Difference between revisions of "Armor (LWR)"
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|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}} | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}} | ||
|-align="center" | |-align="center" | ||
− | |<div id="SHIV"></div>[[File:Inv Shiv1.png|128px|link=S.H.I.V. (LWR)|SHIV]]<br />'''[[S.H.I.V. (LWR)|SHIV]]'''|| | + | |<div id="SHIV"></div>[[File:Inv Shiv1.png|128px|link=S.H.I.V. (LWR)|SHIV]]<br />'''[[S.H.I.V. (LWR)|SHIV]]'''||7.3||12+8||3||0||55||4||Hardened<br>Shares Mission XP<br>Only 1 SHIV acts each turn<br>Immune to strangulation<br />Negates the effects of fire<br />Provides partial cover for soldiers|| ||15||title="Cost in Credits (Cost when building quickly)"|270<br />(378)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|13 days<br />(2.6 days)||- |
|-align="center" | |-align="center" | ||
− | |<div id="Alloy SHIV"></div>[[File:Inv Shiv2.png|128px|link=S.H.I.V. (LWR)|Alloy SHIV]]<br />'''[[S.H.I.V. (LWR)|Alloy SHIV]]'''|| | + | |<div id="Alloy SHIV"></div>[[File:Inv Shiv2.png|128px|link=S.H.I.V. (LWR)|Alloy SHIV]]<br />'''[[S.H.I.V. (LWR)|Alloy SHIV]]'''||7.3+1.3||16+16||4||0||55||4||Hardened<br>Shares Mission XP<br>Only 1 SHIV acts each turn<br>Immune to strangulation<br />Negates the effects of fire<br />Provides partial cover for soldiers||[[Research (LWR)#Mechtoid Autopsy|Mechtoid Autopsy]]||35||title="Cost in Credits (Cost when building quickly)"|330<br />(462)||title="Cost in Alien Alloys (Cost when building quickly)"|90<br />(126)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|26 days<br />(5.2 days)||- |
|-align="center" | |-align="center" | ||
− | |<div id="Hover SHIV"></div>[[File:Inv Shiv3.png|128px|link=S.H.I.V. (LWR)|Hover SHIV]]<br />'''[[S.H.I.V. (LWR)|Hover SHIV]]'''|| | + | |<div id="Hover SHIV"></div>[[File:Inv Shiv3.png|128px|link=S.H.I.V. (LWR)|Hover SHIV]]<br />'''[[S.H.I.V. (LWR)|Hover SHIV]]'''||7.3+1.8||14+14||3||20||55+30||4||Hardened<br>Shares Mission XP<br>Only 1 SHIV acts each turn<br>Immune to strangulation<br />Negates the effects of fire<br />Provides partial cover for soldiers<br />Supports flight mode (16 fuel)||[[Research (LWR)#Antigrav Systems|Antigrav Systems]]||70||title="Cost in Credits (Cost when building quickly)"|390<br />(546)||title="Cost in Alien Alloys (Cost when building quickly)"|90<br />(126)||title="Cost in Elerium (Cost when building quickly)"|45<br />(63)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|39 days<br />(7.8 days)||- |
|} | |} |
Revision as of 16:41, 5 February 2021
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 |
DR |
Def |
Will |
Equipment Slots |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value |
Required for | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Tac Armor |
5 | 2 (3) |
XCOM starts with an unlimited supply | |||||||||||||||
Phalanx Armor |
0.6 | 5 | 1 | 2 (3) |
Improved Body Armor | 15 | 17 (25) |
4 (6) |
0 (X) |
10 days (5.0 days) |
XX | |||||||
Carapace Armor |
0.6 | 7 | 1 | 2 (3) |
Advanced Body Armor | 25 | 80 (120) |
18 (27) |
0 (4) |
15 days (7.5 days) |
XX | |||||||
Aegis Armor |
2.0 | 9 | 1 | 1 (2) |
Mobile Power Armor | 35 | 140 (210) |
36 (54) |
18 (27) |
0 (5) |
14 days (7.0 days) |
56 | ||||||
Titan Armor |
14 | 1 | 2 (3) |
Prevents strangulation Negates the effects of fire |
Advanced Power Armor | 65 | 300 (450) |
60 (90) |
40 (60) |
8 (17) |
14 days (7.0 days) |
120 | Archangel Armor (1) | |||||
Archangel Armor |
14 | 1 | 10 | 1 (2) |
Prevents strangulation Negates the effects of fire Supports flight mode (16 fuel) Double fuel with the Advanced Flight foundry project |
Antigrav Systems | 75 | 300 (450) |
40 (60) |
80 (120) |
0 (9) |
