Difference between revisions of "Armor (EU2012)"

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|[[Titan Armor (EU2012)|Titan Armor]]||align="center" |+10||||||Fire and poison immunity
 
|[[Titan Armor (EU2012)|Titan Armor]]||align="center" |+10||||||Fire and poison immunity
 
|- align="center"
 
|- align="center"
|[[Archangel Armor (EU2012)|Archangel Armor]] ||align="center" |+8||align="center" |+20*||||Flight (6 moves, 12 after Foundry [[Foundry (EU2012)#Advanced Flight|upgrade]])
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|[[Archangel Armor (EU2012)|Archangel Armor]] ||align="center" |+8||align="center" |+20*||||Flight (6 moves, 12 after Foundry [[Foundry (EU2012)#Advanced Flight|upgrade]])Fire and poison immunity
 
|- align="center"
 
|- align="center"
|[[Ghost Armor (EU2012)|Ghost Armor]] ||align="center" |+6||align="center" |+20||align="center" |+3||Grapple, Stealth
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|[[Ghost Armor (EU2012)|Ghost Armor]] ||align="center" |+6||align="center" |+20||align="center" |+3||Grapple, Stealth, Fire and poison immunity
 
|- align="center"
 
|- 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

Revision as of 05:35, 15 September 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
Archangel Armor +8 +20* Flight (6 moves, 12 after Foundry upgrade)Fire and poison immunity
Ghost Armor +6 +20 +3 Grapple, Stealth, 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.

See Also

EU2012 Badge XCOM: Enemy Unknown (2012): Soldier Equipment
Armor:
Light:Body Armor
Medium:Carapace ArmorSkeleton SuitGhost ArmorPsi Armor
Heavy:Titan ArmorArchangel Armor
MEC Suits:MEC-1 WardenMEC-2 SentinelMEC-3 Paladin
Weapons:
Conventional:PistolAssault RifleShotgunSniper RifleLMGRocket Launcher
Laser:Laser PistolLaser RifleScatter LaserLaser Sniper RifleHeavy Laser
Plasma:Plasma PistolLight Plasma RiflePlasma RifleAlloy CannonPlasma Sniper RifleHeavy PlasmaBlaster Launcher
EXALT Weapons:EXALT Assault RifleEXALT Sniper RifleEXALT LMGEXALT Rocket LauncherEXALT Laser RifleEXALT Laser Sniper RifleEXALT Heavy Laser
MEC Weapons:MinigunRailgunParticle Cannon
Items:EU: Alien GrenadeArc ThrowerChitin PlatingCombat StimsFrag GrenadeMedikitMind ShieldNano-Fiber VestS.C.O.P.E.
EW DLC: Flashbang GrenadeGas GrenadeGhost GrenadeMimic BeaconNeedle GrenadeReaper RoundsRespirator Implant