Difference between revisions of "Armor (EU2012)"
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+ | Armor is used by XCOM [[Soldiers (EU2012)|soldiers]] to provide protection against enemy weapons fire and environmental hazards, along with providing unique abilities to the unit wearing it. All soldiers start wearing Body Armor and [[Research (EU2012)|research]]/[[Engineering (EU2012)|manufacturing]] are required to gain access to more advanced armor types. For the equivalent protection worn by [[MEC Trooper (EU2012)|MEC Troopers]] on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] see [[MEC Suit (EU2012)|MEC Suits]]. | ||
+ | |||
+ | <gallery widths=100px heights=100px perrow=7 caption="Armors"> | ||
+ | File:BODY ARMOR (EU2012).png|[[Body Armor (EU2012)|Body Armor]] | ||
+ | File:CARAPACE ARMOR (EU2012).png|[[Carapace Armor (EU2012)|Carapace Armor]] | ||
+ | File:SKELETON SUIT (EU2012).png|[[Skeleton Suit (EU2012)|Skeleton Suit]] | ||
+ | File:TITAN ARMOR (EU2012).png|[[Titan Armor (EU2012)|Titan Armor]] | ||
+ | File:ARCHANGEL ARMOR (EU2012).png|[[Archangel Armor (EU2012)|Archangel Armor]] | ||
+ | File:GHOST ARMOR (EU2012).png|[[Ghost Armor (EU2012)|Ghost Armor]] | ||
+ | File:PSI ARMOR (EU2012).png|[[Psi Armor (EU2012)|Psi Armor]] | ||
+ | </gallery> | ||
+ | |||
==Armor Types== | ==Armor Types== | ||
{|class="wikitable" width="60%" | {|class="wikitable" width="60%" | ||
|- | |- | ||
! width="25%" align="center" | Type | ! width="25%" align="center" | Type | ||
− | ! width="5%" align="center" | Health | + | ! width="5%" align="center" | Health Points |
! width="5%" align="center" | Defense | ! width="5%" align="center" | Defense | ||
! width="5%" align="center" | Move | ! width="5%" align="center" | Move | ||
! width="60%" align="center" | Extra Abilities | ! width="60%" align="center" | Extra Abilities | ||
|- style="vertical-align:top;" | |- style="vertical-align:top;" | ||
− | |- | + | |- align="center" |
|[[Body Armor (EU2012)|Body Armor]]||align="center" |+1|||||| | |[[Body Armor (EU2012)|Body Armor]]||align="center" |+1|||||| | ||
− | |- | + | |- align="center" |
|[[Carapace Armor (EU2012)|Carapace Armor]] ||align="center" |+4|||||| | |[[Carapace Armor (EU2012)|Carapace Armor]] ||align="center" |+4|||||| | ||
− | |- | + | |- align="center" |
|[[Skeleton Suit (EU2012)|Skeleton Suit]] ||align="center" |+3||align="center" |+10||align="center" |+3||Grapple | |[[Skeleton Suit (EU2012)|Skeleton Suit]] ||align="center" |+3||align="center" |+10||align="center" |+3||Grapple | ||
− | |- | + | |- align="center" |
− | |[[Titan Armor (EU2012)|Titan Armor]]||align="center" |+10||||||Fire and poison immunity | + | |[[Titan Armor (EU2012)|Titan Armor]]||align="center" |+10||||||Fire and poison immunity; (EW DLC) strangulation immunity |
− | |- | + | |- align="center" |
− | |[[Archangel Armor (EU2012)|Archangel Armor]] ||align="center" |+8||||||Flight (6 moves, 12 after | + | |[[Archangel Armor (EU2012)|Archangel Armor]] ||align="center" |+8||align="center" |+20*||||Flight (6 moves, 12 after Foundry [[Foundry (EU2012)#Advanced Flight|upgrade]]); (EW DLC) fire and poison immunity |
− | |- | + | |- align="center" |
− | |[[Ghost Armor (EU2012)|Ghost Armor]] ||align="center" |+6||align="center" |+20||align="center" |+3||Grapple, Stealth | + | |[[Ghost Armor (EU2012)|Ghost Armor]] ||align="center" |+6||align="center" |+20||align="center" |+3||Grapple, Stealth; (EW DLC) fire and poison immunity |
− | |- | + | |- align="center" |
|[[Psi Armor (EU2012)|Psi Armor]] ||align="center" |+6||align="center" |+10||align="center" |+2||+20 Will | |[[Psi Armor (EU2012)|Psi Armor]] ||align="center" |+6||align="center" |+10||align="center" |+2||+20 Will | ||
|} | |} | ||
+ | Note: the [[Assault (EU2012)|Assault]] Class ability '''Extra Conditioning''' gives an additional armor HP bonus: +1 for the starting armor, +4 to Titan and Archangel armors, and +2 to all others. On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] the bonus for Carapace Armor has been increased to +4. | ||
+ | <nowiki>*</nowiki>Archangel Armor provides 20 Defense only when in flight. | ||
==Manufacturing== | ==Manufacturing== | ||
