Armor (LWR)

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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 Mobility Long War.png
Weight
Health Long War.png
HP
Damage Reduction Long War.png
Base DR
Will Long War.png
Will
Equipment
Slots
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Tac Armor
Tac Armor
4.0 6 2
(3)
XCOM starts with an unlimited supply
Phalanx Armor
Phalanx Armor
3.3 6 10 3 Improved Body Armor 15 35
(49)
24
(33)
0
(5)
10 days
(5.0 days)
XX
Carapace Armor
Carapace Armor
3.3 9 15 2
(3)
Advanced Body Armor 25 80
(120)
18
(27)
0
(5)
15 days
(7.5 days)
XX
Aegis Armor
Aegis Armor
2.6 9 15 2
(3)
Mobile Power Armor 35 70
(105)
45
(67)
5
(7)
0
(5)
14 days
(7.0 days)
56
Titan Armor
Titan Armor
4.0 16 20 2
(3)
Prevents strangulation
Negates the effects of fire
Advanced Power Armor 65 400
(560)
360
(504)
40
(60)
8
(16)
14 days
(7.0 days)
120
Archangel Armor
Archangel Armor
4.0 14 15 2
(3)
Prevents strangulation
Negates the effects of fire
Supports Flight (12 fuel)
Double fuel with the Advanced Flight foundry project
Antigrav Systems 75 800
(1160)
850
(1190)
450
(630)
0
(5)
14 days
(7.0 days)
120
Vortex Armor
Vortex Armor
2.0 16 10 30 3 Restricted to psionic soldiers
Advanced Psi Boost: +5 damage to rift; +15% throw range; reduces accumulation of fatigue by 50%
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 Mobility Long War.png
Weight
Health Long War.png
HP
Damage Reduction Long War.png
Base DR
Defense Long War.png
Def
Will Long War.png
Will
Equipment
Slots
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Required
for
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Leather Jacket
Leather Jacket
0.6 2 5 2 Restricted to covert operatives XCOM starts with an unlimited supply
Tac Vest
Tac Vest
2.6 4 5 2
(3)
XCOM starts with an unlimited supply
Aurora Armor
Aurora Armor
2.0 6 10 20 3 Restricted to psionic soldiers
Psi Boost: +10% throw range; Reduces accumulation of fatigue by 20%
Xenopsionics
Psi Warfare Systems
25 50
(70)
10
(14)
10
(14)
0
(5)
1 Sectoid Corpse 10 days
(5.0 days)
50
Kestrel Armor
Kestrel Armor
2.0 7 10 2
(3)
Includes grappling hook Advanced Body Armor 22 50
(75)
8
(12)
0
(5)
10 days
(5.0 days)
20
Banshee Armor
Banshee Armor
1.3 6 15 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
Corsair Armor
1.3 10 20 2
(3)
Includes grappling hook Advanced Power Armor 65 350
(490)
240
(336)
40
(60)
0
(5)
14 days
(7.0 days)
100
Seraph Armor
Seraph Armor
1.3 12 30 1
(2)
Supports Flight (8 fuel)
Double fuel with the Advanced Flight foundry project
Antigrav Systems 65 200
(280)
80
(112)
80
(112)
0
(5)
14 days
(7.0 days)
120
Ghost Armor
Ghost Armor
0.6 12 40 1
(2)
Ghost
Grants +15 aim
Grants Advanced Grapple (3 charges of Grapple)
Stealth Systems 90 600
(900)
50
(70)
400
(560)
100
(140)
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 Mobility Long War.png
Weight
Health Long War.png
HP
Damage Reduction Long War.png
Base DR
Defense Long War.png
Def
Large Equipment
Slots
Equipment
Slots
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Base Augments
Base Augments
Can't be used during missions XCOM starts with an unlimited supply
MEC-1
MEC-1
Paladin 6.0 14 20 30 1 1
Hardened
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
LMEC-2
Valiant 4.0 8 10 40 2 2
Hardened
Grants +10 Aim
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
HMEC-2
Defender 6.0 14 30 10 2 2
Hardened
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
ULMEC-3
Vanguard 1.3 6 10 45 2 3
Hardened
Grants +20 Aim
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
LMEC-3
Vindicator 3.3 10 10 40 3 3
Hardened
Grants +15 Aim
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
HMEC-3
Dauntless 4.6 14 35 10 3 3
Hardened
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
UHMEC-3
Devastator 6.0 20 45 2 3
Hardened
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