Difference between revisions of "S.H.I.V. (EU2012)"

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__TOC__
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== Description ==
 +
[[File:SHIV_Concept.jpg|right|340px]]
  
S.H.I.V.s are controllable weapons platforms, They are the same size as a soldier, so can fit through doors, and follow most of the same rules as soldiers with regards to moving, firing and dashing. S.H.I.V.s cannot use cover, but make up for this by having high HP and innate defense equivalent to low cover. Because they always ignore cover S.H.I.V.s never count as flanked for the purposes of bonus critical hit chance. S.H.I.V.s are also a little faster than a regular soldier.
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''The 'Super Heavy Infantry Vehicle' is an unmanned combat drone that could take the place of an [[XCOM (EU2012)|XCOM]] [[Soldiers (EU2012)|soldier]].''
 +
 
 +
S.H.I.V.s are controllable weapons platforms, They are the same size as a [[Soldiers (EU2012)|soldier]], so can fit through doors, and follow most of the same rules as soldiers with regards to moving, [[Aim (EU2012)|firing]] and dashing. S.H.I.V.s cannot use [[Cover (EU2012)|cover]], but make up for this by having high HP and innate [[Defense (EU2012)|defense]] equivalent to low cover. Because they always ignore cover S.H.I.V.s never count as flanked for the purposes of bonus [[Critical Hits (EU2012)|critical hit]] chance. S.H.I.V.s are also a little faster than a regular soldier.
 +
 
 +
S.H.I.V. uses one space in the [[Barracks (EU2012)|Barracks]] and can be sent on [[Missions (EU2012)|missions]] using one of the [[Squads (EU2012)|squad]] slots. However you cannot customize either the look or the loadout of the SHIV. It also gains no experience and cannot gain new [[Abilities (EU2012)|abilities]] except through additional [[Foundry (EU2012)|Foundry]] projects; any SHIV upgrade project completed is automatically applied to all current and future SHIVs.
  
 
If a S.H.I.V returns from a mission damaged it will be unavailable for a time while it's repaired, similar to how soldiers must recover after being wounded.
 
If a S.H.I.V returns from a mission damaged it will be unavailable for a time while it's repaired, similar to how soldiers must recover after being wounded.
  
 
==  Models ==
 
==  Models ==
All S.H.I.V.s come with a minigun by default. The weapon is automatically upgraded to the best available based on [[Foundry (EU2012)|Foundry]] research.
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All S.H.I.V.s come with a standard '''Minigun''' by default, which does '''5-7''' normal damage and has '''10%''' crit chance. The weapon is automatically upgraded to the best weapon available through [[Foundry (EU2012)|Foundry]] research.
  
 
=== S.H.I.V. ===
 
=== S.H.I.V. ===
 +
Each S.H.I.V costs §50 and takes 7 days (3 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]]
 +
[[File:S.H.I.V. (EU2012).png|right|150px|S.H.I.V.]]
 
{| class="wikitable"
 
{| class="wikitable"
 
|HP
 
|HP
Line 20: Line 27:
 
|-
 
|-
 
|Aim
 
|Aim
|70+25
+
|70
 +
|-
 +
|Mobility
 +
|14
 
|}
 
|}
 
+
<br clear="all">
 
=== Alloy S.H.I.V. ===
 
=== Alloy S.H.I.V. ===
The Alloy S.H.I.V. is an upgraded model that can be used as a portable low Cover by XCOM soldiers.
+
The Alloy S.H.I.V. is an upgraded model that can be used as a portable low cover by [[XCOM (EU2012)|XCOM]] soldiers. If S.H.I.V.s are unlocked, it will be available after competing [[Research (EU2012)|research]] for the [[Carapace Armor (EU2012)|Carapace Armor]].
 
+
Each Alloy S.H.I.V costs §75 and requires 10 Engineers and 20 Alien Alloys, taking 7 days (4 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]].
 +
[[File:Alloy S.H.I.V. (EU2012).png|right|150px|Alloy S.H.I.V.]]
 
