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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. As well, any experience from kills the SHIV makes gets shared with the squad.
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. As well, any experience from kills the SHIV makes gets shared with the squad.


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.
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 swappable perks 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.
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.
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==SHIV Units==
==SHIV Units==


All SHIVs are primarily tank units and inherently have high HP and tankiness, while their aim is low. There are ways to make them do significant damage. Creative play and builds are encouraged. All SHIVs can be repaired by Engineers. Their repair charges are valuable, but ultimately limited resource. SHIVs worst enemy is '''Corrosion''' that reduces their tankiness and strips away the armor. Engineer can remove the '''Corrosion'''.
All SHIVs have inherently have high HP and tankiness. There are ways to make them do significant damage. Creative play and builds are encouraged. All SHIVs can be repaired by Engineers. Their repair charges are valuable, but ultimately a limited resource. SHIVs worst enemy is '''Corrosion''' that reduces their tankiness and strips away the armor. Engineer can remove the '''Corrosion'''.


Basic '''SHIV''' is strong, sturdy and reliable addition to any XCOM squad. Its a bit less tanky than Alloy SHIV and its main limitation is access to limited item slots. It is advisable to try to keep your SHIV alive and well until you can build Alloy SHIVs. If destroyed, it is probably good idea to build new SHIVs.
A basic '''SHIV''' is a strong, sturdy and reliable addition to any XCOM squad. Its a bit less tanky than the Alloy SHIV and its main limitation is access to limited item slots.  


'''Alloy SHIV''' is sturdier version of the SHIV that offers significant space for customization since it can afford to equip 4 items. Thanks to all the available options in midgame, it can be equipped to become very strong tank, or to do significant DPS. SHIV has access to '''Vital Point Targeting''' and '''Critical System Targeting''' so it can be easily specialized to do significant amounts of damage to bio or mech aliens. This SHIV usually have problems with mobility due to equipping all the items it can, so careful consideration there is required. SHIV with less than 8.0 or 7.3 mobility can be considerably less useful so even leaving some item slots unused is sometimes smart move. Lastly, while this SHIV is very resistant to damage, some alien leaders have '''Critical System Targeting''' ability that can do serious damage per hit to them.
'''Alloy SHIV''' is sturdier version of the SHIV that offers significant space for customization since it can afford to equip 4 items. SHIVs with less than 8.0 or 7.3 mobility can be considerably less useful so even leaving some item slots unused is sometimes smart move. Lastly, while this SHIV is very resistant to damage, some aliens have '''Critical System Targeting''' ability that can do serious damage per hit to them.


'''Hover SHIV''' is technologically most advanced version of the SHIV, capable of flight. It is less tankier than Alloy counterpart, but while in air it gets significant defense bonus. Aliens usually do not target higher defense units, so this SHIV is not tank primarily and will not draw as much fire. As this SHIV has excellent offensive potential due to height aim bonuses, it is probably best to equip it with offensive items. Remember, flight fuel is limited so strategizing is required. Fuel cells can be upgraded, at which point this SHIV becomes quite formidable offensive weapon.
'''Hover SHIV''' is technologically the most advanced version of the SHIV, capable of flight. It is a little less tanky than their Alloy counterpart, but while in air it gets a significant defense bonus. Aliens usually do not target higher defense units, so this SHIV is not tank primarily and will not draw as much fire. As this SHIV has excellent offensive potential due to height aim bonuses, it is probably best to equip it with offensive items. Remember, flight fuel is limited so strategizing is required. Fuel cells can be upgraded, at which point this SHIV becomes quite formidable offensive weapon.


