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[[Long_War_Rebalance|Back To Main Page]]


== In General ==


== Squad ==
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.
Squad sizes in Long War Rebalance vary depending on the mission type, and can not be increased through Officer Training School upgrades.


* Abductions, Council, Terror, and Covert Op Data Recovery missions: 6 soldiers
XCOM starts with 12 unique soldiers and 2 random soldiers from their starting country. They also start with 0-4 SHIVs (depending upon difficulty). This means a starting barracks size of 14-18.
* UFO raids and Base Assaults: 8 soldiers
* Covert Op Extractions: 2 soldiers
* Temple Assault: 7-10 soldiers (increasing with the number of countries that support XCOM)


The ''We are Legion (#25)'' Second Wave option allows bringing 2 additional soldiers on Covert Ops.
Of the initial 12 unique soldiers: 3 will start at LCPLs, 4 at SPECs, and 5 as PFCs (rookies).


== Classes ==
Each XCOM soldier costs credits to recruit which vary based on how the campaign is progressing: [[Barracks_(LWR)#Recruit_Soldiers|Recruiting Soldiers]].
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. Long War allows you 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.


If you don't want either of the classes for that soldier you can choose the third Random option to choose a random class of the other 6.
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)


The Long War classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. This has largely remained the same in Long War Rebalance. 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.
== 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.


== Fatigue ==
{| class="wikitable"
Like in Long War, soldiers become fatigued after each mission, requiring some time to rest before being deployed again. However, fatigue duration now scales with the number of turns that passed during the mission, and fatigue is no longer increased for officers, gene-modded, and psionic soldiers. Note that the Second Wave option ''Consistent Fatigue (#35)'' disables fatigue scaling and reverts to a higher base fatigue value, like in Long War.
! 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;" | '''Marksman'''
| style="padding: 3px 15px;" | [[File:CLASS_SNIPER.png|26px]]  ''Sniper''
| rowspan="2" style="padding-left: 15px;" | [[File:Class Jaeger (Long War).png|26px]]  ''Jaeger''
|-
| style="padding: 3px 15px;" | [[File:Class Scout (Long War).png|26px]]  ''Scout''
|-
| rowspan="2" style="text-align:center;" | '''Tactical'''
| style="padding-left: 15px;" | [[File:Class Infantry (Long War).png|26px]]  ''Infantry''
| rowspan="2" style="padding-left: 15px;" | [[File:Class Marauder (Long War).png|26px]]  ''Marauder''
|-
| style="padding: 3px 15px;" | [[File:CLASS_ASSAULT.png|26px]]  ''Assault''
|-
| rowspan="2" style="text-align:center;" | '''Weapons'''
| style="padding: 3px 15px;" | [[File:CLASS_HEAVY.png|26px]]  ''Gunner''
| rowspan="2" style="padding-left: 15px;" | [[File:Class Goliath (Long War).png|26px]]  ''Goliath''
|-
| style="padding: 3px 15px;" | [[File:Class Rocketeer (Long War).png|26px]]  ''Rocketeer''
|-
| rowspan="2" style="text-align:center;" | '''Support'''
| style="padding: 3px 15px;" | [[File:CLASS_SUPPORT.png|26px]]  ''Medic''
| rowspan="2" style="padding-left: 15px;" | [[File:Class Shogun (Long War).png|26px]]  ''Shogun''
|-
| style="padding-left: 15px;" | [[File:Class Engineer (Long War).png|26px]]  ''Engineer''
|}


The base fatigue per mission is 1 day, and Soldiers and MECs receive 6 additional hours of fatigue for each turn that passes. Soldiers and MECs that receive more than 6 days of fatigue (around 20+ turns into a mission) will become injured for the duration of their fatigue time, plus 3 additional days.
== Starting Roster ==


Fatigued soldiers may still be deployed on a mission, but will suffer a light injury afterwards, and injured soldiers must recover before being deployed again.
Outside of 2 random PFCs and 0-4 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).


