Armor (LWR): Difference between revisions
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|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}} | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}} | ||
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|[[File:Chameleon Suit Long War.png|128px|link=Armor (LWR)#Light Armor|Leather Jacket]]<br />'''[[Armor (LWR)#Light Armor|Leather Jacket]]'''||0.6||1|| ||10|| ||title="Amount of small items that can be equipped"|1|| || | |[[File:Chameleon Suit Long War.png|128px|link=Armor (LWR)#Light Armor|Leather Jacket]]<br />'''[[Armor (LWR)#Light Armor|Leather Jacket]]'''||0.6||1|| ||10|| ||title="Amount of small items that can be equipped"|1|| ||||colspan="8"|XCOM starts with an unlimited supply|| || | ||
|-align="center" | |-align="center" | ||
|[[File:Tac vest Long War.png|128px|link=Armor (LWR)#Light Armor|Tac Vest]]<br />'''[[Armor (LWR)#Light Armor|Tac Vest]]'''||2.0||3|| ||10|| ||title="Amount of small items that can be equipped (Amount with the Tactical Rigging foundry project)"|2<br />(3)|| || ||colspan="8"|XCOM starts with an unlimited supply|| || | |[[File:Tac vest Long War.png|128px|link=Armor (LWR)#Light Armor|Tac Vest]]<br />'''[[Armor (LWR)#Light Armor|Tac Vest]]'''||2.0||3|| ||10|| ||title="Amount of small items that can be equipped (Amount with the Tactical Rigging foundry project)"|2<br />(3)|| || ||colspan="8"|XCOM starts with an unlimited supply|| || | ||
Revision as of 18:30, 7 August 2024
In General
Most technology levels provide access to two different suits of Armor, one tailored towards mobility and the other tailored towards survival.
Armor provides armor HP to soldiers, allowing XCOM soldiers to withstand significant punishment. Certain armors have less equipment slots as compensation for various advantages.
Armor is important to increase the HP of all units, even non-tanks. This is because enemies that can deal damage equal to or greater than a soldier's HP will prioritize targeting them; making it difficult for a tank to occupy enemy attention.
Heavy Armor
| Name | Mob offset |
HP |
Base DR |
Will |
Equipment Slots |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
Tac Armor |
3.3 | 5 | 2 (3) |
XCOM starts with an unlimited supply | ||||||||||||
Carapace Armor |
3.3 | 8 | 15 | 2 (3) |
Advanced Body Armor | 25 | 80 (120) |
42 (58) |
0 (5) |
15 days (7.5 days) |
XX | |||||
Aegis Armor |
2.6 | 9 | 15 | 2 (3) |
Mobile Power Armor | 35 | 70 (105) |
70 (98) |
5 (7) |
0 (5) |
14 days (7.0 days) |
56 | ||||
Titan Armor |
4.0 | 16 | 15 | 2 (3) |
Prevents strangulation Negates the effects of fire |
Advanced Power Armor | 65 | 400 (560) |
360 (504) |
40 (60) |
8 (16) |
14 days (7.0 days) |
120 | |||
Archangel Armor |
4.0 | 14 | 15 | 2 (3) |
Prevents strangulation Negates the effects of fire Supports Flight (12 fuel) Double fuel with the Advanced Flight foundry project |
Antigrav Systems | 75 | 800 (1160) |
850 (1190) |
450 (630) |
0 (5) |
14 days (7.0 days) |
120 | |||
Vortex Armor |
2.0 | 16 | 10 | 40 | 3 | Restricted to psionic soldiers Advanced Psi Boost: Explosives deal +2 psionic damage; +5 damage to rift; Reduces accumulation of fatigue by 50% Required to activate the Gollop Chamber |
Mind and Machine | 100 | 150 (208) |
400 (550) |
120 (168) |
350 (495) |
14 days (7.0 days) |
400 | ||
Light Armor
| Name | Mob offset |
HP |
Base DR |
Def |
Will |
Equipment Slots |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value |
Required for | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||||
Leather Jacket |
0.6 | 1 | 10 | 1 | XCOM starts with an unlimited supply | |||||||||||||