{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
|-
|-
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Health bonus (LWR)}}!! rowspan="2" | [[File:Damage Reduction Long War.png|32px]]<br/>Base DR !!rowspan="2" {{Defense bonus (LWR)}}!!rowspan="2" {{Aim bonus (LWR)}}!!rowspan="2" {{Equipment slots (LWR)}}!!rowspan="2" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Health bonus (LWR)}}!! rowspan="2" | [[File:Damage Reduction Long War.png|32px]]<br/>Base DR !!rowspan="2" {{Defense bonus (LWR)}}!!rowspan="2" {{Aim bonus (LWR)}}!!rowspan="2" {{Equipment slots (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost
|-align="center"
|-align="center"
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Time cost (LWR)}}
|{{Research required (LWR)}}
|{{Engineers required (LWR)}}
|{{Credits cost (LWR)}}
|{{Alloys cost (LWR)}}
|{{Elerium cost (LWR)}}
|{{Time cost (LWR)}}
|-align="center"
|-align="center"
|<div id="SHIV"></div>[[File:Inv Shiv1.png|128px|link=S.H.I.V. (LWR)|SHIV]]<br />'''[[S.H.I.V. (LWR)|SHIV]]'''||12||title="Base HP + Armor HP"|12+10||30||25||55||2||{{ Hardened (LWR) }}{{ Ram (LWR) }}||30 Crit Resistance<br>Shares Mission XP<br>Only 1 SHIV acts each turn<br>Immune to strangulation<br />Negates the effects of fire<br />Provides partial cover for soldiers|| ||15||title="Cost in Credits&#10;(Cost when building quickly)"|300|| || ||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days
|<div id="SHIV"></div>[[File:Inv Shiv1.png|128px|link=S.H.I.V. (LWR)|SHIV]]<br />'''[[S.H.I.V. (LWR)|SHIV]]'''
|9.3
|title="Base HP + Armor HP"|12+8
|15
|25
|55
|2
|15 Crit Resistance
|  
|15
|title="Cost in Credits&#10;(Cost when building quickly)"|300
|  
|  
|title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days
|-align="center"
|-align="center"
|<div id="Alloy SHIV"></div>[[File:Inv Shiv2.png|128px|link=S.H.I.V. (LWR)|Alloy SHIV]]<br />'''[[S.H.I.V. (LWR)|Alloy SHIV]]'''||12||title="Base HP + Armor HP"|14+14||40||25||55||4||{{ Hardened (LWR) }}{{ Ram (LWR) }}||Grants +10 aim when at full HP<br>40 Crit Resistance<br>Shares Mission XP<br>Only 1 SHIV acts each turn<br>Immune to strangulation<br />Negates the effects of fire<br />Provides partial cover for soldiers||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|450||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40|| ||title="Duration in days&#10;(Duration when building quickly)"|26&nbsp;days
|<div id="Alloy SHIV"></div>[[File:Inv Shiv2.png|128px|link=S.H.I.V. (LWR)|Alloy SHIV]]<br />'''[[S.H.I.V. (LWR)|Alloy SHIV]]'''
|9.3
|title="Base HP + Armor HP"|14+12
|20
|25
|55
|4
|20 Crit Resistance
|[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]
|35
|title="Cost in Credits&#10;(Cost when building quickly)"|450
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40
|  
|title="Duration in days&#10;(Duration when building quickly)"|26&nbsp;days
|-align="center"
|-align="center"
|<div id="Hover SHIV"></div>[[File:Inv Shiv3.png|128px|link=S.H.I.V. (LWR)|Hover SHIV]]<br />'''[[S.H.I.V. (LWR)|Hover SHIV]]'''||12||title="Base HP + Armor HP"|14+8||50||25||55||4||{{ Hardened (LWR) }}{{ Ram (LWR) }}||Grants +20 aim when at full HP<br>50 Crit Resistance<br>Shares Mission XP<br>Only 1 SHIV acts each turn<br>Immune to strangulation<br />Negates the effects of fire<br />Provides partial cover for soldiers<br />Supports [[Other_Abilities_(LWR)#Flight|'''Flight''']] (14 fuel)||[[Research (LWR)#Defensive Tech|Antigrav Systems]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|600||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60||title="Cost in Elerium&#10;(Cost when building quickly)"|45||title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days
|<div id="Hover SHIV"></div>[[File:Inv Shiv3.png|128px|link=S.H.I.V. (LWR)|Hover SHIV]]<br />'''[[S.H.I.V. (LWR)|Hover SHIV]]'''
|9.3
|title="Base HP + Armor HP"|14+8
|10
|25
|55
|4
|10 Crit Resistance<br>Supports [[Other_Abilities_(LWR)#Flight|'''Flight''']] (14 fuel)
|[[Research (LWR)#Defensive Tech|Antigrav Systems]]
|70
|title="Cost in Credits&#10;(Cost when building quickly)"|600
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60
|title="Cost in Elerium&#10;(Cost when building quickly)"|45
|title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days
|}
|}


