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[[File: Soldiers_SHIVS.png|left|160px|]]
[[File: Soldiers_SHIVS.png|left|160px|]]
== 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.
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.
XCOM starts with at least 1 SHIV, which accompanies your soldiers on the first mission.
For more information see the specifications on [[Armor_(LWR)#SHIV_Units|'''SHIV Units''']].
<div style="width:320px;height:291px;float:right;">[[File:XComEU Alloy S.H.I.V. 2.png|right|300px]]</div>


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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.
==SHIV Units==
{|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" {{Sell value (LWR)}}
|-align="center"
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}
|-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]]'''||11.3||12+12||50||25||55||4||{{ 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)"|350<br />(490)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days<br />(2.6&nbsp;days)||-
|-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]]'''||11.3||16+16||50||25||55||4||{{ 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||[[Research (LWR)#Mechtoid Autopsy|Mechtoid Autopsy]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(630)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(112)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|26&nbsp;days<br />(5.2&nbsp;days)||-
|-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]]'''||11.3||14+14||50||25||55||4||{{ 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<br />Supports [[Other_Abilities_(LWR)#Flight|'''Flight''']] (14 fuel)||[[Research (LWR)#Antigrav Systems|Antigrav Systems]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|550<br />(770)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Elerium&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days<br />(7.8&nbsp;days)||-
|}


==SHIV Initial Abilities==
==SHIV Initial Abilities==

Revision as of 00:36, 27 September 2023

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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 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
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
SHIV
SHIV
11.3 12+12 50 25 55 4
Hardened
Hardened
Ram
Ram
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
15 350
(490)
0
(5)
13 days
(2.6 days)
-
Alloy SHIV
Alloy SHIV
11.3 16+16 50 25 55 4
Hardened
Hardened
Ram
Ram
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
Mechtoid Autopsy 35 450
(630)
80
(112)
0
(5)
26 days
(5.2 days)
-
Hover SHIV
Hover SHIV
11.3 14+14 50 25 55 4
Hardened
Hardened
Ram
Ram
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 70 550
(770)
60
(84)
45
(63)
0
(5)
39 days
(7.8 days)
-

SHIV Initial Abilities

Abilities that all SHIVs start with.

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 Upgrade Abilities

Abilities that can be unlocked via Foundry projects.

Lock n' Load
Lock n' Load
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon.

Granted by: 
SHIV Advancements I
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.



Granted by: 
SHIV Advancements I
Sprinter
Sprinter
Sprinter

Grants +1.3 mobility and +10 defense. Doubles damage from Ram.



Granted by: 
Advanced Servomotors
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.


Granted by: 
SHIV Advancements II
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.

Granted by: 
SHIV Advancements II

SHIV Equipment Abilities

Abilities SHIVs can be granted if equipped with the appropriate equipment

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.

Granted by: 
Anti-Armor Motor
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].



Granted by: 
Holo Charger
Ready For Anything
Ready For Anything
Ready For Anything

At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, overwatch activates. If this unit has not moved, reaction shots gain +10 aim.




Granted by: 
Auto Tracking Module
Burst
Burst
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
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]


Granted by: 
Retaliatory Sensor
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.

Granted by: 
Weapon Supercooler