Difference between revisions of "Armor (LWR)"
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|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}} | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}} | ||
|-align="center" | |-align="center" | ||
− | |<div id="SHIV"></div>[[File:Inv Shiv1.png|128px|link=S.H.I.V. (LWR)|SHIV]]<br />'''[[S.H.I.V. (LWR)|SHIV]]'''|| | + | |<div id="SHIV"></div>[[File:Inv Shiv1.png|128px|link=S.H.I.V. (LWR)|SHIV]]<br />'''[[S.H.I.V. (LWR)|SHIV]]'''||12.0||12+12||50||25||55||4||{{ Hardened (LWR) }}{{ Ram (LWR) }}||30 Crit Resistance<br>Shares Mission XP<br>Only 1 SHIV acts each turn<br>Immune to strangulation<br />Negates the effects of fire<br />Provides partial cover for soldiers|| ||15||title="Cost in Credits (Cost when building quickly)"|350<br />(490)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|13 days<br />(2.6 days)||- |
|-align="center" | |-align="center" | ||
− | |<div id="Alloy SHIV"></div>[[File:Inv Shiv2.png|128px|link=S.H.I.V. (LWR)|Alloy SHIV]]<br />'''[[S.H.I.V. (LWR)|Alloy SHIV]]'''|| | + | |<div id="Alloy SHIV"></div>[[File:Inv Shiv2.png|128px|link=S.H.I.V. (LWR)|Alloy SHIV]]<br />'''[[S.H.I.V. (LWR)|Alloy SHIV]]'''||12.0||16+16||50||25||55||4||{{ Hardened (LWR) }}{{ Ram (LWR) }}||30 Crit Resistance<br>Shares Mission XP<br>Only 1 SHIV acts each turn<br>Immune to strangulation<br />Negates the effects of fire<br />Provides partial cover for soldiers||[[Research (LWR)#Mechtoid Autopsy|Mechtoid Autopsy]]||35||title="Cost in Credits (Cost when building quickly)"|450<br />(630)||title="Cost in Alien Alloys (Cost when building quickly)"|80<br />(112)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|26 days<br />(5.2 days)||- |
|-align="center" | |-align="center" | ||
− | |<div id="Hover SHIV"></div>[[File:Inv Shiv3.png|128px|link=S.H.I.V. (LWR)|Hover SHIV]]<br />'''[[S.H.I.V. (LWR)|Hover SHIV]]'''|| | + | |<div id="Hover SHIV"></div>[[File:Inv Shiv3.png|128px|link=S.H.I.V. (LWR)|Hover SHIV]]<br />'''[[S.H.I.V. (LWR)|Hover SHIV]]'''||12.0||16+16||50||25||55||4||{{ Hardened (LWR) }}{{ Ram (LWR) }}||30 Crit Resistance<br>Shares Mission XP<br>Only 1 SHIV acts each turn<br>Immune to strangulation<br />Negates the effects of fire<br />Provides partial cover for soldiers<br />Supports [[Other_Abilities_(LWR)#Flight|'''Flight''']] (14 fuel)||[[Research (LWR)#Antigrav Systems|Antigrav Systems]]||70||title="Cost in Credits (Cost when building quickly)"|550<br />(770)||title="Cost in Alien Alloys (Cost when building quickly)"|60<br />(84)||title="Cost in Elerium (Cost when building quickly)"|45<br />(63)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|39 days<br />(7.8 days)||- |
|} | |} |
Revision as of 20:40, 18 June 2023
In General
Most technology levels provide access to two different suits of Armor, one tailored towards mobility and the other tailored towards survival.
Armor provides armor HP to soldiers, allowing XCOM soldiers to withstand significant punishment. Certain armors have less equipment slots as compensation for various advantages.
Armor is important to increase the HP of all units, even non-tanks. This is because enemies that can deal damage equal to or greater than a soldier's HP will prioritize targeting them; making it difficult for a tank to occupy enemy attention.
