S.H.I.V. (LWR)

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Soldiers SHIVS.png

While Long War set out to enhance the Super-Heavy Infantry Vehicle to make it a more viable replacement for soldiers, Long War Rebalance takes a different approach. SHIVs are a special unit that brings raw damage, durability, and a degree of utility to the field, thanks to their numerous upgrades and equipment options. In addition to being stronger overall, all SHIVs can now be used as partial cover, rather than just the Alloy SHIV. Moreover, the basic SHIV is now available from the beginning of the campaign, including the first mission. They can not be rebuilt if destroyed.

XCOM starts with at least 1 SHIV, which accompanies your soldiers on the first mission.

XComEU Alloy S.H.I.V. 2.png
SHIV Classes
Type Production Cost Stats
Credits Alloys Elerium Base HP Armor HP Total HP Aim Defense Crit Resist Base DR Mobility Item Slots Flight Capability
Regular 270 0 0 12 12 24 55 25 30 50 7.3 -0.6 4 N
Alloy 330 80 0 20 20 40 55+10 25 30 50 7.3 4 N
Hover 390 60 45 16 16 32 55+20 25 30 50 7.3 +0.6 4 Y (16 fuel)
Big Sky (the Skyranger pilot) can control only 1 SHIV each turn. This means that if you bring multiple SHIVs on a mission only 1 can act each turn.
SHIVs do not accumulate fatigue.

Like other units, SHIVs must have their weapons replaced individually. All units start with the baseline Autocannon (with an unlimited quantity in stock, much like the other basic ballistic weapons), which can be upgraded for each tier of weapon. New weapons must be manufactured by Engineering, and they can be found in the same section as MEC armaments.

Bringing a SHIV to a mission isn't a waste of experience either, as the 1st SHIV alive at the end of any battle grants its mission experience to its squadmates.

SHIVs, like most mechanized units, have built-in damage reduction and are hardened, which makes them more durable. Much cheaper than MEC Troopers, and with 'abilities' swappable as equipable modules giving them a significant degree of flexibility, these units will prove to be a valuable asset to XCOM.

It is advisable to have at least a small pool of SHIVs in reserve, to fill any gaps when your Barracks list reads nearly entirely "Fatigue", and to help deal with smaller crashed UFOs that you still may want to gather materials from, as their raw damage and durability can potentially serve as a replacement for high-ranking soldiers.

SHIV Initial Abilities

Abilities that all SHIVs start with.

Ram
Ram
If this unit moves at least 4 tiles in a mostly straight line towards the tile directly in front of an enemy, this unit will hit that enemy for x damage, where x is half of the distance moved + 1 for every 10 max HP this unit has.
Hardened
Hardened
This unit cannot be exposed and gains +30% DR (+50% DR vs shotguns).


SHIV Upgrade Abilities

Abilities that can be unlocked via Foundry projects.

Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.

Granted by: 
SHIV Advancements I
Repair Servos
Repair Servos
Repairs damage sustained in battle: When damaged, gain servos equal to 35% of the damage sustained. Each servo can heal 1 HP. At end of turn, use half the servos available (minimum 1, if available).



Granted by: 
SHIV Advancements I
Sprinter
Sprinter
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%).


Granted by: 
Advanced Servomotors
Damage Control
Damage Control
Grants an instance of 20% DR each time damage is received (they stack multiplicatively). If shredded, reduces shred to 35% at end of turn.


Granted by: 
SHIV Advancements II
Shredder
Shredder
Primary weapon shots during this unit's turn apply Shred equal to the dealt as a percent of the target's max HP (which increases subsequent damage the target receives by the amount of Shred) to any unit they damage for the remainder of the battle.

Granted by: 
SHIV Advancements II

SHIV Equipment Abilities

Abilities SHIVs can be granted if equipped with the appropriate equipment

Critical System Targeting
Critical System Targeting
Shots against autopsied mechanical units deal +50% damage and gain +2 penetration. Does not work with the Arc Rifle or Arc Pistol.

Granted by: 
Targeting Motor
Holo Rounds
Holo Rounds
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +20 aim and +1 penetration] them for 3 turns.


Granted by: 
Holo Charger
Ready For Anything
Ready For Anything
At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, Overwatch activates. Grants +2 ammo to non-arc primary weapons.



Granted by: 
Adaptive Tracking Pod
Burst
Burst
Fire a +50 aim shot with -50% weapon damage and -50 crit. Requires 2 ammo.

Granted by: 
Smartshell Pod
Absorption Fields
Absorption Fields
Advanced shielding grants +30% DR. Shots from beam weapons (laser/pulse/drone/cyberdisc) lose half of their penetration when targeting this unit.



Granted by: 
Shielding Pod
Reactive Targeting Sensors
Reactive Targeting Sensors
Once per turn, if this unit is attacked: Attempt to return fire with a +40 aim reaction shot. If this unit did return fire, enter One For All (if able). [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30]


Granted by: 
AutoSentry Turret
Light 'Em Up
Light 'Em Up
Standard shots cost only 1 AP and gain both +5 aim and +1 damage for each instance of damage their target took this turn.

Granted by: 
Weapon Supercooler
Tracker
Tracker
This unit passively detects units and uncloaks aliens within 6 tiles through walls/obstacles. Provides immunity to strangulation.



Granted by: 
Motion Tracker