==SHIV Initial Abilities==
==SHIV Innate Perks==
Abilities that all SHIVs start with. Rams can do significant damage, depending on position it is possible even to kill two units per turn using 1AP blue moves. But it requires approximately straight shiv path to alien to work and do damage so commander should try to strategize to maximize SHIV damage potential. Tanking wise, SHIV is strong tank, but even with hardened it can be chipped down by multiple alien shots so some caution is advised. SHIV tanking resistance drops with lost armor therefore it is advisable to repair it sooner rather than later.
Perks that all SHIVs start with. Rams can do significant damage, depending on position it is possible even to kill two units per turn using 1AP blue moves. But it requires approximately straight shiv path to alien to work and do damage so commander should try to strategize to maximize SHIV damage potential. Tanking wise, SHIV is strong tank, but even with hardened it can be chipped down by multiple alien shots so some caution is advised. SHIV tanking resistance drops with lost armor therefore it is advisable to repair it sooner rather than later.


<table class="wikitable" style="background-color:#fff">
<table class="wikitable" style="background-color:#fff">
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</table>
</table>


==SHIV Upgrade Abilities==
== SHIV Configurable Perks ==
Abilities that can be unlocked via Foundry projects. Shiv upgrade abilities are very strong and it is advisable to upgrade SHIVs as soon as possible.
<table class="wikitable" style="background-color:#fff">
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Suppression"></div>
{{Lock n' Load (LWR)|align=center|text=1}}
<br><div style="text-align:center;font-size:0.9em;">Granted by:&nbsp;</br>'''SHIV Advancements I''' </div>
</td>
 
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Repair Servos"></div>
{{Repair Servos (LWR)|align=center|text=1}}
<br><div style="text-align:center;font-size:0.9em;">Granted by:&nbsp;</br>'''SHIV Advancements I''' </div>
</td>
 
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Sprinter"></div>
{{Sprinter (LWR)|align=center|text=1}}
<br><div style="text-align:center;font-size:0.9em;">Granted by:&nbsp;</br>'''Advanced Servomotors''' </div>
</td>
</tr>
 
<tr>
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Damage Control"></div>
{{Damage Control (LWR)|align=center|text=1}}
<br><div style="text-align:center;font-size:0.9em;">Granted by:&nbsp;</br>'''SHIV Advancements II''' </div>
</td>
 
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Shredder"></div>
{{Shredder (LWR)|align=center|text=1}}
<br><div style="text-align:center;font-size:0.9em;">Granted by:&nbsp;</br>'''SHIV Advancements II''' </div>
</td>
</tr>
 
</table>
 
==SHIV Equipment Abilities==
Abilities SHIVs can be granted if equipped with the appropriate equipment
 
The '''[[Equipment_(LWR)#SHIV_Only_Passive_Equipment|Anti-Armor Module]]''' item is anti mechanical weapon available early in the game and grants '''Critical System Targeting'''. It is a bit expensive and early mechanical enemies are hard to hit Drones, so this item is not the best early item to equip. At AL3 Seeker aliens appear, hard to hit and track as well. At AL4 there are Cyberdisks, another hard to hit target. Build with '''Holo Charger''' and '''Anti-Armor Module''' is potentially good solution to Seekers and Cyberdisk, especially as Holo effect stops Seekers from stealthing. At AL5 Mechtoids are easy to hit and this item becomes much more interesting. At this point, ''Alloy SHIV'' with multiple item slots becomes available. Lastly, '''Anti-Armor Module''' comboes well with '''Retaliatory Sensors''' which adds +40 aim to its shots.
 
