Difference between revisions of "Armor (EU2012)"

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(Created page with "==Armor Types== * Kevlar (starting armor) * Carapace * Skeleton (grappling hook, move bonus) * Titan (dual wield, poison immune) * Archangel (flying armor) * Ghost (grappling hoo...")
 
 
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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]].
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<gallery widths=100px heights=100px perrow=7  caption="Armors">
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File:BODY ARMOR (EU2012).png|[[Body Armor (EU2012)|Body Armor]]
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File:CARAPACE ARMOR (EU2012).png|[[Carapace Armor (EU2012)|Carapace Armor]]
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File:SKELETON SUIT (EU2012).png|[[Skeleton Suit (EU2012)|Skeleton Suit]]
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File:TITAN ARMOR (EU2012).png|[[Titan Armor (EU2012)|Titan Armor]]
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File:ARCHANGEL ARMOR (EU2012).png|[[Archangel Armor (EU2012)|Archangel Armor]]
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File:GHOST ARMOR (EU2012).png|[[Ghost Armor (EU2012)|Ghost Armor]]
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File:PSI ARMOR (EU2012).png|[[Psi Armor (EU2012)|Psi Armor]] 
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</gallery>
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==Armor Types==
 
==Armor Types==
* Kevlar (starting armor)
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{|class="wikitable" width="60%"
* Carapace
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|-
* Skeleton (grappling hook, move bonus)
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! width="25%" align="center" | Type
* Titan (dual wield, poison immune)
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! width="5%" align="center" | Health Points
* Archangel (flying armor)
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! width="5%" align="center" | Defense
* Ghost (grappling hook, move bonus, stealth)
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! width="5%" align="center" | Move
* Psi (will bonus, move bonus)
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! width="60%" align="center" | Extra Abilities
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|- style="vertical-align:top;"
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|- align="center"
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|[[Body Armor (EU2012)|Body Armor]]||align="center" |+1||||||
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|- align="center"
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|[[Carapace Armor (EU2012)|Carapace Armor]] ||align="center" |+4||||||
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|- align="center"
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|[[Skeleton Suit (EU2012)|Skeleton Suit]] ||align="center" |+3||align="center" |+10||align="center" |+3||Grapple
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|- align="center"
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|[[Titan Armor (EU2012)|Titan Armor]]||align="center" |+10||||||Fire and poison immunity; (EW DLC) strangulation immunity
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|- align="center"
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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]]); (EW DLC) fire and poison immunity
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|- align="center"
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|[[Ghost Armor (EU2012)|Ghost Armor]] ||align="center" |+6||align="center" |+20||align="center" |+3||Grapple, Stealth; (EW DLC) fire and poison immunity
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|- align="center"
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|[[Psi Armor (EU2012)|Psi Armor]] ||align="center" |+6||align="center" |+10||align="center" |+2||+20 Will
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|}
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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.
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<nowiki>*</nowiki>Archangel Armor provides 20 Defense only when in flight.
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==Manufacturing==
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{|class="wikitable sortable" width="70%"
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|- align="center"
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!Type!!Cost!![[Elerium (EU2012)|Elerium]]!![[Alien Alloys (EU2012)|Alloys]]!!Min Engineers
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|- align="center"
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|[[Carapace Armor (EU2012)|Carapace Armor]] ||25||0||15||10
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|- align="center"
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|[[Skeleton Suit (EU2012)|Skeleton Suit]] ||30||0||10||15
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|- align="center"
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|[[Titan Armor (EU2012)|Titan Armor]] ||150||10||35||25
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|- align="center"
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|[[Archangel Armor (EU2012)|Archangel Armor]] ||200||35||50||35
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|- align="center"
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|[[Ghost Armor (EU2012)|Ghost Armor]] ||250||50||40||40
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|- align="center"
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|[[Psi Armor (EU2012)|Psi Armor]] ||400||40||20||30
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|}
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* Costs listed are base costs. Costs are decreased with additional engineers.
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==Notes==
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* 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.
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* 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.
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== See Also ==
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{{Equipment (EU2012)}}
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[[Category: Enemy Unknown (2012)]]
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[[Category: Armor (EU2012)]]
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[[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.

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