Jump to content

Armor (LWR): Difference between revisions

From UFOpaedia
Ucross (talk | contribs)
Ucross (talk | contribs)
No edit summary
 
(3 intermediate revisions by the same user not shown)
Line 112: Line 112:
|title="Amount of small items that can be equipped"|3
|title="Amount of small items that can be equipped"|3
|  
|  
|Restricted to psionic soldiers<br />'''Advanced Psi Boost''': Explosive grenades deal +2 psionic damage; +5 damage to rift; Reduces accumulation of fatigue by 50%<br />Required to activate the [[Facilities_(LWR)#Constructible_Facilities|Gollop Chamber]]
|Restricted to psionic soldiers<br />'''Advanced Psi Boost''': Explosives deal +2 psionic damage; Kinetic Blast / Rift deal +2 damage; Reduces accumulation of fatigue by 50%<br />Required to activate the [[Facilities_(LWR)#Constructible_Facilities|Gollop Chamber]]
|[[Research (LWR)#Defensive Tech|Mind and Machine]]
|[[Research (LWR)#Defensive Tech|Mind and Machine]]
|100
|100
Line 230: Line 230:
|title="Amount of small items that can be equipped"|3
|title="Amount of small items that can be equipped"|3
|  
|  
|Restricted to psionic soldiers<br>'''Psi Boost''': Explosive grenades deal +1 psionic damage; Reduces accumulation of fatigue by 20%
|Restricted to psionic soldiers<br>'''Psi Boost''': Explosives deal +1 psionic damage; Kinetic Blast / Rift deal +1 damage; Reduces accumulation of fatigue by 20%
|[[Research (LWR)#Defensive Tech|Mobile Power Armor]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]
|[[Research (LWR)#Defensive Tech|Mobile Power Armor]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]
|40
|40
Line 433: Line 433:
|[[File:Inv_Mec3.png|128px|link=Armor (LWR)#MEC exoskeletons|HMEC-3]]<br />'''[[Armor (LWR)#MEC exoskeletons|HMEC-3]]'''
|[[File:Inv_Mec3.png|128px|link=Armor (LWR)#MEC exoskeletons|HMEC-3]]<br />'''[[Armor (LWR)#MEC exoskeletons|HMEC-3]]'''
| Dauntless
| Dauntless
| +1.3
| +0.6
|21
|21
|20
|20

Latest revision as of 02:51, 16 March 2026

Back To Main Page

In General

Most technology levels provide access to two different suits of Armor, one tailored towards mobility and defense, and the other tailored towards higher HP and DR.

Armor provides armor HP to soldiers, allowing XCOM soldiers to withstand significant punishment. Certain armors have less equipment slots as compensation for various advantages.

Armor is important to increase the HP of all units, even non-tanks. This is because enemies that can deal damage equal to or greater than a soldier's HP will prioritize targeting them; making it difficult for a tank to occupy enemy attention.

Heavy Armor

Name
Mobility Offset

HP

Base DR

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
Duration in days
Tac Armor
Tac Armor
0 5 2
(3)
XCOM starts with an unlimited supply
Carapace Armor
Carapace Armor
0 10 5 2
(3)
+20 crit resist Advanced Body Armor 25 80 42 15 days
Aegis Armor
Aegis Armor
+0.6 10 15 2
(3)
Damage Control
Damage Control
Mobile Power Armor 35 70 70 5 21 days
Titan Armor
Titan Armor
-0.6 16 15 2
(3)
Damage Control
Damage Control
Prevents strangulation
Negates the effects of fire
Advanced Power Armor 65 400 360 40 8 27 days
Archangel Armor
Archangel Armor
-0.6 19 20 2
(3)
Damage Control
Damage Control
Flight
Flight
Prevents strangulation
Negates the effects of fire
12 units of fuel, doubled with the Advanced Flight foundry project
Antigrav Systems 75 800 850 450 54 days
Vortex Armor
Vortex Armor
+1.3 16 10 20 3 Restricted to psionic soldiers
Advanced Psi Boost: Explosives deal +2 psionic damage; Kinetic Blast / Rift deal +2 damage; Reduces accumulation of fatigue by 50%
Required to activate the Gollop Chamber
Mind and Machine 100 150 400 120 500 12 days

