Armor (Long War)

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Soldiers Armors Long War.png
Long War Main Page

Suits of armor now also provide new features, such as damage reduction or granting specific perks.

Damage reduction indicates the average amount of damage absorbed from incoming attacks. For example, a damage reduction of 0.3 has a 30% chance to absorb 1 point of damage. Multiple sources of damage reduction (such as perks, items and cover) stack.

Resistance to acid prevents soldiers from receiving mobility penalties from acid, and from taking damage when performing any move other than hunker down. The soldiers still take penalties to aim and damage reduction, and still suffer reduced range on rockets and thrown devices.

Armors and exoskeletons can be built in Engineering. They can also be built quickly, which increases the Credits, Alien Alloys, Elerium and Meld costs, but halves the build time. The values between parentheses indicate the costs and time when building these items quickly.

Armors have a chance to become damaged, based on the amount of health damage that a soldier took. If a soldier took no health damage, there is a 0% chance for the armor to become damaged. If a soldier was reduced to 0 health, there's a 95% chance for the armor to become damaged. The actual chance scales with the health damage taken. Armor damage does cause the armor to become damaged. Items in unlimited supply cannot become damaged. The Vortex Armor also cannot become damaged.

Soldier armor

Long War nearly doubles the amount of available suits of armor, using the Gene Mod (sleeveless) versions of the original suits of armor for the new suits of armor. Gene Mods no longer affect the looks of a soldier's armor.

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).

Name Mobility Long War.png
Mob
Health Long War.png
HP
Damage reduction
DR
Defense Long War.png
Def
Will Long War.png
Will
Equipment
slots
Bonus
perk
Special
properties
Prerequisites Cost
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
+5 2
(3)
Restricted to covert operatives XCOM starts with an unlimited supply
Tac Vest
Tac Vest
+3 +1 2
(3)
XCOM starts with an unlimited supply
Tac Armor
Tac Armor
+1 +2 2
(3)
XCOM starts with an unlimited supply
Phalanx Armor
Phalanx Armor
+2 +3 2
(3)
Improved Body Armor 15 35
(52)
8
(12)
0
(2)
7 days
(3.5 days)
Aurora Armor
Aurora Armor
+2 +4 +8 +10 2
(3)
Restricted to psionic soldiers Improved Body Armor
Psi Warfare Systems
25 125
(187)
30
(45)
30
(45)
0
(5)
1 Sectoid Corpse 10 days
(5.0 days)
Kestrel Armor
Kestrel Armor
+3 +2 +4 2
(3)
Includes grappling hook Advanced Body Armor 22 50
(75)
8
(12)
0
(3)
10 days
(5.0 days)
Carapace Armor
Carapace Armor
+1 +5 2
(3)
Advanced Body Armor 25 80
(120)
18
(27)
0
(4)
10 days
(5.0 days)
Name Mobility Long War.png
Mob
Health Long War.png
HP
Damage reduction
DR
Defense Long War.png
Def
Will Long War.png
Will
Equipment
slots
Bonus
perk
Special
properties
Prerequisites Cost
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
Banshee Armor
Banshee Armor
+4 +3 +12 2
(3)
Includes grappling hook Mobile Power Armor 40 140
(210)
36
(54)
20
(30)
0
(5)
14 days
(7.0 days)
Aegis Armor
Aegis Armor
+2 +7 2
(3)
Mobile Power Armor 35 140
(210)
36
(54)
18
(27)
0
(5)
14 days
(7.0 days)
Corsair Armor
Corsair Armor
+3 +6 +8 2
(3)
Includes grappling hook Advanced Power Armor 65 250
(375)
50
(75)
40
(60)
0
(8)
14 days
(7.0 days)
Titan Armor
Titan Armor
+12 0.5 2
(3)
Damage Control
Damage Control
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)
Seraph Armor
Seraph Armor
+3 +5 +8 2
(3)
Supports flight mode (6 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)
Archangel Armor
Archangel Armor
+1 +8 0.3 2
(3)
Prevents strangulation
Prevents mobility penalty and damage from acid
Negates the effects of fire
Supports flight mode (6 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)
Shadow Armor
Shadow Armor
+2 +4 +16 2
(3)
Includes grappling hook
Supports ghost mode
Stealth Systems 90 300
(450)
60
(90)
70
(105)
40
(49)
14 days
(7.0 days)
Vortex Armor
Vortex Armor
+2 +8 +20 2
(3)
Restricted to psionic soldiers
Can't become damaged
Eliminates post-mission fatigue
Required to activate the Gollop Chamber
Rift requires Vortex Armor to be equipped
Mind and Machine 100 1000
(1500)
80
(120)
100
(150)
0
(27)
14 days
(7.0 days)

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.

