Difference between revisions of "Armor (LW2)"
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+ | {{Toc_(LW2)|25}}[[File: Soldiers_Armors_Long_War.png|left|192px|]] In [[Long War 2]] the available armor is similar to vanilla, with a few differences: |
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− | === Armour === |
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+ | * Medium Armor no longer provides an extra slot (all soliders have 3 gear slots by default now), instead it offers the best protection and all Medium armors provide one extra point of Armor over the vanilla counterparts. Each Medium Armor item has to be built separately as well. |
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− | {| class="wikitable" |
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+ | * Light Armor provides significantly less HP and dodge, but still provides the same mobility bonus, the grappling hook, and for the Wraith Suit, the Phase ability. |
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− | !Name |
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+ | * Heavy Armor provides less health and armor than medium armor of the same tier, but still provides the Heavy Weapon Slot and for the W.A.R. Suit, the Shieldwall ability. A Technical equipping a Heavy Armor suit cannot equip a heavy weapon, but instead can equip an extra Rocket or two extra Flamethrower charges. |
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− | !HP |
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+ | == Soldier Armor == |
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− | !Armour |
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+ | {{Armor_(LW2)}} |
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− | !Prerequisites |
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+ | ===Alien Hunter Armor=== |
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− | !Supplies |
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+ | If the Alien Hunters DLC is installed, the unique Ruler armors will also be available with appropriate stat adjustments. The acquisition rules are the same: only one each is obtained once their Proving Ground project is complete, and upgrading them consumes the original. |
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− | !Alloys |
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+ | {{Alien_Hunters_Armor_(LW2)}} |
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− | !Elerium |
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− | !Core |
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− | !Other Effects |
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− | |- |
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− | |Kevlar Armour |
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− | |0 |
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− | |0 |
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− | |None |
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− | | 0 |
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− | | 0 |
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− | | 0 |
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− | | 0 |
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− | |None |
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− | |- |
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− | |Predator Armour |
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− | | +3 |
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− | |1 |
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− | |Combat Armour |
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− | |30 |
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− | |5 |
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− | |0 |
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− | |0 |
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− | |None |
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− | |- |
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− | |EXO Suit |
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− | | +2 |
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− | |1 |
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− | |Battle Armour |
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− | |35 |
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− | |5 |
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− | |0 |
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− | |0 |
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− | |Heavy Weapon Slot |
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− | |- |
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− | |Spider Suit |
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− | | +1 |
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− | |0 |
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− | |Mobile Armour |
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− | |70 |
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− | |5 |
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− | |0 |
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− | |0 |
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− | | +1 Mob, +10 Dodge, Grappling Hook |
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− | |- |
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− | |Warden Armour |
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− | | +8 |
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− | |2 |
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− | |Powered Armour |
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− | |60 |
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− | |10 |
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− | |10 |
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− | |0 |
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− | |None |
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− | |- |
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− | |Wraith Suit |
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− | | +3 |
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− | |0 |
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− | |Shadow Armour |
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− | |120 |
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− | |9 |
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− | |15 |
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− | |1 |
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− | | +2 Mob, +20 Dodge, Phase, Grappling Hook |
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− | |} |
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− | == |
+ | == SPARK Armor == |
+ | SPARKs get their own version of armor, needing the same research as Heavy Armor, such that only 3 are available. |
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− | Vests are a utility item that usually grant HP. Soldiers can only wear one vest. |
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+ | {{SPARK_Armor_(LW2)}} |
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+ | == Armor Utility == |
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− | {| class="wikitable" |
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+ | In addition to armor, soldiers can equip protective [[Equipment (LW2)|equipment]] in their utility slots to improve their survivability. |
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− | !Name |
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− | !HP |
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− | !Prerequisites |
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− | !Supplies |
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− | !Alloys |
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− | !Elerium |
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− | !Other Effects |
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− | |- |
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− | |Nanoscale Vest |
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− | |3 |
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− | |Hybrid Materials |
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− | |10 |
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− | |1 |
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− | |0 |
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− | | -25 chance to be critically hit |
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− | |- |
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− | |Hazmat Vest |
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− | |3 |
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− | |Hybrid Materials |
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− | |15 |
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− | |1 |
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− | |0 |
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− | |Immune to fire, acid and poison |
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− | |- |
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− | |Tactical Vest |
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− | |4 |
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− | |Muton Autopsy |
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− | |20 |
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− | |2 |
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− | |0 |
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− | | +1 Armor |
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− | |- |
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− | |Stasis Vest |
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− | |3? |
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− | |Shieldbearer Autopsy |
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− | |20 |
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− | |2 |
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− | |2 |
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− | |Restores lost HP |
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− | |- |
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− | |Hellweave |
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− | |3? |
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− | |Berserker Autopsy |
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− | |30 |
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− | |4 |
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− | |3 |
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− | |Ignites melee attackers, reduces melee damage taken? |
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− | |} |
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+ | [[Category: Long War 2]] |
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− | ===Plating=== |
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+ | [[Category: Armor_(LW2)]] |
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− | Plating is equipped in utility slots and gives ablative HP, which can't be healed, but which doesn't cause wound recovery time if lost. A soldier can only wear one set of plating. |
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− | |||
− | {| class="wikitable" |
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− | !Name |
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− | !Prerequisites |
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− | !Supplies |
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− | !Alloys |
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− | !Elerium |
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− | !Effect |
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− | |- |
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− | |Ceramic Plating |
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− | |None |
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− | |0 |
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− | |0 |
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− | |0 |
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− | |2 Ablative HP |
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− | |- |
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− | |Alloy Plating |
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− | |Hybrid Materials<br>ADVENT Trooper Autopsy |
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− | |10 |
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− | |2 |
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− | |0 |
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− | |3 Ablative HP |
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− | |- |
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− | |Chitin Plating |
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− | |Hybrid Materials<br>Chryssalid Autopsy |
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− | |15 |
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− | |3 |
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− | |0 |
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− | |4 Ablative HP |
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− | |- |
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− | |Carapace Plating |
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− | |Hybrid Materials<br>Muton Elite Autopsy |
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− | |20 |
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− | |4 |
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− | |0 |
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− | |5 Ablative HP |
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− | |} |
Latest revision as of 10:12, 3 October 2020
In Long War 2 the available armor is similar to vanilla, with a few differences:
- Medium Armor no longer provides an extra slot (all soliders have 3 gear slots by default now), instead it offers the best protection and all Medium armors provide one extra point of Armor over the vanilla counterparts. Each Medium Armor item has to be built separately as well.
