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EXALT Units (Long War)

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Revision as of 09:55, 2 November 2018 by Riw (talk | contribs) (Heavy)
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Overview

EXALT units are largely unchanged from their vanilla incarnation in terms of behavior, though like Aliens, they gain progressive health, damage, and accuracy increases over time, and can also gain new perks.

EXALT personnel start out using basic ballistic weaponry equivalent to your own, but eventually upgrade to Beam Laser weapons. Unlike vanilla, EXALT's laser weapons have self-destruct dead-switch systems built in. It should be noted that if the operator is hit with a powerful electrical shock, such as the Arc Thrower, then the weapon's dead-switch is disabled, and thus it can be retrieved. This allows Commanders to augment their reserves of basic laser weapons (for arming second-line personnel) through capturing equipment if desired.

Commanders should beware that EXALT units can now spawn in alien missions later in the game, immediately given away by the regular EXALT static-filled chatter. They may also spawn as the Scout/Navigator unit for alien pods, and EXALT pods in alien missions can be led by aliens. The implications are clear; EXALT cells have begun working with the aliens openly, or the aliens are mind-controlling EXALT personnel. Either way, be careful; EXALT agents may not progress past beam laser weapons, but their Elite operatives can easily boast as much health as an experienced XCOM operative in heavy armor and have a similar array of perks available.

EXALT will not do an instant and complete switch to Elite units. At first, their Elites will pop up in fairly small groups, maybe one or two pods per Covert Op. Eventually, however, almost every EXALT agent on a given operation will be an Elite.

Curiously, if the EXALT base is raided before all EXALT cells have been destroyed, EXALT units that spawn later in game will be armed largely, if not exclusively, with the standard ballistic weaponry they carried when they first appeared.

EXALT Unit Stats

Unit Health
HP (N/C/B/I)
Aim
Aim (N/C/B/I)
Defense
Defense
Will
Will (N/C/B/I)
Mobility
Mobility
Equipment Perk Gene Mod
EXALT Operative
Operative
6/7/8/8 55/60/65/65 0 30/30/30/35 12 Assault Rifle
HE Grenade
- -
EXALT Sniper
Sniper
5/6/7/7 60/65/70/70 0 25/25/25/30 12 Sniper Rifle
Snap Shot
Snap Shot
-
EXALT Heavy
Heavy
7/8/9/9 50/55/60/60 0 20/20/20/25 12 SAW
Rocket Launcher
HE Grenade
Fire Rocket
Fire Rocket
-
EXALT Medic
Medic
6/7/8/8 45/50/55/55 0 30/30/30/35 12 Assault Rifle
Medikit
Smoke Grenade
Smoke Grenade
-
EXALT Elite Operative
Elite Operative
10/11/12/12 60/65/70/70 0 60/60/60/65 12 Laser Rifle
Alien Grenade
-
Adrenaline Surge
Adrenaline Surge
EXALT Elite Sniper
Elite Sniper
8/9/10/10 70/75/80/80 0 55/55/55/60 12 Laser Sniper Rifle
Snap Shot
Snap Shot
Snapshot
Squad sight
Squad sight
Low Profile
Low Profile
Depth Perception
Depth Perception
EXALT Elite Heavy
Elite Heavy
10/11/12/12 55/60/65/65 0 50/50/50/55 11 Autolaser
Rocket Launcher
Alien Grenade
Fire Rocket
Fire Rocket
Iron Skin
Iron Skin
EXALT Elite Medic
Elite Medic
9/10/11/11 55/60/65/65 0 60/60/60/65 12 Laser Rifle
Medikit
Smoke Grenade
Smoke Grenade
Regen Pheromones
Regen Pheromones

Leader/Navigator Perks

Operative

Navigator (25%)
Covering Fire
Covering Fire
Leader Level 1
Opportunist
Opportunist
Leader Level 2
Aggression
Aggression
Leader Level 3
Tactical Sense
Tactical Sense
Leader Level 4
Suppression
Suppression
Leader Level 5
Bring 'Em On
Bring 'Em On
Leader Level 6
Lightning Reflexes
Lightning Reflexes
Leader Level 7
Resilience
Resilience
Leader Level 8
Light 'Em Up
Light 'Em Up

Sniper

Leader Level 1
Sharpshooter
Sharpshooter
Leader Level 2
Low Profile
Low Profile
Leader Level 3
Squad sight
Squad sight
Leader Level 4
Aggression
Aggression
Leader Level 6
Executioner
Executioner
Leader Level 7
In the Zone
In the Zone

Heavy

Leader Level 1
Covering Fire
Covering Fire
Leader Level 2
Grenadier
Grenadier
Leader Level 3
Danger Zone
Danger Zone
Leader Level 4
Light 'Em Up
Light 'Em Up
Leader Level 5
Will to Survive
Will to Survive
Leader Level 6
HEAT Ammo
HEAT Ammo
Leader Level 7
Javelin Rockets
Javelin Rockets

Medic

Covering Fire
Covering Fire
Tactical Sense
Tactical Sense
Sprinter
Sprinter
Savior
Savior
Opportunist
Opportunist
Sentinel
Sentinel


Elite Operative

Grenadier
Grenadier
Opportunist
Opportunist
Aggression
Aggression
Lightning Reflexes
Lightning Reflexes
Bombard
Bombard
Resilience
Resilience
Light 'Em Up
Light 'Em Up
Sharpshooter
Sharpshooter
Covering Fire
Covering Fire
Suppression
Suppression
Tactical Sense
Tactical Sense


Elite Sniper

Sharpshooter
Sharpshooter
Aggression
Aggression
Lone Wolf
Lone Wolf
Mayhem
Mayhem
In the Zone
In the Zone
Bring 'Em On
Bring 'Em On
Combined Arms
Combined Arms

Elite Heavy

Danger Zone
Danger Zone
Javelin Rockets
Javelin Rockets
Light 'Em Up
Light 'Em Up
Grenadier
Grenadier
Will to Survive
Will to Survive
HEAT Ammo
HEAT Ammo
Mayhem
Mayhem
Bombard
Bombard
Combined Arms
Combined Arms
Tactical Sense
Tactical Sense


Elite Medic

Covering Fire
Covering Fire
Suppression
Suppression
Tactical Sense
Tactical Sense
Dense Smoke
Dense Smoke
Sprinter
Sprinter
Savior
Savior
Opportunist
Opportunist
Low Profile
Low Profile
Sentinel
Sentinel
Light 'Em Up
Light 'Em Up

EXALT Weapons

Since the reworked tech levels/weapons use the EXALT weapon models and images for their representations, you will no longer recover their ballistic weapons: thus, you cannot equip those weapons (technically), nor sell them, nor will you receive Council requests for them.

However, stunning them does make them drop their Laser weapons (also Alien Grenades, even though text says they explode upon stun), so you may be inclined to do so to further supply your troops, given the cost and time for fabrication: of which, EXALT begins using Laser weaponry soon enough (some time after you should be), that it is a viable alternative if you are delayed/want to delay in your own production. In that, the weapons dropped are still the Laser Rife (Elite Operative and Elite Medic), Autolaser (Elite Heavy), and Laser Sniper Rifle (Elite Sniper). As all of EXALT's weapons remain with those three vanilla weapon types: they do not carry, for example, the laser versions of Marksman Rifles or Battle Rifles.

It would be prudent to make an effort to regularly stun for the Laser Rifles, as a Long War Foundry project allows the Blueshirts to equip spare Laser Rifles in the XCOM Base Defense missions: the slightly better damage, and especially the +6 to aim, makes them much better fighters.