S.H.I.V. (LWR)

From UFOpaedia
Revision as of 20:00, 15 January 2022 by Ucross (talk | contribs)
Jump to navigation Jump to search

Back To Main Page

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 2 SHIVs, one of 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 DR Mobility Item Slots Flight Capability
Regular 270 0 0 12 12 24 55 20 0 3 7.3 4 N
Alloy 330 90 0 18 18 36 55 20 30 4 7.3 -0.6 4 N
Hover 390 90 45 14 14 28 55+30 20 20 3 7.3 +1.3 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 Upgrade Abilities

Abilities that can be unlocked via Foundry projects.

Suppression
Suppression
Suppress [Pinned if protected by cover, suppressive fire if not, no reaction fire, -35 aim, -35% mobility/ability range] targets. Breaks with suppressive fire if the target acts. Requires 2 ammo, and uses the 2nd ammo if the suppression breaks with suppressive fire. Suppressing makes this unit 30% more likely to be critically hit. 2 turn cooldown.

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
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
Sprinter
Sprinter
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%).


Granted by: 
Advanced Servomotors

SHIV Equipment Abilities

Abilities SHIVs can be granted if equipped with the appropriate equipment

Mayhem
Mayhem
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately.

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
Sharpshooter
Sharpshooter
All shots with the primary weapon gain +15 aim and crit against biologic targets.



Granted by: 
Adaptive Tracking Pod
Saturation Fire
Saturation Fire
Fire a +25 aim shot with -50% weapon damage. 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
Sentry
Sentry
Fire an additional 2 reaction shots during overwatch. Grants +50% DR when on overwatch.


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