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S.H.I.V. (Long War)

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Revision as of 13:20, 26 June 2015 by Thels (talk | contribs) (Updated SHIV statistics table.)
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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.

title="Item name and image"|Name title="Mobility bonus"|
Mob
title="Health bonus"|
HP
title="Damage reduction"|Damage reduction
DR
title="Defense bonus"|
Def
title="Aim bonus"|
Aim
title="Amount of small items that can be equipped"|Equipment
slots
title="Special properties"|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
SHIV
SHIV
17 8+2 1.5 12 70 3 Negates the effects of fire
Resistant to acid
Immune to strangulation
15 60
(90)
0
(3)
10 days
(5.0 days)
Rebuild SHIV 1 20
(30)
0
(2)
1 SHIV Chassis 28 days
(14.0 days)
Alloy SHIV
Alloy SHIV
16 18+4 2.5 8 70 3 Negates the effects of fire
Resistant to acid
Immune to strangulation
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)
1 Alloy SHIV Chassis 75 days
(37.5 days)
Hover SHIV
Hover SHIV
19 14+2 2.0 12 70 3 Negates the effects of fire
Resistant to acid
Immune to strangulation
Supports flight mode (6 fuel)
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)
1 Hover SHIV Chassis 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