Armor (LWR)

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Revision as of 02:50, 13 August 2020 by Pathologic (talk | contribs) (Updated Leather Jacket mobility)
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Soldiers Armors Long War.png

[To be expanded]

[Editor note: Soldier armour and MEC armour requires updated prereq, cost and sell value information.]

Soldier armor

[To be expanded]

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. Armours with flight mode and the Shadow Armour lose a single item slot as compensation for the advantages of being able to fly. Furthermore the covert operative leather jacket incurs a significant movement speed penalty, intended to represent the weight of the hacking equipment they carry.

Important note: Long War Rebalance represents movement speed in tiles instead of meters, thus a soldier who could move '16' meters will instead display '10' tiles, this is represented on this wiki as well.

Heavy Armor

Name Mobility Long War.png
Mob
Health Long War.png
HP
Damage Reduction Long War.png
DR
Defense Long War.png
Def
Will Long War.png
Will
Equipment
slots
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Required
for
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Tac Armor
Tac Armor
+0 +5 2
(3)
XCOM starts with an unlimited supply
Phalanx Armor
Phalanx Armor
+0.6 +5 +0.5 2
(3)
Improved Body Armor 15 17
(25)
4
(6)
0
(X)
10 days
(5.0 days)
XX
Carapace Armor
Carapace Armor
+0.6 +7 +0.5 2
(3)
Advanced Body Armor 25 80
(120)
18
(27)
0
(4)
15 days
(7.5 days)
XX
Aegis Armor
Aegis Armor
+1.8 +9 +0.5 2
(3)
Mobile Power Armor 35 140
(210)
36
(54)
18
(27)
0
(5)
14 days
(7.0 days)
56
Titan Armor
Titan Armor
+14 +1.0 2
(3)
Prevents strangulation
Prevents mobility penalty and damage from acid
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
Archangel Armor
+14 +1.0 +10 1
(2)
Prevents strangulation
Prevents mobility penalty and damage from acid
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
Vortex Armor
+1.2 +10 +1.0 +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 Mobility Long War.png
Mob
Health Long War.png
HP
Damage Reduction Long War.png
DR
Defense Long War.png
Def
Will Long War.png
Will
Equipment
slots
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Required
for
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Leather Jacket
Leather Jacket
-1.2 +2 +5 2
(3)
Restricted to covert operatives XCOM starts with an unlimited supply
Tac Vest
Tac Vest
+1.2 +3 +5 2
(3)
XCOM starts with an unlimited supply
Aurora Armor
Aurora Armor
+1.2 +6 +0.5 +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
Kestrel Armor
+1.8 +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
Banshee Armor
+3.7 +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
Corsair Armor
+1.8 +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
Seraph Armor
+1.8 +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
Shadow Armor
+1.8 +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, MEC Troopers have access to multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility. The MEC-1 Paladin can be upgraded to either the MEC-2 Defender for a focus on more Survivability, or the MEC-3 Valiant, for a focus on more Mobility. Both of these armors have two different options for the final tier, as well.

MEC armor naming conventions were streamlined to better highlight their role and intended progression of armor.

MEC armor no longer requires a previous tier of MEC suit to build.

BUILD COST INFO BELOW IS NOT ACCURATE TO LWR

Name Mobility Long War.png
Mob
Mobility Long War.png
Mob
Health Long War.png
HP
Damage Reduction Long War.png
DR
Defense Long War.png
Def
Will Long War.png
Will
Secondary
weapons
Equipment
slots
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Required
for
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Base Augments
Base Augments
Cannot be used during missions XCOM starts with an unlimited supply
MEC-1
MEC-1
Paladin +1.2 +10 1.0 +30 1 2 Prevents strangulation
Negates the effects of fire
Alien Biocybernetics 25 150
(225)
30
(45)
30
(45)
30
(35)
14 days
(7.0 days)
60
HMEC-2
HMEC-2
Defender +14 2.0 +10 2 2 Prevents strangulation
Negates the effects of fire
Improved Combat Exoskeletons 50 400
(600)
80
(120)
60
(90)
60
(72)
1 MEC-1 Paladin 14 days
(7.0 days)
160
LMEC-2
LMEC-2
Valiant +1.8 +6 +40 2 2 Prevents strangulation
Negates the effects of fire
Improved Combat Exoskeletons 50 400
(600)
60
(90)
80
(120)
60
(72)
1 MEC-1 Paladin 14 days
(7.0 days)
160
HMEC-3
HMEC-3
Dauntless +1.2 +18 3.0 +10 3 3 Prevents strangulation
Negates the effects of fire
Heavy Combat Exoskeletons 75 600
(900)
120
(180)
80
(120)
90
(107)
1 MEC-2 Defender
1 UFO Power Source
14 days
(7.0 days)
240
UHMEC-3
UHMEC-3
Devastator +26 4.0 2 3 Prevents strangulation
Negates the effects of fire
Heavy Combat Exoskeletons 75 600
(900)
120
(180)
80
(120)
90
(107)
1 MEC-2 Defender
1 UFO Power Source
14 days
(7.0 days)
240
ULMEC-3
ULMEC-3
Vanguard +4.5 +6 +50 2 3 Prevents strangulation
Negates the effects of fire
Mobile Combat Exoskeletons 75 600
(900)
80
(120)
120
(180)
90
(107)
1 MEC-3 Valiant
1 UFO Power Source
14 days
(7.0 days)
240
LMEC-3
LMEC-3
Vindicator +2.5 +10 +40 3 3 Prevents strangulation
Negates the effects of fire
Mobile Combat Exoskeletons 75 600
(900)
80
(120)
120
(180)
90
(107)
1 MEC-3 Valiant
1 UFO Power Source
14 days
(7.0 days)
240

SHIV units

Note: Information below is accurate to LWR.


Name Mobility Long War.png
Mob
Health Long War.png
HP
Damage Reduction Long War.png
DR
Defense Long War.png
Def
Aim Long War.png
Aim
Equipment
slots
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Duration in days
SHIV
SHIV
6.8 12+10 3 0 55 4 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
Alloy SHIV
8.1 16+18 4 0 55 4 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
Hover SHIV
8.7 14+14 3 20 55+30 4 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)
-

See also

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