Ideally, you should have several teams of soldiers ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially if the Slingshot and Progeny DLC are activated. Try to spread the experience around, and take advantage of easier missions to get low rank soldiers - the last thing you want is for an important mission to come up and only have raw recruits ready to go. Note that OTS upgrades are no longer tied to your soldier ranks, but instead your number of successful missions.
{| class="wikitable sortable"
! colspan="9" style="padding:5x 12px;" | Guaranteed Starting Soldiers (LWR)
|-
! Name || Country || Rank || Supraclass || Health || Mobility || Will || Aim || Innate Quirk
|-
|-align=center
| Stanislav Orlov || Russia || LCPL || Tactical || 7 || 8.6 || 37 || 71 || Natural Killer
|-
|-align=center
| Estela Morais || Brazil || LCPL || Marksman || 6 || 9.3 || 30 || 71 || N/A
|-
|-align=center
| Albert Komarov || Russia || LCPL || Weapons || 6 || 9.3 || 20 || 73 || N/A
|-
|-align=center
| Liora Yosef || Israel || SPEC || Tactical || 5 || 10.0 || 37 || 61 || N/A
|-
|-align=center
| Chloe Girard || France || SPEC || Support || 5 || 10.0 || 23 || 71 || N/A
|-
|-align=center
| Finlay Burns || Scotland || SPEC || Support || 7 || 9.3 || 40 || 57 || N/A
|-
|-align=center
| Yuna Saito || Japan || SPEC || Weapons || 4 || 9.3 || 41 || 63 || N/A
|-
|-align=center
| Hank Miller || USA || PFC || Tactical || 8 || 9.3 || 41 || 61 || Relentless
|-
|-align=center
| Jakub Kowalski || Poland || PFC || Marksman || 7 || 9.3 || 39 || 63 || N/A
|-
|-align=center
| Owen Roberts || United Kingdom || PFC || Weapons || 6 || 9.3 || 25 || 69 || N/A
|-
|-align=center
| Cameron Wilson || Canada || PFC || Support || 6 || 10.0 || 43 || 61 || N/A
|-
|-align=center
| Hans Graf || Germany || PFC || Marksman || 6 || 8.6 || 26 || 75 || Practiced Ease
|}


== Injury Time ==
== Special Reward Soldiers ==
Injuries work the same as they did in Long War, but are increased by around 50% overall.


The "max timeout" (injury time) scales based on the amount time elapsed in the campaign. The reason for this is that:
While many missions offer soldiers as a reward, some council missions give unique soldiers with preset classes, stats, ranks, and quirks. Some ranks scale with month. There are also 2 unique soldiers you can get from an event.


1) If max timeout is long, then the first months are too brutal, since it's difficult to get soldiers leveled <br>
{| class="wikitable sortable"
2) If the max timeout is short, then the later months are too easy, because with foundry/genemod reductions and armor soldiers are wounded for too little
! colspan="11" style="padding:5x 12px;" | Special Reward Soldiers (LWR)
 
|-
This is basically a factor in vanilla's inverse difficulty curve, which the scaling max timeout is intended to correct.
! Name + Nickname || Country || Rank || Supraclass || Health || Mobility || Will || Aim || Innate Quirk || Psi/Gene/Quirk || Mission of Origin
 
