Difference between revisions of "EXALT Units (EU2012)"

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[[Image:EXALT Agents 2.jpg|right|300px|EXALT Soldiers]]
 
[[Image:EXALT Agents 2.jpg|right|300px|EXALT Soldiers]]
* EXALT operates with a similar [[Classes (EU2012)|class]] structure as [[XCOM (EU2012)|XCOM]], fielding 4 types of soldiers: [[EXALT Sniper (EU2012)|Sniper]], [[EXALT Heavy (EU2012)|Heavy]], [[EXALT Operative (EU2012)|Operative]] (like Assault) and [[EXALT Medic (EU2012)|Medic]].
+
EXALT operates with a similar [[Classes (EU2012)|class]] structure as [[XCOM (EU2012)|XCOM]], fielding 4 types of soldiers: [[EXALT Sniper (EU2012)|Sniper]], [[EXALT Heavy (EU2012)|Heavy]], [[EXALT Operative (EU2012)|Operative]] (like Assault) and [[EXALT Medic (EU2012)|Medic]]. As the game progresses its units will be upgraded to Elite versions of all classes, using additional Genetic improvements and Class abilities. However, unlike XCOM, EXALT doesn't use [[MEC Trooper (EU2012)|MECs]] Troopers.  
* Later there will be Elite versions of all classes, using additional Genetic improvements and Class abilities.  
+
 
* EXALT weaponry will be conventional at first, but they will also upgrade their weapons to Laser weaponry and use [[Gene Mods (EU2012)|Gene Mods]] to enhance their units.
+
[[EXALT Weapons (EU2012)|EXALT weaponry]] will be conventional at first, but starting in July (October in [[Second Wave (EU2012)|Second Wave]]'s Marathon) they will field Elite units, upgrading their weapons to Lasers and using Gene Mods to enhance their soldiers. EXALT Elite units use the following [[Gene Mods (EU2012)#EXALT Gene Mods|EXALT Gene Mods]], 3 of which are unique to them:
** EXALT elite units use following Gene Mods, 3 of which are unique to them: Depth Perception (Elite Sniper), Adrenaline Surge (Elite Operative), Iron Skin (Elite Heavy), Regen Pheromones (Elite Medic).  
+
 
** They, however, do not gain [[MEC Trooper (EU2012)|MECs]]
+
[[File:Depth Perception Gene Mod (EU2012).png|32px|Depth Perception]] '''Depth Perception''' (Elite Sniper)
 +
 
 +
[[File:Adrenaline Surge Gene Mod (EU2012).png|32px|Adrenaline Surge]] '''Adrenaline Surge''' (Elite Operative)
 +
 
 +
[[File:Iron Skin Gene Mod (EU2012).png|32px|Iron Skin]] '''Iron Skin''' (Elite Heavy)
 +
 