Heavy Armor
Name | Mob |
HP |
Base DR |
Will |
Equipment Slots |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||
Tac Armor |
6 | 2 (3) |
XCOM starts with an unlimited supply | |||||||||||||
Phalanx Armor |
6 | 10 | 3 | Improved Body Armor | 15 | 35 (49) |
25 (35) |
0 (5) |
10 days (5.0 days) |
XX | ||||||
Carapace Armor |
10 | 15 | 2 (3) |
Advanced Body Armor | 25 | 80 (120) |
18 (27) |
0 (5) |
15 days (7.5 days) |
XX | ||||||
Aegis Armor |
0.6 | 9 | 15 | 2 (3) |
Mobile Power Armor | 35 | 70 (105) |
45 (67) |
5 (7) |
0 (5) |
14 days (7.0 days) |
56 | ||||
Titan Armor |
-0.6 | 16 | 20 | 2 (3) |
Prevents strangulation Negates the effects of fire |
Advanced Power Armor | 65 | 300 (450) |
360 (504) |
40 (60) |
8 (16) |
14 days (7.0 days) |
120 | |||
Archangel Armor |
-0.6 | 14 | 15 | 2 (3) |
When airborne, all shots will graze this unit Prevents strangulation Negates the effects of fire Supports Flight (12 fuel) Double fuel with the Advanced Flight foundry project |
Antigrav Systems | 75 | 1200 (1680) |
450 (630) |
300 (420) |
0 (5) |
14 days (7.0 days) |
120 | |||
Vortex Armor |
1.3 | 16 | 10 | 30 | 3 | Restricted to psionic soldiers Advanced Psi Boost: +5 damage to rift; reduces accumulation of fatigue by 50%; armor never requires repairs. Required to activate the Gollop Chamber |
Mind and Machine | 100 | 150 (208) |
40 (55) |
120 (168) |
350 (495) |
14 days (7.0 days) |
400 |
Light Armor
Name | Mob |
HP |
Base DR |
Def |
Will |
Equipment Slots |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value |
Required for | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Leather Jacket |
2.6 | 2 | 5 | 2 | Restricted to covert operatives | XCOM starts with an unlimited supply | ||||||||||||
Tac Vest |
1.3 | 4 | 5 | 2 (3) |
XCOM starts with an unlimited supply | |||||||||||||
Aurora Armor |
0.6 | 8 | 5 | 30 | 3 | Restricted to psionic soldiers Psi Boost: Reduces accumulation of fatigue by 25% |
Xenopsionics Psi Warfare Systems |
25 | 50 (70) |
10 (14) |
10 (14) |
0 (5) |
1 Sectoid Corpse | 10 days (5.0 days) |
50 | |||
Kestrel Armor |
0.6 | 7 | 5 | 2 (3) |
Includes grappling hook | Advanced Body Armor | 22 | 50 (75) |
8 (12) |
0 (5) |
10 days (5.0 days) |
20 | ||||||
Banshee Armor |
1.3 | 5 | 5 | 2 (3) |
Includes grappling hook | Mobile Power Armor | 40 | 70 (105) |
30 (45) |
10 (15) |
0 (5) |
14 days (7.0 days) |
56 | |||||
Corsair Armor |
1.3 | 10 | 10 | 2 (3) |
Includes grappling hook | Advanced Power Armor | 65 | 250 (375) |
240 (336) |
40 (60) |
0 (5) |
14 days (7.0 days) |
100 | |||||
Seraph Armor |
1.3 | 8 | 5 | 1 (2) |
When airborne, all shots will graze this unit Supports Flight (8 fuel) Double fuel with the Advanced Flight foundry project |
Antigrav Systems | 65 | 600 (840) |
80 (112) |
80 (112) |
0 (5) |
14 days (7.0 days) |
120 | |||||
Ghost Armor |
2.0 | 12 | 20 | 1 (2) |
Grants Advanced Grapple (3 charges of Grapple) | Stealth Systems | 90 | 600 (900) |
50 (70) |
400 (560) |
200 (280) |
14 days (7.0 days) |
120 |
MEC Exoskeletons
In Long War Rebalance, MEC Troopers have access to multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility.