|-
Basically the BASE_DAYS_INJURED is the max injury timeout that can ever happen, and only happens after much time has elapsed. So the default value of 1320 hours = 55 days represents the maximum possible injury portion of a timeout.
|-align=center
| Shaojie 'Chilong' Zhang || China || LCPL || Tactical || 6 || 10.6 || 32 || 57 || Ex Triad || None || Friends in Low Places
|-
|-align=center
| Anton 'Vector' Smits || Netherlands || SPEC || Support || 7 || 10.0 || 38 || 71 || N/A || Muscle Amp and Regenesis || Portent
|-
|-align=center
| Annette 'Vicieuse' Durand || France || SGT || Support || 5 || 9.3 || 50 || 61 || Driven By Pressure || Countercharge and Mind Fray || Deluge
|-
|-align=center
| Matthew 'Alecto' Hawkins || USA || TSGT || Marksman || 5 || 10.0 || 43 || 59 || N/A || Countercharge and Mind Fray || Furies
|-
|-align=center
| Fatima 'Tisiphone' Tariq || Egypt || SGT || Tactical || 4 || 8.6 || 47 || 65 || N/A || Countercharge and Mind Fray || Furies
|-
|-align=center
| Said 'Megaera' Tariq || Egypt || SGT || Weapons || 5 || 8.6 || 45 || 69 || N/A || Countercharge and Mind Fray || Furies
|-
|-align=center
| Peter 'The General' Van Doorn || U.N || CPL-GSGT || Weapons || 8 || 9.3 || 36 || 69 || Cool Under Pressure || None || Van Doorn Extraction
|-
|-align=center
| Glenn 'Freaky' Friendly || U.N || LCPL || Support || 7 || 9.3 || 32 || 67 || N/A || None || Van Doorn Extraction
|-
|-align=center
| Jake 'Snake Eyes' Green || Canada || LCPL || Marksman || 6 || 8.6 || 48 || 73 || N/A || None || Hutch Extraction
|-
|-align=center
| Jamie 'House' Watson || Canada || LCPL || Tactical || 7 || 10.0 || 38 || 67 || N/A || None || Hutch Extraction
|-
|-align=center
| Patrick 'The Plumber' Carlock || USA || LCPL || Support || 8 || 9.3 || 26 || 63 || N/A || Keen Mind || Carlock Escort
|-
|-align=center
| Brad Lewis || United Kingdom || CPL-GSGT || Tactical || 7 || 8.6 || 35 || 67 || N/A || None || N/A
|-
|-align=center
| Marta Kovac || Ukraine || CPL-GSGT || Support || 6 || 9.3 || 40 || 71 || Street Orphan || Predictive Tracking and Advanced Perception || N/A
|}


However, this is scaled based on the campaign time elapsed, and this scaling formula can be tweaked using the two values packed into RAND_DAYS_INJURED. The two default values are 27 and 45, and they go into the formula as: ''27 / ( Days + 45)''.
==Tactical Advice==
 
With Day = 0, this results in 27 / 45 = 0.6, so the maximum injury timeout on day 0 is reduced by 60% to 55 * (1 - 0.6) = 22 days of injury timeout.<br>
With Day = 30, this results in 27 / (30 + 45) = 0.36, so the maximum injury timeout after 1 month is reduced by 36% to 55 * (1 - 0.36) = 35.2 days of injury timeout.
 
As time goes on, this asymptotically approaches the defined maximum injury timeout.
 
A couple of notes about all of this:<br>
*Fatigue timeout is always added to injury timeout for wounded soldiers (thus generally making it that injured soldiers are wounded for longer than soldiers are fatigued). Originally the max injury timeout was 60 days, but since the base fatigue timeout is 3-5 days, this was reduced by 5 days. Thus officers/psi/gene-modded soldiers also get injured for longer times because of their increased fatigue timeouts
*Soldier injury timeout is randomized with a linearly scaled block based on % HP lost. If a soldier has lost 2 out of 6 max HP, then she uniformly randomly gets between 1/6 and 2/6 of the current max injury timeout. For a barely wounded soldier that has lost 1 out of 6 max HP, this means between 0/6 (minimum 1 hour) and 1/6 of the current max injury timeout. Since a soldier can't get to losing 6 out 6 max (because the soldier would be dead), the only way to roll in the 5/6 to 6/6 category is to have been critically injured and the stabilized/revived during the mission.<br />
 
== Stats ==
By default in Long War Rebalance, soldiers have fully randomized starting stats, rather than using the point system in Long War. 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.
 
Unlike Long War, soldiers no longer have a randomized Defense stat, and starting stat ranges for soldiers have been increased to make them more distinct from one another.
 
Stat progression for soldier ranks has been altered to provide half of the stats at SPEC rank, and the remaining stats are distributed evenly over the remaining ranks. This makes it less punishing to lose high-ranking soldiers, and contributes to normalizing the mod's difficulty curve.
 