 +
[[File:Regen Pheromones Gene Mod (EU2012).png|32px|Regen Pheromones]] '''Regen Pheromones''' (Elite Medic).
 +
<br clear="all">
 +
===EXALT Unit Stats===
 +
{|class="wikitable" width="80%"
 +
|+ EXALT Units & Attributes
 +
| align="center" style="background:#f0f0f0;"|'''Unit'''
 +
| align="center" style="background:#f0f0f0;"|'''HP (E/N/C/I)'''
 +
| align="center" style="background:#f0f0f0;"|'''Aim (E/N/C/I)'''
 +
| align="center" style="background:#f0f0f0;"|'''Defense'''
 +
| align="center" style="background:#f0f0f0;"|'''Will'''
 +
| align="center" style="background:#f0f0f0;"|'''Movement'''
 +
| align="center" style="background:#f0f0f0;"|'''Weapons'''
 +
| align="center" style="background:#f0f0f0;"|'''Abilities'''
 +
| align="center" style="background:#f0f0f0;"|'''Gene Mods'''
 +
|- align="center"
 +
| [[File:EXALT Heavy.png|50px|EXALT Heavy]]<br>[[EXALT Heavy (EU2012)|Heavy]]||7/8/9/10||50/50/60/65||0||50||12||[[EXALT LMG (EU2012)|EXALT LMG]]<br>[[EXALT Rocket Launcher (EU2012)|EXALT Rocket Launcher]]<br>[[Frag Grenade (EU2012)|Frag Grenade]]||Fire Rocket<br>Holo-Targeting<br>Suppression ||
 +
|- align="center"
 +
| [[File:EXALT Medic.png|50px|EXALT Medic]]<br>[[EXALT Medic (EU2012)|Medic]]||6/7/7/8||45/45/55/60||0||50||12||[[EXALT Assault Rifle (EU2012)|EXALT Assault Rifle]]|| Smoke Grenade<br>Covering Fire<br>Field Medic ||
 +
|- align="center"
 +
| [[File:EXALT Operative.png|50px|EXALT Operative]]<br>[[EXALT Operative (EU2012)|Operative]]||6/7/8/9||50/50/60/65||0||50||12||[[EXALT Assault Rifle (EU2012)|EXALT Assault Rifle]]<br>[[Frag Grenade (EU2012)|Frag Grenade]]|| ||
 +
|- align="center"
 +
| [[File:EXALT Sniper.png|50px|EXALT Sniper]]<br>[[EXALT Elite Sniper (EU2012)|Sniper]]||5/6/6/7||60/60/70/70||0||50||12||[[EXALT Sniper Rifle (EU2012)|EXALT Sniper Rifle]]|| Headshot<br>Damn Good Ground<br>Snap Shot ||
 +
|- align="center"
 +
| [[File:EXALT Elite Heavy.png|50px|EXALT Elite Heavy]]<br>[[EXALT Elite Heavy (EU2012)|Elite Heavy]]||9/10/11/12||55/55/65/70||0||80||12||[[EXALT Heavy Laser (EU2012)|EXALT Heavy Laser]]<br>[[EXALT Rocket Launcher (EU2012)|EXALT Rocket Launcher]]<br>[[Alien Grenade (EU2012)|Alien Grenade]]|| Fire Rocket<br>Holo-Targeting<br>Suppression<br>Rapid Reaction|| Iron Skin
 +
|- align="center"
 +
| [[File:EXALT Elite Medic.png|50px|EXALT Elite Medic]]<br>[[EXALT Elite Medic (EU2012)|Elite Medic]]||8/9/10/10||55/55/65/70||0||80||12||[[EXALT Laser Rifle (EU2012)|EXALT Laser Rifle]]|| Smoke Grenade<br>Covering Fire<br>Field Medic<br>Smoke and Mirrors|| Regen Pheromones
 +
|- align="center"
 +
| [[File:EXALT Elite Operative.png|50px|EXALT Elite Operative]]<br>[[EXALT Elite Operative (EU2012)|Elite Operative]] ||8/9/10/11||60/60/70/75||0||80||12||[[EXALT Laser Rifle (EU2012)|EXALT Laser Rifle]]<br>[[Alien Grenade (EU2012)|Alien Grenade]]|| || Adrenaline Surge
 +
|- align="center"
 +
| [[File:EXALT Elite Sniper.png|50px|EXALT Elite Sniper]]<br>[[EXALT Elite Sniper (EU2012)|Elite Sniper]] ||7/8/8/9||70/70/80/85||0||80||12||[[EXALT Laser Sniper Rifle (EU2012)|EXALT Laser Sniper Rifle]]|| Headshot<br>Damn Good Ground<br>Snap Shot<br>Executioner|| Depth Perception
 +
|-
 +
| align="center" colspan="9" | '''(E/N/C/I)''' = Easy/Normal/Classic/Impossible difficulty levels
 +
|}
 +
<noinclude>
 +
==EXALT Deployment==
 +
Deployment of EXALT units is done differently from alien [[Alien Deployment (EU2012)|deployment]]. All maps used in Covert Operations missions will start with 2 pods of 3 EXALT units each (6 total), regardless of the difficulty level. The EXALT Base can have between 4 to 5 pods, depending on difficulty level.
 +
 
