Difference between revisions of "EXALT Units (Long War)"

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<div style="float:right">{{Header (Long War)}}__TOC__</div>
 
<div style="float:right">{{Header (Long War)}}__TOC__</div>
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==Overview==
 
'''EXALT units''' are largely unchanged from their vanilla incarnation in terms of behavior, though like Aliens, they gain progressive health, damage, and accuracy increases over time, and can also gain new perks.
 
'''EXALT units''' are largely unchanged from their vanilla incarnation in terms of behavior, though like Aliens, they gain progressive health, damage, and accuracy increases over time, and can also gain new perks.
  
 
EXALT personnel start out using basic ballistic weaponry equivalent to your own, but eventually upgrade to Beam Laser weapons. Unlike vanilla, EXALT's laser weapons have self-destruct dead-switch systems built in. It should be noted that if the operator is hit with a powerful electrical shock, such as the Arc Thrower, then the weapon's dead-switch is disabled, and thus it can be retrieved. This allows Commanders to augment their reserves of basic laser weapons (for arming second-line personnel) through capturing equipment if desired.
 
EXALT personnel start out using basic ballistic weaponry equivalent to your own, but eventually upgrade to Beam Laser weapons. Unlike vanilla, EXALT's laser weapons have self-destruct dead-switch systems built in. It should be noted that if the operator is hit with a powerful electrical shock, such as the Arc Thrower, then the weapon's dead-switch is disabled, and thus it can be retrieved. This allows Commanders to augment their reserves of basic laser weapons (for arming second-line personnel) through capturing equipment if desired.
  
Commanders should beware that EXALT units can now spawn in alien missions later in the game, immediately given away by the regular EXALT static-filled chatter. They may also spawn as the Scout/Navigator unit for alien pods, and EXALT pods in alien missions can be led by aliens. The implications are clear; EXALT cells have begun working with the aliens openly, or the aliens are mind-controlling EXALT personnel. Either way, be careful; EXALT agents may not progress past beam laser weapons, but their elite operatives can easily boast as much health as an experienced XCOM operative in heavy armor and have a similar array of perks available.
+
Commanders should beware that EXALT units can now spawn in alien missions later in the game, immediately given away by the regular EXALT static-filled chatter. They may also spawn as the Scout/Navigator unit for alien pods, and EXALT pods in alien missions can be led by aliens. The implications are clear; EXALT cells have begun working with the aliens openly, or the aliens are mind-controlling EXALT personnel. Either way, be careful; EXALT agents may not progress past beam laser weapons, but their Elite operatives can easily boast as much health as an experienced XCOM operative in heavy armor and have a similar array of perks available.
  
EXALT will not do an instant and complete switch to Elite units. At first, their elites will pop up in fairly small groups, maybe one or two pods per Covert Op. Eventually, however, almost every EXALT agent on a given operation will be an Elite.
+
EXALT will not do an instant and complete switch to Elite units. At first, their Elites will pop up in fairly small groups, maybe one or two pods per Covert Op. Eventually, however, almost every EXALT agent on a given operation will be an Elite.
  
 
Curiously, if the EXALT base is raided before all EXALT cells have been destroyed, EXALT units that spawn later in game will be armed largely, if not exclusively, with the standard ballistic weaponry they carried when they first appeared.  
 
Curiously, if the EXALT base is raided before all EXALT cells have been destroyed, EXALT units that spawn later in game will be armed largely, if not exclusively, with the standard ballistic weaponry they carried when they first appeared.  
  
