Difference between revisions of "ADVENT General (LWOTC)"

From UFOpaedia
Jump to navigation Jump to search
(add link to units page)
Line 32: Line 32:
 
|+ Abilities and Tactical Upgrades
 
|+ Abilities and Tactical Upgrades
 
|- align="center"
 
|- align="center"
| colspan="4" | {{Tactical Sense (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
+
| colspan="4" | {{Tactical Sense (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
| colspan="4" | {{Ready For Anything (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
+
| colspan="4" | {{Ready For Anything (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
| colspan="4" | {{Flashbang Resistance (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
+
| colspan="4" | {{Flashbang Resistance (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
| colspan="4" | {{Defilade (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}
+
| colspan="4" | {{Defilade (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}
 
|- align="center"
 
|- align="center"
| colspan="4" | {{Fire Discipline (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}
+
| colspan="4" | {{Fire Discipline (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}
| colspan="4" | {{Mark Target (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
+
| colspan="4" | {{Mark Target (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 
| colspan="4" | [[File:UIPerk_fraggrenade.png |38px]]<br></div><span style="color: #83c0ce;">'''Throw Grenade'''</span><br></div>''Throw a grenade at the target area.''  
 
| colspan="4" | [[File:UIPerk_fraggrenade.png |38px]]<br></div><span style="color: #83c0ce;">'''Throw Grenade'''</span><br></div>''Throw a grenade at the target area.''  
| colspan="4" | {{Center Mass (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}<br>[[Dark_Events_(LWOTC)#Military_R.26D|16% chance of applying after completion]]
+
| colspan="4" | {{Center Mass (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}<br>[[Dark_Events_(LWOTC)#Military_R.26D|16% chance of applying after completion]]
 
|}
 
|}
 
==Advanced General (Rank 2) ==
 
==Advanced General (Rank 2) ==
Line 68: Line 68:
 
|+ Abilities and Tactical Upgrades
 
|+ Abilities and Tactical Upgrades
 
|- align="center"
 
|- align="center"
| colspan="4" | {{Tactical Sense (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
+
| colspan="4" | {{Tactical Sense (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
| colspan="4" | {{Ready For Anything (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
+
| colspan="4" | {{Ready For Anything (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
| colspan="4" | {{Flashbang Resistance (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
+
| colspan="4" | {{Flashbang Resistance (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
| colspan="4" | {{Defilade (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}
+
| colspan="4" | {{Defilade (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}
 
|- align="center"
 
|- align="center"
| colspan="4" | {{Fire Discipline (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}
+
| colspan="4" | {{Fire Discipline (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}
| colspan="4" | {{Mark Target (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
+
| colspan="4" | {{Mark Target (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 
| colspan="4" | [[File:UIPerk_fraggrenade.png |38px]]<br></div><span style="color: #83c0ce;">'''Throw Grenade'''</span><br></div>''Throw a grenade at the target area.''  
 
| colspan="4" | [[File:UIPerk_fraggrenade.png |38px]]<br></div><span style="color: #83c0ce;">'''Throw Grenade'''</span><br></div>''Throw a grenade at the target area.''  
| colspan="4" | {{Center Mass (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}<br>[[Dark_Events_(LWOTC)#Military_R.26D|16% chance of applying after completion]]
+
| colspan="4" | {{Center Mass (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}<br>[[Dark_Events_(LWOTC)#Military_R.26D|16% chance of applying after completion]]
 
|}
 
|}
  
 +
==Tips==
 +
* Like most flankable units, they will ideally try to find reasonable cover whenever flanked. This can be taken advantage of if you want to force enemies to move. For officers in particular, they tend to mark targets when they have allies so this can be taken advantage of by forcing them to move while also not making other actions more incentivizing such as becoming flanked yourself in order to have them mark and not take a turn to fire. The best way to take advantage of this is to also disable their allies such that they are unable to utilize the mark and thus effectively gaining a turn to clear the engagement.
 +
* Like most units with AOE moves, you ideally want to spread your soldiers out in order to greatly dissuade them from ever using them.
 +
* The General not only grants bonuses to nearby allies but they are also a massive threat themselves. It is best to try and disable the General in order to allow room to defeat their allies first as the General themselves are also very durable. Attempting to isolate them can also be helpful but this may bring issues on its own if you get caught off guard.
  
 
[[Category: ADVENT (LWOTC)]]
 
[[Category: ADVENT (LWOTC)]]

Revision as of 13:54, 7 October 2023

Back To Main Page | Back To Units Page

LWOTC AdventGeneral.png

The ADVENT General is the commander of all ADVENT legions in a region. Their importance to ADVENT's chain of command keeps them from being seen in the front lines, only being encountered when XCOM brings the fight to an ADVENT regional HQ.