 +
Regular EXALT Pods will consist of a single Heavy, Sniper or Medic, chosen randomly, and 2 Operatives as Supports. Elite EXALT Pods all are composed of 3 different types of units, with the composition of the pod dependent of the Main unit (which is chosen randomly).  
 +
 
 +
{| class="wikitable" width="70%"
 +
|+ EXALT Pod Composition
 +
| align="center" style="background:#f0f0f0;"|'''Main'''
 +
| align="center" style="background:#f0f0f0;"|'''Support 1'''
 +
| align="center" style="background:#f0f0f0;"|'''Support 2'''
 +
|- align="center"
 +
|    Exalt Sniper||    Exalt Operative||Exalt Operative
 +
|- align="center"
 +
|    Exalt Heavy||    Exalt Operative||    Exalt Operative
 +
|- align="center"
 +
|    Exalt Medic||    Exalt Operative||    Exalt Operative
 +
|- align="center"
 +
|    Exalt Elite Operative||    Exalt Elite Heavy||    Exalt Elite Medic
 +
|- align="center"
 +
|    Exalt Elite Sniper||    Exalt Elite Operative||    Exalt Elite Medic
 +
|- align="center"
 +
|    Exalt Elite Heavy||    Exalt Elite Operative||    Exalt Elite Sniper
 +
|- align="center"
 +
|    Exalt Elite Medic||    Exalt Elite Heavy||    Exalt Elite Sniper
 +
|}
 +
 
 +
On Covert Operations missions the game will introduce EXALT reinforcements (chosen randomly) when the Covert Operative has reached certain positions on the map. The additional units will enter the map in on different turns (waves), in different groups (assigned to different map areas) and can enter through 2 methods: drop in (on Overwatch) and walk in (no Overwatch).
 +
 
 +
{| class="wikitable" width="100%"
 +
|+ Covert Extraction
 +
| align="center" style="background:#f0f0f0;"|'''Map'''
 +
| align="center" style="background:#f0f0f0;"|'''Turn'''
 +
| align="center" style="background:#f0f0f0;"|'''Evac Zone'''
 +
| align="center" style="background:#f0f0f0;"|'''Array 1'''
 +
| align="center" style="background:#f0f0f0;"|'''Array 2'''
 +
| align="center" style="background:#f0f0f0;"|'''Array 3'''
 +
| align="center" style="background:#f0f0f0;"|'''Array 4'''
 +
|- align="center"
 +
| rowspan="2" | [[Commercial Alley EWI (EU2012)|Commercial Alley EWI]]||Turn 0||2 groups, 2 units, walk in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in
 +
|- align="center"
 +
| Turn 2||2 groups, 2 units, walk in||||||||
 +
|- align="center"
 +
| rowspan="2" | [[Convienience Store EWI (EU2012)|Convienience Store EWI]]||Turn 0||2 groups, 2 units, walk in/drop in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in
 +
|- align="center"
 +
| Turn 2||2 groups, 2 units, walk in/drop in||||||||
 +
|- align="center"
 +
| rowspan="2" | [[Highway Construction EWI (EU2012)|Highway Construction EWI]]||Turn 0||2 groups, 2 units, drop in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in
 +
|- align="center"
 +
| Turn 2||2 groups, 2 units, drop in||||||||
 +
|- align="center"
 +
| rowspan="2" | [[LiquorStore (EU2012)|Liquor Store]]||Turn 0||1 group, 2 units, drop in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in
 +
|- align="center"
 +
| Turn 2||1 group, 2 units, walk in||||||||
 +
|- align="center"
 +
| rowspan="2" | [[MilitaryAmmo (EU2012)|Military Ammo]]||Turn 0||2 groups, 3 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in
 +
|- align="center"
 +
| Turn 2||1 group, 2 units, drop in||||||||
 +
|- align="center"
 +
| [[Pier A Terror (EU2012)|Pier A Terror]]||Turn 0||2 groups, 2 units, walk in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in
 +
|- align="center"
 +
| rowspan="3" | [[Portent (EU2012)|Portent]]||Turn 0||1 group, 2 units, drop in||2 groups, 2 units, drop in||2 groups, 2 units, drop in||2 groups, 2 units, drop in||2 groups, 2 units, drop in
 +
|- align="center"
 +
| Turn 2||2 groups, 2 units, drop in||||||||
 +
|- align="center"
 +
| Turn 4||2 groups, 2 units, drop in||||||||
 +
|- align="center"
 +
| rowspan="2" | [[Research Outpost EWI (EU2012)|Research Outpost EWI]]||Turn 0||1 group, 3 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in||1 group, 2 units, drop in
 +
|- align="center"
 +
| Turn 1||1 group, 3 units, drop in||||||||
 +
|- align="center"
 +
| [[Street Overpass EWI (EU2012)|Street Overpass EWI]]||Turn 0||2 groups, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, drop in||1 group, 2 units, walk in
 +
|- align="center"
 +
| rowspan="2" | [[Trainyard (EU2012)|Trainyard]]||Turn 0||2 groups, 2 units, walk in/drop in||1 group, 2 units, walk in||1 group, 2 units, walk in||1 group, 2 units, drop in||1 group, 2 units, drop in
 +
|- align="center"
 +
| Turn 1||2 groups, 2 units, walk in/drop in||||||||
 +
|-
 +
| colspan="7" | * Turn indicates the turn after the Covert Operative reaches the position of the Array/EVAC zone<br>* Only 2 Comm Arrays are active per map, the inactive ones will not activate EXALT units<br>* Number of units is the total of all groups in that turn.
 +
|}
 +
 
