Armor (Chimera): Difference between revisions
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→Armor Mods: added Flux Weave |
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* Bubble Weave: Stasis effect instead of Bleeding Out | * Bubble Weave: Stasis effect instead of Bleeding Out | ||
* Plated Vest: +1 Armor | * Plated Vest: +1 Armor | ||
* Motile Inducer: Target unimpaired ally gains 2 actions | |||
* Adrenal Weave: First Overwatch fire will miss | * Adrenal Weave: First Overwatch fire will miss | ||
* Flux Weave: Immunity to Disorientation and Stun | * Flux Weave: Immunity to Disorientation and Stun | ||
* Hazmat Sealing: immunity to all environmental status effects | |||
[[Category: Chimera Squad]] | [[Category: Chimera Squad]] | ||
Latest revision as of 16:42, 11 September 2024
Armor Types
There are no armor items in XCOM: Chimera Squad. Armor is replaced automatically as it is upgraded to Enhanced or Mastercrafted variants. It is used equally by all agents and Androids.
Basic Armor
This initial armor provides no bonuses.
Enhanced Armor
Provides 2 HP, and 1 Utility Item slot.
Mastercrafted Armor
Provides 3 HP, 1 Armor, and 1 Utility Item slot.
Armor Mods
After Modular Armor is researched, there is 1 Armor slot. It can be swapped or uninstalled at any time without destroying the item.
- Extra Padding: +1 HP
- Hellweave: 2-4 damage reflected to melee enemy
- Infiltrator Weave: Adaptable ability (Breach through Vents)
- Mach Weave: +30 Dodge
- Mindshield: Immunity to negative mental effects (Disorientation, Stun, Panic, Mind Control)
- Regen Weave: +2 HP regeneration each turn
- Bubble Weave: Stasis effect instead of Bleeding Out
- Plated Vest: +1 Armor
- Motile Inducer: Target unimpaired ally gains 2 actions
- Adrenal Weave: First Overwatch fire will miss
- Flux Weave: Immunity to Disorientation and Stun
- Hazmat Sealing: immunity to all environmental status effects