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The SPARK ability Bulwark provides +1 armor.The Grenadier ability Blast Padding provides +1 armor and reduces Explosive damage by 66%.Utility Vests and Experimental Armor are considered Utility Items and may be combined with any of the above Armor systems.Regenerates 2 HP per turn, up to 8 HP per mission Immunity to Burning, Acid Burn, and Poisoned Heavy Weapon slot, Rage Strike, Panic Mutons and Berserkers Types of body armours used by soldiers in XCOM 2. Any such ability will ignore a specified amount or even completely nullify the target's Armour for a single attack. Piercing damage is armour-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. Grenades, Heavy Weapons, SPARKS and the Grenadier's Shredder ability all have the potential to inflict such vulnerabilties. Shredding is the ability to permanently destroy a target's Armour, mitigating or eliminating its damage reduction capabilities.
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Armour is only depleted when shredded and will otherwise continue to offer full protection. Any incoming damage, except for Armour Piercing (armour-ignoring) damage, will be reduced by this amount, applied before the Armour is shredded. Yellow pips to the right the Health bar represent Armour points, available on select suits of armor and certain abilities. This distinction is notable to the effect that armors primarily increase a soldier's Health pool, and not their Armour value.Īrmour is a concept separate from Health and wearable armours, and represents a soldier's damage reduction capability. Resistance Warrior Kevlar Armour, Improvised Field Armour, Enhanced Field Plate and Experimental Power Armour are alternate appearances for standard armors that share identical characteristics, included in the Resistance Warrior Pack and Tactical Legacy Pack.Īll armour classes increase a soldier's Health value significantly, while only select models increase the Armour value. They are only available in the XCOM 2: War of the Chosen expansion.
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Reapers, Skirmishers, and Templars each have their own faction-specific set of armours, which share characteristics with Kevlar, Predator and Warden armours minus a few Utility Item slots. They do not confer any particular attributes or abilities, but each iteration will grant additional Health, mobility, and an extra point of Armour. SPARK Armours are exclusive to Shen's Last Gift DLC, and can only be equipped on SPARK units. Heavy Armours focus on the survivability of the wearer, increasing both Health and Armour points, and each possesses the ability to mount a single Heavy Weapon. Medium armours are general purpose armors which balance mobility with protection, allowing for an additional Utility Item to be equipped, while Icarus Armour* is able to quickly shift positions and vault over objects and walls.
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All Light Armours 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. Light Armours grant the wearer extra mobility and dodge, focusing less on Health and more on the movement flexibility of the wearer.