S.H.I.V. (LWR)

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Soldiers SHIVS.png

While Long War set out to enhance the Super-Heavy Infantry Vehicle to make it a more viable replacement for soldiers, Long War Rebalance takes a different approach. SHIVs are a special unit that brings raw damage, durability, and a degree of utility to the field, thanks to their numerous upgrades and equipment options. In addition to being stronger overall, all SHIVs can now be used as partial cover, rather than just the Alloy SHIV Moreover, the basic SHIV is now available from the beginning of the campaign, including the first mission. They can not be rebuilt if destroyed.

XCOM starts with at least 1 SHIV, which accompanies your soldiers on the first mission.

XComEU Alloy S.H.I.V. 2.png
SHIV Classes
Type Production Cost Stats
Credits Alloys Elerium Base HP Armor HP Total HP Aim Defense Crit Resist Base DR Mobility Item Slots Flight Capability
Regular 270 0 0 12 12 24 55 20 15 30 7.3 4 N
Alloy 330 80 0 20 20 36 55 20 20 40 7.3 +0.6 4 N
Hover 390 60 45 16 16 28 55+10 20 15 30 7.3 +1.3 4 Y (16 fuel)
Big Sky (the Skyranger pilot) can control only 1 SHIV each turn. This means that if you bring multiple SHIVs on a mission only 1 can act each turn.
SHIVs do not accumulate fatigue.


Like other units, SHIVs must have their weapons replaced individually. All units start with the baseline Autocannon (with an unlimited quantity in stock, much like the other basic ballistic weapons), which can be upgraded for each tier of weapon. New weapons must be manufactured by Engineering, and they can be found in the same section as MEC armaments.

Bringing a SHIV to a mission isn't a waste of experience either, as the 1st SHIV alive at the end of any battle grants its mission experience to its squadmates.

SHIVs, like most mechanized units, have built-in damage reduction and are hardened, which makes them more durable. Much cheaper than MEC Troopers, and with 'abilities' swappable as equipable modules giving them a significant degree of flexibility, these units will prove to be a valuable asset to XCOM.

It is advisable to have at least a small pool of SHIVs in reserve, to fill any gaps when your Barracks list reads nearly entirely "Fatigue", and to help deal with smaller crashed UFOs that you still may want to gather materials from, as their raw damage and durability can potentially serve as a replacement for high-ranking soldiers.

SHIV Upgrade Abilities

Abilities that can be unlocked via Foundry projects.

Suppression
Suppression
Suppress [Pinned if protected by cover, damaged if not, no reaction fire, -35 aim, -35% mobility/ability range] targets. Breaks with a reaction shot that ignores reaction immunity if the target acts. Requires 2 ammo, and uses the 2nd ammo if a reaction shot was triggered. 1 turn cooldown. Increases the chance of being critically hit by 30% when suppressing. [Basic reaction shots bypass half of cover DR/def and cannot crit]

Granted by: 
SHIV Advancements I
Repair Servos
Repair Servos
Repairs damage sustained in battle: When damaged, gain servos equal to 45% of the damage sustained. Each servo can heal 1 HP. At end of turn, use half the servos available (minimum 1, if available).



Granted by: 
SHIV Advancements I
Sprinter
Sprinter
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%).


Granted by: 
Advanced Servomotors
Damage Control
Damage Control
Grants +20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively). If this unit's armor is shredded, resets the amount of additional damage this unit takes to 30% (as if no additional shred damage has been dealt) at the end of this unit's turn.


Granted by: 
SHIV Advancements II
Shredder
Shredder
Primary weapons Shred [Damage received is increased by x% where x is 30 + shred damage dealt] any unit they damage for the remainder of the battle.

Granted by: 
SHIV Advancements II

SHIV Equipment Abilities

Abilities SHIVs can be granted if equipped with the appropriate equipment

Mayhem
Mayhem
Suppressive fire damage occurs immediately. Grants +50% weapon damage to grenades. Grants +70% weapon damage to sniper and strike rifles.

Granted by: 
Targeting Motor
Holo Rounds
Holo Rounds
Firing at a target marks them, preventing concealment/stealth and granting +10 aim and +1 penetration to all shots at them for the next 3 turns.


Granted by: 
Holo Charger
Sharpshooter
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets.



Granted by: 
Adaptive Tracking Pod
Saturation Fire
Saturation Fire
Fire a +25 aim shot with -50% weapon damage. Requires 2 ammo.

Granted by: 
Smartshell Pod
Absorption Fields
Absorption Fields
Grants +35% DR.



Granted by: 
Shielding Pod
Reactive Targeting Sensors
Reactive Targeting Sensors
Once per turn, if this unit is attacked by anything besides a grenade/MiNE: : Return fire with a +20 aim reaction shot that bypasses cover DR and then enter One For All (if able). [Basic reaction shots bypass half of cover def and cannot crit]


Granted by: 
AutoSentry Turret
Light 'Em Up
Light 'Em Up
Standard shots gain +1 damage and +10 crit for every instance of damage their target took this turn and cost only 1 AP.

Granted by: 
Weapon Supercooler
Tracker
Tracker
This soldier passively detects and uncloaks aliens within 6 tiles through walls/obstacles. The heightened senses renders this soldier immune to strangulation.



Granted by: 
Motion Tracker