 +
{| class="wikitable" width="100%"
 +
|+ Covert Data Recovery
 +
| align="center" style="background:#f0f0f0;"|'''Map'''
 +
| align="center" style="background:#f0f0f0;" colspan="2" |'''Encoder Secure'''
 +
| align="center" style="background:#f0f0f0;" colspan="2" |'''Encoder Captured'''
 +
|- align="center"
 +
| rowspan="3" | [[Boulevard (EU2012)|Boulevard]] ||Turn 3||1 group, 2 units, walk in||Turn 0||2 groups, 3 units, walk in
 +
|- align="center"
 +
| Turn 5||2 groups, 3 units, walk in||Turn 2||3 groups, 5 units, walk in/drop in
 +
|- align="center"
 +
| |Turn 7||3 groups, 5 units, walk in/drop in||||
 +
|- align="center"
 +
| rowspan="3" | [[CommercialRestaurant (EU2012)|Commercial Restaurant]]||Turn 2||2 groups, 2 units, walk in||Turn 0||3 groups, 3 units, walk in/drop in
 +
|- align="center"
 +
| Turn 4||3 groups, 3 units, walk in||Turn 2||3 groups, 3 units, walk in/drop in
 +
|- align="center"
 +
| Turn 6||3 groups, 5 units, walk in/drop in||||
 +
|- align="center"
 +
| rowspan="3" | [[Demolition EWI (EU2012)|Demolition EWI]]||Turn 2||2 groups, 2 units, walk in||Turn 0||3 groups, 3 units, walk in/drop in
 +
|- align="center"
 +
| Turn 4||3 groups, 3 units, walk in/drop in||Turn 2||3 groups, 3 units, walk in/drop in
 +
|- align="center"
 +
| Turn 6||3 groups, 5 units, walk in/drop in||||
 +
|- align="center"
 +
| rowspan="3" | [[Gas Station EWI (EU2012)|Gas Station EWI]]||Turn 3||2 groups, 2 units, walk in||Turn 0||3 groups, 3 units, walk in/drop in
 +
|- align="center"
 +
| Turn 5||3 groups, 3 units, walk in/drop in||Turn 2||3 groups, 4 units, walk in/drop in
 +
|- align="center"
 +
| Turn 7||4 groups, 5 units, walk in/drop in||||
 +
|- align="center"
 +
| rowspan="3" | [[HighwayConstruction (EU2012)|Highway Construction]]||Turn 3||2 groups, 2 units, walk in||Turn 0||3 groups, 3 units, walk in/drop in
 +
|- align="center"
 +
| Turn 5||3 groups, 3 units, walk in/drop in||Turn 2||3 groups, 3 units, walk in/drop in
 +
|- align="center"
 +
| Turn 7||3 groups, 5 units, walk in/drop in||||
 +
|- align="center"
 +
| rowspan="3" | [[Industrial Office (EU2012)|Industrial Office]]||Turn 2||2 groups, 2 units, walk in||Turn 0||3 groups, 3 units, walk in
 +
|- align="center"
 +
| Turn 4||3 groups, 3 units, walk in||Turn 2||3 groups, 3 units, walk in
 +
|- align="center"
 +
| Turn 6||3 groups, 5 units, walk in||||
 +
|- align="center"
 +
| rowspan="3" | [[Office Paper EWI (EU2012)|Office Paper EWI]]||Turn 2||2 groups, 2 units, walk in||Turn 0||3 groups, 3 units, walk in
 +
|- align="center"
 +
| Turn 4||3 groups, 3 units, walk in/drop in||Turn 2||3 groups, 3 units, walk in
 +
|- align="center"
 +
| Turn 6||3 groups, 5 units, walk in/drop in||||
 +
|- align="center"
 +
| rowspan="3" | [[PoliceStation (EU2012)|Police Station]]||Turn 2||1 group, 3 units, drop in||Turn 0||3 groups, 3 units, drop in
 +
|- align="center"
 +
| Turn 4||1 group, 4 units, drop in||Turn 2||3 groups, 4 units, drop in
 +
|- align="center"
 +
| Turn 6||1 group, 3 units, drop in||||
 +
|- align="center"
 +
| rowspan="3" | [[RooftopsConst (EU2012)|Rooftops Const]]||Turn 3||2 groups, 2 units, drop in||Turn 0||3 groups, 3 units, drop in
 +
|- align="center"
 +
| Turn 5||3 groups, 3 units, drop in||Turn 2||3 groups, 3 units, drop in
 +
|- align="center"
 +
| Turn 7||4 groups, 5 units, drop in||||
 +
|- align="center"
 +
| rowspan="3" |[[Truck Stop EWI (EU2012)|Truck Stop EWI]]||Turn 3||2 groups, 2 units, walk in||Turn 0||2 groups, 3 units, walk in
 +
|- align="center"
 +
| Turn 5||3 groups, 3 units, walk in/drop in||Turn 1||2 groups, 3 units, walk in
 +
|- align="center"
 +
| Turn 7||3 groups, 5 units, walk in/drop in||||
 +
|-
 +
| colspan="5" |* Turn 0 is the turn immediately after the Transmitter is captured.<br>* Number of units is the total of all groups in that turn.
 +
|}
 +
 