Light Armor

Name
Mobility Offset

HP

Base DR

Def

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
+2.6 1 20 1 XCOM starts with an unlimited supply
Tac Vest
Tac Vest
+1.3 3 10 2
(3)
XCOM starts with an unlimited supply
Phalanx Armor
Phalanx Armor
+0.6 4 10 10 3 Improved Body Armor 15 35 10 10 days
Kestrel Armor
Kestrel Armor
+1.3 5 10 2
(3)
Grapple
Grapple
+20 crit resist Advanced Body Armor 22 50 28 14 days
Banshee Armor
Banshee Armor
+2.0 5 15 2
(3)
Repulsor
Repulsor
Grapple
Grapple
Mobile Power Armor 40 70 55 23 22 days
Aurora Armor
Aurora Armor
+1.3 8 15 10 3 Restricted to psionic soldiers
Psi Boost: Explosives deal +1 psionic damage; Kinetic Blast / Rift deal +1 damage; Reduces accumulation of fatigue by 20%
Mobile Power Armor
Psi Warfare Systems
40 50 40 40 1 Sectoid Corpse 22 days
Corsair Armor
Corsair Armor
+2.0 9 20 2
(3)
Repulsor
Repulsor
Grapple
Grapple
Advanced Power Armor 65 350 240 40 27 days
Seraph Armor
Seraph Armor
+2.0 9 30 1
(2)
Tactical Mobility
Tactical Mobility
Flight
Flight
8 units of fuel, doubled with the Advanced Flight foundry project Antigrav Systems 65 200 80 80 27 days
Ghost Armor
Ghost Armor
+2.6 10 20 1
(2)
Ghost
Ghost
Repulsor
Repulsor
Grapple
Grapple
Grants +10 aim when at full HP
Grants Advanced Grapple (3 charges of Grapple)
Stealth Systems 90 600 50 600 240 32 days

MEC Exoskeletons

In Long War Rebalance, MEC Troopers have access to multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility.

MEC armor naming conventions are streamlined to highlight their role.

Name Name
Mob offset

HP

Base DR

Def
Large Equipment
Slots
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
Can't be used during missions XCOM starts with an unlimited supply
MEC-1
MEC-1
Paladin 15 10 30 1 2
Hardened
Hardened
Prevents strangulation
Negates the effects of fire
Alien Biocybernetics 25 50 60 10 10 4 UFO Power Sources 19 days
LMEC-2
LMEC-2
Valiant +2.0 11 5 40 2 2
Hardened
Hardened
Body Shield
Body Shield
Grants +10 aim at full HP
Prevents strangulation
Negates the effects of fire
MEC Mark 2 50 300 120 30 50 6 UFO Power Sources 24 days
HMEC-2
HMEC-2
Defender 18 15 10 2 2
Hardened
Hardened
Damage Control
Damage Control
Prevents strangulation
Negates the effects of fire
MEC Mark 2 50 300 180 20 50 6 UFO Power Sources 24 days
ULMEC-3
ULMEC-3
Vanguard +4.6 8 5 45 2 3
Hardened
Hardened
Body Shield
Body Shield
Grants +20 aim at full HP
Prevents strangulation
Negates the effects of fire
MEC Mark 3: Light 80 900 480 120 150 1 Fusion Core
8 UFO Power Sources
30 days
LMEC-3
LMEC-3
Vindicator +2.6 13 5 40 3 3
Hardened
Hardened
Body Shield
Body Shield
Grants +15 aim at full HP
Prevents strangulation
Negates the effects of fire
MEC Mark 3: Light 80 900 480 120 150 1 Fusion Core
8 UFO Power Sources
30 days
HMEC-3
HMEC-3
Dauntless +0.6 21 20 10 3 3
Hardened
Hardened
Damage Control
Damage Control
Prevents strangulation
Negates the effects of fire
MEC Mark 3: Heavy 80 900 720 60 150 1 Fusion Core
8 UFO Power Sources
30 days
UHMEC-3
UHMEC-3
Devastator 26 20 0 2 3
Hardened
Hardened
Damage Control
Damage Control
Prevents strangulation
Negates the effects of fire
MEC Mark 3: Heavy 80 900 720 60 150 1 Fusion Core
8 UFO Power Sources
30 days

See also

Long War Rebalance: Loadout 
Weapons
Weapons

Weapons

Primary
Weapons

Secondary
Weapons
Armor
Armor

Armor

MEC
Exoskeletons
Equipment
Equipment

Equipment