'''Holo Rounds''' granted by '''Holo Charger''' is excellent early item as source of Holo targeting. If you are unsure what to equip, this is good safe choice. It has one significant drawback, its weight.
 
'''Vital Point Targeting''' granted by '''Infrared Module''' is very potent offensive item for the SHIV. SHIV can easily flank and hit units from up close, so it is much easier to use than '''Anti-Armor Module'''. Biological aliens are more numerous as well. Scales well with high SHIV weapon damage. Coupled with ''Retaliatory Sensors'' aim boost, it can also kill Floaters quite reliably.
 
'''Burst Fire Module''' is in a sense improved ''Scope'' item for the SHIV. SHIV gets much more dangerous at straight shooting at aliens and gets ability to Burst for usually guaranteed damage. SHIV ammo will likely be issue, so one might plan to bring extra ammo to couple with this item.
 
'''Reactive Targeting Sensors''' granted by '''Retaliatory Sensors''' is quite strong ability boosting SHIV's reactive shot with +40 aim. Since this shot will usually hit aliens, its well coupled with ''Critical System Targeting'' and ''Vital Point Targeting'' ability. '''Holo Rounds''' do not apply on reactive shots and ''Reactive Targeting Sensors'' ability can be disabled by alien abilities such as ''Impact'' or when SHIV is suppressed.
 
'''Light 'em Up''' is strong double shooting ability, granted by late game '''Weapon Supercooler''' item. It is available at the point when player has access to for Hover SHIVs, which can use its potential to devastating effect. The item is strong, but very heavy. Additionally, its a good idea to equip ''Heavy Mags'' as well for extra ammo.
 
'''Absorption Fields''' boosts SHIV's DR by another 25%. IF you want to keep tanking with SHIV in late game, you probably want this item. Additionally, it nullifies penetration from Drones and Cyberdisks, eliminating one of the main weaknesses of SHIVs. Drones come in packs and when SHIV is caught in the open and Holo targeted, Drones can easily strip all its armor if not destroy one in a single turn. This item instead makes Drones do only 1-2 damage per hit to SHIV.
 
<table class="wikitable" style="background-color:#fff">
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Mayhem"></div>
{{Critical System Targeting (LWR)|align=center|text=1}}
<br><div style="text-align:center;font-size:0.9em;">Granted by:&nbsp;</br>'''Anti-Armor Module''' </div>
</td>
 
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Holo Rounds"></div>
{{Holo Rounds (LWR)|align=center|text=1}}
<br><div style="text-align:center;font-size:0.9em;">Granted by:&nbsp;</br>'''Holo Charger''' </div>
</td>
 
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Vital Point Targeting"></div>
{{Vital Point Targeting (LWR)|align=center|text=1}}
<br><div style="text-align:center;font-size:0.9em;">Granted by:&nbsp;</br>'''Infrared Module''' </div>
</td>
</tr>
 
<tr>
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Burst"></div>
{{Burst (LWR)|align=center|text=1}}
<br><div style="text-align:center;font-size:0.9em;">Granted by:&nbsp;</br>'''Burst Fire Module''' </div>
</td>
 
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Reactive Targeting Sensors"></div>
{{Reactive Targeting Sensors (LWR)|align=center|text=1}}
<br><div style="text-align:center;font-size:0.9em;">Granted by:&nbsp;</br>'''Retaliatory Sensor''' </div>
</td>
 
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Light 'Em Up"></div>
{{Light 'Em Up (LWR)|align=center|text=1}}
<br><div style="text-align:center;font-size:0.9em;">Granted by:&nbsp;</br>'''Weapon Supercooler''' </div>
</td>


</tr>
All SHIVs start with the ability to alter their Base Configuration.  Further upgrade levels require '''[[Engineering_(LWR)#The_Foundry|Foundry]]''' upgrades to be researched.


