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<div style="padding:0 20px;float:left;">__TOC__</div>
'''Armors''' are types of body armor used by soldiers in ''[[XCOM 2]]''. All soldiers are capable of equipping armor to protect themselves against damage and environmental hazards during combat missions.
 
  +
==Armors==
 
  +
All soldiers begin with a set of basic [[Kevlar Armor]], which confers no benefits beyond allowing a single [[Utility Items (XCOM 2)|Utility Item]] to be equipped.
The following is a list of all the body armors available in ''XCOM 2''.
 
==Basic Armor==
 
 
* [[Kevlar Armor]]
 
** [[Kevlar Armor#Resistance Warrior Kevlar Armor|Resistance Warrior Kevlar Armor]] (Pre-Order DLC)
 
 
==Light Armor==
 
Light armors grant the wearer extra mobility and dodge stats, focusing less on health and more on the movement flexibility of the wearer. All Light Armors share the ability to [[Grapple]] to elevated surfaces. Each armor need to be manufactured individually by 'completing' the required [[Proving Ground]] project.
 
 
# [[Spider Suit (XCOM 2)|Spider Suit]]
 
# [[Wraith Suit]]
 
# [[Serpent Suit]] (Alien Hunter DLC)
 
 
==Medium Armor==
 
Medium armors are all-around general purpose armors that allow a balance between mobility and strength. All Medium armors share the ability to provide an extra [[Utility Items (XCOM 2)|utility slot]] on the wearer. An unlimited supply of these armors will be granted once the required build order in [[Engineering (XCOM 2)|Engineering]] has been finished (with the exception of the Icarus Armor).
 
 
# [[Predator Armor]]
 
# [[Warden Armor]]
 
# [[Icarus Armor]] (Alien Hunter DLC)
 
 
==Heavy Armor==
 
Heavy Armors focus on the survivability of the wearer, increasing health more than medium armor and providing armor points to block additional damage. All Heavy Armors share the ability to mount a [[Heavy Weapon]] on the wearer. Each Armor needs to manufactured individually by 'completing' the required [[Proving Ground]] Project.
 
 
# [[E.X.O. Suit]]
 
# [[W.A.R. Suit]]
 
# [[R.A.G.E. Suit]] (Alien Hunter DLC)
 
 
 
==Class Specific Armor==
 
[[SPARK (XCOM 2)|SPARKs]], [[Reapers]], [[Skirmishers]], and [[Templars]] each have the own class specific tiers of armor. Faction specific armors do not confer any any advantages beyond additional hit points, to keep pace with XCOM's ever improving protective gear.
 
 
=== SPARK Armor ===
 
SPARK Armors are exclusive to the [[Shen's Last Gift|Shen's Last Gift DLC]], and can only be equipped on [[SPARK (XCOM 2)|SPARK]] units. They do not provide any special attributes or abilities, but an unlimited supply of armors will be granted once the required build order in Engineering has been finished. Each iteration will grant more health, mobility, and an extra armor point as technology progresses.
 
# SPARK Armor
 
# Reinforced Frame
 
# Anodized Chassis
 
 
===Reaper Armor===
 
# Reaper Armor
 
# Plated Reaper Armor
 
# Powered Reaper Armor
 
 
===Skirmisher Armor===
 
# Skirmisher Armor
 
# Plated Skirmisher Armor
 
# Powered Skirmisher Armor
 
 
===Templar Armor===
 
# Templar Armor
 
# Plated Templar Armor
 
# Powered Templar Armor
 
 
==Note==
 
* All armors increase a soldier's Hit Points, while only the Warden Armor, Icarus Armor, and all of the Heavy and SPARK Armors increase the Armor stat.
 
**Yellow pips on a soldier's health bar indicate Armor points. Any incoming damage will be reduced by this value. Armor does not get "used up," and will continue to offer protection unless the attack includes the [[Shredd]] characteristic. In that case, the attack will permanently destroy the equivalent number of armor points.
 
* The [[Hazmat Vest]], [[Hellweave]], [[Nanoscale Vest]], [[Plated Vest]], and [[Stasis Vest]] are considered utility items and may be combined with any of the above armor systems.
 
**Similarly armor does not preclude the use of [[Mindshield (XCOM 2)|Mindshield]], [[Overdrive Serum]] or any [[Personal Combat Sims|PCS]], and may in fact lead to powerful combinations.
 
