Difference between revisions of "Soldiers (LWR)"

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[[Long_War_Rebalance|Back To Main Page]]
 
[[Long_War_Rebalance|Back To Main Page]]
== Squad Sizes ==
 
[[File: Soldiers_M-F.png|left|256px|]]
 
  
'''Squad sizes''' in Long War Rebalance vary depending on the mission type. They can not be increased through Officer Training School upgrades.
+
== In General ==
  
{| class="wikitable" style="text-align:center;"
+
XCOM soldiers are those who risks their lives going on [[Missions_(LWR)|missions]]. On mission squad setup screen, an arbitrary mix of soldier classes (and [[S.H.I.V._(LWR)|SHIVs]]) can be chosen for the task at hand. Soldier slots can be scrolled with arrows when squad sizes above 6 are available, e.g., on all UFO missions.
|+
+
 
|-
+
XCOM starts with 12 unique soldiers and a random soldier from their starting country. They also start with 1-4 SHIVs (depending upon difficulty). This means a starting barracks size of 14-17.
! style="padding: 5px;" | Mission Type
+
 
! style="padding: 5px;" | Squad Size
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Of the initial 12 unique soldiers: 3 will start at LCPLs, 4 at SPECs, and 5 as PFCs (rookies).
|-
+
 
| style="padding: 0 15px;" | UFO raids, DLC Missions, and Base Assaults
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Each XCOM soldier costs credits to recruit which vary based on how the campaign is progressing: [[Barracks_(LWR)#Recruit_Soldiers|Recruiting Soldiers]].
|| 8
 
|-  
 
| style="padding: 0 15px;" | Abduction, Council, Terror, and Covert Op Data Recovery missions
 
|| 6*
 
|-
 
| style="padding: 0 15px;" | Covert Op Extractions
 
|| 2*
 
|-
 
| style="padding: 0 15px;" | Temple Assault
 
|| 7-10⁺
 
|}
 
<br/>
 
<nowiki>*</nowiki> ''The '''We are Legion (#25)''' Second Wave option allows bringing 2 additional soldiers on all Covert Op missions.''
 
  
⁺ ''1 additional soldier can be brought for every 5 council nations still supporting XCOM.''
+
When recruiting the base gender of the recruit is 1 woman to every 3 men. (This number is determined by a value in DefaultGameCore.ini)
<br/>
 
  
 
== Classes ==
 
== Classes ==
Like the base game, soldiers are divided into classes. Soldiers start out as Privates (analogous to Rookies), where they have no class, and when they progress to Specialist (equivalent to Squaddie) they are assigned a class. You have some control over which class the Private is assigned to; when a soldier becomes a Specialist, they will be assigned a specialism of Tactical, Weapons, Scout-Sniper, or Support. You can then choose between the two classes for each specialism by choosing the appropriate perk. When assigned to become a MEC each specialism creates one MEC class.
+
Like the base game, soldiers are divided into classes. Soldiers start out as Privates (analogous to Rookies), where they have no class, and when they progress to Specialist (equivalent to Squaddie) they are assigned a class. You have some control over which class the Private is assigned to; when a soldier becomes a Specialist, they will be assigned a specialism of Tactical, Weapons, Marksman, or Support. You can then choose between the two classes for each specialism by choosing the appropriate perk. When assigned to become a MEC each specialism creates one MEC class.
  
 
{| class="wikitable"
 
{| class="wikitable"
 
! rowspan="1" style="padding: 5px 20px;" | Specialism || style="padding: 5px 15px;" | Soldier Classes || style="padding: 5px 15px;" | MEC Class
 