==Operative==
+
==EXALT Unit Stats==
Standard EXALT operative. Armed with a ballistic rifle and high-explosive grenade.
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{|class="wikitable" width="100%"
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| align="center" style="background:#f0f0f0;"|'''Unit'''
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| align="center" style="background:#f0f0f0;"|'''{{Health (Long War)}} HP (N/C/B/I)'''
 +
| align="center" style="background:#f0f0f0;"|'''{{Aim (Long War)}} Aim (N/C/B/I)'''
 +
| align="center" style="background:#f0f0f0;"|'''{{Defense (Long War)}} Defense'''
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| align="center" style="background:#f0f0f0;"|'''{{Will (Long War)}} Will (N/C/B/I)'''
 +
| align="center" style="background:#f0f0f0;"|'''{{Mobility (Long War)}} Mobility'''
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| align="center" style="background:#f0f0f0;"|'''Equipment'''
 +
| align="center" style="background:#f0f0f0;"|'''Perk'''
 +
| align="center" style="background:#f0f0f0;"|'''Gene Mod'''
 +
|- align="center"
 +
| [[File:EXALT Operative.png|50px|EXALT Operative]]<br>Operative||6/7/8/8||55/60/65/65||0||30/30/30/35||12||Assault Rifle<br>HE Grenade||-||-
 +
|- align="center"
 +
| [[File:EXALT Sniper.png|50px|EXALT Sniper]]<br>Sniper||5/6/7/7||60/65/70/70||0||25/25/25/30||12||Sniper Rifle||{{Snapshot (Long War)}}||-
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|- align="center"
 +
| [[File:EXALT Heavy.png|50px|EXALT Heavy]]<br>Heavy||7/8/9/9||50/55/60/60||0||20/20/20/25||12||SAW<br>Rocket Launcher<br>HE Grenade||{{Fire Rocket (Long War)}}||-
 +
|- align="center"
 +
| [[File:EXALT Medic.png|50px|EXALT Medic]]<br>Medic||6/7/8/8||45/50/55/55||0||30/30/30/35||12||Assault Rifle<br>Medikit||{{Smoke Grenade (Long War)}}||-
 +
|- align="center"
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| [[File:EXALT Elite Operative.png|50px|EXALT Elite Operative]]<br>Elite Operative||10/11/12/12||60/65/70/70||0||60/60/60/65||12||Laser Rifle<br>Alien Grenade||-||{{Adrenaline Surge (Long War)}}
 +
|- align="center"
 +
| [[File:EXALT Elite Sniper.png|50px|EXALT Elite Sniper]]<br>Elite Sniper||8/9/10/10||70/75/80/80||0||55/55/55/60||12||Laser Sniper Rifle||{{Snapshot (Long War)}}||{{Depth Perception (Long War)}}
 +
|-
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|- align="center"
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| [[File:EXALT Elite Heavy.png|50px|EXALT Elite Heavy]]<br>Elite Heavy||10/11/12/12||55/60/65/65||0||50/50/50/55||11||Autolaser<br>Rocket Launcher<br>Alien Grenade||{{Fire Rocket (Long War)}}||{{Iron Skin (Long War)}}
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|- align="center"
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| [[File:EXALT Elite Medic.png|50px|EXALT Elite Medic]]<br>Elite Medic||9/10/11/11||55/60/65/65||0||60/60/60/65||12||Laser Rifle<br>Medikit||{{Smoke Grenade (Long War)}}||{{Regen Pheromones (Long War)}}
 +
|}
  
'''Perk List:''' Opportunist, Aggression, Tactical Sense, Suppression, Bring 'Em On, Lightning Reflexes, Resilience, Light 'Em Up
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==Leader/Navigator Perks==
 +
===Operative===
 +
{|class="wikitable"
 +
|{{Opportunist (Long War)}}||{{Aggression (Long War)}}||{{Tactical Sense (Long War)}}||{{Suppression (Long War)}}||{{Bring Em On (Long War)}}||{{Lightning Reflexes (Long War)}}||{{Resilience (Long War)}}||{{Light Em Up (Long War)}}||||{{Covering Fire (Long War)}}||
 +
|}
 +
===Sniper===
 +
{|class="wikitable"
 +
|{{Sharpshooter (Long War)}}||{{Low Profile (Long War)}}||{{Squadsight (Long War)}}||{{Aggression (Long War)}}||{{Executioner (Long War)}}||{{In The Zone (Long War)}}||
 +
|}
 +
===Heavy===
 +
{|class="wikitable"
 +
|{{Covering Fire (Long War)}}||{{Grenadier (Long War)}}||{{Danger Zone (Long War)}}||{{Light Em Up (Long War)}}||{{Will To Survive (Long War)}}||{{HEAT Ammo (Long War)}}||{{Mayhem (Long War)}}||{{Javelin Rockets (Long War)}}||
 +
|}
 +
===Medic===
 +
{|class="wikitable"
 +
|{{Covering Fire (Long War)}}||{{Tactical Sense (Long War)}}||{{Sprinter (Long War)}}||{{Savior (Long War)}}||{{Opportunist (Long War)}}||{{Sentinel (Long War)}}||
 +
|}
 +
===Elite Operative===
 +
{|class="wikitable"
 +
|{{Grenadier (Long War)}}||{{Opportunist (Long War)}}||{{Aggression (Long War)}}||{{Lightning Reflexes (Long War)}}||{{Bombard (Long War)}}||{{Resilience (Long War)}}||{{Light Em Up (Long War)}}||{{Sharpshooter (Long War)}}||||{{Covering Fire (Long War)}}||{{Suppression (Long War)}}||{{Tactical Sense (Long War)}}||
 +
|}
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===Elite Sniper===
 +
{|class="wikitable"
 +
|{{Sharpshooter (Long War)}}||{{Aggression (Long War)}}||{{Lone Wolf (Long War)}}||{{Mayhem (Long War)}}||{{In The Zone (Long War)}}||{{Bring Em On (Long War)}}||{{Combined Arms (Long War)}}||||{{Squadsight (Long War)}}||{{Low Profile (Long War)}}||
 +
|}
 +
===Elite Heavy===
 +
{|class="wikitable"
 +
|{{Danger Zone (Long War)}}||{{Javelin Rockets (Long War)}}||{{Light Em Up (Long War)}}||{{Grenadier (Long War)}}||{{Will To Survive (Long War)}}||{{HEAT Ammo (Long War)}}||{{Mayhem (Long War)}}||{{Bombard (Long War)}}|| {{Combined Arms (Long War)}}||{{Tactical Sense (Long War)}}||
 +
|}
  
