Difference between revisions of "EXALT Elite Operative (EU2012)"
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(Created page with "==Stats== {{Unit Stat Box (EU2012) |picture= |hp=8/9/10/11 |aim=60/60/70/75 |defense=0 |will=80 |move=12 }} {| class="wikitable" width="70%" |- |+ Armaments |- ! width=""50px...") |
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{{Unit Stat Box (EU2012) | {{Unit Stat Box (EU2012) | ||
− | |picture= | + | |picture=[[Image:EXALT Elite Operative.png|125px]] |
|hp=8/9/10/11 | |hp=8/9/10/11 | ||
|aim=60/60/70/75 | |aim=60/60/70/75 | ||
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|- | |- | ||
|+ Armaments | |+ Armaments | ||
− | |- | + | |- !! Abilities |
− | |||
|- style="vertical-align:top;" | |- style="vertical-align:top;" | ||
|- | |- | ||
− | | align="center" | [[EXALT Laser Rifle (EU2012)|EXALT Laser Rifle]] || align="center" | 5 || align="center" | 10 || align="center" | | + | | align="center" | [[EXALT Laser Rifle (EU2012)|EXALT Laser Rifle]] || align="center" | 5 || align="center" | 10 |
+ | |- | ||
+ | | align="center" | [[Alien Grenade (EU2012)|Alien Grenade]] || align="center" | 5 || align="center" | 0 | ||
|- | |- | ||
|} | |} | ||
'''Abilities:''' | '''Abilities:''' | ||
− | * | + | *EXALT Elite Operatives have a [[Gene Mods (EU2012)#EXALT Gene Mods|gene mod]] called '''Adrenaline Surge''', which gives them +10 Aim and +10 Critical Chance after being injured. |
− | + | * Unit also has -10 Critical Chance on Easy and Normal difficulty levels. | |
− | * Unit also has | + | |
+ | '''Notes''' | ||
+ | * Unlike XCOM's [[Assault (EU2012)|Assault]] class, EXALT Elite Operatives can't carry [[Shotgun (EU2012)|Shotgun]] type weapons, which makes them less lethal at close range fights. | ||
+ | * Operatives also don't possess any abilities, turning them into the weakest EXALT units. | ||
+ | * Their greatest strength is being cheap and expendable units, which can overcome an XCOM squad due to sheer numbers and/or by allowing EXALT heavier units to engage successfully. A group of injured Elite Operatives are even more dangerous because of the Aim and Critical Chance stats bonuses gained due to the Adrenaline Surge Gene Mod. | ||
+ | <br clear="all"> | ||
+ | <noinclude> | ||
+ | {{EXALT (EU2012)}} | ||
[[Category: Enemy Unknown (2012)]] | [[Category: Enemy Unknown (2012)]] | ||
[[Category: EXALT (EU2012)]] | [[Category: EXALT (EU2012)]] |
Latest revision as of 18:32, 7 January 2014
1st Appearance | {{{appears}}} |
HP | 8/9/10/11 |
Aim | 60/60/70/75 |
Defense | 0 |
Will | 80 |
Movement | 12 |
Easy/Normal/Classic/Impossible |
EXALT Laser Rifle | 5 | 10 |
Alien Grenade | 5 | 0 |
Abilities:
- EXALT Elite Operatives have a gene mod called Adrenaline Surge, which gives them +10 Aim and +10 Critical Chance after being injured.
- Unit also has -10 Critical Chance on Easy and Normal difficulty levels.
Notes
- Unlike XCOM's Assault class, EXALT Elite Operatives can't carry Shotgun type weapons, which makes them less lethal at close range fights.
- Operatives also don't possess any abilities, turning them into the weakest EXALT units.
- Their greatest strength is being cheap and expendable units, which can overcome an XCOM squad due to sheer numbers and/or by allowing EXALT heavier units to engage successfully. A group of injured Elite Operatives are even more dangerous because of the Aim and Critical Chance stats bonuses gained due to the Adrenaline Surge Gene Mod.