Armor (Long War)
Suits of armor now also provide new features, such as damage reduction or granting specific perks.
Damage reduction indicates the average amount of damage absorbed from incoming attacks. For example, a damage reduction of 0.3 has a 30% chance to absorb 1 point of damage. Multiple sources of damage reduction (such as perks, items and cover) stack.
Resistance to acid prevents soldiers from receiving mobility penalties from acid, and from taking damage when performing any move other than hunker down. The soldiers still take penalties to aim and damage reduction, and still suffer reduced range on rockets and thrown devices.
Armors and exoskeletons can be built in Engineering. They can also be built quickly, which increases the Credits, Alien Alloys, Elerium and Meld costs, but halves the build time. The values between parentheses indicate the costs and time when building these items quickly.
Armors have a chance to become damaged, based on the amount of health damage that a soldier took. If a soldier took no health damage, there is a 0% chance for the armor to become damaged. If a soldier was reduced to 0 health, there's a 95% chance for the armor to become damaged. The actual chance scales with the health damage taken. Items in unlimited supply cannot become damaged. The Vortex Armor also cannot become damaged.
Soldier armor
Long War nearly doubles the amount of available suits of armor, using the Gene Mod (sleeveless) versions of the original suits of armor for the new suits of armor. Gene Mods no longer affect the looks of a soldier's armor.
Most technology levels provide access to two different suits of Armor, one tailored towards Mobility (Tac Vest, Kestrel, Banshee, Corsair, Seraph) and the other tailored towards Survival (Tac Armor, Carapace, Aegis, Titan, Archangel).
Name | ![]() Mob |
![]() HP |
![]() DR |
![]() Def |
![]() Will |
Equipment slots |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value |
Required for | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Other | |||||||||||||||||
![]() Leather Jacket |
+5 | +0 (+1?) |
2 (3) |
Restricted to covert operatives | XCOM starts with an unlimited supply | |||||||||||||
![]() Tac Vest |
+3 | +1 (+1) |
2 (3) |
XCOM starts with an unlimited supply | ||||||||||||||
![]() Tac Armor |
+1 | +2 (+1) |
2 (3) |
XCOM starts with an unlimited supply | ||||||||||||||
![]() Phalanx Armor |
+2 | +3 (+2) |
2 (3) |
Improved Body Armor | 15 | 35 (52) |
8 (12) |
0 (2) |
7 days (3.5 days) |
14 | ||||||||
![]() Aurora Armor |
+2 | +4 (+2) |
+8 | +10 | 2 (3) |
Restricted to psionic soldiers | Xenopsionics Psi Warfare Systems |
25 | 125 (187) |
30 (45) |
30 (45) |
0 (5) |
1 Sectoid Corpse | 10 days (5.0 days) |
50 | |||
![]() Kestrel Armor |
+3 | +2 (+1) |
+4 | 2 (3) |
Includes grappling hook | Advanced Body Armor | 22 | 50 (75) |
8 (12) |
0 (3) |
10 days (5.0 days) |
20 | ||||||
![]() Carapace Armor |
+1 | +5 (+2) |
2 (3) |
Advanced Body Armor | 25 | 80 (120) |
18 (27) |
0 (4) |
10 days (5.0 days) |
32 | ||||||||
Name | ![]() Mob |
![]() HP |
![]() DR |
![]() Def |
![]() Will |
Equipment slots |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value |
Required for | ||||||
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Other | |||||||||||||||||
![]() Banshee Armor |
+4 | +3 (+3) |
+12 | 2 (3) |
Includes grappling hook | Mobile Power Armor | 40 | 140 (210) |
36 (54) |
20 (30) |
0 (5) |
14 days (7.0 days) |
56 | |||||
![]() Aegis Armor |
+2 | +7 (+3) |
2 (3) |
Mobile Power Armor | 35 | 140 (210) |
36 (54) |
18 (27) |
0 (5) |
14 days (7.0 days) |
56 | |||||||
![]() Corsair Armor |
+3 | +6 (+4) |
+8 | 2 (3) |
Includes grappling hook | Advanced Power Armor | 65 | 250 (375) |
50 (75) |
40 (60) |
0 (8) |
14 days (7.0 days) |
100 | |||||
![]() Titan Armor |
+12 (+4) |
0.5 | 2 (3) |
Prevents strangulation Prevents mobility penalty and damage from acid Negates the effects of fire |
Advanced Power Armor | 65 | 300 (450) |
60 (90) |
40 (60) |
8 (17) |
14 days (7.0 days) |
120 | Archangel Armor (1) | |||||
![]() Seraph Armor |
+3 | +5 (+3) |
+8 | 2 (3) |
Supports flight mode (6 fuel) Double fuel with the Advanced Flight foundry project |
Antigrav Systems | 65 | 300 (450) |
40 (60) |
80 (120) |
0 (9) |
14 days (7.0 days) |
120 | |||||
![]() Archangel Armor |
+1 | +8 (+4) |
0.3 | 2 (3) |
Prevents strangulation Prevents mobility penalty and damage from acid Negates the effects of fire Supports flight mode (6 fuel) Double fuel with the Advanced Flight foundry project |
Antigrav Systems | 75 | 300 (450) |
40 (60) |
80 (120) |
0 (9) |
1 Titan Armor | 14 days (7.0 days) |
120 | ||||
![]() Shadow Armor |
+2 | +4 (+3) |
+16 | 2 (3) |
Includes grappling hook Supports ghost mode |
Stealth Systems | 90 | 300 (450) |
60 (90) |
70 (105) |
40 (49) |
14 days (7.0 days) |
120 | |||||
![]() Vortex Armor |
+2 | +8 (+3) |
+20 | 2 (3) |
Restricted to psionic soldiers Can't become damaged Eliminates post-mission fatigue Required to activate the Gollop Chamber Required for the Rift psionic ability |
Mind and Machine | 100 | 1000 (1500) |
80 (120) |
100 (150) |
0 (27) |
14 days (7.0 days) |
400 |
MEC exoskeletons
In Long War, MEC Troopers have access to multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility. The MEC-1 Paladin can be upgraded to either the MEC-2 Defender for a focus on more Survivability, or the MEC-3 Valiant, for a focus on more Mobility. Both of these armors have two different options for the final tier, as well.