MEC armor naming conventions are streamlined to highlight their role.
Name | Name | Mob |
HP |
Base DR |
Def |
Large Equipment Slots |
Equipment Slots |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Base Augments |
Can't be used during missions | XCOM starts with an unlimited supply | ||||||||||||||||
MEC-1 |
Paladin | 0 | 12 | 20 | 30 | 1 | 1 | Prevents strangulation Negates the effects of fire |
Alien Biocybernetics | 25 | 50 (70) |
60 (90) |
10 (15) |
10 (19) |
4 UFO Power Sources | 19 days (8.5 days) |
60 | |
LMEC-2 |
Valiant | 2.0 | 8 | 10 | 40 | 2 | 2 | Prevents strangulation Negates the effects of fire |
Improved Combat Exoskeletons | 50 | 400 (600) |
120 (180) |
80 (120) |
40 (61) |
6 UFO Power Sources | 14 days (7.0 days) |
160 | |
HMEC-2 |
Defender | 0 | 14 | 30 | 10 | 2 | 2 | Prevents strangulation Negates the effects of fire |
Improved Combat Exoskeletons | 50 | 400 (600) |
160 (240) |
60 (90) |
40 (61) |
6 UFO Power Sources | 14 days (7.0 days) |
160 | |
ULMEC-3 |
Vanguard | 4.6 | 8 | 10 | 45 | 2 | 3 | Prevents strangulation Negates the effects of fire |
Mobile Combat Exoskeletons | 75 | 900 (1260) |
160 (240) |
120 (180) |
150 (215) |
1 Fusion Core 8 UFO Power Sources |
14 days (7.0 days) |
240 | |
LMEC-3 |
Vindicator | 2.6 | 12 | 10 | 40 | 3 | 3 | Prevents strangulation Negates the effects of fire |
Mobile Combat Exoskeletons | 75 | 900 (1260) |
160 (240) |
120 (180) |
150 (215) |
1 Fusion Core 8 UFO Power Sources |
14 days (7.0 days) |
240 | |
HMEC-3 |
Dauntless | 1.3 | 14 | 35 | 10 | 3 | 3 | Prevents strangulation Negates the effects of fire |
Heavy Combat Exoskeletons | 75 | 900 (1260) |
240 (360) |
80 (120) |
150 (215) |
1 Fusion Core 8 UFO Power Sources |
14 days (7.0 days) |
240 | |
UHMEC-3 |
Devastator | 0 | 20 | 45 | 2 | 3 | Prevents strangulation Negates the effects of fire |
Heavy Combat Exoskeletons | 75 | 900 (1260) |
240 (360) |
80 (120) |
150 (215) |
1 Fusion Core 8 UFO Power Sources |
14 days (7.0 days) |
240 |
SHIV Units
Name | Mob |
HP |
Base DR |
Def |
Aim |
Equipment Slots |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SHIV |
12.0 | 12+12 | 50 | 25 | 55 | 4 | 30 Crit Resistance Shares Mission XP Only 1 SHIV acts each turn Immune to strangulation Negates the effects of fire Provides partial cover for soldiers |
15 | 350 (490) |
0 (5) |
13 days (2.6 days) |
- | ||||
Alloy SHIV |
12.0 | 16+16 | 50 | 25 | 55 | 4 | 30 Crit Resistance Shares Mission XP Only 1 SHIV acts each turn Immune to strangulation Negates the effects of fire Provides partial cover for soldiers |
Mechtoid Autopsy | 35 | 450 (630) |
80 (112) |
0 (5) |
26 days (5.2 days) |
- | ||
Hover SHIV |
12.0 | 16+16 | 50 | 25 | 55 | 4 | 30 Crit Resistance Shares Mission XP Only 1 SHIV acts each turn Immune to strangulation Negates the effects of fire Provides partial cover for soldiers Supports Flight (14 fuel) |
Antigrav Systems | 70 | 550 (770) |
60 (84) |
45 (63) |
0 (5) |
39 days (7.8 days) |
- |