{| class="wikitable"
 
{| class="wikitable"
 
|HP
 
|HP
Line 34: Line 45:
 
|-
 
|-
 
|Defense
 
|Defense
|20+10
+
|30
 
|-
 
|-
 
|Aim
 
|Aim
|70+25
+
|70
 +
|-
 +
|Mobility
 +
|15
 
|}
 
|}
 
+
<br clear="all">
 
=== Hover S.H.I.V. ===
 
=== Hover S.H.I.V. ===
The Hover S.H.I.V. is capable of limited flight similar to Archangel armor. The Hover S.H.I.V does not provide cover like an Alloy S.H.I.V.
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The Hover S.H.I.V. is capable of limited flight similar to [[Archangel Armor (EU2012)|Archangel Armor]]. The Hover S.H.I.V does '''not''' provide cover like an Alloy S.H.I.V. If Alloy S.H.I.V.s are unlocked, it will be available after completing the research for the [[Firestorm (EU2012)|Firestorm]].
 
+
Each Hover S.H.I.V costs §100 and requires 20 Engineers and 30 Alien Alloys and 20 Elerium, taking 7 days (4 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]]
 +
[[File:Hover S.H.I.V. (EU2012).png|right|150px|Hover S.H.I.V.]]
 
{| class="wikitable"
 
{| class="wikitable"
 
|HP
 
|HP
Line 51: Line 66:
 
|-
 
|-
 
|Defense
 
|Defense
|20+20
+
|40
 
|-
 
|-
 
|Aim
 
|Aim
|70+25
+
|70
 +
|-
 +
|Mobility
 +
|17
 
|-
 
|-
 
|Flight Time
 
|Flight Time
 
|12/24
 
|12/24
 
|}
 
|}
 +
<br clear="all">
  
== Foundry Upgrades ==
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== [[Foundry (EU2012)#Foundry Projects|Foundry Upgrades]] ==
 
 
* S.H.I.V. Suppression
 
* S.H.I.V. Laser
 
* S.H.I.V. Plasma
 
* S.H.I.V. Repair
 
* Advanced Repair
 
* Advanced Flight
 
  
Advanced Construction (unknown)
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* '''S.H.I.V. Suppression''' - Same as a [[Support (EU2012)|Support]]/[[Heavy (EU2012)|Heavy]]'s [[Suppression (EU2012)|suppression]] ability.
 +
* '''S.H.I.V. Laser''' - [[Heavy Laser (EU2012)|Heavy Laser]] research required to unlock. +2 damage, +15 aim, +5 crit chance.
 +
* '''S.H.I.V. Plasma''' - [[Heavy Plasma (EU2012)|Heavy Plasma]] research required to unlock. +4 damage, +25 aim, +10 crit chance
 +
* '''S.H.I.V. Repair''' - Allows [[Arc Thrower (EU2012)|Arc Thrower]] equipped [[Soldiers (EU2012)|soldiers]] to use them to repair S.H.I.V.s.
 +
** If [[Drone (EU2012)|Drones]] appear on a mission, and the Foundry's Drone Hack project has been completed, you can commandeer Drones to repair your S.H.I.V.s instead.
 +
* '''Advanced Repair''' - [[Foundry_(EU2012)|Foundry]] version of the [[OTS (EU2012)|Officer Training School]]'s '''Rapid Recovery''': speeds up repairs when you get home.
 +
* '''Advanced Flight''' - Doubles the Hover S.H.I.V. fuel capacity.
 +
* '''Advanced Construction''' - Halves build time.
 +
* '''Shaped Armor''' - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. +3 health.
 +
* '''Advanced Servomotors''' - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. Increases movement.
 +
* '''Sentinel Drone''' - [[Drone Autopsy (EU2012)|Drone Autopsy]] research required to unlock. S.H.I.V. is repaired by 2hp per turn, and gains [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]'s Close Combat Specialist.
  
 
==Tactical Advice==
 
==Tactical Advice==
S.H.I.V.s have a higher movement speed than a basic soldier, good HP for your tech level and can advance without cover, which would be suicide for a soldier. S.H.I.V.s are by no means indestructible, but can take several hits before being destroyed. S.H.I.V HP gets a sizeable boost when you develop Carapace Armor in the form of the Alloy variant, but doesn't improve beyond that, meaning that Titan Armor makes them somewhat obsolete. S.H.I.V.s fixed performance and inability to gain rank means that once you have a team of high ranking soldiers available with advanced armors you'll usually find their range of abilities more useful and start leaving the S.H.I.V.s at home. S.H.I.V.s high speed and no need to pay attention to cover makes it easy to get flanks with them. Alloy S.H.I.V.s can be a good support unit for captures, giving the stunner cover exactly where they need it and suppressing the target to keep them in place while advancing.
+
* S.H.I.V.s have a higher movement speed than a basic [[Soldiers (EU2012)|soldier]] and good HP for your tech level. S.H.I.V.s are by no means indestructible, but can take several hits before being destroyed.
 