! rowspan="1" style="padding: 5px 20px;" | Specialism || style="padding: 5px 15px;" | Soldier Classes || style="padding: 5px 15px;" | MEC Class
 
|-  
 
|-  
| rowspan="2" style="text-align:center;" | '''Sniper-Scout'''  
+
| rowspan="2" style="text-align:center;" | '''Marksman'''  
 
| style="padding: 3px 15px;" | [[File:CLASS_SNIPER.png|26px]]&nbsp;&nbsp;''Sniper''  
 
| style="padding: 3px 15px;" | [[File:CLASS_SNIPER.png|26px]]&nbsp;&nbsp;''Sniper''  
 
| rowspan="2" style="padding-left: 15px;" | [[File:Class Jaeger (Long War).png|26px]]&nbsp;&nbsp;''Jaeger''
 
| rowspan="2" style="padding-left: 15px;" | [[File:Class Jaeger (Long War).png|26px]]&nbsp;&nbsp;''Jaeger''
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|}
 
|}
  
The Long War Rebalance classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. For example, a Gunner's ability to Suppress works well with an Assault, as the Gunner can pin an enemy and prevent it from overwatching while the Assault moves up for a flank. Alternatively, a Medic can cancel out overwatch fire for the Assault using Concussion Grenades with Smoke and Mirrors, allowing the Assault to move up, providing cover with a Smoke Grenade afterwards.
+
== Starting Roster ==
  
== Soldier Stats ==
+
Outside of 2 random PFCs and 1-4 SHIVs, this is the starting roster of every LWR campaign (with the exception of campaigns using the ''Fresh Recruits'' second wave option or start bonuses that affect it).
Soldiers have fully randomized starting stats. However, the starting 15 soldiers will have preset, non-random stats. Note that multiple Second Wave options exist that can change this. ''Balanced Soldiers (#31)'' will re-enable the point system for randomly-generated soldiers, and ''Fresh Recruits (#33)'' will replaces the starting 15 soldiers with randomly-generated ones.
 
  
Soldiers all have a Defense stat of 0.
+
{| class="wikitable"
 +
! colspan="9" style="padding:5x 12px;" | Guaranteed Starting Soldiers (LWR)
 +
|-
 +
! Name || Country || Rank || Supraclass || Health || Mobility || Will || Aim || Special Perk
 +
|-
 +
|-align=center
 +
| Stanislav Orlov || Russia || LCPL || Tactical || 7 || 8 || 37 || 68 || Natural Killer
 +
|-
 +
|-align=center
 +
| Estela Morais || Brazil || LCPL || Marksman || 6 || 8.6 || 30 || 68 || N/A
 +
|-
 +
|-align=center
 +
| Liora Yosef || Israel || LCPL || Tactical || 5 || 9.3 || 37 || 63 || N/A
 +
|-
 +
|-align=center
 +
| Albert Komarov || Russia || LCPL || Weapons || 6 || 8.6 || 20 || 69 || N/A
 +
|-
 +
|-align=center
 +
| Chloe Girard || France || LCPL || Support || 5 || 9.3 || 23 || 68 || N/A
 +
|-
 +
|-align=center
 +
| Brad Greene || USA || SPEC || Tactical || 5 || 8.6 || 33 || 66 || N/A
 +
|-
 +
|-align=center
 +
| Finlay Burns || Scotland || SPEC || Support || 7 || 8.6 || 40 || 61 || N/A
 +
|-
 +
|-align=center
 +
| Yuna Saito || Japan || SPEC || Weapons || 4 || 8.6 || 41 || 64 || N/A
 +
|-
 +
|-align=center
 +
| Leo Jones || United Kingdom || SPEC || Marksman || 7 || 8.6 || 25 || 69 || N/A
 +
|-
 +
|-align=center
 +
| Mateo Garcia || Spain || SPEC || Weapons || 7 || 9.3 || 29 || 62 || N/A
 +
|-
 +
|-align=center
 +
| Hank Miller || USA || PFC || Tactical || 8 || 8.6 || 41 || 63 || Relentless
 +
|-
 +
|-align=center
 +
| Jacob Kowalski || Poland || PFC || Marksman || 7 || 8.6 || 39 || 64 || N/A
 +
|-
 +
|-align=center
 +
| Owen Roberts || United Kingdom || PFC || Weapons || 6 || 8.6 || 25 || 67 || N/A
 +
|-
 +
|-align=center
 +
| Cameron Wilson || Canada || PFC || Support || 6 || 9.3 || 43 || 63 || N/A
 +
|-
 +
|-align=center
 +
| Hans Graf || Germany || PFC || Marksman || 6 || 8 || 26 || 70 || Practiced Ease
 +
|}
 +
 