<tr>
{{SHIV Tree (LWR)|
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Absorption Fields"></div>
|Base1={{Lock n' Load (LWR) |text=1|topbotpad=10|subspec=no}}
{{Absorption Fields (LWR)|align=center|text=1}}
|Base2={{Repair Servos (LWR) |text=1|topbotpad=10|subspec=no}}
</br><div style="text-align:center;font-size:0.9em;">Granted by:&nbsp;</br>'''Shielding Module''' </div>
|Base3={{Platform Stability (LWR) |text=1|topbotpad=10|subspec=no}}
</td>
|SAI1={{Holo Rounds (LWR) |text=1|topbotpad=10|subspec=no}}
</tr>
|SAI2={{Shredder (LWR) |text=1|topbotpad=10|subspec=no}}
 
|SAI3={{Damage Control (LWR) |text=1|topbotpad=10|subspec=no}}
</table>
|SAII1={{Reactive Targeting Sensors (LWR) |text=1|topbotpad=10|subspec=no}} 
|SAII2={{Light 'Em Up (LWR) |text=1|topbotpad=10|subspec=no}} 
|SAII3={{Close Combat Specialist (LWR) |text=1|topbotpad=10|subspec=no}}
|SAIIIa1={{Critical System Targeting (LWR) |text=1|topbotpad=10|subspec=no}}
|SAIIIa2={{Fortified (LWR) |text=1|topbotpad=10|subspec=no}}
|SAIIIa3={{Absorption Fields (LWR) |text=1|topbotpad=10|subspec=no}} 
|SAIIIb1={{Vital Point Targeting (LWR) |text=1|topbotpad=10|subspec=no}} 
|SAIIIb2={{Bring 'Em On (LWR) |text=1|topbotpad=10|subspec=no}}
|SAIIIb3={{Smart Macrophages (LWR) |text=1|topbotpad=10|subspec=no}}
}}


==SHIV Additional Items==
==SHIV Additional Items==
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'''Alloy Carbide Plating''' - More health, DR and resistance to ''Corrosion''. Weightless! An excellent item to equip. Eliminates one of main SHIV weaknesses - acid.
'''Motion Tracker''' - Never underestimate power of information. One of strongest item to have if properly used, more so if you don't have Scout available on a mission.


'''AR Targeter''' - SHIV is not very good at critting, but it deals heavy damage making the item at least interesting. It is weightless, so if you have low mobility, you might choose AR Targeter.
'''Scope''' - Generic shooting booster, strong, as SHIVs in general have high damage weapons with low aim.


'''Core Plating''' - Upgrade on '''Alloy Carbide Plating''', but it has some weight. Excellent even if expensive, makes SHIV shred resistant as well.
'''Battle Computer''' - Lategame upgrade to Scope, and an upgrade in general.


'''Elerium Turbos''' - Pretty much mandatory item for ''Alloy SHIVs'' and great one at that. SHIV movement is boost by 2.0 and RAM damage is doubled. Nothing better than overrun fat mutons from full HP to zero. Works best when dashing long distances.
'''Laser Sight/AR Targeter/Reaper Ammo''' - SHIV is not very good at critting, but it deals heavy damage making these items at least interesting.


'''Heavy Mags''' - Strong ammo booster that increases SHIV damage potential a lot when coupled with some other items. You should have 1-2 of these items as mechs can use it as well. Quite heavy at 1.3 mobility penalty.
'''Alloy Carbide Plating/Core Plating''' - More armor HP, DR and resistance to ''Corrosion''. Excellent items to equip. Eliminates one of main SHIV weaknesses - acid.


'''Laser Sight''' - Slight crit boost if you don't have anything better. It has advantage of being weightless.
'''Alloy Enhanced Rounds/Enhanced Beam Optics/Plasma Stellerator''' - Good boosters for shooter builds.


'''Motion Tracker''' - Never underestimate power of information. One of strongest item to have if properly used, more so if you don't have Scout available on a mission.
'''Elerium Turbos''' - Pretty much mandatory item for ''Alloy SHIVs'' and great one at that. SHIV movement is boost by 2.0 and RAM damage is doubled. Nothing better than overrun fat mutons from full HP to zero. Works best when dashing long distances.
 
