Difference between revisions of "Armor (LWR)"
Line 30: | Line 30: | ||
|[[File:Archangel armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Archangel Armor]]<br />'''[[Armor (LWR)#Heavy Armor|Archangel Armor]]'''|| ||12||20||| ||title="Amount of small items that can be equipped (Amount with the Tactical Rigging foundry project)"|2<br />(3)||{{ Tactical Mobility (LWR) }}||When airborne, all shots will graze this unit<br>Prevents strangulation<br />Negates the effects of fire<br />Supports flight mode (16 fuel)<br />Double fuel with the [[Foundry (LWR)#General Equipment Upgrades|Advanced Flight]] foundry project||[[Research (LWR)#Antigrav Systems|Antigrav Systems]]||75||title="Cost in Credits (Cost when building quickly)"|900<br />(1350)||title="Cost in Alien Alloys (Cost when building quickly)"|450<br />(630)||title="Cost in Elerium (Cost when building quickly)"|300<br />(420)||title="Cost in Meld (Cost when building quickly)"|0<br />(9)|| ||title="Duration in days (Duration when building quickly)"|14 days<br />(7.0 days)||120 |
|[[File:Archangel armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Archangel Armor]]<br />'''[[Armor (LWR)#Heavy Armor|Archangel Armor]]'''|| ||12||20||| ||title="Amount of small items that can be equipped (Amount with the Tactical Rigging foundry project)"|2<br />(3)||{{ Tactical Mobility (LWR) }}||When airborne, all shots will graze this unit<br>Prevents strangulation<br />Negates the effects of fire<br />Supports flight mode (16 fuel)<br />Double fuel with the [[Foundry (LWR)#General Equipment Upgrades|Advanced Flight]] foundry project||[[Research (LWR)#Antigrav Systems|Antigrav Systems]]||75||title="Cost in Credits (Cost when building quickly)"|900<br />(1350)||title="Cost in Alien Alloys (Cost when building quickly)"|450<br />(630)||title="Cost in Elerium (Cost when building quickly)"|300<br />(420)||title="Cost in Meld (Cost when building quickly)"|0<br />(9)|| ||title="Duration in days (Duration when building quickly)"|14 days<br />(7.0 days)||120 |
||
|-align="center" |
|-align="center" |
||
− | |[[File:Vortex armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Vortex Armor]]<br />'''[[Armor (LWR)#Heavy Armor|Vortex Armor]]'''||2.0||10||10||10||title="Amount of small items that can be equipped (Amount with the Tactical Rigging foundry project)"|2<br />(3)||{{ Kinetic Dampening (LWR) }}||Restricted to psionic soldiers<br />Upgrades [[Abilities_List_(LWR)#Countercharge|'''Countercharge''']]: Double trigger chance and +1 damage<br>Upgrades [[Abilities_List_(LWR)#Rift|'''Rift''']]: +10 damage<br>-50% mission fatigue<br>Will never be damaged after a mission<br />Required to activate the [[Gollop Chamber (LWR)|Gollop Chamber]]||[[Research (LWR)#Mind and Machine|Mind and Machine]]||100||title="Cost in Credits (Cost when building quickly)"|150<br />(208)||title="Cost in Alien Alloys (Cost when building quickly)"|40<br />(55)||title="Cost in Elerium (Cost when building quickly)"|40<br />(55)||title="Cost in Meld (Cost when building quickly)"| |
+ | |[[File:Vortex armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Vortex Armor]]<br />'''[[Armor (LWR)#Heavy Armor|Vortex Armor]]'''||2.0||10||10||10||title="Amount of small items that can be equipped (Amount with the Tactical Rigging foundry project)"|2<br />(3)||{{ Kinetic Dampening (LWR) }}||Restricted to psionic soldiers<br />Grants '''Psychic Shielding'''<br>Upgrades [[Abilities_List_(LWR)#Countercharge|'''Countercharge''']]: Double trigger chance and +1 damage<br>Upgrades [[Abilities_List_(LWR)#Rift|'''Rift''']]: +10 damage<br>-50% mission fatigue<br>Will never be damaged after a mission<br />Required to activate the [[Gollop Chamber (LWR)|Gollop Chamber]]||[[Research (LWR)#Mind and Machine|Mind and Machine]]||100||title="Cost in Credits (Cost when building quickly)"|150<br />(208)||title="Cost in Alien Alloys (Cost when building quickly)"|40<br />(55)||title="Cost in Elerium (Cost when building quickly)"|40<br />(55)||title="Cost in Meld (Cost when building quickly)"|200<br />(205)|| ||title="Duration in days (Duration when building quickly)"|14 days<br />(7.0 days)||400 |
|} |
|} |
||
Revision as of 21:29, 25 September 2022
In General
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).
