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Armor (Long War): Difference between revisions

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Adding MEC troopers and SHIV stats back in. Yes, they also have their own pages, but it's still very useful to have all the information together regardless for comparison overview.
Thels (talk | contribs)
m Fixed repair bay link.
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==SHIV units==
==SHIV units==
[[S.H.I.V. (Long War)|SHIV units]], once destroyed, can be rebuilt in the [[Engineering (Long War)|Engineering Bay]]. This does not require a [[Foundry (Long War)|Repair Bay]].
[[S.H.I.V. (Long War)|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 12:34, 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This page may be outdated.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

Suits of armor now also provide new features, such as damage reduction or granting specific perks.

Damage reduction indicates the average amount of damage absorbed from incoming attacks. For example, a damage reduction of 0.3 has a 30% chance to absorb 1 point of damage. Multiple sources of damage reduction (such as perks, items and cover) stack.

Resistance to acid prevents soldiers from receiving mobility penalties from acid, and from taking damage when performing any move other than hunker down. The soldiers still take penalties to aim and damage reduction, and still suffer reduced range on rockets and thrown devices.

Armors and exoskeletons can be built in Engineering. They can also be built quickly, which increases the Credits, Alien Alloys, Elerium and Meld costs, but halves the build time. The values between parentheses indicate the costs and time when building these items quickly.

Armors have a chance to become damaged, based on the amount of health damage that a soldier took. If a soldier took no health damage, there is a 0% chance for the armor to become damaged. If a soldier was reduced to 0 health, there's a 95% chance for the armor to become damaged. The actual chance scales with the health damage taken. Armor damage does cause the armor to become damaged. Items in unlimited supply cannot become damaged. The Vortex Armor also cannot become damaged.

Soldier armor

Long War nearly doubles the amount of available suits of armor, using the Gene Mod (sleeveless) versions of the original suits of armor for the new suits of armor. Gene Mods no longer affect the looks of a soldier's armor.

Most technology levels provide access to two different suits of Armor, one tailored towards Mobility (Tac Vest, Kestrel, Banshee, Corsair, Seraph) and the other tailored towards Survival (Tac Armor, Carapace, Aegis, Titan, Archangel).

Name
Mob

HP
Damage reduction
DR

Def

Will
Equipment
slots
Bonus
perk
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
Other
Duration in days
Leather Jacket
Leather Jacket
+5 2
(3)
Restricted to covert operatives XCOM starts with an unlimited supply
Tac Vest
Tac Vest
+3 +1 2
(3)
XCOM starts with an unlimited supply
Tac Armor
Tac Armor
+1 +2 2
(3)
XCOM starts with an unlimited supply
Phalanx Armor
Phalanx Armor
+2 +3 2
(3)
Improved Body Armor 15 35
(52)
8
(12)
0
(2)
7 days
(3.5 days)
Aurora Armor
Aurora Armor
+2 +4 +8 +10 2
(3)
Restricted to psionic soldiers Improved Body Armor
Psi Warfare Systems
25 125
(187)
30
(45)
30
(45)
0
(5)
1 Sectoid Corpse 10 days
(5.0 days)
Kestrel Armor
Kestrel Armor
+3 +2 +4 2
(3)
Includes grappling hook Advanced Body Armor 22 50
(75)
8
(12)
0
(3)
10 days
(5.0 days)
Carapace Armor
Carapace Armor
+1 +5 2
(3)
Advanced Body Armor 25 80
(120)
18
(27)
0
(4)
10 days
(5.0 days)
Name
Mob

HP
Damage reduction
DR

Def

Will
Equipment
slots
Bonus
perk
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
Other
Duration in days
Banshee Armor
Banshee Armor
+4 +3 +12 2
(3)
Includes grappling hook Mobile Power Armor 40 140
(210)
36
(54)
20
(30)
0
(5)
14 days
(7.0 days)
Aegis Armor
Aegis Armor
+2 +7 2
(3)
Mobile Power Armor 35 140
(210)
36
(54)
18
(27)
0
(5)
14 days
(7.0 days)
Corsair Armor
Corsair Armor
+3 +6 +8 2
(3)
Includes grappling hook Advanced Power Armor 65 250
(375)
50
(75)
40
(60)
0
(8)
14 days
(7.0 days)
Titan Armor
Titan Armor
+12 0.5 2
(3)
Damage Control
Damage Control
Prevents strangulation
Prevents mobility penalty and damage from acid
Negates the effects of fire
Advanced Power Armor 65 300
(450)
60
(90)
40
(60)
8
(17)
14 days
(7.0 days)
Seraph Armor
Seraph Armor
+3 +5 +8 2
(3)
Supports flight mode (6 fuel)
Double fuel with the Advanced Flight foundry project
Antigrav Systems 65 300
(450)
40
(60)
80
(120)
0
(9)
14 days
(7.0 days)
Archangel Armor
Archangel Armor
+1 +8 0.3 2
(3)
Prevents strangulation
Prevents 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 75 300
(450)
40
(60)
80
(120)
0
(9)
1 Titan Armor 14 days
(7.0 days)
Shadow Armor
Shadow Armor
+2 +4 +16 2
(3)
Includes grappling hook
Supports ghost mode
Stealth Systems 90 300
(450)
60
(90)
70
(105)
40
(49)
14 days
(7.0 days)
Vortex Armor
Vortex Armor
+2 +8 +20 2
(3)
Restricted to psionic soldiers
Can't become damaged
Eliminates post-mission fatigue
Required to activate the Gollop Chamber
Mind and Machine 100 1000
(1500)
80
(120)
100
(150)
0
(27)
14 days
(7.0 days)