   
  +
Further upgrades require [[Plated Armor|Plated]] or [[Powered Armor|Powered]] Armor [[Research Projects (XCOM 2)|Technologies]]. Each must then be manufactured individually by completing the required [[Proving Ground]] project, with the exception of [[Predator Armor|Predator]], [[Warden Armor|Warden]] and [[SPARK]] armors, which are Squad upgrades built directly at Engineering.
  +
{{clr}}
  +
===Light Armors===
  +
Light Armors grant the wearer extra mobility and dodge, focusing less on '''Health''' and more on the movement flexibility of the wearer. All Light Armors share the ability to deploy a [[Grapple|Grappling Hook]] to reach elevated surfaces, and in extreme cases will allow the user to pass through solid objects with [[Wraith Suit|Wraith]].
  +
===Medium Armors===
  +
Medium armors are general purpose armors which balance mobility with protection, allowing for an additional [[Utility Items (XCOM 2)|Utility Item]] to be equipped, while [[Icarus Armor]]* is able to quickly shift positions and vault over objects and walls.
  +
===Heavy Armors===
  +
Heavy Armors focus on the survivability of the wearer, increasing both '''Health''' and '''Armor''' points, and each possesses the ability to mount a single [[Heavy Weapon]].
  +
===SPARK Armors===
  +
SPARK Armors are exclusive to [[Shen's Last Gift|Shen's Last Gift DLC]], and can only be equipped on [[SPARK (XCOM 2)|SPARK]] units. They do not confer any particular attributes or abilities, but each iteration will grant additional '''Health''', mobility, and an extra point of '''Armor'''.
  +
===Resistance Armors===
  +
[[Reapers]], [[Skirmishers]], and [[Templars]] each have their own [[Resistance Armor|faction-specific]] set of armors, which share characteristics with Kevlar, Predator and Warden armors minus a few Utility Item slots. They are only available in the [[XCOM 2: War of the Chosen]] expansion.
  +
===Legacy Armors===
  +
[[Kevlar Armor#Resistance Warrior Kevlar Armor|Resistance Warrior Kevlar Armor]], Improvised Field Armor, Enhanced Field Plate and Experimental Power Armor are alternate appearances for standard armors that share identical characteristics, included in the [[XCOM 2#Pre-Order Bonus and Digital Deluxe Edition|Resistance Warrior Pack]] and [[XCOM 2: War of the Chosen – Tactical Legacy Pack|Tactical Legacy Pack]].
  +
==Armor Stats==
  +
===Health===
  +
All armor classes increase a soldier's '''Health''' value significantly, while only select models increase the '''Armor''' value. This distinction is notable to the effect that armors primarily increase a soldier's '''Health''' pool, and not their '''Armor''' value.
  +
===Armor===
  +
'''Armor''' is a concept separate from '''Health''' and wearable armors, and represents a soldier's damage reduction capability. Yellow pips to the right the '''Health''' bar represent '''Armor''' points, available on select suits of armor and certain abilities. Any incoming damage, except for '''Armor Piercing''' (armor-ignoring) damage, will be reduced by this amount, applied before the '''Armor''' is shredded. '''Armor''' is only depleted when shredded and will otherwise continue to offer full protection.
  +
===Armor Shredding===
  +
'''Shredding''' is the ability to permanently destroy a target's '''Armor''', mitigating or eliminating its damage reduction capabilities. Grenades, Heavy Weapons, SPARKS and the [[Grenadier Class (XCOM 2)|Grenadier]]'s Shredder ability all have the potential to inflict such vulnerabilties.
  +
===Armor Piercing===
  +
'''Piercing''' damage is armor-ignoring damage, also referred to as nullification, and is frequently featured on [[Psi Operative (XCOM 2)|Psionic]] abilities vs Organics and those of the [[Specialist Class (XCOM 2)|Specialist]] which target Robotic units. Any such ability will ignore a specified amount or even completely nullify the target's '''Armor''' for a single attack.
 