'''Prediction Computer''' gives lots of damage to SHIV on reactive shots. Works well with '''Retaliatory Sensors'''. It boosts SHIV defense by +10, which is something you might not want, so take into consideration when using it.
 
'''Scope''' - Generic shooting booster, strong. But take note that SHIV has access to Burst Module, which is better option. Patch notes do change, so question your choices.


'''Prediction Computer''' - Gives lots of damage to SHIV on reactive shots. Works well with 'Reactive Targeting Sensors configuration. It boosts SHIV defense by +10, which is something you might not want, so take into consideration when using it.


SHIVs have access to a couple of more items (like special ammo), but these are the main items used. The game changes from patch to patch and options for customization are plenty so feel free to experiment.
'''Heavy Mags/Armor Piercing Ammo/Flak Ammo''' - Utility items with some niche uses.

Latest revision as of 19:31, 14 April 2026

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In General

The Super-Heavy Infantry Vehicle is a special unit that brings raw damage, durability, and a degree of utility to the field, thanks to their numerous upgrades and equipment options. All SHIVs can be used as partial cover. The basic SHIV is available to build from the beginning of the campaign. Starting roster will contain 4-3-2-1-0 of them depending on difficulty. One SHIV will accompany your soldiers on your first mission, assuming you are not playing on Pain difficulty (where you will not even get a 6th soldier to replace it!)

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. As well, any experience from kills the SHIV makes gets shared with the squad.

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 swappable perks 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 Units

All SHIVs have inherently have high HP and tankiness. There are ways to make them do significant damage. Creative play and builds are encouraged. All SHIVs can be repaired by Engineers. Their repair charges are valuable, but ultimately a limited resource. SHIVs worst enemy is Corrosion that reduces their tankiness and strips away the armor. Engineer can remove the Corrosion.

A basic SHIV is a strong, sturdy and reliable addition to any XCOM squad. Its a bit less tanky than the Alloy SHIV and its main limitation is access to limited item slots.

Alloy SHIV is sturdier version of the SHIV that offers significant space for customization since it can afford to equip 4 items. SHIVs with less than 8.0 or 7.3 mobility can be considerably less useful so even leaving some item slots unused is sometimes smart move. Lastly, while this SHIV is very resistant to damage, some aliens have Critical System Targeting ability that can do serious damage per hit to them.

Hover SHIV is technologically the most advanced version of the SHIV, capable of flight. It is a little less tanky than their Alloy counterpart, but while in air it gets a significant defense bonus. Aliens usually do not target higher defense units, so this SHIV is not tank primarily and will not draw as much fire. As this SHIV has excellent offensive potential due to height aim bonuses, it is probably best to equip it with offensive items. Remember, flight fuel is limited so strategizing is required. Fuel cells can be upgraded, at which point this SHIV becomes quite formidable offensive weapon.

Name
Mob

HP

Base DR

Def

Aim
Equipment
Slots
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Duration in days
SHIV
SHIV
9.3 12+8 15 25 55 2 15 Crit Resistance 15 300 13 days
Alloy SHIV
Alloy SHIV
9.3 14+12 20 25 55 4 20 Crit Resistance Mechtoid Autopsy 35 450 40 26 days
Hover SHIV
Hover SHIV
9.3 14+8 10 25 55 4 10 Crit Resistance
Supports Flight (14 fuel)
Antigrav Systems 70 600 60 45 39 days

SHIV Innate Perks

Perks that all SHIVs start with. Rams can do significant damage, depending on position it is possible even to kill two units per turn using 1AP blue moves. But it requires approximately straight shiv path to alien to work and do damage so commander should try to strategize to maximize SHIV damage potential. Tanking wise, SHIV is strong tank, but even with hardened it can be chipped down by multiple alien shots so some caution is advised. SHIV tanking resistance drops with lost armor therefore it is advisable to repair it sooner rather than later.

Ram
Ram
Ram

If this unit moves at least 6 tiles in a mostly straight line towards the tile directly in front of an enemy, this unit will hit that enemy for x melee damage, where x is half of the distance moved + 1 for every 10 max HP this unit has.