Armour overall provides more health to soldiers, allowing XCOM soldiers to withstand additional punishment. Certain armors have less equipment slots as compensation for various advantages. Furthermore the covert operative leather jacket incurs a significant movement speed penalty, intended to represent the weight of the hacking equipment they carry.
Long War Rebalance represents movement speed in tiles, thus a soldier with 10 mobility will be able to cover 10 tiles with 1 AP spent.
Armor is important to increase the HP of all units, even non-tanks. This is because enemies that can deal damage equal to or greater than a soldier's HP will prioritize targeting them; making it difficult for a tank to occupy enemy attention.
Heavy Armor
Name | Mob |
HP |
Base DR |
Will |
Equipment Slots |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||
Tac Armor |
5 | 10 | 2 (3) |
XCOM starts with an unlimited supply | ||||||||||||
Phalanx Armor |
0.6 | 5 | 20 | 2 (3) |
Improved Body Armor | 15 | 17 (25) |
4 (6) |
0 (X) |
10 days (5.0 days) |
XX | |||||
Carapace Armor |
0.6 | 7 | 20 | 2 (3) |
Advanced Body Armor | 25 | 80 (120) |
18 (27) |
0 (4) |
15 days (7.5 days) |
XX | |||||
Aegis Armor |
1.3 | 7 | 20 | 2 (3) |
Mobile Power Armor | 35 | 70 (105) |
45 (67) |
5 (7) |
0 (5) |
14 days (7.0 days) |
56 | ||||
Titan Armor |
14 | 30 | 2 (3) |
Prevents strangulation Negates the effects of fire |
Advanced Power Armor | 65 | 300 (450) |
360 (504) |
40 (60) |
8 (17) |
14 days (7.0 days) |
120 | ||||
Archangel Armor |
12 | 20 | 2 (3) |
When airborne, all shots will graze this unit Prevents strangulation Negates the effects of fire Supports flight mode (16 fuel) Double fuel with the Advanced Flight foundry project |
Antigrav Systems | 75 | 900 (1350) |
450 (630) |
300 (420) |
0 (9) |
14 days (7.0 days) |
120 | ||||
Vortex Armor |
2.0 | 10 | 10 | 10 | 2 (3) |
Restricted to psionic soldiers Grants Psychic Shielding Upgrades Countercharge: Double trigger chance and +1 damage Upgrades Rift: +10 damage -50% mission fatigue Will never be damaged after a mission Required to activate the Gollop Chamber |
Mind and Machine | 100 | 150 (208) |
40 (55) |
40 (55) |
200 (205) |
14 days (7.0 days) |
400 |
Light Armor
Name | Mob |
HP |
Base DR |
Def |
Will |
Equipment Slots |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value |
Required for | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Leather Jacket |
2.6 | 2 | 5 | 2 (3) |
Restricted to covert operatives | XCOM starts with an unlimited supply | ||||||||||||
Tac Vest |
1.3 | 3 | 5 | 2 (3) |
XCOM starts with an unlimited supply | |||||||||||||
Aurora Armor |
2.0 | 6 | 5 | 5 | 2 (3) |
Upgrades Countercharge: Double trigger chance and +1 damage 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 |
2.0 | 4 | 5 | 2 (3) |
Includes grappling hook | Advanced Body Armor | 22 | 50 (75) |
8 (12) |
0 (3) |
10 days (5.0 days) |
20 | ||||||
Banshee Armor |
2.0 | 4 | 5 | 2 (3) |
Includes grappling hook | Mobile Power Armor | 40 | 70 (105) |
30 (45) |
10 (15) |
0 (5) |
14 days (7.0 days) |
56 | |||||
Corsair Armor |
2.0 | 10 | 10 | 2 (3) |
Includes grappling hook | Advanced Power Armor | 65 | 250 (375) |
240 (336) |
40 (60) |
0 (8) |
14 days (7.0 days) |
100 | |||||
Seraph Armor |
2.0 | 8 | 5 | 1 (2) |
When airborne, all shots will graze this unit Supports flight mode (12 fuel) Double fuel with the Advanced Flight foundry project |
Antigrav Systems | 65 | 300 (420) |
80 (112) |
80 (112) |
0 (9) |
14 days (7.0 days) |
120 | |||||
Ghost Armor |
2.0 | 7 | 5 | 1 (2) |
Grants 2 charges of Ghost Mode Includes grappling hook |
Stealth Systems | 90 | 300 (450) |
60 (84) |
70 (105) |
40 (49) |
14 days (7.0 days) |
120 |
MEC exoskeletons
In Long War Rebalance, MEC Troopers have access to multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility.