Name Mobility Long War.png
Mob
Health Long War.png
HP
Damage reduction
DR
Defense Long War.png
Def
Will Long War.png
Will
Secondary
weapons
Equipment
slots
Bonus
perk
Special
properties
Prerequisites Cost
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 Paladin
MEC-1 Paladin
+3 +8 1.0 +8 1 2 Body Shield
Body Shield
Prevents strangulation
Prevents mobility penalty and damage from acid
Negates the effects of fire
Alien Biocybernetics 25 150
(225)
30
(45)
30
(45)
30
(35)
14 days
(7.0 days)
MEC-2 Defender
MEC-2 Defender
+4 +12 1.5 +8 2 2 Body Shield
Body Shield
Prevents strangulation
Prevents mobility penalty and damage from acid
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)
MEC-3 Valiant
MEC-3 Valiant
+6 +10 1.0 +12 2 2 Jetboot Module
Jetboot Module
Prevents strangulation
Prevents mobility penalty and damage from acid
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)
MEC-4 Dauntless
MEC-4 Dauntless
+5 +20 2.0 +12 +5 3 3 Body Shield
Body Shield
Prevents strangulation
Prevents mobility penalty and damage from acid
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)
MEC-5 Devastator
MEC-5 Devastator
+2 +24 2.5 +8 +5 2 3 Body Shield
Body Shield
Prevents strangulation
Prevents mobility penalty and damage from acid
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)
MEC-6 Vanguard
MEC-6 Vanguard
+10 +12 1.0 +20 +5 2 3 Jetboot Module
Jetboot Module
Prevents strangulation
Prevents mobility penalty and damage from acid
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)
MEC-7 Vindicator
MEC-7 Vindicator
+8 +16 1.5 +16 +5 3 3 Jetboot Module
Jetboot Module
Prevents strangulation
Prevents mobility penalty and damage from acid
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)

SHIV units

SHIV units, once destroyed, can be rebuilt in the Engineering Bay. This does not require a Repair Bay.

Name Mobility Long War.png
Mob
Health Long War.png
HP
Damage reduction
DR
Defense Long War.png
Def
Aim Long War.png
Aim
Equipment
slots
Special
properties
Prerequisites Cost
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
17 8+2 1.5 12 70 3 Immune to strangulation
Negates mobility penalty and damage from acid
Negates the effects of fire
15 60
(90)
0
(3)
10 days
(5.0 days)
Rebuild SHIV 20
(30)
0
(2)
28 days
(14.0 days)
Alloy SHIV
Alloy SHIV
16 18+4 2.5 8 70 3 Immune to strangulation
Negates mobility penalty and damage from acid
Negates the effects of fire
Provides half cover for soldiers
Improved Body Armor 35 250
(375)
80
(120)
0
(8)
15 days
(7.5 days)
Rebuild Alloy SHIV Improved Body Armor 20 80
(120)
30
(45)
0
(4)
75 days
(37.5 days)
Hover SHIV
Hover SHIV
19 14+2 2.0 12 70 3 Immune to strangulation
Negates mobility penalty and damage from acid
Negates the effects of fire
Supports flight mode (6 fuel)
Double fuel with the Advanced Flight foundry project
Antigrav Systems 65 300
(450)
60
(90)
40
(60)
0
(9)
14 days
(7.0 days)
Rebuild Hover SHIV Antigrav Systems 30 100
(150)
24
(36)
20
(30)
0
(4)
70 days
(35.0 days)

See also

Loadout Long War.jpg Long War: Loadout
Weapons
Weapons Thumbnail Long War.png
Weapons
Assault Rifle Long War.png
Primary
Weapons
Pistol Long War.png
Secondary
Weapons
Armor
Armor Thumbnail Long War.png
Armor
Chameleon Suit Long War.png
Leather Jacket
Tac vest Long War.png
Tac Vest
Tac Armor Long War.png
Tac Armor
Phalanx armor Long War.png
Phalanx Armor
Kestrel armor Long War.png
Kestrel Armor
Carapace armor Long War .png
Carapace Armor
Aurora armor Long War.png
Aurora Armor
Banshee armor Long War.png
Banshee Armor
Corsair armor Long War.png
Corsair Armor
Aegis armor Long War.png
Aegis Armor
Titan armor Long War.png
Titan Armor
Seraphim armor Long War.png
Seraph Armor
Archangel armor Long War.png
Archangel Armor
Shadow armor Long War.png
Shadow Armor
Vortex armor Long War.png
Vortex Armor
Inv Mec1.png
MEC-1
Inv Mec2.png
MEC-2
Inv Mec3.png
MEC-3
Equipment
Equipment Thumbnail Long War.png

Equipment