Armor (LWR)
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 | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Tac Armor |
3.3 | 5 | 2 (3) |
XCOM starts with an unlimited supply | |||||||||||
Carapace Armor |
3.3 | 10 | 5 | 2 (3) |
+20 crit resist | Advanced Body Armor | 25 | 80 | 42 | 15 days | |||||
Aegis Armor |
2.6 | 9 | 10 | 2 (3) |
Mobile Power Armor | 35 | 70 | 70 | 5 | 21 days | |||||
Titan Armor |
4.0 | 16 | 15 | 2 (3) |
Prevents strangulation Negates the effects of fire |
Advanced Power Armor | 65 | 400 | 360 | 40 | 8 | 27 days | |||
Archangel Armor |
4.0 | 19 | 20 | 2 (3) |
Prevents strangulation Negates the effects of fire 12 units of fuel, doubled with the Advanced Flight foundry project |
Antigrav Systems | 75 | 800 | 850 | 450 | 54 days | ||||
Vortex Armor |
2.0 | 16 | 10 | 20 | 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 | 400 | 120 | 500 | 12 days | ||
Light Armor
| Name | Mob offset |
HP |
Base DR |
Def |
Will |
Equipment Slots |
Bonus perk |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
Leather Jacket |
0.6 | 1 | 20 | 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 | 10 | 3 | Improved Body Armor | 15 | 35 | 10 | 10 days | ||||||
Kestrel Armor |
2.0 | 5 | 10 | 2 (3) |
+20 crit resist | Advanced Body Armor | 22 | 50 | 28 | 14 days | ||||||
Banshee Armor |
1.3 | 5 | 15 | 2 (3) |
Mobile Power Armor | 40 | 70 | 55 | 23 | 22 days | ||||||
Aurora Armor |
2.0 | 8 | 15 | 10 | 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 |
40 | 50 | 40 | 40 | 1 Sectoid Corpse | 22 days | |||
Corsair Armor |
1.3 | 9 | 20 | 2 (3) |
Advanced Power Armor | 65 | 350 | 240 | 40 | 27 days | ||||||
Seraph Armor |
1.3 | 9 | 30 | 1 (2) |
8 units of fuel, doubled with the Advanced Flight foundry project | Antigrav Systems | 65 | 200 | 80 | 80 | 27 days | |||||
Ghost Armor |
0.6 | 10 | 20 | 1 (2) |
Grants +10 aim when at full HP Grants Advanced Grapple (3 charges of Grapple) |
Stealth Systems | 90 | 600 | 50 | 600 | 240 | 32 days | ||||
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 | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||||
Base Augments |
Can't be used during missions | XCOM starts with an unlimited supply | ||||||||||||||||
MEC-1 |
Paladin | 6.0 | 14 | 10 | 30 | 1 | 2 | Prevents strangulation Negates the effects of fire |
Alien Biocybernetics | 25 | 50 | 60 | 10 | 10 | 4 UFO Power Sources | 19 days | ||
LMEC-2 |
Valiant | 4.0 | 10 | 5 | 40 | 2 | 2 | Grants +10 aim at full HP Prevents strangulation Negates the effects of fire |
MEC Mark 2 | 50 | 300 | 120 | 30 | 50 | 6 UFO Power Sources | 24 days | ||
HMEC-2 |
Defender | 6.0 | 17 | 15 | 10 | 2 | 2 | Prevents strangulation Negates the effects of fire |
MEC Mark 2 | 50 | 300 | 180 | 20 | 50 | 6 UFO Power Sources | 24 days | ||
ULMEC-3 |
Vanguard | 1.3 | 8 | 5 | 45 | 2 | 3 | Grants +20 aim at full HP Prevents strangulation Negates the effects of fire |
MEC Mark 3: Light | 80 | 900 | 480 | 120 | 150 | 1 Fusion Core 8 UFO Power Sources |
30 days | ||
LMEC-3 |
Vindicator | 3.3 | 13 | 5 | 40 | 3 | 3 | Grants +15 aim at full HP Prevents strangulation Negates the effects of fire |
MEC Mark 3: Light | 80 | 900 | 480 | 120 | 150 | 1 Fusion Core 8 UFO Power Sources |
30 days | ||
HMEC-3 |
Dauntless | 4.6 | 21 | 20 | 10 | 3 | 3 | Prevents strangulation Negates the effects of fire |
MEC Mark 3: Heavy | 80 | 900 | 720 | 60 | 150 | 1 Fusion Core 8 UFO Power Sources |
30 days | ||
UHMEC-3 |
Devastator | 6.0 | 26 | 25 | 0 | 2 | 3 | Prevents strangulation Negates the effects of fire |
MEC Mark 3: Heavy | 80 | 900 | 720 | 60 | 150 | 1 Fusion Core 8 UFO Power Sources |
30 days | ||
See also
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