MEC exoskeletons

In Long War, MEC Troopers have access to multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility. The MEC-1 Paladin can be upgraded to either the MEC-2 Defender for a focus on more Survivability, or the MEC-3 Valiant, for a focus on more Mobility. Both of these armors have two different options for the final tier, as well.

Name
Mob

HP
Damage reduction
DR

Def

Will
Secondary
weapons
Equipment
slots
Bonus
perk
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
Other
Duration in days
Base Augments
Base Augments
Cannot be used during missions XCOM starts with an unlimited supply
MEC-1 Paladin
MEC-1 Paladin
+3 +8 1.0 +8 1 2 Body Shield
Body Shield
Prevents strangulation
Prevents mobility penalty and damage from acid
Negates the effects of fire
Alien Biocybernetics 25 150
(225)
30
(45)
30
(45)
30
(35)
14 days
(7.0 days)
MEC-2 Defender
MEC-2 Defender
+4 +12 1.5 +8 2 2 Body Shield
Body Shield
Prevents strangulation
Prevents mobility penalty and damage from acid
Negates the effects of fire
Improved Combat Exoskeletons 50 400
(600)
80
(120)
60
(90)
60
(72)
1 MEC-1 Paladin 14 days
(7.0 days)
MEC-3 Valiant
MEC-3 Valiant
+6 +10 1.0 +12 2 2 Jetboot Module
Jetboot Module
Prevents strangulation
Prevents mobility penalty and damage from acid
Negates the effects of fire
Improved Combat Exoskeletons 50 400
(600)
60
(90)
80
(120)
60
(72)
1 MEC-1 Paladin 14 days
(7.0 days)
MEC-4 Dauntless
MEC-4 Dauntless
+5 +20 2.0 +12 +5 3 3 Body Shield
Body Shield
Prevents strangulation
Prevents mobility penalty and damage from acid
Negates the effects of fire
Heavy Combat Exoskeletons 75 600
(900)
120
(180)
80
(120)
90
(107)
1 MEC-2 Defender
1 UFO Power Source
14 days
(7.0 days)
MEC-5 Devastator
MEC-5 Devastator
+2 +24 2.5 +8 +5 2 3 Body Shield
Body Shield
Prevents strangulation
Prevents mobility penalty and damage from acid
Negates the effects of fire
Heavy Combat Exoskeletons 75 600
(900)
120
(180)
80
(120)
90
(107)
1 MEC-2 Defender
1 UFO Power Source
14 days
(7.0 days)
MEC-6 Vanguard
MEC-6 Vanguard
+10 +12 1.0 +20 +5 2 3 Jetboot Module
Jetboot Module
Prevents strangulation
Prevents mobility penalty and damage from acid
Negates the effects of fire
Mobile Combat Exoskeletons 75 600
(900)
80
(120)
120
(180)
90
(107)
1 MEC-3 Valiant
1 UFO Power Source
14 days
(7.0 days)
MEC-7 Vindicator
MEC-7 Vindicator
+8 +16 1.5 +16 +5 3 3 Jetboot Module
Jetboot Module
Prevents strangulation
Prevents mobility penalty and damage from acid
Negates the effects of fire
Mobile Combat Exoskeletons 75 600
(900)
80
(120)
120
(180)
90
(107)
1 MEC-3 Valiant
1 UFO Power Source
14 days
(7.0 days)

SHIV units

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: Loadout 
Weapons
Weapons

Weapons

Primary
Weapons

Secondary
Weapons
Armor
Armor

Armor

Leather Jacket

Tac Vest

Tac Armor

Phalanx Armor

Kestrel Armor

Carapace Armor

Aurora Armor

Banshee Armor

Corsair Armor

Aegis Armor

Titan Armor

Seraph Armor

Archangel Armor

Shadow Armor

Vortex Armor

MEC-1

MEC-2

MEC-3
Equipment
Equipment

Equipment