==Table of Armors==
 
==Table of Armors==
  +
Types of body armors used by soldiers in [[XCOM 2]].
{| class="wikitable sortable"
 
  +
{{#lst:Data Tables|Armors}}{{#lst:Data Tables|SPARK_Armors}}{{#lst:Data Tables|Resistance_Armors}}
! Name !! Type !! Health !! Armor !! Mobility !! Dodge !! Item Slots !! Special Attributes
 
|-
 
|[[Kevlar Armor]]
 
| Basic
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
| style="text-align: right;" |1
 
|
 
|-
 
|[[Kevlar Armor#Resistance Warrior Kevlar Armor|Resistance Warrior Kevlar Armor]]
 
|Basic
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
| style="text-align: right;" |1
 
|
 
|-
 
| [[Spider Suit (XCOM 2)|Spider Suit]]
 
|Light
 
| style="text-align: right;" | +4
 
| style="text-align: right;" |
 
| style="text-align: right;" | +1
 
| style="text-align: right;" | +20
 
| style="text-align: right;" |1
 
|[[Grapple]]
 
|-
 
| [[Wraith Suit]]
 
|Light
 
| style="text-align: right;" | +6
 
| style="text-align: right;" |
 
| style="text-align: right;" | +2
 
| style="text-align: right;" | +25
 
| style="text-align: right;" |1
 
|[[Grapple]], [[Wraith]]
 
|-
 
| [[Serpent Suit]]
 
|Light
 
| style="text-align: right;" | +5
 
| style="text-align: right;" |
 
| style="text-align: right;" | +1
 
| style="text-align: right;" | +35
 
| style="text-align: right;" |1
 
|[[Grapple]], Frostbite, Panic Vipers
 
|-
 
|[[Serpent Suit|Serpent Armor]]
 
|Light
 
| style="text-align:right;" | +7
 
|
 
| style="text-align:right;" | +2
 
| style="text-align:right;" | +40
 
| style="text-align:right;" |1
 
|[[Grapple]], Frostbite, Panic Vipers
 
|-
 
| [[Predator Armor]]
 
|Medium
 
| style="text-align: right;" | +4
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
| style="text-align: right;" |2
 
|
 
|-
 
| [[Warden Armor]]
 
|Medium
 
| style="text-align: right;" | +6
 
| style="text-align: right;" | +1
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
| style="text-align: right;" |2
 
|
 
|-
 
| [[Icarus Armor]]
 
|Medium
 
| style="text-align: right;" | +7
 
| style="text-align: right;" | +1
 
| style="text-align: right;" | +1
 
| style="text-align: right;" |
 
| style="text-align: right;" |2
 
|[[Vault]], [[Icarus Jump]], [[Panic (XCOM 2)|Panic Archons]]
 
|-
 
| [[E.X.O. Suit]]
 
|Heavy
 
| style="text-align: right;" | +5
 
| style="text-align: right;" | +1
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
| style="text-align: right;" |1
 
|[[Heavy Weapon]] slot
 
|-
 
| [[W.A.R. Suit]]
 
|Heavy
 
| style="text-align: right;" | +6
 
| style="text-align: right;" | +2
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
| style="text-align: right;" |1
 
|[[Heavy Weapon]] slot, Shieldwall
 
|-
 
| [[R.A.G.E. Suit]]
 
|Heavy
 
| style="text-align: right;" | +6
 
| style="text-align: right;" | +1
 
| style="text-align: right;" | +1
 
| style="text-align: right;" |
 
| style="text-align: right;" |1
 
|[[Heavy Weapon]] slot, Rage Strike, Panic Mutons and Berserkers
 
|-
 
|[[R.A.G.E. Suit|R.A.G.E. Armor]]
 
|Heavy
 
| style="text-align:right;" | +7
 
| style="text-align:right;" | +2
 
| style="text-align:right;" | +1
 
|
 
| style="text-align:right;" |1
 
|[[Heavy Weapon]] slot, Rage Strike, Panic Mutons and Berserkers
 
|-
 
| [[Hazmat Vest]]
 
|[[Utility Items (XCOM 2)|Utility Item]], [[Experimental Armor]]
 
| style="text-align: right;" | +2
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
|Grants immunity to Fire, Acid and Poison
 
|-
 
|[[Hellweave]]
 
|[[Utility Items (XCOM 2)|Utility Item]]
 
| style="text-align: right;" | +2
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
|Burns enemies that try to attack in melee
 
|-
 
|[[Nanoscale Vest]]
 
|[[Utility Items (XCOM 2)|Utility Item]]
 
| style="text-align: right;" | +1
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
|
 
|-
 
|[[Plated Vest]]
 
|[[Utility Items (XCOM 2)|Utility Item]], [[Experimental Armor]]
 
| style="text-align: right;" | +2
 
| style="text-align: right;" | +1
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
|
 
|-
 
|[[Stasis Vest]]
 
|[[Utility Items (XCOM 2)|Utility Item]], [[Experimental Armor]]
 
| style="text-align: right;" | +2
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
| style="text-align: right;" |
 
|Regenerate 2 HP per turn. Up to 8 HP per a mission
 
|}
 
 
==See also==
 
==See also==
 
{{Weapons (XCOM 2)}}
 
{{Weapons (XCOM 2)}}

Revision as of 05:27, 7 March 2019

Armors

All soldiers begin with a set of basic Kevlar Armor, which confers no benefits beyond allowing a single Utility Item to be equipped.

