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

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EXALT units are largely unchanged from their vanilla incarnation in terms of behaviour, though like Aliens, they gain progressive health, damage, and accuracy increases over time, and can also gain new perks.
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<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 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 as part of terror 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 in terror missions. 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 armour 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.
  
As a final note- 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.
  
==Operative==
+
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.  
Standard EXALT operative. Armed with a ballistic rifle and high-explosive grenade.
 
  
'''Perk List:''' Opportunist, Aggression, Tactical Sense, Suppression, Bring 'Em On, Lightning Reflexes, Resilience, Light 'Em Up
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==EXALT Unit Stats==
===Elite===
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{|class="wikitable" width="100%"
Armed with a laser rifle, alien grenade, and basic gene mods.
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| align="center" style="background:#f0f0f0;"|'''Unit'''
 +
| 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'''
 +
| align="center" style="background:#f0f0f0;"|'''{{Will (Long War)}} Will (N/C/B/I)'''
 +
| align="center" style="background:#f0f0f0;"|'''{{Mobility (Long War)}} Mobility'''
 +
| 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)}}||-
 +
|- 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"
 +
| [[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)}}{{Squadsight (Long War)}}{{Low Profile (Long War)}}||{{Depth Perception (Long War)}}
 +
|-
 +
|- 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)}}
 +
|- 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:''' Grenadier, Opportunist, Aggression, Lightning Reflexes, Bombardier, Resilience, Light 'Em Up, Sharpshooter, Covering Fire, Suppression, Tactical Sense
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==Leader/Navigator Perks==
==Sniper==
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===Operative===
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.
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{|class="wikitable"
 +
|Navigator (25%){{Covering Fire (Long War)}}||Leader Level 1{{Opportunist (Long War)}}||Leader Level 2{{Aggression (Long War)}}||Leader Level 3{{Tactical Sense (Long War)}}||Leader Level 4{{Suppression (Long War)}}||Leader Level 5{{Bring Em On (Long War)}}||Leader Level 6{{Lightning Reflexes (Long War)}}||Leader Level 7{{Resilience (Long War)}}||Leader Level 9{{Light Em Up (Long War)}}||
 +
|}
  
'''Perk List:''' Sharpshooter, Low Profile, Squadsight, Aggression, Executioner, In The Zone
+
===Sniper===
===Elite===
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{|class="wikitable"
Elite Snipers use a beam laser sniper rifle, but are otherwise fairly unremarkable.
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|Leader Level 1{{Sharpshooter (Long War)}}||Leader Level 2{{Low Profile (Long War)}}||Leader Level 3{{Squadsight (Long War)}}||Leader Level 4{{Aggression (Long War)}}||Leader Level 6{{Executioner (Long War)}}||Leader Level 7{{In The Zone (Long War)}}||
 +
|}
  
'''Perk List:''' Squadsight, Sharpshooter, Aggression, Lone Wolf, Mayhem, In The Zone, Bring 'Em On, Combined Arms, Low Profile
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===Heavy===
==Heavy==
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{|class="wikitable"
Heavily armed, EXALT's Heavy troopers present a significant threat to your units, especially since they can possess the HEAT Ammo/Warheads perk.
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|Leader Level 1{{Covering Fire (Long War)}}||Leader Level 2{{Grenadier (Long War)}}||Leader Level 3{{Danger Zone (Long War)}}||Leader Level 4{{Light Em Up (Long War)}}||Leader Level 5{{Will To Survive (Long War)}}||Leader Level 6{{HEAT Ammo (Long War)}}||Leader Level 7{{Javelin Rockets (Long War)}}||
 +
|}
  
'''Perk List:''' Covering Fire, Grenadier, Danger Zone, Light 'Em Up, Will To Survive, HEAT Ammo, Mayhem, Javelin Rockets
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===Medic===
===Elite===
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{|class="wikitable"
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.
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|Leader Level 1{{Covering Fire (Long War)}}||Leader Level 2{{Tactical Sense (Long War)}}||Leader Level 3{{Sprinter (Long War)}}||Leader Level 4{{Savior (Long War)}}||Leader Level 5{{Opportunist (Long War)}}||Leader Level 6{{Adaptive Bone Marrow (Long War)}}||Leader Level 7{{Sentinel (Long War)}}||
 +
|}
  
'''Perk List:''' Danger Zone, Javelin Rockets, Light 'Em Up, Grenadier, Will To Survive, HEAT Ammo, Mayhem, Bombardier, Rocketeer, Tactical Sense,
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===Elite Operative===
==Medic==
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{|class="wikitable"
EXALT medics function much the same as their regular counterpart. They can deploy smoke and heal allies.
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|Navigator (25%){{Covering Fire (Long War)}}||Navigator (50%){{Suppression (Long War)}}||Navigator (33%){{Tactical Sense (Long War)}}||Leader Level 1{{Grenadier (Long War)}}||Leader Level 2{{Opportunist (Long War)}}||Leader Level 3{{Aggression (Long War)}}||Leader Level 4{{Lightning Reflexes (Long War)}}||Leader Level 5{{Bombard (Long War)}}||Leader Level 6{{Resilience (Long War)}}||Leader Level 7{{Light Em Up (Long War)}}||Leader Level 9{{Sharpshooter (Long War)}}||
 +
|}
  