Tactically, ADVENT Generals boast massive health pools and thick armor, as well as deadly aim and damage values, but posses no special combat abilities, instead having perks that enhance other ADVENT units nearby, which will always be put to good use, as Generals are always accompanied by a large squad of both ADVENT infantry and mechanical units. The Generals' units alone are reason enough to train and bring rocket-specialized Technicals to HQ raids.

ADVENT Generals are distinguishable from regular ADVENT Officers by their lack of a helmet.

ADVENT General (Rank 1)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (Tiles)
Rookie 18 2 90 0 33 0 0 12 150 140 12
Veteran 20 2 90 0 33 0 0 12 155 140 12
Commander 25 2 90 0 40 0 0 12 155 140 12
Legend 30 3 90 0 40 0 0 12 155 140 12
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
ADVENT Mag Rifle 5-8 2 3 Pierce: 2
ADVENT Grenade 3-8 - 1 Range: 10
Radius: 4
Shred: 1
Env Dmg: 9
Abilities and Tactical Upgrades
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Ready For Anything
*Enter overwatch after firing a standard shot with your primary weapon.
Enter overwatch after firing a turn ending standard shot with your primary weapon.
Flashbang Resistance
* This does not allow the unit to resist sting grenade's effect * Muton Centurion has 20% resist, Sectoid Commanders/Great Archon has 33% resist, General (T1) has 50% resist, Muton elite has 67% resist, Gatekeeper/General (T2) has 75% resist. Rulers guaranteed resist
Have a chance to resist the effects of flashbangs.
Defilade
* Soldiers within Command Range of the Officer receive +5 bonus to defense value provided by cover. * Command Range increases with each new Officer level.
Soldiers within Command Range of the Officer receive +5 bonus to defense value provided by cover.
Fire Discipline
* All allies within Command Range of the Officer gain +10% to hit on reaction fire. * Command Range increases with each new Officer level.
All allies within Command Range of the Officer gain +10% to hit on reaction fire.
Mark Target
*This Ability costs 1 action, is non-turn ending and has a 2-turn cooldown. *The effect can also be removed by killing the marker.
Mark a target that grants 10 aim to allies attacks' against the target that lasts 2 turns. 2-turn cooldown.
UIPerk fraggrenade.png
Throw Grenade
Throw a grenade at the target area.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion

Advanced General (Rank 2)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (Tiles)
Rookie 25 3 100 0 33 10 0 12 150 140 12
Veteran 30 3 100 0 33 10 0 12 155 140 12
Commander 40 4 100 0 40 10 0 12 155 140 12
Legend 50 5 100 0 40 10 0 12 155 140 12
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
ADVENT Mag Rifle 6-10 4 3 Pierce: 5
Shred: 1
Rupture: 1
ADVENT Grenade 3-8 - 1 Range: 10
Radius: 4
Shred: 1
Env Dmg: 9
Abilities and Tactical Upgrades
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Ready For Anything
*Enter overwatch after firing a standard shot with your primary weapon.
Enter overwatch after firing a turn ending standard shot with your primary weapon.
Flashbang Resistance
* This does not allow the unit to resist sting grenade's effect * Muton Centurion has 20% resist, Sectoid Commanders/Great Archon has 33% resist, General (T1) has 50% resist, Muton elite has 67% resist, Gatekeeper/General (T2) has 75% resist. Rulers guaranteed resist
Have a chance to resist the effects of flashbangs.
Defilade
* Soldiers within Command Range of the Officer receive +5 bonus to defense value provided by cover. * Command Range increases with each new Officer level.
Soldiers within Command Range of the Officer receive +5 bonus to defense value provided by cover.
Fire Discipline
* All allies within Command Range of the Officer gain +10% to hit on reaction fire. * Command Range increases with each new Officer level.
All allies within Command Range of the Officer gain +10% to hit on reaction fire.
Mark Target
*This Ability costs 1 action, is non-turn ending and has a 2-turn cooldown. *The effect can also be removed by killing the marker.
Mark a target that grants 10 aim to allies attacks' against the target that lasts 2 turns. 2-turn cooldown.
UIPerk fraggrenade.png
Throw Grenade
Throw a grenade at the target area.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion

Tips

  • Like most flankable units, they will ideally try to find reasonable cover whenever flanked. This can be taken advantage of if you want to force enemies to move. For officers in particular, they tend to mark targets when they have allies so this can be taken advantage of by forcing them to move while also not making other actions more incentivizing such as becoming flanked yourself in order to have them mark and not take a turn to fire. The best way to take advantage of this is to also disable their allies such that they are unable to utilize the mark and thus effectively gaining a turn to clear the engagement.
  • Like most units with AOE moves, you ideally want to spread your soldiers out in order to greatly dissuade them from ever using them.
  • The General not only grants bonuses to nearby allies but they are also a massive threat themselves. It is best to try and disable the General in order to allow room to defeat their allies first as the General themselves are also very durable. Attempting to isolate them can also be helpful but this may bring issues on its own if you get caught off guard.