 +
'''Sources'''
 +
* [http://forums.nexusmods.com/index.php?/topic/1231530-modding-exalt/page-10 Modding EXALT]
 +
* XComStrategyGame.UPK, XGStrategyAI.GetPossibleAliens and XGStrategyAI.DetermineExaltRaidSquad
 +
* XComGame.UPK, XGBattleDesc.GetSupportAlien
 +
 
 +
==Additional Notes==
 
* EXALT agents can't be captured since they'll suicide with a syringe if hit by an [[Arc Thrower (EU2012)|Arc Thrower]]. However, they can still be [[Psionic (EU2012)|Mind Controlled]].
 
* EXALT agents can't be captured since they'll suicide with a syringe if hit by an [[Arc Thrower (EU2012)|Arc Thrower]]. However, they can still be [[Psionic (EU2012)|Mind Controlled]].
* Their weapons are dropped intact, and can be used instead of XCOM's models.
+
* Killing EXALT units sometimes makes them drop [[Weapon Fragments (EU2012)|Weapon Fragments]], though not many; usually half a dozen or so for a cleared-out mission.
** Their versions are functionally identical to XCOM's models, for both conventional and laser weapons (which need the matching Laser research before use).
 
** They can be sold for varying prices on the [[Grey Market (EU2012)|Grey Market]], and occasional Council [[Requests (EU2012)|sales]], albeit at vastly lower prices.
 
** Killing EXALT units with explosives does make them drop [[Weapon Fragments (EU2012)|Weapon Fragments]], which are useful for Research/Foundry projects, so feel free to use explosives.
 
 
* Unlike XCOM's soldier pool, there appear to be no female EXALT agents. Make of that what you will.
 
* Unlike XCOM's soldier pool, there appear to be no female EXALT agents. Make of that what you will.
<br clear="all">
 
  
<noinclude>
 
 
{{EXALT (EU2012)}}
 
{{EXALT (EU2012)}}
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]

Revision as of 18:03, 4 December 2014

EXALT Soldiers

EXALT operates with a similar class structure as XCOM, fielding 4 types of soldiers: Sniper, Heavy, Operative (like Assault) and Medic. As the game progresses its units will be upgraded to Elite versions of all classes, using additional Genetic improvements and Class abilities. However, unlike XCOM, EXALT doesn't use MECs Troopers.

EXALT weaponry will be conventional at first, but starting in July (October in Second Wave's Marathon) they will field Elite units, upgrading their weapons to Lasers and using Gene Mods to enhance their soldiers. EXALT Elite units use the following EXALT Gene Mods, 3 of which are unique to them:

Depth Perception Depth Perception (Elite Sniper)

Adrenaline Surge Adrenaline Surge (Elite Operative)

Iron Skin Iron Skin (Elite Heavy)

Regen Pheromones Regen Pheromones (Elite Medic).

EXALT Unit Stats

EXALT Units & Attributes
Unit HP (E/N/C/I) Aim (E/N/C/I) Defense Will Movement Weapons Abilities Gene Mods
EXALT Heavy
Heavy
7/8/9/10 50/50/60/65 0 50 12 EXALT LMG
EXALT Rocket Launcher
Frag Grenade
Fire Rocket
Holo-Targeting
Suppression
EXALT Medic
Medic
6/7/7/8 45/45/55/60 0 50 12 EXALT Assault Rifle Smoke Grenade
Covering Fire
Field Medic
EXALT Operative
Operative
6/7/8/9 50/50/60/65 0 50 12 EXALT Assault Rifle
Frag Grenade
EXALT Sniper
Sniper
5/6/6/7 60/60/70/70 0 50 12 EXALT Sniper Rifle Headshot
Damn Good Ground
Snap Shot
EXALT Elite Heavy
Elite Heavy
9/10/11/12 55/55/65/70 0 80 12 EXALT Heavy Laser
EXALT Rocket Launcher
Alien Grenade
Fire Rocket
Holo-Targeting
Suppression
Rapid Reaction
Iron Skin
EXALT Elite Medic
Elite Medic
8/9/10/10 55/55/65/70 0 80 12 EXALT Laser Rifle Smoke Grenade
Covering Fire
Field Medic
Smoke and Mirrors
Regen Pheromones
EXALT Elite Operative
Elite Operative
8/9/10/11 60/60/70/75 0 80 12 EXALT Laser Rifle
Alien Grenade
Adrenaline Surge
EXALT Elite Sniper
Elite Sniper
7/8/8/9 70/70/80/85 0 80 12 EXALT Laser Sniper Rifle Headshot
Damn Good Ground
Snap Shot
Executioner
Depth Perception
(E/N/C/I) = Easy/Normal/Classic/Impossible difficulty levels

EXALT Deployment

Deployment of EXALT units is done differently from alien deployment. All maps used in Covert Operations missions will start with 2 pods of 3 EXALT units each (6 total), regardless of the difficulty level. The EXALT Base can have between 4 to 5 pods, depending on difficulty level.

Regular EXALT Pods will consist of a single Heavy, Sniper or Medic, chosen randomly, and 2 Operatives as Supports. Elite EXALT Pods all are composed of 3 different types of units, with the composition of the pod dependent of the Main unit (which is chosen randomly).