===Elite===
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===Elite Medic===
Armed with a laser rifle, alien grenade, and basic gene mods.
+
{|class="wikitable"
 
+
|{{Covering Fire (Long War)}}||{{Suppression (Long War)}}||{{Tactical Sense (Long War)}}||{{Dense Smoke (Long War)}}||{{Sprinter (Long War)}}||{{Savior (Long War)}}||{{Opportunist (Long War)}}||{{Low Profile (Long War)}}||{{Sentinel (Long War)}}||{{Light Em Up (Long War)}}||
'''Perk List:''' Grenadier, Opportunist, Aggression, Lightning Reflexes, Bombardier, Resilience, Light 'Em Up, Sharpshooter, Covering Fire, Suppression, Tactical Sense
+
|}
 
 
==Sniper==
 
Frequently one of the least dangerous agent types, simply because EXALT agents like to get up close and personal with the objectives - an area in which sniper rifles perform extremely poorly, especially in Long War. Expect trouble if you are running a Covert Extraction mission or there are other EXALT agents on the objective during Data Recovery, though, as snipers will be less inclined to move around and more liable to start shooting effectively.
 
 
 
'''Perk List:''' Sharpshooter, Low Profile, Squadsight, Aggression, Executioner, In The Zone
 
 
 
===Elite===
 
Elite Snipers use a beam laser sniper rifle, but are otherwise fairly unremarkable. Be wary of them when encountered during missions against the aliens; they are more capable of devastating standoff fire since they don't have a objective to rush for and will generally have very high chances to crit thanks to their perk lists.
 
 
 
'''Perk List:''' Squadsight, Sharpshooter, Aggression, Lone Wolf, Mayhem, In The Zone, Bring 'Em On, Combined Arms, Low Profile
 
 
 
==Heavy==
 
Heavily armed, EXALT's Heavy troopers present a significant threat to your units, especially since they can possess the HEAT Ammo/Warheads perk.
 
 
 
'''Perk List:''' Covering Fire, Grenadier, Danger Zone, Light 'Em Up, Will To Survive, HEAT Ammo, Mayhem, Javelin Rockets
 
 
 
===Elite===
 
Swapping their ballistic LMG for a laser model, and packing an alien grenade, Elite Heavies are even more dangerous. They also gain the Iron Skin genemod as before, reducing damage taken by 1.
 
 
 
'''Perk List:''' Danger Zone, Javelin Rockets, Light 'Em Up, Grenadier, Will To Survive, HEAT Ammo, Mayhem, Bombardier, Rocketeer, Tactical Sense,
 
 
 
==Medic==
 
EXALT medics function much the same as their regular counterpart. They can deploy smoke and heal allies.
 