'''Perk List:''' Covering Fire, Tactical Sense, Sprinter, Savior, Opportunist, Regeneration, Sentinel
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===Elite Sniper===
===Elite===
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{|class="wikitable"
Medics, but better. They have a wider array of perks at their disposal, on top of the Regen Pheromones genemod.
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|Leader Level 2{{Sharpshooter (Long War)}}||Leader Level 3{{Aggression (Long War)}}||Leader Level 4{{Lone Wolf (Long War)}}||Leader Level 5{{Mayhem (Long War)}}||Leader Level 6{{In The Zone (Long War)}}||Leader Level 7{{Bring Em On (Long War)}}||Leader Level 9{{Combined Arms (Long War)}}||
 +
|}
  
'''Perk List:''' Covering Fire, Suppression, Tactical Sense, Dense Smoke, Sprinter, Regeneration, Savior, Opportunist, Low Profile, Sentinel, Light 'Em Up
+
===Elite Heavy===
 +
{|class="wikitable"
 +
|Navigator (50%){{Light Em Up (Long War)}}||Leader Level 1{{Danger Zone (Long War)}}{{Javelin Rockets (Long War)}}{{Light Em Up (Long War)}}||Leader Level 2{{Grenadier (Long War)}}||Leader Level 3{{Will To Survive (Long War)}}||Leader Level 4{{HEAT Ammo (Long War)}}||Leader Level 5{{Mayhem (Long War)}}||Leader Level 6{{Bombard (Long War)}}||Leader Level 7{{Combined Arms (Long War)}}||Leader Level 9{{Tactical Sense (Long War)}}||
 +
|}
 +
 
 +
===Elite Medic===
 +
{|class="wikitable"
 +
|Leader Level 1{{Covering Fire (Long War)}}{{Suppression (Long War)}}||Leader Level 2{{Tactical Sense (Long War)}}{{Dense Smoke (Long War)}}||Leader Level 3{{Sprinter (Long War)}}{{Adaptive Bone Marrow (Long War)}}||Leader Level 4{{Savior (Long War)}}||Leader Level 5{{Opportunist (Long War)}}||Leader Level 6{{Low Profile (Long War)}}||Leader Level 7{{Sentinel (Long War)}}||Leader Level 9{{Light Em Up (Long War)}}||
 +
|}
 +
 
 +
==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.
 +
 
 +
[[Category: Long War]]
 +
[[Category: Situation Room (Long War)]]

Revision as of 10:09, 2 November 2018

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

Navigator (25%)
Covering Fire
Leader Level 1
Opportunist
Leader Level 2
Aggression
Leader Level 3
Tactical Sense
Leader Level 4
Suppression
Leader Level 5
Bring 'Em On
Leader Level 6
Lightning Reflexes
Leader Level 7
Resilience
Leader Level 9
Light 'Em Up

Sniper

Leader Level 1
Sharpshooter
Leader Level 2
Low Profile
Leader Level 3
Squad sight
Leader Level 4
Aggression
Leader Level 6
Executioner
Leader Level 7
In the Zone

Heavy

Leader Level 1
Covering Fire
Leader Level 2
Grenadier
Leader Level 3
Danger Zone
Leader Level 4
Light 'Em Up
Leader Level 5
Will to Survive
Leader Level 6
HEAT Ammo
Leader Level 7
Javelin Rockets

Medic

Leader Level 1
Covering Fire
Leader Level 2
Tactical Sense
Leader Level 3
Sprinter
Leader Level 4
Savior
Leader Level 5
Opportunist
Leader Level 6
Adaptive Bone Marrow
Leader Level 7
Sentinel

Elite Operative

Navigator (25%)
Covering Fire
Navigator (50%)
Suppression
Navigator (33%)
Tactical Sense
Leader Level 1
Grenadier
Leader Level 2
Opportunist
Leader Level 3
Aggression
Leader Level 4
Lightning Reflexes
Leader Level 5
Bombard
Leader Level 6
Resilience
Leader Level 7
Light 'Em Up
Leader Level 9
Sharpshooter

Elite Sniper

Leader Level 2
Sharpshooter
Leader Level 3
Aggression
Leader Level 4
Lone Wolf
Leader Level 5
Mayhem
Leader Level 6
In the Zone
Leader Level 7
Bring 'Em On
Leader Level 9
Combined Arms

Elite Heavy

Navigator (50%)
Light 'Em Up
Leader Level 1
Danger Zone
Leader Level 2
Grenadier
Leader Level 3
Will to Survive
Leader Level 4
HEAT Ammo
Leader Level 5
Mayhem
Leader Level 6
Bombard
Leader Level 7
Combined Arms
Leader Level 9
Tactical Sense

Elite Medic

Leader Level 1
Covering Fire
Suppression
Leader Level 2
Tactical Sense
Dense Smoke
Leader Level 3
Sprinter
Adaptive Bone Marrow
Leader Level 4
Savior
Leader Level 5
Opportunist
Leader Level 6
Low Profile
Leader Level 7
Sentinel
Leader Level 9
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.