EXALT Pod Composition
Main Support 1 Support 2
Exalt Sniper Exalt Operative Exalt Operative
Exalt Heavy Exalt Operative Exalt Operative
Exalt Medic Exalt Operative Exalt Operative
Exalt Elite Operative Exalt Elite Heavy Exalt Elite Medic
Exalt Elite Sniper Exalt Elite Operative Exalt Elite Medic
Exalt Elite Heavy Exalt Elite Operative Exalt Elite Sniper
Exalt Elite Medic Exalt Elite Heavy Exalt Elite Sniper

On Covert Operations missions the game will introduce EXALT reinforcements (chosen randomly) when the Covert Operative has reached certain positions on the map. The additional units will enter the map in on different turns (waves), in different groups (assigned to different map areas) and can enter through 2 methods: drop in (on Overwatch) and walk in (no Overwatch).

Covert Extraction
Map Turn Evac Zone Array 1 Array 2 Array 3 Array 4
Commercial Alley EWI Turn 0 2 groups, 2 units, walk in 1 group, 2 units, drop in 1 group, 2 units, drop in 1 group, 2 units, drop in 1 group, 2 units, drop in
Turn 2 2 groups, 2 units, walk in
Convienience Store EWI Turn 0 2 groups, 2 units, walk in/drop in 1 group, 2 units, walk in 1 group, 2 units, walk in 1 group, 2 units, walk in 1 group, 2 units, walk in
Turn 2 2 groups, 2 units, walk in/drop in
Highway Construction EWI Turn 0 2 groups, 2 units, drop in 1 group, 2 units, walk in 1 group, 2 units, walk in 1 group, 2 units, walk in 1 group, 2 units, walk in
Turn 2 2 groups, 2 units, drop in
Liquor Store Turn 0 1 group, 2 units, drop in 1 group, 2 units, walk in 1 group, 2 units, walk in 1 group, 2 units, walk in 1 group, 2 units, walk in
Turn 2 1 group, 2 units, walk in
Military Ammo Turn 0 2 groups, 3 units, drop in 1 group, 2 units, drop in 1 group, 2 units, drop in 1 group, 2 units, drop in 1 group, 2 units, drop in
Turn 2 1 group, 2 units, drop in
Pier A Terror Turn 0 2 groups, 2 units, walk in 1 group, 2 units, drop in 1 group, 2 units, drop in 1 group, 2 units, drop in 1 group, 2 units, drop in
Portent Turn 0 1 group, 2 units, drop in 2 groups, 2 units, drop in 2 groups, 2 units, drop in 2 groups, 2 units, drop in 2 groups, 2 units, drop in
Turn 2 2 groups, 2 units, drop in
Turn 4 2 groups, 2 units, drop in
Research Outpost EWI Turn 0 1 group, 3 units, drop in 1 group, 2 units, drop in 1 group, 2 units, drop in 1 group, 2 units, drop in 1 group, 2 units, drop in
Turn 1 1 group, 3 units, drop in
Street Overpass EWI Turn 0 2 groups, 2 units, walk in 1 group, 2 units, walk in 1 group, 2 units, walk in 1 group, 2 units, drop in 1 group, 2 units, walk in
