Armor (EU2012)
Appearance
Armors are used by XCOM soldiers to provide protection against enemy weapons fire and environmental hazards, along with providing unique abilities to the unit wearing it. All soldiers start wearing Body Armor and research/manufacturing are required to gain access to more advanced armor types.
- Armors
Armor Types
| Type | Health | Defense | Move | Extra Abilities |
|---|---|---|---|---|
| Body Armor | +1 | |||
| Carapace Armor | +4 | |||
| Skeleton Suit | +3 | +10 | +3 | Grapple |
| Titan Armor | +10 | Fire and poison immunity | ||
| Archangel Armor | +8 | +20* | Flight (6 moves, 12 after Foundry upgrade) | |
| Ghost Armor | +6 | +20 | +3 | Grapple, Stealth |
| Psi Armor | +6 | +10 | +2 | +20 Will |
Note: the Assault Class ability 'Extra Conditioning gives an additional armor HP bonus: +1 for the starting armor, +4 to Titan and Archangel armors, and +2 to all others. On the Enemy Within DLC the bonus for Carapace Armor has been increased to +4.
*Archangel Armor provides 20 defense only when in flight.
Manufacturing
| Type | Cost | Elerium | Alloys | Engineers req'd |
|---|---|---|---|---|
| Carapace Armor | 25 | 0 | 15 | 10 |
| Skeleton Suit | 30 | 0 | 10 | 15 |
| Titan Armor | 150 | 10 | 35 | 25 |
| Archangel Armor | 200 | 35 | 50 | 35 |
| Ghost Armor | 250 | 50 | 40 | 40 |
| Psi Armor | 400 | 40 | 20 | 30 |
- Costs listed are base costs. Costs are decreased with additional engineers.
Notes
- Armor HP can be supplemented by the Nano-fiber Vest and Chitin Plating equipment slot items.
- For a soldier to be wounded, their Base health must be hit (The green number displayed in their stats screen). Taking damage less than or equal to armor and item bonus HP requires no recovery time.