Tac Vest |
2.0 | 3 | 10 | 2 (3) |
XCOM starts with an unlimited supply | |||||||||||||
Phalanx Armor |
2.6 | 4 | 10 | 3 | Improved Body Armor | 15 | 35 (49) |
36 (50) |
0 (5) |
10 days (5.0 days) |
XX | |||||||
Kestrel Armor |
2.0 | 5 | 10 | 2 (3) |
Includes grappling hook | Advanced Body Armor | 22 | 50 (75) |
28 (39) |
0 (5) |
10 days (5.0 days) |
20 | ||||||
Banshee Armor |
1.3 | 5 | 15 | 2 (3) |
Includes grappling hook | Mobile Power Armor | 40 | 70 (105) |
55 (77) |
10 (15) |
0 (5) |
14 days (7.0 days) |
56 | |||||
Aurora Armor |
2.0 | 8 | 15 | 30 | 3 | Restricted to psionic soldiers Psi Boost: Explosives deal +1 psionic damage; Reduces accumulation of fatigue by 20% |
Mobile Power Armor Psi Warfare Systems |
25 | 50 (70) |
10 (14) |
10 (14) |
0 (5) |
1 Sectoid Corpse | 10 days (5.0 days) |
50 | |||
Corsair Armor |
1.3 | 9 | 20 | 2 (3) |
Includes grappling hook | Advanced Power Armor | 65 | 350 (490) |
240 (336) |
40 (60) |
0 (5) |
14 days (7.0 days) |
100 | |||||
Seraph Armor |
1.3 | 12 | 30 | 1 (2) |
Supports Flight (8 fuel) Double fuel with the Advanced Flight foundry project |
Antigrav Systems | 65 | 200 (280) |
80 (112) |
80 (112) |
0 (5) |
14 days (7.0 days) |
120 | |||||
Ghost Armor |
0.6 | 12 | 40 | 1 (2) |
Grants +15 aim Grants Advanced Grapple (3 charges of Grapple) |
Stealth Systems | 90 | 600 (900) |
50 (70) |
400 (560) |
100 (140) |
14 days (7.0 days) |
120 | |||||
MEC Exoskeletons
In Long War Rebalance, MEC Troopers have access to multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility.
MEC armor naming conventions are streamlined to highlight their role.
| Name | Name | Mob offset |
HP |
Base DR |
Def |
Large Equipment Slots |
Equipment Slots |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||||
Base Augments |
Can't be used during missions | XCOM starts with an unlimited supply | ||||||||||||||||
MEC-1 |
Paladin | 6.0 | 14 | 20 | 30 | 1 | 2 | Prevents strangulation Negates the effects of fire |
Alien Biocybernetics | 25 | 50 (70) |
60 (90) |
10 (15) |
10 (19) |
4 UFO Power Sources | 19 days (8.5 days) |
60 | |
LMEC-2 |
Valiant | 4.0 | 8 | 10 | 40 | 2 | 2 | Grants +10 Aim Prevents strangulation Negates the effects of fire |
Improved Combat Exoskeletons | 50 | 400 (600) |
120 (180) |
80 (120) |
40 (61) |
6 UFO Power Sources | 14 days (7.0 days) |
160 | |
HMEC-2 |
Defender | 6.0 | 14 | 30 | 10 | 2 | 2 | Prevents strangulation Negates the effects of fire |
Improved Combat Exoskeletons | 50 | 400 (600) |
160 (240) |
60 (90) |
40 (61) |
6 UFO Power Sources | 14 days (7.0 days) |
160 | |
ULMEC-3 |
Vanguard | 1.3 | 6 | 10 | 45 | 2 | 3 | Grants +20 Aim Prevents strangulation Negates the effects of fire |
Mobile Combat Exoskeletons | 75 | 900 (1260) |
320 (480) |
120 (180) |
150 (215) |
1 Fusion Core 8 UFO Power Sources |
14 days (7.0 days) |
240 | |
LMEC-3 |
Vindicator | 3.3 | 10 | 10 | 40 | 3 | 3 | Grants +15 Aim Prevents strangulation Negates the effects of fire |
Mobile Combat Exoskeletons | 75 | 900 (1260) |
320 (480) |
120 (180) |
150 (215) |
1 Fusion Core 8 UFO Power Sources |
14 days (7.0 days) |
240 | |
HMEC-3 |
Dauntless | 4.6 | 14 | 35 | 10 | 3 | 3 | Prevents strangulation Negates the effects of fire |
Heavy Combat Exoskeletons | 75 | 900 (1260) |
480 (720) |
80 (120) |
150 (215) |
1 Fusion Core 8 UFO Power Sources |
14 days (7.0 days) |
240 | |
UHMEC-3 |
Devastator | 6.0 | 20 | 45 | 2 | 3 | Prevents strangulation Negates the effects of fire |
Heavy Combat Exoskeletons | 75 | 900 (1260) |
480 (720) |
80 (120) |
150 (215) |
1 Fusion Core 8 UFO Power Sources |
14 days (7.0 days) |
240 | ||