{|class="wikitable sortable" width="70%" | {|class="wikitable sortable" width="70%" | ||
− | |- | + | |- align="center" |
− | !Type!!Cost!!Elerium!!Alloys!!Engineers | + | !Type!!Cost!![[Elerium (EU2012)|Elerium]]!![[Alien Alloys (EU2012)|Alloys]]!!Min Engineers |
− | |- | + | |- align="center" |
|[[Carapace Armor (EU2012)|Carapace Armor]] ||25||0||15||10 | |[[Carapace Armor (EU2012)|Carapace Armor]] ||25||0||15||10 | ||
− | |- | + | |- align="center" |
|[[Skeleton Suit (EU2012)|Skeleton Suit]] ||30||0||10||15 | |[[Skeleton Suit (EU2012)|Skeleton Suit]] ||30||0||10||15 | ||
− | |- | + | |- align="center" |
|[[Titan Armor (EU2012)|Titan Armor]] ||150||10||35||25 | |[[Titan Armor (EU2012)|Titan Armor]] ||150||10||35||25 | ||
− | |- | + | |- align="center" |
|[[Archangel Armor (EU2012)|Archangel Armor]] ||200||35||50||35 | |[[Archangel Armor (EU2012)|Archangel Armor]] ||200||35||50||35 | ||
− | |- | + | |- align="center" |
|[[Ghost Armor (EU2012)|Ghost Armor]] ||250||50||40||40 | |[[Ghost Armor (EU2012)|Ghost Armor]] ||250||50||40||40 | ||
− | |- | + | |- align="center" |
|[[Psi Armor (EU2012)|Psi Armor]] ||400||40||20||30 | |[[Psi Armor (EU2012)|Psi Armor]] ||400||40||20||30 | ||
|} | |} | ||
* Costs listed are base costs. Costs are decreased with additional engineers. | * Costs listed are base costs. Costs are decreased with additional engineers. | ||
− | |||
==Notes== | ==Notes== | ||
− | * Armor | + | * Armor can be supplemented by the [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]] and [[Chitin Plating (EU2012)|Chitin Plating]] equipment slot items which provide additional HPs. On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], [[Respirator Implant (EU2012)|Respirator Implants]] also give +2 HPs. |
− | * For a soldier to be wounded, their | + | * For a [[Soldiers (EU2012)|soldier]] to be wounded, their base Health Points must be hit (The green number displayed in their stats screen). Taking damage less than or equal to armor and item bonus HP requires no recovery time. |
+ | == See Also == | ||
+ | {{Equipment (EU2012)}} | ||
[[Category: Enemy Unknown (2012)]] | [[Category: Enemy Unknown (2012)]] | ||
+ | [[Category: Armor (EU2012)]] | ||
+ | [[Category: Equipment (EU2012)]] |
Latest revision as of 13:26, 5 October 2014
Armor is used by XCOM soldiers to provide protection against enemy weapons fire and environmental hazards, along with providing unique abilities to the unit wearing it. All soldiers start wearing Body Armor and research/manufacturing are required to gain access to more advanced armor types. For the equivalent protection worn by MEC Troopers on the Enemy Within DLC see MEC Suits.
Armor Types
Type | Health Points | Defense | Move | Extra Abilities |
---|---|---|---|---|
Body Armor | +1 | |||
Carapace Armor | +4 | |||
Skeleton Suit | +3 | +10 | +3 | Grapple |
Titan Armor | +10 | Fire and poison immunity; (EW DLC) strangulation immunity | ||
Archangel Armor | +8 | +20* | Flight (6 moves, 12 after Foundry upgrade); (EW DLC) fire and poison immunity | |
Ghost Armor | +6 | +20 | +3 | Grapple, Stealth; (EW DLC) fire and poison immunity |
Psi Armor | +6 | +10 | +2 | +20 Will |
Note: the Assault Class ability Extra Conditioning gives an additional armor HP bonus: +1 for the starting armor, +4 to Titan and Archangel armors, and +2 to all others. On the Enemy Within DLC the bonus for Carapace Armor has been increased to +4.
*Archangel Armor provides 20 Defense only when in flight.
Manufacturing
Type | Cost | Elerium | Alloys | Min Engineers |
---|---|---|---|---|
Carapace Armor | 25 | 0 | 15 | 10 |
Skeleton Suit | 30 | 0 | 10 | 15 |
Titan Armor | 150 | 10 | 35 | 25 |
Archangel Armor | 200 | 35 | 50 | 35 |
Ghost Armor | 250 | 50 | 40 | 40 |
Psi Armor | 400 | 40 | 20 | 30 |
- Costs listed are base costs. Costs are decreased with additional engineers.
Notes
- Armor can be supplemented by the Nano-Fiber Vest and Chitin Plating equipment slot items which provide additional HPs. On the Enemy Within DLC, Respirator Implants also give +2 HPs.
- For a soldier to be wounded, their base Health Points must be hit (The green number displayed in their stats screen). Taking damage less than or equal to armor and item bonus HP requires no recovery time.