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EXALT Elite Operative (EU2012): Difference between revisions

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Created page with "==Stats== {{Unit Stat Box (EU2012) |picture= |hp=8/9/10/11 |aim=60/60/70/75 |defense=0 |will=80 |move=12 }} {| class="wikitable" width="70%" |- |+ Armaments |- ! width=""50px..."
 
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==Stats==
{{Unit Stat Box (EU2012)
{{Unit Stat Box (EU2012)
|picture=
|picture=[[Image:EXALT Elite Operative.png|125px]]
|hp=8/9/10/11
|hp=8/9/10/11
|aim=60/60/70/75
|aim=60/60/70/75
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|-  
|-  
|+ Armaments
|+ Armaments
|-  
|- !! Abilities
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Abilities
|- style="vertical-align:top;"
|- style="vertical-align:top;"
|-
|-
| align="center" | [[EXALT Laser Rifle (EU2012)|EXALT Laser Rifle]] || align="center" | 5 || align="center" | 10 || align="center" |  
| align="center" | [[EXALT Laser Rifle (EU2012)|EXALT Laser Rifle]] || align="center" | 5 || align="center" | 10  
|-
| align="center" | [[Alien Grenade (EU2012)|Alien Grenade]] || align="center" | 5 || align="center" | 0
|-
|-
|}
|}


'''Abilities:'''
'''Abilities:'''
*
*EXALT Elite Operatives have a [[Gene Mods (EU2012)#EXALT Gene Mods|gene mod]] called '''Adrenaline Surge''', which gives them +10 Aim and +10 Critical Chance after being injured.
== Notes ==
* Unit also has -10 Critical Chance on Easy and Normal difficulty levels.
* Unit also has a -10 Critical Chance on Easy and Normal.
 
'''Notes'''
* Unlike XCOM's [[Assault (EU2012)|Assault]] class, EXALT Elite Operatives can't carry [[Shotgun (EU2012)|Shotgun]] type weapons, which makes them less lethal at close range fights.
* Operatives also don't possess any abilities, turning them into the weakest EXALT units.
* Their greatest strength is being cheap and expendable units, which can overcome an XCOM squad due to sheer numbers and/or by allowing EXALT heavier units to engage successfully. A group of injured Elite Operatives are even more dangerous because of the Aim and Critical Chance stats bonuses gained due to the Adrenaline Surge Gene Mod.
<br clear="all">
<noinclude>
{{EXALT (EU2012)}}
[[Category: Enemy Unknown (2012)]]
[[Category: Enemy Unknown (2012)]]
[[Category: EXALT (EU2012)]]
[[Category: EXALT (EU2012)]]

Latest revision as of 18:32, 7 January 2014

1st Appearance {{{appears}}}
HP 8/9/10/11
Aim 60/60/70/75
Defense 0
Will 80
Movement 12
Easy/Normal/Classic/Impossible


Armaments
EXALT Laser Rifle 5 10
Alien Grenade 5 0

Abilities:

  • EXALT Elite Operatives have a gene mod called Adrenaline Surge, which gives them +10 Aim and +10 Critical Chance after being injured.
  • Unit also has -10 Critical Chance on Easy and Normal difficulty levels.

Notes

  • Unlike XCOM's Assault class, EXALT Elite Operatives can't carry Shotgun type weapons, which makes them less lethal at close range fights.
  • Operatives also don't possess any abilities, turning them into the weakest EXALT units.
  • Their greatest strength is being cheap and expendable units, which can overcome an XCOM squad due to sheer numbers and/or by allowing EXALT heavier units to engage successfully. A group of injured Elite Operatives are even more dangerous because of the Aim and Critical Chance stats bonuses gained due to the Adrenaline Surge Gene Mod.


XCOM: Enemy Within DLC: EXALT
Covert Operations:Covert OperativeCovert Data RecoveryCovert ExtractionEXALT Base Raid
EXALT Units:EXALT Sniper EXALT HeavyEXALT OperativeEXALT Medic
EXALT Elite SniperEXALT Elite HeavyEXALT Elite OperativeEXALT Elite Medic
EXALT Weapons:EXALT Assault RifleEXALT Sniper RifleEXALT LMGEXALT Rocket LauncherEXALT Laser RifleEXALT Laser Sniper RifleEXALT Heavy Laser
Other:Recovered ArtEXALT ArtifactEXALT Technology