{| class="wikitable"
|+
!Class!!{{Health (Long War)}}total!!{{Aim (Long War)}}total!!{{Will (Long War)}}total*!!{{Mobility (Long War)}} bonus
|- align="center"
|'''Assault'''      || 4 || 18 || 25 ||
|- align="center"
|'''Infantry'''      || 3 || 21 || 25 ||
|- align="center"
|'''Rocketeer'''      || 3 || 21 || 25 || -1⁺
|- align="center"
|'''Gunner'''      || 4 || 18 || 25 || -1⁺
|- align="center"
|'''Sniper'''      || 2 || 28 || 21 || -1⁺
|- align="center"
|'''Scout'''      || 2 || 25 || 24 || +1
|- align="center"
|'''Medic'''      || 3 || 18 || 28 || +1
|- align="center"
|'''Engineer'''      || 4 || 18 || 25 ||
|}
<nowiki>*</nowiki> All soldiers have a chance to gain an extra 1 will per level, for up to 7 additional will over their class baseline.


⁺ Mobility penalties are from the class' standard weapons: Rocket Launchers, SAW-class weapons, and Sniper Rifles. Gunners and Snipers can avoid this penalty by equipping a different weapon.
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.


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.
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==
==See also==

Latest revision as of 15:35, 13 February 2026

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 2 random soldiers from their starting country. They also start with 0-4 SHIVs (depending upon difficulty). This means a starting barracks size of 14-18.

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   Sniper   Jaeger
  Scout
Tactical   Infantry   Marauder
  Assault
Weapons   Gunner   Goliath
  Rocketeer
Support   Medic   Shogun
  Engineer

Starting Roster

Outside of 2 random PFCs and 0-4 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 Innate Quirk
Stanislav Orlov Russia LCPL Tactical 7 8.6 37 71 Natural Killer
Estela Morais Brazil LCPL Marksman 6 9.3 30 71 N/A
Albert Komarov Russia LCPL Weapons 6 9.3 20 73 N/A
Liora Yosef Israel SPEC Tactical 5 10.0 37 61 N/A
Chloe Girard France SPEC Support 5 10.0 23 71 N/A
Finlay Burns Scotland SPEC Support 7 9.3 40 57 N/A
Yuna Saito Japan SPEC Weapons 4 9.3 41 63 N/A
Hank Miller USA PFC Tactical 8 9.3 41 61 Relentless
Jakub Kowalski Poland PFC Marksman 7 9.3 39 63 N/A
Owen Roberts United Kingdom PFC Weapons 6 9.3 25 69 N/A
Cameron Wilson Canada PFC Support 6 10.0 43 61 N/A
Hans Graf Germany PFC Marksman 6 8.6 26 75 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 quirks. Some ranks scale with month. There are also 2 unique soldiers you can get from an event.

Special Reward Soldiers (LWR)
Name + Nickname Country Rank Supraclass Health Mobility Will Aim Innate Quirk Psi/Gene/Quirk Mission of Origin
Shaojie 'Chilong' Zhang China LCPL Tactical 6 10.6 32 57 Ex Triad None Friends in Low Places
Anton 'Vector' Smits Netherlands SPEC Support 7 10.0 38 71 N/A Muscle Amp and Regenesis Portent
Annette 'Vicieuse' Durand France SGT Support 5 9.3 50 61 Driven By Pressure Countercharge and Mind Fray Deluge
Matthew 'Alecto' Hawkins USA TSGT Marksman 5 10.0 43 59 N/A Countercharge and Mind Fray Furies
Fatima 'Tisiphone' Tariq Egypt SGT Tactical 4 8.6 47 65 N/A Countercharge and Mind Fray Furies
Said 'Megaera' Tariq Egypt SGT Weapons 5 8.6 45 69 N/A Countercharge and Mind Fray Furies
Peter 'The General' Van Doorn U.N CPL-GSGT Weapons 8 9.3 36 69 Cool Under Pressure None Van Doorn Extraction
Glenn 'Freaky' Friendly U.N LCPL Support 7 9.3 32 67 N/A None Van Doorn Extraction
Jake 'Snake Eyes' Green Canada LCPL Marksman 6 8.6 48 73 N/A None Hutch Extraction
Jamie 'House' Watson Canada LCPL Tactical 7 10.0 38 67 N/A None Hutch Extraction
Patrick 'The Plumber' Carlock USA LCPL Support 8 9.3 26 63 N/A Keen Mind Carlock Escort
Brad Lewis United Kingdom CPL-GSGT Tactical 7 8.6 35 67 N/A None N/A
Marta Kovac Ukraine CPL-GSGT Support 6 9.3 40 71 Street Orphan Predictive Tracking and Advanced Perception N/A

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