S.H.I.V. (LWR): Difference between revisions
Loladarulz (talk | contribs) |
Loladarulz (talk | contribs) |
||
| Line 56: | Line 56: | ||
==SHIV Upgrade Abilities== | ==SHIV Upgrade Abilities== | ||
Abilities that can be unlocked via Foundry projects. | 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"> | <table class="wikitable" style="background-color:#fff"> | ||
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Suppression"></div> | <td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Suppression"></div> | ||
Revision as of 08:22, 13 May 2024
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 from the beginning of the campaign. They cannot be rebuilt if destroyed.
XCOM starts with at least 1 SHIV, which accompanies your soldiers on the first mission.
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 Units
| Name | Mob |
HP |
Base DR |
Def |
Aim |
Equipment Slots |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SHIV |
11.3 | 12+12 | 50 | 25 | 55 | 2 | 30 Crit Resistance Shares Mission XP Only 1 SHIV acts each turn Immune to strangulation Negates the effects of fire Provides partial cover for soldiers |
15 | 400 (560) |
0 (5) |
13 days (2.6 days) |
- | ||||
Alloy SHIV |
11.3 | 16+16 | 50 | 25 | 55 | 4 | 50 Crit Resistance Shares Mission XP Only 1 SHIV acts each turn Immune to strangulation Negates the effects of fire Provides partial cover for soldiers |
Mechtoid Autopsy | 35 | 530 (742) |
40 (56) |
0 (5) |
26 days (5.2 days) |
- | ||
Hover SHIV |
11.3 | 14+14 | 50 | 25 | 55 | 4 | 30 Crit Resistance Shares Mission XP Only 1 SHIV acts each turn Immune to strangulation Negates the effects of fire Provides partial cover for soldiers Supports Flight (14 fuel) |
Antigrav Systems | 70 | 660 (924) |
60 (84) |
45 (63) |
0 (5) |
39 days (7.8 days) |
- | |
SHIV Initial Abilities
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.
|
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. |
SHIV Upgrade Abilities
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.
|
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon. Granted by:
SHIV Advancements I |
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. Granted by:
SHIV Advancements I |
Granted by:
Advanced Servomotors |
|
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. Granted by:
SHIV Advancements II |
Granted by:
SHIV Advancements II |
SHIV Equipment Abilities
Abilities SHIVs can be granted if equipped with the appropriate equipment
|
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. Granted by:
Anti-Armor Motor |
Holo Rounds Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration]. Granted by:
Holo Charger |
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. Granted by:
Infrared Module |
|
Burst
Fire a +35 aim shot with x less damage (where x is half of the weapon's base damage). Requires 2 ammo. Granted by:
Burst Fire Module |
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] Granted by:
Retaliatory Sensor |
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. Granted by:
Weapon Supercooler |
|
Absorption Fields Gain 5% DR. Shots from beam weapons (laser/pulse/drone/cyberdisc) lose half of their penetration when targeting this unit. Granted by:
Shielding Module |