MEC armor naming conventions are streamlined to highlight their role.
Name | Mob |
Mob |
HP |
Base DR |
Def |
Secondary Weapons |
Equipment Slots |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Base Augments |
Can't be used during missions | XCOM starts with an unlimited supply | ||||||||||||||||
MEC-1 |
Paladin | 8 | 10 | 20 | 1 | 2 | Prevents strangulation Negates the effects of fire |
Alien Biocybernetics | 25 | 50 (70) |
60 (90) |
10 (15) |
10 (15) |
4 UFO Power Sources | 19 days (8.5 days) |
60 | ||
LMEC-2 |
Valiant | 2.0 | 6 | 10 | 40 | 2 | 2 | Prevents strangulation Negates the effects of fire |
Improved Combat Exoskeletons | 50 | 400 (600) |
120 (180) |
80 (120) |
40 (45) |
6 UFO Power Sources | 14 days (7.0 days) |
160 | |
HMEC-2 |
Defender | 12 | 20 | 10 | 2 | 2 | Prevents strangulation Negates the effects of fire |
Improved Combat Exoskeletons | 50 | 400 (600) |
160 (240) |
60 (90) |
40 (45) |
6 UFO Power Sources | 14 days (7.0 days) |
160 | ||
ULMEC-3 |
Vanguard | 4.6 | 6 | 10 | 45 | 2 | 3 | Prevents strangulation Negates the effects of fire |
Mobile Combat Exoskeletons | 75 | 600 (900) |
160 (240) |
120 (180) |
150 (155) |
1 Fusion Core 8 UFO Power Sources |
14 days (7.0 days) |
240 | |
LMEC-3 |
Vindicator | 2.6 | 10 | 10 | 40 | 3 | 3 | Prevents strangulation Negates the effects of fire |
Mobile Combat Exoskeletons | 75 | 600 (900) |
160 (240) |
120 (180) |
150 (155) |
1 Fusion Core 8 UFO Power Sources |
14 days (7.0 days) |
240 | |
HMEC-3 |
Dauntless | 1.3 | 14 | 30 | 10 | 3 | 3 | Prevents strangulation Negates the effects of fire |
Heavy Combat Exoskeletons | 75 | 600 (900) |
240 (360) |
80 (120) |
150 (155) |
1 Fusion Core 8 UFO Power Sources |
14 days (7.0 days) |
240 | |
UHMEC-3 |
Devastator | 22 | 40 | 2 | 3 | Prevents strangulation Negates the effects of fire |
Heavy Combat Exoskeletons | 75 | 600 (900) |
240 (360) |
80 (120) |
150 (155) |
1 Fusion Core 8 UFO Power Sources |
14 days (7.0 days) |
240 |
SHIV units
Name | Mob |
HP |
Base DR |
Def |
Aim |
Equipment Slots |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SHIV |
7.3 | 12+12 | 30 | 20 | 55 | 4 | 15 Crit Resistance Shares Mission XP Only 1 SHIV acts each turn Immune to strangulation Negates the effects of fire Provides partial cover for soldiers |
15 | 350 (490) |
0 (5) |
13 days (2.6 days) |
- | ||||
Alloy SHIV |
7.3 +0.6 | 20+20 | 40 | 20 | 55+10 | 4 | 20 Crit Resistance Shares Mission XP Only 1 SHIV acts each turn Immune to strangulation Negates the effects of fire Provides partial cover for soldiers |
Mechtoid Autopsy | 35 | 450 (630) |
80 (112) |
0 (5) |
26 days (5.2 days) |
- | ||
Hover SHIV |
7.3 +1.3 | 16+16 | 30 | 20 | 55+20 | 4 | 15 Crit Resistance Shares Mission XP Only 1 SHIV acts each turn Immune to strangulation Negates the effects of fire Provides partial cover for soldiers Supports flight mode (16 fuel) |
Antigrav Systems | 70 | 550 (770) |
60 (84) |
45 (63) |
0 (5) |
39 days (7.8 days) |
- |