 +
== Special Reward Soldiers ==
  
Stat progression for soldier ranks has been altered to provide approximately half of the stats at SPEC rank, and the remaining stats are distributed over the remaining ranks. This makes it less punishing to lose high-ranking soldiers, and contributes to normalizing the mod's difficulty curve.
+
While many missions offer soldiers as a reward, some council missions give unique soldiers with preset classes, stats, ranks, and perks. Some ranks scale with month.
  
{| class="wikitable" style="max-width: 400px; text-align:center;"
+
{| class="wikitable"
|+
+
! colspan="10" style="padding:5x 12px;" | Special Reward Soldiers (LWR)
! style="width: 32%;" | Class
+
|-
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Health (Long War)}} total
+
! Name + Nickname || Country || Rank || Supraclass || Health || Mobility || Will || Aim || Special Perk(s) || Mission of Origin
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Aim (Long War)}} total
+
|-
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Will (Long War)}} total
+
|-align=center
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}} bonus
+
| Shaojie 'Chilong' Zhang || China || LCPL || Tactical || 6 || 10 || 32 || 61 || Ex Triad || Friends in Low Places
|-  
+
|-
| style="padding: 5px;" | '''Sniper''' || - || 20 || 5 || -
+
|-align=center
|-  
+
| Annette 'Vicieuse' Durand || France || SGT || Support || 5 || 8.6 || 59 || 63 || Driven By Pressure, Mind Fray, Psi Panic, Mind Merge || Deluge
| style="padding: 5px;" | '''Scout''' || - || 10 || 15 || 0.6
+
|-
|-  
+
|-align=center
| style="padding: 5px;" | '''Infantry''' || 2 || 15 || 20 || -
+
| Peter 'The General' Van Doorn || U.N || CPL-GSGT || Weapons || 9 || 8.6 || 36 || 67 || Cool Under Pressure || Van Doorn Extraction
|-  
+
|-
| style="padding: 5px;" | '''Assault''' || 2 || 5 || 10 || 0.6
+
|-align=center
|-  
+
| Glenn 'Freaky' Friendly || U.N || LCPL || Support || 7 || 8.6 || 32 || 66 || N/A || Van Doorn Extraction
| style="padding: 5px;" | '''Gunner''' || 2 || 5 || 10 || -
+
|-
 +
|-align=center
 +
| Matthew 'Alecto' Hawkins || USA || TSGT || Marksman || 5 || 9.3 || 48 || 62 || Countercharge, Kinetic Blast || Furies
 +
|-
 +
|-align=center
 +
| Fatima 'Tisiphone' Tariq || Egypt || SGT || Tactical || 4 || 8 || 52 || 65 || Mind Fray, Psi Inspire, Mind Merge || Furies
 +
|-
 +
|-align=center
 +
| Said 'Megaera' Tariq || Egypt || SGT || Weapons || 5 || 8 || 50 || 67 || Countercharge, Psi Inspire, Mind Merge || Furies
 +
|-
 +
|-align=center
 +
| Anton 'Vector' Smits || Netherlands || SPEC || Support || 7 || 9.3 || 38 || 68 || N/A || Portent
 +
|-
 +
|-align=center
 +
| Patrick 'The Plumber' Carlock || USA || LCPL || Support || 8 || 8.6 || 26 || 64 || N/A || Carlock Extraction
 
|-
 
|-
| style="padding: 5px;" | '''Rocketeer''' || 3 || 5 || 10 || -
+
|-align=center
 +
| Jake 'Snake Eyes' Green || USA|| LCPL || Marksman || 6 || 8 || 48 || 69 || N/A || Hutch Extraction
 
|-
 
|-
| style="padding: 5px;" | '''Medic''' || - || 10 || 10 || -
+
|-align=center
|-
+
| Jamie 'House' Watson || USA || LCPL || Tactical || 7 || 9.3 || 38 || 66 || N/A || Hutch Extraction
| style="padding: 5px;" | '''Engineer''' || 1 || 10 || 20 || -
 
 
|}
 
|}
  
Soldiers at MSGT rank have a chance to gain +1 in each stat after each mission: 5% chance for mobility, 10% chance for HP, 20% chance for aim, and 40% chance for will. These chances are increased or reduced by 1% for each point lower or higher the soldier's stats are compared to the natural maximum base stats, respectively.
+
==Tactical Advice==
  