 
 
'''Perk List:''' Covering Fire, Tactical Sense, Sprinter, Savior, Opportunist, Regeneration, Sentinel
 
 
 
===Elite===
 
Medics, but better. They have a wider array of perks at their disposal, on top of the Regen Pheromones genemod.
 
 
 
'''Perk List:''' Covering Fire, Suppression, Tactical Sense, Dense Smoke, Sprinter, Regeneration, Savior, Opportunist, Low Profile, Sentinel, Light 'Em Up
 
  
 
==EXALT Weapons==
 
==EXALT Weapons==
 
Since the reworked tech levels/weapons use the EXALT weapon models and images for their representations, you will no longer recover their ballistic weapons: thus, you cannot equip those weapons (technically), nor sell them, nor will you receive Council requests for them.
 
Since the reworked tech levels/weapons use the EXALT weapon models and images for their representations, you will no longer recover their ballistic weapons: thus, you cannot equip those weapons (technically), nor sell them, nor will you receive Council requests for them.
  
However, stunning them does make them drop their Laser weapons (also Alien Grenades, even though text says they explode upon stun), so you may be inclined to do so to further supply your troops, given the cost and time for fabrication: of which, EXALT begins using Laser weaponry soon enough (some time after you ''should'' be), that it is a viable alternative if you are delayed/want to delay in your own production. In that, the weapons dropped are still the Laser Rife (Elite Operative and Elite Medic), Autoblaster aka Heavy Laser (Elite Heavy), and Sniper Rifle (Elite Sniper). As all of EXALT's weapons remain with those three vanilla weapon types: they do not carry, for example, the laser versions of Marksman Rifles or Heavy Rifles.
+
However, stunning them does make them drop their Laser weapons (also Alien Grenades, even though text says they explode upon stun), so you may be inclined to do so to further supply your troops, given the cost and time for fabrication: of which, EXALT begins using Laser weaponry soon enough (some time after you ''should'' be), that it is a viable alternative if you are delayed/want to delay in your own production. In that, the weapons dropped are still the Laser Rife (Elite Operative and Elite Medic), Autolaser (Elite Heavy), and Laser Sniper Rifle (Elite Sniper). As all of EXALT's weapons remain with those three vanilla weapon types: they do not carry, for example, the laser versions of Marksman Rifles or Battle Rifles.
  
 
It would be prudent to make an effort to regularly stun for the Laser Rifles, as a Long War Foundry project allows the Blueshirts to equip spare Laser Rifles in the XCOM Base Defense missions: the slightly better damage, and especially the +6 to aim, makes them much better fighters.
 
It would be prudent to make an effort to regularly stun for the Laser Rifles, as a Long War Foundry project allows the Blueshirts to equip spare Laser Rifles in the XCOM Base Defense missions: the slightly better damage, and especially the +6 to aim, makes them much better fighters.
  
 
[[Category: Long War]]
 
[[Category: Long War]]

Revision as of 01:20, 27 June 2016

Long War Main Page

Overview

EXALT units are largely unchanged from their vanilla incarnation in terms of behavior, though like Aliens, they gain progressive health, damage, and accuracy increases over time, and can also gain new perks.

EXALT personnel start out using basic ballistic weaponry equivalent to your own, but eventually upgrade to Beam Laser weapons. Unlike vanilla, EXALT's laser weapons have self-destruct dead-switch systems built in. It should be noted that if the operator is hit with a powerful electrical shock, such as the Arc Thrower, then the weapon's dead-switch is disabled, and thus it can be retrieved. This allows Commanders to augment their reserves of basic laser weapons (for arming second-line personnel) through capturing equipment if desired.

Commanders should beware that EXALT units can now spawn in alien missions later in the game, immediately given away by the regular EXALT static-filled chatter. They may also spawn as the Scout/Navigator unit for alien pods, and EXALT pods in alien missions can be led by aliens. The implications are clear; EXALT cells have begun working with the aliens openly, or the aliens are mind-controlling EXALT personnel. Either way, be careful; EXALT agents may not progress past beam laser weapons, but their Elite operatives can easily boast as much health as an experienced XCOM operative in heavy armor and have a similar array of perks available.

EXALT will not do an instant and complete switch to Elite units. At first, their Elites will pop up in fairly small groups, maybe one or two pods per Covert Op. Eventually, however, almost every EXALT agent on a given operation will be an Elite.

