Difference between revisions of "Exalt (LWR)"
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=Exalt Missions= | =Exalt Missions= | ||
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=Exalt Units= | =Exalt Units= |
Revision as of 19:46, 18 February 2023
Exalt Mechanics (WIP)
Exalt first shows up a few months into the game (insert a more specific date here), arriving with a cutscene and a small credits sabotage.
Unlike vanilla or LW1.0, Exalt attacks do not automatically reveal a cell, so keeping up with scans is of upmost importance. LWR provides scan reminders that are perfectly accurate, so simply scanning when reminded will always find an Exalt cell. Scans cost 200 credits (modified by campaign length).
Exalt cells can be left alone for a while (insert more specific details here), but will eventually perform a debilitating attack if you wait too long.
Attacks can have the following effects:
- Sabotage: Steals credits (insert details)
- Propaganda: Causes panic (insert details)
- Hack: Steals research (insert details)
An average campaign will have 15 Exalt missions and the Exalt Base Assault, but this amount scales up or down with the game length.
Exalt Missions
Info on Exalt missions can be found here.
Exalt Units
Exalt Operative
Exalt Operatives are versatile frontline soldiers that are particularly strong in close combat because of Close Encounters, similar to XCOM's Assaults. Operatives aren't a major threat when at a distance outside of Opportunist overwatches, but if they can close the gap and deliver a point blank double flank, very few soldiers will survive.
Operatives share a few common traits with all Exalt:
- They have Lock N' Load, which primarily reduces the power of relay hacks, but also lets them put on continuous pressure in a long firefight.
- They can panic in a similar manner to XCOM's soldiers.
- They feel a strong urge to move towards the objective, often to the point of staying out of cover to get closer.
Because of their tendency to move towards the objective, Overwatch is a very powerful tool against most Exalt soldiers, and the Operative is no exception.
Bounty: 2 Meld
Armor: Exalt Operatives have 40% armor converted from their health.
Levels Applied |
Mobility |
Base HP |
Armor HP |
Overall HP |
Damage |
Aim |
Crit |
Will |
Defense |
Base DR |
Perks | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Attributes | 1 | 7.3 | 4 | 2 | 6 | 4 | 60 | 20 | 20 | 0 | 0 | Close Encounters, |
Level Upgrades | 3, 5, 7, 9, 11, 13 | 0 | +0-1 | +0-1 | +1 | +0-1 | +6 | +6 | 0 | 0 | 0 | |
Final Upgrade | 15 | 0 | 0 | +1 | +1 | +2 | +24 | +24 | 0 | 0 | 0 |
Exalt Sniper
Exalt Snipers are pure glass cannons just like XCOM's own Snipers; they boast the lowest health, will, and mobility of any enemy in the game, but can pelt away at you from Squadsight range with high-damage sniper rifles that can very easily wound an unprepared soldier. If you can directly attack them in almost any way, they'll die quite quickly, but the longer they sit in the backlines, the more likely it is that they'll get that critical shot they need to kill a soldier. Just like XCOM snipers, Exalt Snipers have poor aim at close range, so if you can close the distance they'll be unlikely to have a good chance to hit you, even after moving.
Bounty: 2 Meld
Armor: Exalt Snipers have 40% armor converted from their health.
Exalt Heavy
Exalt Heavies are very similar to XCOM's own Tank Gunners. Will to Survive makes them difficult to take down through cover, and the combination of Suppression, Danger Zone, and Holo Rounds offers incredible offensive support. The addition of Light 'Em Up notably increases their offensive threat greatly, as very few soldiers are comfortable tanking two holo'd shots from a big gun. If flanks aren't an option, Psionics or Supports may help you survive until you can push aggressively behind their cover.
Bounty: 2 Meld
Armor: Exalt Heavies have 40% armor converted from their health.
Exalt Medic
Exalt Medics are similar to XCOM's own Support Medics. They provide solid defensive support in the form of Medikits (boosted by Field Medic) and Smoke Grenades (boosted by Dense Smoke) while also being quite tanky due to Grit and relatively strong against Psionics and panic because of decent will. Offensively they're the weakest of Exalt's forces, but can still be a nuisance due to Ready For Anything providing automatic Overwatches.
Bounty: 2 Meld
Armor: Exalt Medics have 40% armor converted from their health.
Levels Applied |
Mobility |
Base HP |
Armor HP |
Overall HP |
Damage |
Aim |
Crit |
Will |
Defense |
Base DR |
Perks | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Attributes | 1 | 8 | 4 | 2 | 6 | 4 | 60 | 20 | 40 | 0 | 0 | Grit,
|
Level Upgrades | 3, 5, 7, 9, 11, 13 | 0 | +0-1 | +0-1 | +1 | +0-1 | +2 | 0 | 0 | 0 | 0 | |
Final Upgrade | 15 | 0 | 0 | +1 | +1 | +2 | +8 | 0 | 0 | 0 | 0 |
Exalt SHIV
Exalt SHIVs act much the same as their XCOM counterparts, even gaining many of the same perks that modules and SHIV Advancements normally provide. Just like XCOM's variant, they can be used as cover by both Exalt and XCOM alike, although that cover won't benefit you from the shots that the SHIV itself takes at you. Exalt SHIVs are the only mechanical enemies that show up on Exalt missions, so it may be worth carrying a spare Arc Rifle or Arc Pistol to manage them. Exalt SHIVs will prove to be very tanky if the squad lacks a clear anti-mechanical solution, and they output much more damage compared to regular Exalt soldiers, especially the leader variants. It's also worth noting that Exalt SHIVs are just as immobile as XCOM's, and cannot access high ground in any way besides a ramp, stairs, or small ledges.