- Light Armor provides significantly less HP and dodge, but still provides the same mobility bonus, the grappling hook, and for the Wraith Suit, the Phase ability.
- Heavy Armor provides less health and armor than medium armor of the same tier, but still provides the Heavy Weapon Slot and for the W.A.R. Suit, the Shieldwall ability. A Technical equipping a Heavy Armor suit cannot equip a heavy weapon, but instead can equip an extra Rocket or two extra Flamethrower charges.
Soldier Armor
Name | Health Bonus |
Armor |
Special properties | Prerequisites |
Cost | Black Market Value | |||
---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores | ||||||
Kevlar Armor |
0 | 0 | - | XCOM starts with an unlimited supply | |||||
Predator Armor |
+3 | 1 | - | Combat Armor | 30 | 5 | 0 | 0 | 20 |
Spider Suit |
+1 | 0 | +1 Mobility, +5 Dodge Grappling Hook |
Mobile Armor | 70 | 5 | 1 | 0 | 20 |
E.X.O. Suit |
+2 | 0 | Heavy Weapon Slot | Battle Armor | 60 | 6 | 1 | 0 | 20 |
Warden Armor |
+8 | 2 | - | Powered Armor | 80 | 10 | 10 | 0 | 30 |
Wraith Suit |
+3 | 0 | +2 Mobility, +15 Dodge Grappling Hook Phase |
Shadow Armor | 120 | 9 | 15 | 1 | 40 |
W.A.R. Suit |
+5 | 1 | Heavy Weapon Slot Shieldwall |
Battlesuits | 100 | 10 | 10 | 1 | 30 |
Alien Hunter Armor
If the Alien Hunters DLC is installed, the unique Ruler armors will also be available with appropriate stat adjustments. The acquisition rules are the same: only one each is obtained once their Proving Ground project is complete, and upgrading them consumes the original.
Name | Health Bonus |
Armor |
Special properties | Prerequisites |
Cost | ||
---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals | |||||
Serpent Suit |
+4 | 0 | +1 Mobility, +20 Dodge Grappling Hook Frostbite 10% chance to panic Vipers |
Serpent Suit | Granted on project completion | ||
Serpent Armor |
+5 | 0 | +2 Mobility, +20 Dodge Grappling Hook Frostbite 10% chance to panic Vipers |
Serpent Suit Powered Armor |
75 | 10 | 10 |
R.A.G.E. Suit |
+6 | 1 | Heavy Weapon Slot Slam 10% chance to panic Mutons and Berserkers |
R.A.G.E. Suit | Granted on project completion | ||
R.A.G.E. Armor |
+7 | 2 | Heavy Weapon Slot Slam 10% chance to panic Mutons and Berserkers |
R.A.G.E. Suit Powered Armor |
75 | 15 | 5 |
Icarus Armor |
+5 | 1 | +1 Mobility Vault Icarus Jump x2 10% chance to panic Archons |
Icarus Armor | Granted on project completion |
SPARK Armor
SPARKs get their own version of armor, needing the same research as Heavy Armor, such that only 3 are available.
Name | Health Bonus |
Armor |
Special properties | Prerequisites |
Cost | Black Market Value | |||
---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores | ||||||
SPARK Armor |
0 | 0 | +5 Ablative HP | XCOM starts with an unlimited supply | |||||
Reinforced Frame |
+3 | 1 | +5 Ablative HP +1 Mobility |
Battle Armor | 40 | 5 | 0 | 0 | 20 |
Anodized Chassis |
+8 | 2 | +5 Ablative HP +2 Mobility |
Battlesuits | 80 | 10 | 10 | 2 | 25 |
Armor Utility
In addition to armor, soldiers can equip protective equipment in their utility slots to improve their survivability.