Curiously, if the EXALT base is raided before all EXALT cells have been destroyed, EXALT units that spawn later in game will be armed largely, if not exclusively, with the standard ballistic weaponry they carried when they first appeared.

EXALT Unit Stats

Unit Health
HP (N/C/B/I)
Aim
Aim (N/C/B/I)
Defense
Defense
Will
Will (N/C/B/I)
Mobility
Mobility
Equipment Perk Gene Mod
EXALT Operative
Operative
6/7/8/8 55/60/65/65 0 30/30/30/35 12 Assault Rifle
HE Grenade
- -
EXALT Sniper
Sniper
5/6/7/7 60/65/70/70 0 25/25/25/30 12 Sniper Rifle
Snap Shot
-
EXALT Heavy
Heavy
7/8/9/9 50/55/60/60 0 20/20/20/25 12 SAW
Rocket Launcher
HE Grenade
Fire Rocket
-
EXALT Medic
Medic
6/7/8/8 45/50/55/55 0 30/30/30/35 12 Assault Rifle
Medikit
Smoke Grenade
-
EXALT Elite Operative
Elite Operative
10/11/12/12 60/65/70/70 0 60/60/60/65 12 Laser Rifle
Alien Grenade
-
Adrenaline Surge
EXALT Elite Sniper
Elite Sniper
8/9/10/10 70/75/80/80 0 55/55/55/60 12 Laser Sniper Rifle
Snap Shot
Depth Perception
EXALT Elite Heavy
Elite Heavy
10/11/12/12 55/60/65/65 0 50/50/50/55 11 Autolaser
Rocket Launcher
Alien Grenade
Fire Rocket
Iron Skin
EXALT Elite Medic
Elite Medic
9/10/11/11 55/60/65/65 0 60/60/60/65 12 Laser Rifle
Medikit
Smoke Grenade
Regen Pheromones

Leader/Navigator Perks

Operative

Opportunist
Aggression
Tactical Sense
Suppression
Bring 'Em On
Lightning Reflexes
Resilience
Light 'Em Up
Covering Fire

Sniper

Sharpshooter
Low Profile
Squad sight
Aggression
Executioner
In the Zone

Heavy

Covering Fire
Grenadier
Danger Zone
Light 'Em Up
Will to Survive
HEAT Ammo
Mayhem
Javelin Rockets

Medic

Covering Fire
Tactical Sense
Sprinter
Savior
Opportunist
Sentinel

Elite Operative

Grenadier
Opportunist
Aggression
Lightning Reflexes
Bombard
Resilience
Light 'Em Up
Sharpshooter
Covering Fire
Suppression
Tactical Sense

Elite Sniper

Sharpshooter
Aggression
Lone Wolf
Mayhem
In the Zone
Bring 'Em On
Combined Arms
Squad sight
Low Profile

Elite Heavy

Danger Zone
Javelin Rockets
Light 'Em Up
Grenadier
Will to Survive
HEAT Ammo
Mayhem
Bombard
Combined Arms
Tactical Sense

Elite Medic

Covering Fire
Suppression
Tactical Sense
Dense Smoke
Sprinter
Savior
Opportunist
Low Profile
Sentinel
Light 'Em Up

EXALT Weapons

Since the reworked tech levels/weapons use the EXALT weapon models and images for their representations, you will no longer recover their ballistic weapons: thus, you cannot equip those weapons (technically), nor sell them, nor will you receive Council requests for them.

However, stunning them does make them drop their Laser weapons (also Alien Grenades, even though text says they explode upon stun), so you may be inclined to do so to further supply your troops, given the cost and time for fabrication: of which, EXALT begins using Laser weaponry soon enough (some time after you should be), that it is a viable alternative if you are delayed/want to delay in your own production. In that, the weapons dropped are still the Laser Rife (Elite Operative and Elite Medic), Autolaser (Elite Heavy), and Laser Sniper Rifle (Elite Sniper). As all of EXALT's weapons remain with those three vanilla weapon types: they do not carry, for example, the laser versions of Marksman Rifles or Battle Rifles.

It would be prudent to make an effort to regularly stun for the Laser Rifles, as a Long War Foundry project allows the Blueshirts to equip spare Laser Rifles in the XCOM Base Defense missions: the slightly better damage, and especially the +6 to aim, makes them much better fighters.