+
* S.H.I.V.s can advance without cover, which would be suicide for a soldier because of the increased [[Critical Hits (EU2012)|critical hit]] chance.
== Bugs and Work-arounds:  ==
+
* The normal and the Alloy S.H.I.V. run on tracks (and the Hover, when not in Flight Mode, glides on terrain), so they rely on ramps to move, or get to higher ground; they cannot climb ladders or move over half-cover obstacles or earthen berms in Enemy Unknown but can hop over half cover walls and berms in the Enemy Within expansion.
 +
* S.H.I.V HP gets a sizeable boost when you develop [[Carapace Armor (EU2012)|Carapace Armor]] in the form of the Alloy variant, but doesn't improve beyond that, meaning that [[Titan Armor (EU2012)|Titan Armor]] makes them somewhat obsolete although S.H.I.V.s do benefit from the Shaped Armor foundry upgrade in Enemy Within for an additional three hps.
 +
* S.H.I.V.s fixed performance and inability to gain rank means that once you have a team of high ranking soldiers available with advanced armors you'll usually find their range of abilities more useful and will leave the S.H.I.V.s at home.
 +
** However, if disaster strikes and you lose a lot of high ranked soldiers, fielding some S.H.I.V.s is better than fielding a full squad of inexperienced soldiers.
 +
** A fully upgraded hover S.H.I.V (in Enemy Within) is roughly equivalent (stat-wise) to a colonel-rank support with sprinter, titan armor, Chitin Plating, a S.C.O.P.E, a heavy's Heavy Plasma rifle, permanent high cover, and height advantage.
 +
* S.H.I.V.s high speed and no need to pay attention to [[Cover (EU2012)|cover]] makes it easy to get flanks with them.
 +
* Alloy S.H.I.V.s can be a good support unit for captures, giving the stunner cover exactly where they need it and [[Suppression (EU2012)|suppressing]] the target to keep them in place while advancing.
 +
* Alloy S.H.I.V.s can be used as "band aid" cover. If you uncover aliens and they flank a soldier who now can't move (or you don't want to move), moving the S.H.I.V to provide cover is an alternative to moving the soldier.
 +
* Occasionally aliens will decide to use your Alloy S.H.I.V as cover. If so, simply move it and their cover is gone.
 +
* Given the choice of having a S.H.I.V. damaged or one of your soldiers having a S.H.I.V. damaged is usually the better option. They are easily replaced and less useful than a senior soldier. If you have made a mistake and left a soldier vulnerable, move the S.H.I.V. into position where it is the obvious choice to be shot at instead.
 +
* Because S.H.I.V.s are robotic, they can neither be Mind Frayed nor Mind Controlled. However, because they have no Will, they will be decimated by an [[Ethereal (EU2012)|Ethereal]]'s Psi-lance or Rift.
 +
* S.H.I.V.s can rescue [[Civilian (EU2012)|civilians]] in [[Alien Terror (EU2012)|terror missions]], as well as defuse power nodes, defuse bombs, and capture meld containers.
 +
** Alloy S.H.I.V.s are particularly useful for their mobile cover perk. They can provide a civilian with some extra cover, or they can be positioned such that a sprinting soldier can have cover after rescuing a badly positioned civilian.
  
 +
==Enemy Within DLC==
 +
The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] gives S.H.I.V.s several direct and indirect buffs. In the mid-to-late game they receive the [[Foundry (EU2012)#Shaped Armor|Shaped Armor]] and [[Foundry (EU2012)#Sentinel Drone|Sentinel Drone]] foundry projects for survivability and the [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] project for mobility. Indirectly, the power of the [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] project and the Foundry granting adjacency bonus to [[Workshop (EU2012)|Workshops]] makes an early Foundry much more attractive than it previously was, consequently making fielding S.H.I.V.s in the early game more attractive.
  
 +
On [[Covert_Data_Recovery_(EU2012)|Covert Data Recovery]] missions, S.H.I.V.s are equally as capable of blocking EXALT hacking attempts as living soldiers. Alloy and Hover S.H.I.V.s with a Sentinel Drone are particularly useful for this task due to their durability without having to rely on destructible cover and the Sentinel Drone automatically reaction-firing at the first EXALT trooper who attempts to enter the hacking area each turn.
  