Trainyard Turn 0 2 groups, 2 units, walk in/drop in 1 group, 2 units, walk in 1 group, 2 units, walk in 1 group, 2 units, drop in 1 group, 2 units, drop in
Turn 1 2 groups, 2 units, walk in/drop in
* Turn indicates the turn after the Covert Operative reaches the position of the Array/EVAC zone
* Only 2 Comm Arrays are active per map, the inactive ones will not activate EXALT units
* Number of units is the total of all groups in that turn.
Covert Data Recovery
Map Encoder Secure Encoder Captured
Boulevard Turn 3 1 group, 2 units, walk in Turn 0 2 groups, 3 units, walk in
Turn 5 2 groups, 3 units, walk in Turn 2 3 groups, 5 units, walk in/drop in
Turn 7 3 groups, 5 units, walk in/drop in
Commercial Restaurant Turn 2 2 groups, 2 units, walk in Turn 0 3 groups, 3 units, walk in/drop in
Turn 4 3 groups, 3 units, walk in Turn 2 3 groups, 3 units, walk in/drop in
Turn 6 3 groups, 5 units, walk in/drop in
Demolition EWI Turn 2 2 groups, 2 units, walk in Turn 0 3 groups, 3 units, walk in/drop in
Turn 4 3 groups, 3 units, walk in/drop in Turn 2 3 groups, 3 units, walk in/drop in
Turn 6 3 groups, 5 units, walk in/drop in
Gas Station EWI Turn 3 2 groups, 2 units, walk in Turn 0 3 groups, 3 units, walk in/drop in
Turn 5 3 groups, 3 units, walk in/drop in Turn 2 3 groups, 4 units, walk in/drop in
Turn 7 4 groups, 5 units, walk in/drop in
Highway Construction Turn 3 2 groups, 2 units, walk in Turn 0 3 groups, 3 units, walk in/drop in
Turn 5 3 groups, 3 units, walk in/drop in Turn 2 3 groups, 3 units, walk in/drop in
Turn 7 3 groups, 5 units, walk in/drop in
Industrial Office Turn 2 2 groups, 2 units, walk in Turn 0 3 groups, 3 units, walk in
Turn 4 3 groups, 3 units, walk in Turn 2 3 groups, 3 units, walk in
Turn 6 3 groups, 5 units, walk in
Office Paper EWI Turn 2 2 groups, 2 units, walk in Turn 0 3 groups, 3 units, walk in
Turn 4 3 groups, 3 units, walk in/drop in Turn 2 3 groups, 3 units, walk in
Turn 6 3 groups, 5 units, walk in/drop in
Police Station Turn 2 1 group, 3 units, drop in Turn 0 3 groups, 3 units, drop in
Turn 4 1 group, 4 units, drop in Turn 2 3 groups, 4 units, drop in
Turn 6 1 group, 3 units, drop in
Rooftops Const Turn 3 2 groups, 2 units, drop in Turn 0 3 groups, 3 units, drop in
Turn 5 3 groups, 3 units, drop in Turn 2 3 groups, 3 units, drop in
Turn 7 4 groups, 5 units, drop in
Truck Stop EWI Turn 3 2 groups, 2 units, walk in Turn 0 2 groups, 3 units, walk in
Turn 5 3 groups, 3 units, walk in/drop in Turn 1 2 groups, 3 units, walk in
Turn 7 3 groups, 5 units, walk in/drop in
* Turn 0 is the turn immediately after the Transmitter is captured.
* Number of units is the total of all groups in that turn.

