EXALT Units (EU2012)
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 (Elite Sniper)
Adrenaline Surge (Elite Operative)
Regen Pheromones (Elite Medic).
EXALT Unit Stats
Unit | HP (E/N/C/I) | Aim (E/N/C/I) | Defense | Will | Movement | Weapons | Abilities | Gene Mods |
Heavy |
7/8/9/10 | 50/50/60/65 | 0 | 50 | 12 | EXALT LMG EXALT Rocket Launcher Frag Grenade |
Fire Rocket Holo-Targeting Suppression |
|
Medic |
6/7/7/8 | 45/45/55/60 | 0 | 50 | 12 | EXALT Assault Rifle | Smoke Grenade Covering Fire Field Medic |
|
Operative |
6/7/8/9 | 50/50/60/65 | 0 | 50 | 12 | EXALT Assault Rifle Frag Grenade |
||
Sniper |
5/6/6/7 | 60/60/70/70 | 0 | 50 | 12 | EXALT Sniper Rifle | Headshot Damn Good Ground Snap Shot |
|
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 |
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 Dense Smoke |
Regen Pheromones |
Elite Operative |
8/9/10/11 | 60/60/70/75 | 0 | 80 | 12 | EXALT Laser Rifle Alien Grenade |
Adrenaline Surge | |
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).
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).
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. |
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/drop 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.