(10/16/12): ''This section won't go into the use or types of SHIVs, only explanations of the various bugs that they currently have. However, please keep this in should someone get around to writing in-game information about them and they still haven't been fixed.''
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==Gallery==
 +
<gallery widths=300px heights=200px perrow=7 caption="">
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File:shiv.jpg| ''Regular S.H.I.V.''
 +
File:ashiv.jpg| ''Alloy S.H.I.V.''
 +
File:hshiv.jpg| ''Hover S.H.I.V.''
 +
</gallery>
  
 
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==Trivia==
Despite being extremely useful, SHIVs are VERY broken. Almost to the point where I would suggest not using them AT ALL, but we'll get into that later. Other than the SHIVs having numerous, minor, in-battle bugs, the game seems to have trouble keeping track of how many there actually ARE. The first bug is the "normal" bug: no matter what you do when you return from a mission with a SHIV you will find an extra one in your barracks with the same name as the one you brought on the mission. However, there will be something strange about one of them (for example: one will be under repair even if the SHIV took no damage and it will not say when the repairs will be done); this is the easiest bug to fix: just dismantle the bugged out one because bringing it into a battle will cause unpredictable bugs, even bringing in the non-bugged one into a battle could cause problems just because of the mere existence of the other. The next bug involves a SHIV taking ANY damage during a battle; basically when a SHIV takes damage the game will create a copy of the SHIV at the end of the battle: one will be the non-bugged, damaged SHIV and the other will be a bugged, undamaged SHIV. This may not seem like a problem at first, just dismantle the bugged SHIV, right? Wrong. See, when you take six units into battle (including the SHIV) you can only take six home and with the normal bug this isn't a problem because the bugged SHIV is not counted on the units that you take home. However, when damage occurs both SHIVs are counted in the units you take home and if your squad is already full one of your soldiers will disappear. Poof, gone. Abducted by the aliens maybe. From what I can tell it's ALWAYS your highest ranking soldier. You can still recover the SHIV by deleting the bugged one as normal, however I have been unable to retrieve lost soldiers in anyway. The only work-arounds I have been able to find are to a) not bring a SHIV, their not much better than your average soldier and at this point need to much care to not lose a soldier, or b) leave a squad slot open. This may have been a bugged attempt by the developers to make SHIVs count as two units, not really sure at this time. Also, you could technically plan on having a rookie or other worthless soldier die in the battle in order to maximize firepower in the battle if your desperate; however this will get expensive after a while and lower the moral of your soldiers which could get more than one killed. I personally suggest leaving SHIVs out entirely until they're fixed as the the risk of forgetting to do all of the special treatment for them will likely be too great for many and losing an experienced soldier is worse. Leaving a squad slot empty isn't a bad choice either if you're not one to forget.
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S.H.I.V.s are named "Thunder-X", Alloy S.H.I.V.s are named "Goliath-X" and Hover S.H.I.V.s are named "Lightning-X", where X refers to the build order of that particular model (eg: Lightning-3 would be the 3rd Hover S.H.I.V. you built).
--[[User:Absle|Absle]] 22:37, 16 October 2012 (EDT)
 
 
 
I don't find much use for the SHIVs anyway. Even if you've got all Rookies, you want to be gaining XP to get their abilities. At best, a SHIV can suppress, maybe with advanced weapons that require dedicated research, and maybe either contribute as mobile cover or as a flying scout both with many hit points.  Frankly, I built one in my first game just to see what they're like and haven't bothered again since. [[User:Robbx213|Robbx213]] 23:23, 16 October 2012 (EDT)
 
 
 
Early in the game I like to bring one along, because at that point in the game most of your soldiers don't make good scouts. Plus, their mobile cover ability makes them awesome for when you just don't have the best armor developed yet. Also, early in the game your soldiers just don't have the damage to handle surprise Muton attacks quickly. But yeah, late-game they're hardly indispensable or anything. --[[User:Absle|Absle]] 14:00, 17 October 2012 (EDT)
 
: Early on, I used an Alloy SHIV as a "cheap" scout unit and to provide cover for the rookies, Assault soldiers when moving into position. ~ [[User:Drakalu|Drakalu]] 20:38, 17 October 2012 (EDT)
 
  
 
== See Also ==
 
== See Also ==
 
* [[Foundry (EU2012)|Foundry]]
 
* [[Foundry (EU2012)|Foundry]]
 
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* For the [[X-COM|UFO: Enemy Unknown]] equivalent see [[Heavy Weapons Platforms]]
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<br clear="all">
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{{XCOM Units (EU2012)}}
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{{StyleEU2012}}
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
 +
[[Category: Weapons (EU2012)]]

Latest revision as of 07:24, 30 April 2020

Description

SHIV Concept.jpg

The 'Super Heavy Infantry Vehicle' is an unmanned combat drone that could take the place of an XCOM soldier.