Hardened
Hardened
Hardened

This unit cannot be exposed and gains +35% DR.

SHIV Configurable Perks

All SHIVs start with the ability to alter their Base Configuration. Further upgrade levels require Foundry upgrades to be researched.

Technology Perk

Base Configuration
Lock n' Load
Lock n' Load
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon.
Repair Servos
Repair Servos
Repair Servos
Repairs damage sustained in battle: When damaged, gain servos equal to 50% of the damage sustained. Each servo can heal 1 HP. At end of turn, use 20% the servos available (minimum 1). Active servos are removed if this unit is fully healed or corroded.
Platform Stability
Platform Stability
Platform Stability
If this unit is on the ground and has not moved, they gain: +15 aim, -80% rocket scatter, and +1 damage to suppressive fire. Allows steadying of Autocannons, Vulcan Cannons, SAWs, and LMGs. Prevents damage from breaking a steadied weapon.

SHIV Advancements I
Holo Rounds
Holo Rounds
Holo Rounds

Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration].

Shredder
Shredder
Shredder
Primary weapon attacks apply Shred equal to the damage dealt as a percent of the target's max HP (which increases subsequent damage the target receives by the amount of Shred) for the remainder of the battle.
Damage Control
Damage Control
Damage Control
Grants +5 DR and +10 crit resistance each time damage is received. If shredded, reduce shred to a maximum of 50% at end of turn.

SHIV Advancements II
Reactive Targeting Sensors
Reactive Targeting Sensors
Reactive Targeting Sensors
Once per turn, if this unit is not suppressed and is shot: Attempt to return fire with a +20 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]
Light 'Em Up
Light 'Em Up
Light 'Em Up
Standard shots cost only 1 AP and gain both +3 penetration and +0.5 damage for each instance of damage their target took this turn.
Close Combat Specialist
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]

SHIV Advancements IIIa
Critical System Targeting
Critical System Targeting
Critical System Targeting
Shots against autopsied mechanical units deal +20% damage and gain +20 penetration (+50% damage and +50 penetration if steadied). Does not work with Arc Weapons.
Fortified
Fortified
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 15%.
Absorption Fields
Absorption Fields
Absorption Fields
Gain 5% DR. Shots from beam weapons (laser/pulse/drone/cyberdisc) lose half of their penetration when targeting this unit.

SHIV Advancements IIIb
Vital Point Targeting
Vital Point Targeting
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage.
Bring 'Em On
Bring 'Em On
Bring 'Em On

This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight.

Smart Macrophages
Smart Macrophages
Smart Macrophages
Grants complete immunity to corrosion and shredding.


SHIV Additional Items

Additonal items that SHIVs can use to complement its builds. Some of the items are shared with mech units making them more convenient to build and utilize.


Motion Tracker - Never underestimate power of information. One of strongest item to have if properly used, more so if you don't have Scout available on a mission.

Scope - Generic shooting booster, strong, as SHIVs in general have high damage weapons with low aim.

Battle Computer - Lategame upgrade to Scope, and an upgrade in general.

Laser Sight/AR Targeter/Reaper Ammo - SHIV is not very good at critting, but it deals heavy damage making these items at least interesting.

Alloy Carbide Plating/Core Plating - More armor HP, DR and resistance to Corrosion. Excellent items to equip. Eliminates one of main SHIV weaknesses - acid.

Alloy Enhanced Rounds/Enhanced Beam Optics/Plasma Stellerator - Good boosters for shooter builds.

Elerium Turbos - Pretty much mandatory item for Alloy SHIVs and great one at that. SHIV movement is boost by 2.0 and RAM damage is doubled. Nothing better than overrun fat mutons from full HP to zero. Works best when dashing long distances.

Prediction Computer - Gives lots of damage to SHIV on reactive shots. Works well with 'Reactive Targeting Sensors configuration. It boosts SHIV defense by +10, which is something you might not want, so take into consideration when using it.

Heavy Mags/Armor Piercing Ammo/Flak Ammo - Utility items with some niche uses.