Further upgrades require Plated or Powered Armor Technologies. Each must then be manufactured individually by completing the required Proving Ground project, with the exception of Predator, Warden and SPARK armors, which are Squad upgrades built directly at Engineering.

Light Armors

Light Armors grant the wearer extra mobility and dodge, focusing less on Health and more on the movement flexibility of the wearer. All Light Armors share the ability to deploy a Grappling Hook to reach elevated surfaces, and in extreme cases will allow the user to pass through solid objects with Wraith.

Medium Armors

Medium armors are general purpose armors which balance mobility with protection, allowing for an additional Utility Item to be equipped, while Icarus Armor* is able to quickly shift positions and vault over objects and walls.

Heavy Armors

Heavy Armors focus on the survivability of the wearer, increasing both Health and Armor points, and each possesses the ability to mount a single Heavy Weapon.

SPARK Armors

SPARK Armors are exclusive to Shen's Last Gift DLC, and can only be equipped on SPARK units. They do not confer any particular attributes or abilities, but each iteration will grant additional Health, mobility, and an extra point of Armor.

Resistance Armors

Reapers, Skirmishers, and Templars each have their own faction-specific set of armors, which share characteristics with Kevlar, Predator and Warden armors minus a few Utility Item slots. They are only available in the XCOM 2: War of the Chosen expansion.

Legacy Armors

Resistance Warrior Kevlar Armor, Improvised Field Armor, Enhanced Field Plate and Experimental Power Armor are alternate appearances for standard armors that share identical characteristics, included in the Resistance Warrior Pack and Tactical Legacy Pack.

Armor Stats

Health

All armor classes increase a soldier's Health value significantly, while only select models increase the Armor value. This distinction is notable to the effect that armors primarily increase a soldier's Health pool, and not their Armor value.

Armor

Armor is a concept separate from Health and wearable armors, and represents a soldier's damage reduction capability. Yellow pips to the right the Health bar represent Armor points, available on select suits of armor and certain abilities. Any incoming damage, except for Armor Piercing (armor-ignoring) damage, will be reduced by this amount, applied before the Armor is shredded. Armor is only depleted when shredded and will otherwise continue to offer full protection.

Armor Shredding

Shredding is the ability to permanently destroy a target's Armor, mitigating or eliminating its damage reduction capabilities. Grenades, Heavy Weapons, SPARKS and the Grenadier's Shredder ability all have the potential to inflict such vulnerabilties.

Armor Piercing

Piercing damage is armor-ignoring damage, also referred to as nullification, and is frequently featured on Psionic abilities vs Organics and those of the Specialist which target Robotic units. Any such ability will ignore a specified amount or even completely nullify the target's Armor for a single attack.

Table of Armors

Types of body armors used by soldiers in XCOM 2.

See also

Weapons
Primary:
Tier Shotguns:
(Rangers)
Cannons:
(Grenadiers)
Sniper Rifles:
(Sharpshooters)
Rifles:
(Rookies, Specialists, Rangers, Psi Operatives)
Tier 1 Shotgun Cannon Sniper Rifle Assault Rifle
Tier 2 Shard Gun Mag Cannon Gauss Rifle Magnetic Rifle
Tier 3 Storm Gun Beam Cannon Plasma Lance Plasma Rifle
Chosen Arashi Darklance Disruptor Rifle
Secondary:
Tier Swords:
(Rangers)
Grenade Launchers:
(Grenadiers)
Pistols:
(Sharpshooters)
GREMLINs:
(Specialists)
Psi-Amps:
(Psi Operatives)
Tier 1 Sword Grenade Launcher Pistol GREMLIN Psi Amp
Tier 2 Arc Blade Advanced Grenade Launcher Mag Pistol GREMLIN Mark II Advanced Psi Amp
Tier 3 Fusion Blade Beam Pistol GREMLIN Mark III Alien Psi Amp
Chosen Katana Darkclaw