S.H.I.V.s are controllable weapons platforms, They are the same size as a soldier, so can fit through doors, and follow most of the same rules as soldiers with regards to moving, firing and dashing. S.H.I.V.s cannot use cover, but make up for this by having high HP and innate defense equivalent to low cover. Because they always ignore cover S.H.I.V.s never count as flanked for the purposes of bonus critical hit chance. S.H.I.V.s are also a little faster than a regular soldier.

S.H.I.V. uses one space in the Barracks and can be sent on missions using one of the squad slots. However you cannot customize either the look or the loadout of the SHIV. It also gains no experience and cannot gain new abilities except through additional Foundry projects; any SHIV upgrade project completed is automatically applied to all current and future SHIVs.

If a S.H.I.V returns from a mission damaged it will be unavailable for a time while it's repaired, similar to how soldiers must recover after being wounded.

Models

All S.H.I.V.s come with a standard Minigun by default, which does 5-7 normal damage and has 10% crit chance. The weapon is automatically upgraded to the best weapon available through Foundry research.

S.H.I.V.

Each S.H.I.V costs §50 and takes 7 days (3 days in EW) to manufacture in Engineering

S.H.I.V.
HP 10
Will 0
Defense 20
Aim 70
Mobility 14


Alloy S.H.I.V.

The Alloy S.H.I.V. is an upgraded model that can be used as a portable low cover by XCOM soldiers. If S.H.I.V.s are unlocked, it will be available after competing research for the Carapace Armor. Each Alloy S.H.I.V costs §75 and requires 10 Engineers and 20 Alien Alloys, taking 7 days (4 days in EW) to manufacture in Engineering.

Alloy S.H.I.V.
HP 18
Will 0
Defense 30
Aim 70
Mobility 15


Hover S.H.I.V.

The Hover S.H.I.V. is capable of limited flight similar to Archangel Armor. The Hover S.H.I.V does not provide cover like an Alloy S.H.I.V. If Alloy S.H.I.V.s are unlocked, it will be available after completing the research for the Firestorm. Each Hover S.H.I.V costs §100 and requires 20 Engineers and 30 Alien Alloys and 20 Elerium, taking 7 days (4 days in EW) to manufacture in Engineering

Hover S.H.I.V.
HP 18
Will 0
Defense 40
Aim 70
Mobility 17
Flight Time 12/24


Foundry Upgrades

  • S.H.I.V. Suppression - Same as a Support/Heavy's suppression ability.
  • S.H.I.V. Laser - Heavy Laser research required to unlock. +2 damage, +15 aim, +5 crit chance.
  • S.H.I.V. Plasma - Heavy Plasma research required to unlock. +4 damage, +25 aim, +10 crit chance
  • S.H.I.V. Repair - Allows Arc Thrower equipped soldiers to use them to repair S.H.I.V.s.
    • If Drones appear on a mission, and the Foundry's Drone Hack project has been completed, you can commandeer Drones to repair your S.H.I.V.s instead.
  • Advanced Repair - Foundry version of the Officer Training School's Rapid Recovery: speeds up repairs when you get home.
  • Advanced Flight - Doubles the Hover S.H.I.V. fuel capacity.
  • Advanced Construction - Halves build time.
  • Shaped Armor - Mechtoid Autopsy research required to unlock. +3 health.
  • Advanced Servomotors - Mechtoid Autopsy research required to unlock. Increases movement.
  • Sentinel Drone - Drone Autopsy research required to unlock. S.H.I.V. is repaired by 2hp per turn, and gains ability akin to Assault's Close Combat Specialist.

