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|[[File:Archangel armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Archangel Armor]]<br />'''[[Armor (LWR)#Heavy Armor|Archangel Armor]]'''||4.0||14||15||| ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)||{{ Tactical Mobility (LWR) }}||Prevents strangulation<br />Negates the effects of fire<br />Supports [[Other_Abilities_(LWR)#Flight|'''Flight''']] (12 fuel)<br />Double fuel with the [[Foundry (LWR)#General Equipment Upgrades|Advanced Flight]] foundry project||[[Research (LWR)#Antigrav Systems|Antigrav Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|800<br />(1160)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|850<br />(1190)||title="Cost in Elerium&#10;(Cost when building quickly)"|450<br />(630)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||240
|[[File:Archangel armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Archangel Armor]]<br />'''[[Armor (LWR)#Heavy Armor|Archangel Armor]]'''||4.0||14||15||| ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)||{{ Tactical Mobility (LWR) }}||Prevents strangulation<br />Negates the effects of fire<br />Supports [[Other_Abilities_(LWR)#Flight|'''Flight''']] (12 fuel)<br />Double fuel with the [[Foundry (LWR)#General Equipment Upgrades|Advanced Flight]] foundry project||[[Research (LWR)#Antigrav Systems|Antigrav Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|800<br />(1160)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|850<br />(1190)||title="Cost in Elerium&#10;(Cost when building quickly)"|450<br />(630)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||240
|-align="center"
|-align="center"
|[[File:Vortex armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Vortex Armor]]<br />'''[[Armor (LWR)#Heavy Armor|Vortex Armor]]'''||2.0||16||10||40||title="Amount of small items that can be equipped"|3|| ||Restricted to psionic soldiers<br />'''Advanced Psi Boost''': Explosive grenades deal +2 psionic damage; +5 damage to rift; Reduces accumulation of fatigue by 50%<br />Required to activate the [[Gollop Chamber (LWR)|Gollop Chamber]]||[[Research (LWR)#Mind and Machine|Mind and Machine]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(208)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|400<br />(550)||title="Cost in Elerium&#10;(Cost when building quickly)"|120<br />(168)||title="Cost in Meld&#10;(Cost when building quickly)"|500<br />(705)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||45
|[[File:Vortex armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Vortex Armor]]<br />'''[[Armor (LWR)#Heavy Armor|Vortex Armor]]'''||2.0||16||10||40||title="Amount of small items that can be equipped"|3|| ||Restricted to psionic soldiers<br />'''Advanced Psi Boost''': Explosive grenades deal +2 psionic damage; +5 damage to rift; Reduces accumulation of fatigue by 50%<br />Required to activate the [[Facilities_(LWR)#Constructible_Facilities|Gollop Chamber]]||[[Research (LWR)#Mind and Machine|Mind and Machine]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(208)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|400<br />(550)||title="Cost in Elerium&#10;(Cost when building quickly)"|120<br />(168)||title="Cost in Meld&#10;(Cost when building quickly)"|500<br />(705)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||45
|}
|}



Revision as of 01:19, 27 December 2024

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In General

Most technology levels provide access to two different suits of Armor, one tailored towards mobility and defense, and the other tailored towards higher HP and DR.

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
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Tac Armor
Tac Armor
3.3 5 2
(3)
XCOM starts with an unlimited supply
Carapace Armor
Carapace Armor
3.3 8 15 2
(3)
Advanced Body Armor 25 80
(120)
42
(58)
0
(5)
15 days
(7.5 days)
25
Aegis Armor
Aegis Armor
2.6 9 15 2
(3)
Damage Control
Damage Control
Mobile Power Armor 35 70
(105)
70
(98)
5
(7)
0
(5)
14 days
(7.0 days)
20
Titan Armor
Titan Armor
4.0 16 15 2
(3)
Damage Control
Damage Control
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
Archangel Armor
4.0 14 15 2
(3)
Tactical Mobility
Tactical Mobility
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)
240
Vortex Armor
Vortex Armor
2.0 16 10 40 3 Restricted to psionic soldiers
Advanced Psi Boost: Explosive grenades 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)
500
(705)
14 days
(7.0 days)
45