Sources

  • Modding EXALT
  • XComStrategyGame.UPK, XGStrategyAI.GetPossibleAliens and XGStrategyAI.DetermineExaltRaidSquad
  • XComGame.UPK, XGBattleDesc.GetSupportAlien

Additional Notes

  • EXALT agents can't be captured since they'll suicide with a syringe if hit by an Arc Thrower. However, they can still be Mind Controlled.
  • Killing EXALT units sometimes makes them drop Weapon Fragments, though not many; usually half a dozen or so for a cleared-out mission.
  • Unlike XCOM's soldier pool, there appear to be no female EXALT agents. Make of that what you will.
EXALT Insignia (EU2012).png XCOM: Enemy Within DLC: EXALT
Covert Operations:Covert OperativeCovert Data RecoveryCovert ExtractionEXALT Base Raid
EXALT Units:EXALT Sniper EXALT HeavyEXALT OperativeEXALT Medic
EXALT Elite SniperEXALT Elite HeavyEXALT Elite OperativeEXALT Elite Medic
EXALT Weapons:EXALT Assault RifleEXALT Sniper RifleEXALT LMGEXALT Rocket LauncherEXALT Laser RifleEXALT Laser Sniper RifleEXALT Heavy Laser
Other:Recovered ArtEXALT ArtifactEXALT Technology