Tactical Advice

  • S.H.I.V.s have a higher movement speed than a basic soldier and good HP for your tech level. S.H.I.V.s are by no means indestructible, but can take several hits before being destroyed.
  • S.H.I.V.s can advance without cover, which would be suicide for a soldier because of the increased critical hit chance.
  • The normal and the Alloy S.H.I.V. run on tracks (and the Hover, when not in Flight Mode, glides on terrain), so they rely on ramps to move, or get to higher ground; they cannot climb ladders or move over half-cover obstacles or earthen berms in Enemy Unknown but can hop over half cover walls and berms in the Enemy Within expansion.
  • S.H.I.V HP gets a sizeable boost when you develop Carapace Armor in the form of the Alloy variant, but doesn't improve beyond that, meaning that Titan Armor makes them somewhat obsolete although S.H.I.V.s do benefit from the Shaped Armor foundry upgrade in Enemy Within for an additional three hps.
  • S.H.I.V.s fixed performance and inability to gain rank means that once you have a team of high ranking soldiers available with advanced armors you'll usually find their range of abilities more useful and will leave the S.H.I.V.s at home.
    • However, if disaster strikes and you lose a lot of high ranked soldiers, fielding some S.H.I.V.s is better than fielding a full squad of inexperienced soldiers.
    • A fully upgraded hover S.H.I.V (in Enemy Within) is roughly equivalent (stat-wise) to a colonel-rank support with sprinter, titan armor, Chitin Plating, a S.C.O.P.E, a heavy's Heavy Plasma rifle, permanent high cover, and height advantage.
  • S.H.I.V.s high speed and no need to pay attention to cover makes it easy to get flanks with them.
  • Alloy S.H.I.V.s can be a good support unit for captures, giving the stunner cover exactly where they need it and suppressing the target to keep them in place while advancing.
  • Alloy S.H.I.V.s can be used as "band aid" cover. If you uncover aliens and they flank a soldier who now can't move (or you don't want to move), moving the S.H.I.V to provide cover is an alternative to moving the soldier.
  • Occasionally aliens will decide to use your Alloy S.H.I.V as cover. If so, simply move it and their cover is gone.
  • Given the choice of having a S.H.I.V. damaged or one of your soldiers having a S.H.I.V. damaged is usually the better option. They are easily replaced and less useful than a senior soldier. If you have made a mistake and left a soldier vulnerable, move the S.H.I.V. into position where it is the obvious choice to be shot at instead.
  • Because S.H.I.V.s are robotic, they can neither be Mind Frayed nor Mind Controlled. However, because they have no Will, they will be decimated by an Ethereal's Psi-lance or Rift.
  • S.H.I.V.s can rescue civilians in terror missions, as well as defuse power nodes, defuse bombs, and capture meld containers.
    • Alloy S.H.I.V.s are particularly useful for their mobile cover perk. They can provide a civilian with some extra cover, or they can be positioned such that a sprinting soldier can have cover after rescuing a badly positioned civilian.

Enemy Within DLC

The Enemy Within DLC gives S.H.I.V.s several direct and indirect buffs. In the mid-to-late game they receive the Shaped Armor and Sentinel Drone foundry projects for survivability and the Advanced Servomotors project for mobility. Indirectly, the power of the Tactical Rigging project and the Foundry granting adjacency bonus to Workshops makes an early Foundry much more attractive than it previously was, consequently making fielding S.H.I.V.s in the early game more attractive.

On Covert Data Recovery missions, S.H.I.V.s are equally as capable of blocking EXALT hacking attempts as living soldiers. Alloy and Hover S.H.I.V.s with a Sentinel Drone are particularly useful for this task due to their durability without having to rely on destructible cover and the Sentinel Drone automatically reaction-firing at the first EXALT trooper who attempts to enter the hacking area each turn.

Gallery

Trivia

S.H.I.V.s are named "Thunder-X", Alloy S.H.I.V.s are named "Goliath-X" and Hover S.H.I.V.s are named "Lightning-X", where X refers to the build order of that particular model (eg: Lightning-3 would be the 3rd Hover S.H.I.V. you built).

See Also


EU2012 Badge XCOM: Enemy Unknown (2012): XCOM Units
Soldiers:CLASS ASSAULT.png AssaultCLASS HEAVY.png HeavyCLASS SNIPER.png SniperCLASS SUPPORT.png SupportCLASS PSIONIC.png PsionicCLASS MECH.png MEC Trooper (EW DLC)
S.H.I.Vs:S.H.I.V.Alloy S.H.I.V.Hover S.H.I.V.
Attributes:ClassesClass BuildsAbilitiesStatsNicknamesGene Mods (EW DLC)Medals (EW DLC)
Loadout:WeaponsArmorEquipmentMEC Suit (EW DLC)
Barracks:Officer Training SchoolPsi LabMemorialGenetics Lab (EW DLC)Cybernetics Lab (EW DLC)
Other: VolunteerHeroesZhang (Slingshot DLC)Annette (EW DLC)Covert Operative (EW DLC)Training Roulette (EW DLC)