1 Titan Armor | 14 days (7.0 days) |
120 | ||||
Vortex Armor |
1.3 | 10 | 1 | 10 | 2 (3) |
Restricted to psionic soldiers -50% fatigue Required to activate the Gollop Chamber psionic ability |
Mind and Machine | 100 | 1000 (1500) |
80 (120) |
100 (150) |
0 (27) |
14 days (7.0 days) |
400 |
Light Armor
Name | Mob |
HP |
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 |
1.3 | 6 | 1 | 5 | 5 | 2 (3) |
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 |
4.0 | 7 | 5 | 1 (2) |
Includes grappling hook | Mobile Power Armor | 40 | 140 (210) |
36 (54) |
20 (30) |
0 (5) |
14 days (7.0 days) |
56 | |||||
Corsair Armor |
2.0 | 9 | 5 | 2 (3) |
Includes grappling hook | Advanced Power Armor | 65 | 250 (375) |
50 (75) |
40 (60) |
0 (8) |
14 days (7.0 days) |
100 | |||||
Seraph Armor |
2.0 | 9 | 15 | 1 (2) |
Supports flight mode (12 fuel) Double fuel with the Advanced Flight foundry project |
Antigrav Systems | 65 | 300 (450) |
40 (60) |
80 (120) |
0 (9) |
14 days (7.0 days) |
120 | |||||
Shadow Armor |
2.0 | 7 | 5 | 1 (2) |
Includes grappling hook Supports ghost mode |
Stealth Systems | 90 | 300 (450) |
60 (90) |
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 |
DR |
Def |
Secondary Weapons |
Equipment Slots |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Base Augments |
Cannot be used during missions | XCOM starts with an unlimited supply | ||||||||||||||||
MEC-1 |
Paladin | 10 | 1 | 30 | 1 | 2 | Hardened Prevents strangulation Negates the effects of fire |
Alien Biocybernetics | 25 | 200 (300) |
60 (90) |
20 (30) |
10 (15) |
19 days (8.5 days) |
60 | |||
LMEC-2 |
Valiant | 2.0 | 6 | 1 | 35 | 2 | 2 | Hardened Prevents strangulation Negates the effects of fire |
Improved Combat Exoskeletons | 50 | 400 (600) |
60 (90) |
80 (120) |
60 (72) |
14 days (7.0 days) |
160 | ||
HMEC-2 |
Defender | 14 | 3 | 10 | 2 | 2 | Hardened Prevents strangulation Negates the effects of fire |
Improved Combat Exoskeletons | 50 | 400 (600) |
80 (120) |
60 (90) |
60 (72) |
14 days (7.0 days) |
160 | |||
ULMEC-3 |
Vanguard | 4.6 | 6 | 1 | 40 | 2 | 3 | Hardened Prevents strangulation Negates the effects of fire |
Mobile Combat Exoskeletons | 75 | 600 (900) |
80 (120) |
120 (180) |
90 (107) |
1 UFO Power Source | 14 days (7.0 days) |
240 | |
LMEC-3 |
Vindicator | 2.6 | 10 | 1 | 35 | 3 | 3 | Hardened Prevents strangulation Negates the effects of fire |
Mobile Combat Exoskeletons | 75 | 600 (900) |
80 (120) |
120 (180) |
90 (107) |
1 UFO Power Source | 14 days (7.0 days) |
240 | |
HMEC-3 |
Dauntless | 1.3 | 18 | 4 | 10 | 3 | 3 | Hardened Prevents strangulation Negates the effects of fire |
Heavy Combat Exoskeletons | 75 | 600 (900) |
120 (180) |
80 (120) |
90 (107) |
1 UFO Power Source | 14 days (7.0 days) |
240 | |
UHMEC-3 |
Devastator | 26 | 5 | 2 | 3 | Hardened Prevents strangulation Negates the effects of fire |
Heavy Combat Exoskeletons | 75 | 600 (900) |
120 (180) |
80 (120) |
90 (107) |
1 UFO Power Source | 14 days (7.0 days) |
240 |
SHIV units
Name | Mob |
HP |
DR |
Def |
Aim |
Equipment Slots |
Special properties |
Prerequisites | Cost | Sell value | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SHIV |
7.3 | 12+8 | 3 | 0 | 55 | 4 | Hardened Shares Mission XP Only 1 SHIV acts each turn Immune to strangulation Negates the effects of fire Provides partial cover for soldiers |
15 | 270 (378) |
0 (5) |
13 days (2.6 days) |
- | |||
Alloy SHIV |
7.3+1.3 | 16+16 | 4 | 0 | 55 | 4 | Hardened 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 | 330 (462) |
90 (126) |
0 (5) |
26 days (5.2 days) |
- | |
Hover SHIV |
7.3+1.8 | 14+14 | 3 | 20 | 55+30 | 4 | Hardened 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 | 390 (546) |
90 (126) |
45 (63) |
0 (5) |
39 days (7.8 days) |
- |