your support team starts out completely convinced the Darklance must have a sophisticated targeting system, as they find it unbelievable that the Hunter is legitimately Just That Good... and then the report once the research is completed indicates that, no, it doesn't have some super-amazing targeting system. I'll be going into this more later, but I like it in part because it's one of a few examples of War of the Chosen's writing becoming more sophisticated and realistic; in the prior game with all your support staff but especially Vahlen, and in base XCOM 2 with all your support staff but especially Tygan, they had a frustrating habit of jumping to conclusions with no evidence and with the game as a whole unambiguously validating their first, most bizarre conclusion as objectively correct. In War of the Chosen, we get some examples of your support staff clearly having their own internal biases that fit to their general character, where reality doesn't necessarily conform to their expectations.
It's a pleasant surprise.
Darkclaw
Damage: 4-7 (+2)
Range: Short
Used by: Sharpshooters
Special: 5 Pierce.
Notice that the Darkclaw is +1 damage over a Beam Pistol. In conjunction with its high Pierce rating, the Darkclaw will tend to shunt aside the Shadowkeeper in the late game if you have Alien Hunters, as while some accuracy is nice and Shadowfall is situationally sometimes useful, the Darkklaw letting a Sharpshooter contribute real damage to even tough targets without bothering to Shred them is a much bigger gamechanger than the Shadowkeeper's boosts.
Also notice that while the Darkclaw is stronger than a Beam Pistol, the Darklance was not stronger than a Plasma Lance. This isn't a big deal due to the Darklance only taking one action to fire -you're not looking at stuff like 'Quickdraw two Pistol shots vs firing one Sniper Rifle shot', you can instead Quickdraw a Pistol shot and then fire the Darklance- but it does mean the Darklance does less to tilt Sharpshooters to sniping skills over Pistol skills than you might expect. Thankfully, they have different strengths, so this isn't a problem, just a mildly interesting note.
In conjunction with how dramatic an effect the Darklance has, taking out the Chosen Hunter is a radical gamechanger in Sharpshooter performance. Two of the Sharpshooter's biggest weaknesses are mobility problems from the Sniper Rifle taking two actions to fire, and struggling to contribute against heavily Armored foes since Pistol spam is how they do their best damage and Pistol spam is painfully vulnerable to Armor. The Darklance erases the mobility problem, the Darkclaw erases the Armor susceptibility.
The Sharpshooter still has some flaws like Long range being the worst range type, but these remaining flaws serve to keep them distinct from your other soldiers, where the two erased disadvantages normally severely constrain the Sharpshooter. This is a fantastic improvement, and has me curious what XCOM 3 will do with its class design.
Conceptually, the Darkclaw is pretty odd and I suspect a low-key example of War of the Chosen being rushed. The Darkclaw in your hands is the same graphic as in the Hunter's hands, and the same damage values as his final form, but he doesn't get Piercing while you don't get Bleeding or his tranq shot. It looks to me like the Darkclaw was given Piercing as a targeted attempt to prop up Sharpshooters, with possibly a side order of being quicker to implement than making it more properly equivalent to his Darkclaw usage.
I'm completely fine with the result, mind, I'm just noting that I suspect that if the game hadn't been rushed we'd have gotten a different unique quality, one actually shared with the Hunter's Darkclaw.
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Next time, we start on Dark Events.
See you then.