==== Attributes Affected by Stats ====
+
The Long War Rebalance classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. For example, a Gunner's ability to Suppress works well with an Assault, as the Gunner can pin an enemy and prevent it from overwatching while the Assault moves up for a flank. Alternatively, a Medic can cancel out overwatch fire for the Assault using Concussion Grenades with Smoke and Mirrors, allowing the Assault to move up, providing cover with a Smoke Grenade afterwards.
 
 
Certain other attributes are affected by how a soldier's stats differ from the average values. The averages are:
 
* 6 HP for soldiers
 
* 10 HP for MECs
 
* 30 will for both
 
 
 
'''Base HP''' modifies ''throw range'', ''rocket scatter'', and ''injury times'':
 
*For each HP above/below average, throw range is increased/reduced by 4%
 
*For each HP above/below average, injury time is reduced/increased by 4%
 
*For each HP above/below average, scatter is reduced/increased by 4%
 
  
'''Base will''' modifies ''fatigue times'':
+
The roles your soldiers are designed to fulfill, i.e., your build composition, are far more important than the individual strength of a soldier and their abilities. If your Engineers, Rocketeers, Infantry, and Goliath MECs are all built to use explosives for the role of cover destruction and AOE damage, you may have to build your Shogun MECs as something other than more explosives.
*For each will above/below average, fatigue times are reduced/increased by 1%
 
  
 
==See also==
 
==See also==

Latest revision as of 15:09, 29 February 2024

Back To Main Page

In General

XCOM soldiers are those who risks their lives going on missions. On mission squad setup screen, an arbitrary mix of soldier classes (and SHIVs) can be chosen for the task at hand. Soldier slots can be scrolled with arrows when squad sizes above 6 are available, e.g., on all UFO missions.

XCOM starts with 12 unique soldiers and a random soldier from their starting country. They also start with 1-4 SHIVs (depending upon difficulty). This means a starting barracks size of 14-17.

Of the initial 12 unique soldiers: 3 will start at LCPLs, 4 at SPECs, and 5 as PFCs (rookies).

Each XCOM soldier costs credits to recruit which vary based on how the campaign is progressing: Recruiting Soldiers.

When recruiting the base gender of the recruit is 1 woman to every 3 men. (This number is determined by a value in DefaultGameCore.ini)

Classes

Like the base game, soldiers are divided into classes. Soldiers start out as Privates (analogous to Rookies), where they have no class, and when they progress to Specialist (equivalent to Squaddie) they are assigned a class. You have some control over which class the Private is assigned to; when a soldier becomes a Specialist, they will be assigned a specialism of Tactical, Weapons, Marksman, or Support. You can then choose between the two classes for each specialism by choosing the appropriate perk. When assigned to become a MEC each specialism creates one MEC class.

Specialism Soldier Classes MEC Class
Marksman CLASS SNIPER.png  Sniper Class Jaeger (Long War).png  Jaeger
Class Scout (Long War).png  Scout
Tactical Class Infantry (Long War).png  Infantry Class Marauder (Long War).png  Marauder
CLASS ASSAULT.png  Assault
Weapons CLASS HEAVY.png  Gunner Class Goliath (Long War).png  Goliath
Class Rocketeer (Long War).png  Rocketeer
Support CLASS SUPPORT.png  Medic Class Shogun (Long War).png  Shogun
Class Engineer (Long War).png  Engineer

Starting Roster

Outside of 2 random PFCs and 1-4 SHIVs, this is the starting roster of every LWR campaign (with the exception of campaigns using the Fresh Recruits second wave option or start bonuses that affect it).

