S.H.I.V. (LWR): Difference between revisions
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</br></br><div style="text-align:center;font-size:0.9em;">Granted by: </br>'''AutoSentry Turret''' </div> | </br></br><div style="text-align:center;font-size:0.9em;">Granted by: </br>'''AutoSentry Turret''' </div> | ||
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Revision as of 03:20, 9 February 2022

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 at least 1 SHIV, which accompanies your soldiers on the first mission.
| SHIV Classes | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Type | Production Cost | Stats | |||||||||||
| Credits | Alloys | Elerium | Base HP | Armor HP | Total HP | Aim | Defense | Crit Resist | DR | Mobility | Item Slots | Flight Capability | |
| Regular | 270 | 0 | 0 | 12 | 12 | 24 | 55 | 20 | 0 | 3 | 7.3 | 4 | N |
| Alloy | 330 | 90 | 0 | 18 | 18 | 36 | 55 | 20 | 30 | 4 | 7.3 -0.6 | 4 | N |
| Hover | 390 | 90 | 45 | 14 | 14 | 28 | 55+30 | 20 | 20 | 3 | 7.3 +1.3 | 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.
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 Foundry projects.
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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. 1 turn cooldown. [Suppressive Fire deals 40% standard shot damage] 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 |
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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 |
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Granted by:
Advanced Servomotors |
SHIV Equipment Abilities
Abilities SHIVs can be granted if equipped with the appropriate equipment
|
Mayhem
Suppression damages enemies immediately with a round of suppressive fire. Suppressive Fire can cause bleeding. Granted by:
Targeting 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 |
Sharpshooter All shots gain +15 aim against biological targets. Granted by:
Adaptive Tracking Pod |
|
Saturation Fire
Fire a +25 aim shot with -50% weapon damage. Requires 2 ammo. Granted by:
Smartshell Pod |
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 Pod |
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:
AutoSentry Turret |
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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 |
Tracker
This unit passively detects units and uncloaks Seekers within 6 tiles through walls/obstacles. Provides immunity to strangulation. Granted by:
Motion Tracker |













