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 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 Aim Defense Damage Resistance Mobility Item Slots Flight Capability
Regular 270 0 0 12 10 55 0 3 6.8 4 N
Alloy 330 90 0 16 22 55 0 4 6.8+1.2 4 N
Hover 390 90 45 14 16 55+30 30 3 6.8+1.8 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 (the entirety of its gained experience points, not just the part coming from kills).

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 research and 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
Close Combat Specialist
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30]

Granted by: 
SHIV Advancements II

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
Predictive Tracking
Predictive Tracking
Reaction shots gain +10 aim. Saturation Fire has a -25% weapon damage malus (instead of -50%).

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
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