Guaranteed Starting Soldiers (LWR)
Name Country Rank Supraclass Health Mobility Will Aim Special Perk
Stanislav Orlov Russia LCPL Tactical 7 8 37 68 Natural Killer
Estela Morais Brazil LCPL Marksman 6 8.6 30 68 N/A
Liora Yosef Israel LCPL Tactical 5 9.3 37 63 N/A
Albert Komarov Russia LCPL Weapons 6 8.6 20 69 N/A
Chloe Girard France LCPL Support 5 9.3 23 68 N/A
Brad Greene USA SPEC Tactical 5 8.6 33 66 N/A
Finlay Burns Scotland SPEC Support 7 8.6 40 61 N/A
Yuna Saito Japan SPEC Weapons 4 8.6 41 64 N/A
Leo Jones United Kingdom SPEC Marksman 7 8.6 25 69 N/A
Mateo Garcia Spain SPEC Weapons 7 9.3 29 62 N/A
Hank Miller USA PFC Tactical 8 8.6 41 63 Relentless
Jacob Kowalski Poland PFC Marksman 7 8.6 39 64 N/A
Owen Roberts United Kingdom PFC Weapons 6 8.6 25 67 N/A
Cameron Wilson Canada PFC Support 6 9.3 43 63 N/A
Hans Graf Germany PFC Marksman 6 8 26 70 Practiced Ease

Special Reward Soldiers

While many missions offer soldiers as a reward, some council missions give unique soldiers with preset classes, stats, ranks, and perks. Some ranks scale with month.

Special Reward Soldiers (LWR)
Name + Nickname Country Rank Supraclass Health Mobility Will Aim Special Perk(s) Mission of Origin
Shaojie 'Chilong' Zhang China LCPL Tactical 6 10 32 61 Ex Triad Friends in Low Places
Annette 'Vicieuse' Durand France SGT Support 5 8.6 59 63 Driven By Pressure, Mind Fray, Psi Panic, Mind Merge Deluge
Peter 'The General' Van Doorn U.N CPL-GSGT Weapons 9 8.6 36 67 Cool Under Pressure Van Doorn Extraction
Glenn 'Freaky' Friendly U.N LCPL Support 7 8.6 32 66 N/A Van Doorn Extraction
Matthew 'Alecto' Hawkins USA TSGT Marksman 5 9.3 48 62 Countercharge, Kinetic Blast Furies
Fatima 'Tisiphone' Tariq Egypt SGT Tactical 4 8 52 65 Mind Fray, Psi Inspire, Mind Merge Furies
Said 'Megaera' Tariq Egypt SGT Weapons 5 8 50 67 Countercharge, Psi Inspire, Mind Merge Furies
Anton 'Vector' Smits Netherlands SPEC Support 7 9.3 38 68 N/A Portent
Patrick 'The Plumber' Carlock USA LCPL Support 8 8.6 26 64 N/A Carlock Extraction
Jake 'Snake Eyes' Green USA LCPL Marksman 6 8 48 69 N/A Hutch Extraction
Jamie 'House' Watson USA LCPL Tactical 7 9.3 38 66 N/A Hutch Extraction

Tactical Advice

The Long War Rebalance classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. For example, a Gunner's ability to Suppress works well with an Assault, as the Gunner can pin an enemy and prevent it from overwatching while the Assault moves up for a flank. Alternatively, a Medic can cancel out overwatch fire for the Assault using Concussion Grenades with Smoke and Mirrors, allowing the Assault to move up, providing cover with a Smoke Grenade afterwards.

The roles your soldiers are designed to fulfill, i.e., your build composition, are far more important than the individual strength of a soldier and their abilities. If your Engineers, Rocketeers, Infantry, and Goliath MECs are all built to use explosives for the role of cover destruction and AOE damage, you may have to build your Shogun MECs as something other than more explosives.

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: Soldiers
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s