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==Statistics==
==Statistics==
SHIV units, once destroyed, can be rebuilt in the [[Engineering (Long War)|Engineering Bay]]. This does not require a [[Foundry (Long War)|Repair Bay]].
SHIV units, once destroyed, can be rebuilt in the [[Engineering (Long War)|Engineering Bay]]. This does not require a [[Repair Bay (Long War)|Repair Bay]].


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Revision as of 06:36, 1 July 2015

This page may be outdated. It is up-to-date for version b15e. The latest version is 1.0.
Long War Main Page

Just as the main Enemy Within DLC set out to enhance the Super-Heavy Infantry Vehicle to make it a more viable option, so too does Long War. This is especially important, since MEC units require a much greater investment of time and resources to obtain. S.H.I.V. units, in contrast, are much easier to obtain, do not suffer from fatigue like infantry and MEC operators, and can even be restored to full combat functionality after being destroyed. Not only that, but they can now install an array of new modules that can grant them additional Perks and other features (such as increased health), on top of the usual Foundry Projects to enhance their performance.

One final major note about their outfitting; unlike vanilla where their armaments are replaced on an arsenal-wide basis by R&D, Long War S.H.I.V platforms 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.

S.H.I.V.s, like most mechanized units in Long War, have built-in damage reduction, which makes them a bit more durable, especially against light weapons. Much cheaper than MEC Troopers, and with 'abilities' swappable as equip-able 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 S.H.I.V. units in reserve, to fill any gaps when your Barracks list reads nearly entirely "Fatigue", and to deal with smaller crashed UFOs that you still may want to gather materials from, instead of sending soldiers that may not get any kills for Experience.

Statistics

SHIV units, once destroyed, can be rebuilt in the Engineering Bay. This does not require a Repair Bay.

Name
Mob

HP
Damage reduction
DR

Def

Aim
Equipment
slots
Special
properties
Prerequisites Cost
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
17 8+2 1.5 12 70 3 Immune to strangulation
Negates mobility penalty and damage from acid
Negates the effects of fire
15 60
(90)
0
(3)
10 days
(5.0 days)
Rebuild SHIV 20
(30)
0
(2)
28 days
(14.0 days)
Alloy SHIV
Alloy SHIV
16 18+4 2.5 8 70 3 Immune to strangulation
Negates mobility penalty and damage from acid
Negates the effects of fire
Provides half cover for soldiers
Improved Body Armor 35 250
(375)
80
(120)
0
(8)
15 days
(7.5 days)
Rebuild Alloy SHIV Improved Body Armor 20 80
(120)
30
(45)
0
(4)
75 days
(37.5 days)
Hover SHIV
Hover SHIV
19 14+2 2.0 12 70 3 Immune to strangulation
Negates mobility penalty and damage from acid
Negates the effects of fire
Supports flight mode (6 fuel)
Double fuel with the Advanced Flight foundry project
Antigrav Systems 65 300
(450)
60
(90)
40
(60)
0
(9)
14 days
(7.0 days)
Rebuild Hover SHIV Antigrav Systems 30 100
(150)
24
(36)
20
(30)
0
(4)
70 days
(35.0 days)

See also

Long War: Soldiers 
Soldiers
Soldiers

Soldiers

Assault

Infantry

Rocketeer

Gunner

Sniper

Scout

Medic

Engineer
MEC
MEC

MEC Troopers

Marauder

Valkyrie

Archer

Goliath

Jaeger

Pathfinder

Guardian

Shogun
Sub-classes and abilities
Sub-classes and abilities

Officers

Psionics

Gene Mods

S.H.I.V.s