Name | ![]() Mob |
![]() HP |
![]() DR |
![]() Def |
![]() Will |
Secondary weapons |
Equipment slots |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value |
Required for | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Other | ||||||||||||||||||
![]() Base Augments |
Cannot be used during missions | XCOM starts with an unlimited supply | |||||||||||||||||
![]() MEC-1 Paladin |
+3 | +8 (+2) |
1.0 | +8 | 1 | 2 | Prevents strangulation Prevents mobility penalty and damage from acid Negates the effects of fire |
Alien Biocybernetics | 25 | 150 (225) |
30 (45) |
30 (45) |
30 (35) |
14 days (7.0 days) |
60 | MEC-2 Defender (1) MEC-3 Valiant (1) | |||
![]() MEC-2 Defender |
+4 | +12 (+3) |
1.5 | +8 | 2 | 2 | Prevents strangulation Prevents mobility penalty and damage from acid Negates the effects of fire |
Improved Combat Exoskeletons | 50 | 400 (600) |
80 (120) |
60 (90) |
60 (72) |
1 MEC-1 Paladin | 14 days (7.0 days) |
160 | MEC-4 Dauntless (1) MEC-5 Devastator (1) | ||
![]() MEC-3 Valiant |
+6 | +10 (+3) |
1.0 | +12 | 2 | 2 | Prevents strangulation Prevents mobility penalty and damage from acid Negates the effects of fire |
Improved Combat Exoskeletons | 50 | 400 (600) |
60 (90) |
80 (120) |
60 (72) |
1 MEC-1 Paladin | 14 days (7.0 days) |
160 | MEC-6 Vanguard (1) MEC-7 Vindicator (1) | ||
![]() MEC-4 Dauntless |
+5 | +20 (+4) |
2.0 | +12 | +5 | 3 | 3 | Prevents strangulation Prevents mobility penalty and damage from acid Negates the effects of fire |
Heavy Combat Exoskeletons | 75 | 600 (900) |
120 (180) |
80 (120) |
90 (107) |
1 MEC-2 Defender 1 UFO Power Source |
14 days (7.0 days) |
240 | ||
![]() MEC-5 Devastator |
+2 | +24 (+4) |
2.5 | +8 | +5 | 2 | 3 | Prevents strangulation Prevents mobility penalty and damage from acid Negates the effects of fire |
Heavy Combat Exoskeletons | 75 | 600 (900) |
120 (180) |
80 (120) |
90 (107) |
1 MEC-2 Defender 1 UFO Power Source |
14 days (7.0 days) |
240 | ||
![]() MEC-6 Vanguard |
+10 | +12 (+4) |
1.0 | +20 | +5 | 2 | 3 | Prevents strangulation Prevents mobility penalty and damage from acid Negates the effects of fire |
Mobile Combat Exoskeletons | 75 | 600 (900) |
80 (120) |
120 (180) |
90 (107) |
1 MEC-3 Valiant 1 UFO Power Source |
14 days (7.0 days) |
240 | ||
![]() MEC-7 Vindicator |
+8 | +16 (+4) |
1.5 | +16 | +5 | 3 | 3 | Prevents strangulation Prevents mobility penalty and damage from acid Negates the effects of fire |
Mobile Combat Exoskeletons | 75 | 600 (900) |
80 (120) |
120 (180) |
90 (107) |
1 MEC-3 Valiant 1 UFO Power Source |
14 days (7.0 days) |
240 |
SHIV units
SHIV units, once destroyed, can be rebuilt in the Engineering Bay. This does not require a Repair Bay.
Name | ![]() Mob |
![]() HP |
![]() DR |
![]() Def |
![]() Aim |
Equipment slots |
Special properties |
Prerequisites | Cost | Sell value | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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|||||||||||||||
![]() SHIV |
17 | 8+2 | 1.5 | 12 | 70 | 3 | Immune to strangulation Negates mobility penalty and damage from acid Negates the effects of fire |
15 | 60 (90) |
0 (3) |
10 days (5.0 days) |
24 | |||
Rebuild SHIV | 20 (30) |
0 (2) |
28 days (14.0 days) |
||||||||||||
![]() Alloy SHIV |
16 | 18+4 | 2.5 | 8 | 70 | 3 | Immune to strangulation Negates mobility penalty and damage from acid Negates the effects of fire Provides half cover for soldiers |
Improved Body Armor | 35 | 250 (375) |
80 (120) |
0 (8) |
15 days (7.5 days) |
100 | |
Rebuild Alloy SHIV | Improved Body Armor | 20 | 80 (120) |
30 (45) |
0 (4) |
75 days (37.5 days) |
|||||||||
![]() Hover SHIV |
19 | 14+2 | 2.0 | 12 | 70 | 3 | Immune to strangulation Negates mobility penalty and damage from acid Negates the effects of fire Supports flight mode (6 fuel) Double fuel with the Advanced Flight foundry project |
Antigrav Systems | 65 | 300 (450) |
60 (90) |
40 (60) |
0 (9) |
14 days (7.0 days) |
120 |
Rebuild Hover SHIV | Antigrav Systems | 30 | 100 (150) |
24 (36) |
20 (30) |
0 (4) |
70 days (35.0 days) |