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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 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.
! style="padding: 5px;" | Mission Type
 
! style="padding: 5px;" | Squad Size
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
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''
Line 60: Line 44:
|}
|}


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 ==
 
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).


== Soldier Stats ==
{| class="wikitable sortable"
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.
! 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
|}


Soldiers all have a Defense stat of 0.
== 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 quirks. Some ranks scale with month. There are also 2 unique soldiers you can get from an event.


{| class="wikitable" style="max-width: 400px; text-align:center;"
{| class="wikitable sortable"
|+
! colspan="11" 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 || Innate Quirk || Psi/Gene/Quirk || 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 || 10.6 || 32 || 57 || Ex Triad || None || Friends in Low Places
|-  
|-
| style="padding: 5px;" | '''Sniper''' || - || 20 || 5 || -
|-align=center
|-  
| Anton 'Vector' Smits || Netherlands || SPEC || Support || 7 || 10.0 || 38 || 71 || N/A || Muscle Amp and Regenesis || Portent
| style="padding: 5px;" | '''Scout''' || - || 10 || 15 || 0.6
|-
|-  
|-align=center
| style="padding: 5px;" | '''Infantry''' || 2 || 15 || 20 || -
| Annette 'Vicieuse' Durand || France || SGT || Support || 5 || 9.3 || 50 || 61 || Driven By Pressure || Countercharge and Mind Fray || Deluge
|-  
|-
| style="padding: 5px;" | '''Assault''' || 2 || 5 || 10 || 0.6
|-align=center
|-  
| Matthew 'Alecto' Hawkins || USA || TSGT || Marksman || 5 || 10.0 || 43 || 59 || N/A || Countercharge and Mind Fray || Furies
| style="padding: 5px;" | '''Gunner''' || 2 || 5 || 10 || -
|-
|-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
|-
|-
| style="padding: 5px;" | '''Rocketeer''' || 3 || 5 || 10 || -
|-align=center
| Brad Lewis || United Kingdom || CPL-GSGT || Tactical || 7 || 8.6 || 35 || 67 || N/A || None || N/A
|-
|-
| style="padding: 5px;" | '''Medic''' || - || 10 || 10 || -
|-align=center
|-
| Marta Kovac || Ukraine || CPL-GSGT || Support || 6 || 9.3 || 40 || 71 || Street Orphan || Predictive Tracking and Advanced Perception || N/A
| 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 15:35, 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