Light Armor

Name
Mob offset

HP

Base DR

Def

Will
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
Other
Duration in days
Leather Jacket
Leather Jacket
0.6 1 10 1 XCOM starts with an unlimited supply
Tac Vest
Tac Vest
2.0 3 10 2
(3)
XCOM starts with an unlimited supply
Phalanx Armor
Phalanx Armor
2.6 4 10 3 Improved Body Armor 15 35
(49)
20
(28)
0
(5)
10 days
(5.0 days)
10
Kestrel Armor
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)
15
Banshee Armor
Banshee Armor
1.3 5 15 2
(3)
Repulsor
Repulsor
Includes grappling hook Mobile Power Armor 40 70
(105)
55
(77)
10
(15)
0
(5)
14 days
(7.0 days)
20
Aurora Armor
Aurora Armor
2.0 8 15 30 3 Restricted to psionic soldiers
Psi Boost: Explosive grenades deal +1 psionic damage; Reduces accumulation of fatigue by 20%
Mobile Power Armor
Psi Warfare Systems
25 50
(70)
40
(60)
40
(60)
0
(5)
1 Sectoid Corpse 10 days
(5.0 days)
15
Corsair Armor
Corsair Armor
1.3 9 20 2
(3)
Repulsor
Repulsor
Includes grappling hook Advanced Power Armor 65 350
(490)
240
(336)
40
(60)
0
(5)
14 days
(7.0 days)
100
Seraph Armor
Seraph Armor
1.3 12 30 1
(2)
Tactical Mobility
Tactical Mobility
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)
60
Ghost Armor
Ghost Armor
0.6 10 20 1
(2)
Ghost
Ghost
Repulsor
Repulsor
Grants +10 aim when at full HP
Grants Advanced Grapple (3 charges of Grapple)
Stealth Systems 90 600
(840)
50
(70)
600
(840)
240
(341)
14 days
(7.0 days)
180

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
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Base Augments
Base Augments
Can't be used during missions XCOM starts with an unlimited supply
MEC-1
MEC-1
Paladin 6.0 14 20 30 1 2
Hardened
Hardened
Prevents strangulation
Negates the effects of fire
Alien Biocybernetics 25 50
(70)
60
(84)
10
(14)
10
(19)
4 UFO Power Sources 19 days
(8.5 days)
15
LMEC-2
LMEC-2
Valiant 4.0 8 10 40 2 2
Hardened
Hardened
Body Shield
Body Shield
Grants +10 aim at full HP
Prevents strangulation
Negates the effects of fire
Improved Combat Exoskeletons 50 300
(420)
120
(168)
30
(42)
50
(75)
6 UFO Power Sources 14 days
(7.0 days)
90
HMEC-2
HMEC-2
Defender 6.0 15 30 10 2 2
Hardened
Hardened
Damage Control
Damage Control
Prevents strangulation
Negates the effects of fire
Improved Combat Exoskeletons 50 300
(420)
180
(252)
20
(28)
50
(75)
6 UFO Power Sources 14 days
(7.0 days)
90
ULMEC-3
ULMEC-3
Vanguard 1.3 6 10 45 2 3
Hardened
Hardened
Body Shield
Body Shield
Grants +20 aim at full HP
Prevents strangulation
Negates the effects of fire
Mobile Combat Exoskeletons 75 900
(1260)
480
(672)
120
(180)
150
(215)
1 Fusion Core
8 UFO Power Sources
14 days
(7.0 days)
265
LMEC-3
LMEC-3
Vindicator 3.3 10 10 40 3 3
Hardened
Hardened
Body Shield
Body Shield
Grants +15 aim at full HP
Prevents strangulation
Negates the effects of fire
Mobile Combat Exoskeletons 75 900
(1260)
480
(672)
120
(180)
150
(215)
1 Fusion Core
8 UFO Power Sources
14 days
(7.0 days)
265
HMEC-3
HMEC-3
Dauntless 4.6 17 35 10 3 3
Hardened
Hardened
Damage Control
Damage Control
Prevents strangulation
Negates the effects of fire
Heavy Combat Exoskeletons 75 900
(1260)
720
(1008)
60
(84)
150
(215)
1 Fusion Core
8 UFO Power Sources
14 days
(7.0 days)
265
UHMEC-3
UHMEC-3
Devastator 6.0 24 45 2 3
Hardened
Hardened
Damage Control
Damage Control
Prevents strangulation
Negates the effects of fire
Heavy Combat Exoskeletons 75 900
(1260)
720
(1008)
60
(84)
150
(215)
1 Fusion Core
8 UFO Power Sources
14 days
(7.0 days)
265