Bounty: 2 Meld, Shiv Chassis
Armor: Exalt SHIVs have 50% armor converted from their health.
Exalt Elite Operative
Exalt Elite Operatives are much like their regular counterparts, but with improved stats all-around and the addition of Enhanced Metabolism. This makes them significantly more deadly when on Overwatch, and can also make them difficult to finish off without sources of guaranteed damage or large accuracy bonuses if they can't be killed from above half health in a single shot.
Exalt Commander Iago Van Doorn deserves a special mention here, as he serves as the boss of the Exalt HQ Assault and exclusively shows up there. Packing immensely increased stats, most gene mods, Overwatch immunity, and his own powerful Overwatches, Iago is a menace for any squad, prepared or not. Suppression and Concussion Grenades are invaluable for locking him down, and a strong tank will be necessary to mitigate his damage. Like other champions, Invulnerable will ensure that he gets a chance to act, especially given that the Exalt HQ often forces players to fight from the helipad with little room for retreat. Enhanced Metabolism is even more concerning here, given the sheer durability of Iago; activating this at the wrong time can spell death for your squad. Iago is likely to be one of the strongest, if not the strongest individual enemy you encounter before the final mission, so be careful Commander.
Bounty: 2 Meld
Armor: Exalt Elite Operatives have 50% armor converted from their health.
Levels Applied |
Mobility |
Base HP |
Armor HP |
Overall HP |
Damage |
Aim |
Crit |
Will |
Defense |
Base DR |
Perks | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Attributes | 1 | 8 | 6 | 6 | 12 | 6 | 70 | 20 | 30 | 0 | 0 | Close Encounters, |
Level Upgrades | 7, 9, 11, 13 | 0 | +1 | +1 | +2 | +0-1 | +8 | +8 | 0 | 0 | +5 | |
Final Upgrade | 15 | 0 | +1 | +1 | +2 | +2 | +32 | +32 | 0 | 0 | +5 |
Leader Name | Leader Level |
Cumulative Damage |
Cumulative HP |
Cumulative Aim |
Cumulative Will |
Additional Perks (carries into higher leader levels) |
---|---|---|---|---|---|---|
Exalt Lieutenant (Operative) | 1 | +1 | +5 | +5 | +20 | |
Exalt Captain (Operative) | 3 | +2 | +10 | +10 | +40 | |
Exalt Major (Operative) | 6 | +3 | +20 | +20 | +60 | |
Exalt Commander Iago Van Doorn | 9 | +11 | +40 | +40 | +120 | Grit, |
Exalt Elite Sniper
Exalt Elite Snipers are much the same as their non-elite counterparts, with improved stats and the addition of Muscle Fiber Density allowing for more highground use and more flanks. Very few soldiers can survive a flank shot from an Elite Sniper, so be on the lookout!
Bounty: 2 Meld
Armor: Exalt Elite Snipers have 50% armor converted from their health.
Exalt Elite Heavy
Exalt Elite Heavies are like the other elites, in that they're an improvement on their regular form but not all that much different. Heavies are blessed with Iron Skin which makes them significantly tankier, even against flanks. A bit of penetration on your weapons will go a long way, as well as crit chance increases.
Bounty: 2 Meld
Armor: Exalt Elite Heavies have 50% armor converted from their health.
Exalt Elite Medic
Exalt Elite Medics follow the same pattern as the other elites, being a stat improvement and the addition of a gene mod. In the Elite Medic's case, this takes the form of Smart Macrophages, making shred and corrosion useless against them and boosting heals on themselves. When combined with Grit, this can make finishing off Elite Medics difficult; make sure to have a plan for when they get low, or burst them from full health to begin with!
Bounty: 2 Meld
Armor: Exalt Elite Medics have 50% armor converted from their health.
Levels Applied |
Mobility |
Base HP |
Armor HP |
Overall HP |
Damage |
Aim |
Crit |
Will |
Defense |
Base DR |
Perks | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Attributes | 1 | 8.6 | 6 | 6 | 12 | 6 | 70 | 20 | 60 | 0 | 0 | Grit,
|
Level Upgrades | 7, 9, 11, 13 | 0 | +1 | +1 | +2 | +0-1 | +4 | 0 | 0 | 0 | 0 | |
Final Upgrade | 15 | 0 | +1 | +1 | +2 | +2 | +16 | 0 | 0 | 0 | 0 |