I did post some tidbits about these elsewhere in this forum, but I'm on an armor suit kick so I want to layout my full list in all its glory. I probably will never manage to implement all of this into a mod, but I'm going to try. Megapol Armor Head: P 44 | W 9 | C 400 - 50% gas resist Body: P 45 | W 14 | C 400 Larm: P 38 | W 10 | C 300 Rarm: P 38 | W 10 | C 300 Legs: P 42 | W 12 | C 400 Total: P 207 | W 55 | C 1800 The iconic Megapol armor. I've given it 50% gas resist because it bears a helmet which covers the face. It seems reasonable that this armor would come with a breathing filter. Other helmets also tend to have this, but not always. Megapol Light Combat Armor Head: P 22 | W 3 | C 150 Body: P 23 | W 5 | C 150 Larm: P 19 | W 3 | C 110 Rarm: P 19 | W 3 | C 110 Legs: P 21 | W 4 | C 150 Total: P 104 | W 18 | C 670 This armor offers weak protection but is lightweight and cheap. It can be useful for weaker soldiers or if you wish to remain mobile, and can additionally be mixed with standard Megapol armor to get the weight to protection ratio you want. The helmet does not cover the face and has no breathing filter. I don't expect this to be used much by players, but I want to add it for flavor value, as something that Megapol agents are more likely to wear. Perhaps it would also be seen commonly around the city when you raid buildings, and you might score some for free! Night Raid Armor available at the start, purchased from Megapol Head: P 40 | W 7 | C 600 - night stealth, 50% gas resist Tech Helmet: P 38 | W 9 | C 1800 - available week 2, night stealth, 50% gas resist, night vision, shared vision Body: P 41 | W 11 | C 700 - night stealth Larm: P 34 | W 8 | C 525 - night stealth Rarm: P 34 | W 8 | C 525 - night stealth Legs: P 38 | W 9 | C 800 - night stealth, quieter walk sound Total: P 187 | W 43 | C 3150 Total w/ Tech Helmet: P 185 | W 45 | C 4350 intended for use after night combat is implemented into the game Offers slightly less protection than Megapol armor but is a dark color and doesn't make sound when you move, so it would be effective for hiding at night from other humans as well as any aliens that actually use vision and/or hearing/vibrations to find you. If they use infrared vision, smell, or psionic sense then they could see you anyway. The Night Raid armor would come with two helmet options, basic and a "Tech Helmet", a special week 2 variant which is much more expensive but includes night vision as well as shared vision with your other soldiers also wearing the Night Raid Tech Helmet. The night vision is combined light amplification and infrared, allowing you to see a grainy version of everything dark, while lights would provide a lot of glare. The infrared vision would make warm units and objects glow, making them easier to spot as well as giving you a blurry image of them even right through some types of wall. You could turn the night vision off if you need to in order to see in a lit area. During the night, my thoughts were that what shows on the game screen is based on who you have selected, making parts of the map invisible even though another one of your soldiers can see over there. The Tech Helmet would add shared vision to allow your soldier to see all things that can be seen by anyone else in the squad with shared vision. Safety Armor available at the start, purchased from Megapol Head: P 42 | W 8 | C 600 - 50% gas resist, head lamp, night visibility, 33% fire/laser/plasma resist Body: P 43 | W 13 | C 600 - night visibility, 33% fire/laser/plasma resist Larm: P 36 | W 9 | C 450 - night visibility, 33% fire/laser/plasma resist Rarm: P 36 | W 9 | C 450 - night visibility, 33% fire/laser/plasma resist Legs: P 40 | W 11 | C 600 - night visibility, 33% fire/laser/plasma resist Total: P 197 | W 50 | C 2700 This armor may be less popular to the player than others, which is intentional. It offers protection between Night Raid and Basic Megapol, and is brightly colored with orange and lime green reflectors and glow-in-the-dark decals. It has a significant resistance to heat/fire/incendiary, laser, and plasma. This is useful to protect your soldiers from friendly fire if you use laser and plasma weapons or can make raiding other corporations safer. You can also use it to run through fire as you torch a building. But all-in-all I want it to be in-game less for X-Com's use and more for flavor, as something Megapol might use sometimes and might as well make available for X-Com purchase. The Safety Armor would have a light on the helmet which can light your path at night. The reflectors and decals make you easy to see at night. And lastly, some players might just find the appearance of such armor to be appealing despite any tactical disadvantages it may offer. Marsec Armor Head: P 38 | W 4 | C 700 - 75% gas resist (set) Body: P 35 | W 12 | C 1200 - 75% gas resist (set), anti-gravity Larm: P 32 | W 5 | C 600 Rarm: P 32 | W 5 | C 600 Legs: P 36 | W 6 | C 600 Total: P 173 | W 32 | C 1800 The full suit offers significant protection from outside atmospheric conditions as it is designed for use on Mars which, even post-Terraforming, has much thinner air than Earth. This expensive armor is also made of a very lightweight but strong material. It is considerably weaker than Megapol armor but offers a much better strength to weight ratio, and as such is a good replacement for the light Megapol armor if you can afford this. The helmet's face mask creates a seal with the body unit and connects to an advanced air filtration unit which can produce oxygen from carbon dioxide. Hazmat Suit available at start, purchased from Evonet Head: P 10 | W 7 | C 600 - 100% gas resist (set), 75% fire/acid/enzyme resist, 25% brainsucker resist Body: P 22 | W 10 | C 900 - 100% gas resist (set), 75% fire/acid/enzyme resist Larm: P 10 | W 5 | C 400 - 100% gas resist (set), 75% fire/acid/enzyme resist Rarm: P 10 | W 5 | C 400 - 100% gas resist (set), 75% fire/acid/enzyme resist Legs: P 16 | W 8 | C 700 - 100% gas resist (set), 75% fire/acid/enzyme resist Total: P 68 | W 35 | C 3000 Hazmat suits are a legacy of a bygone era, when humans were actually being sent into spill zones to clean them up manually. Evonet keeps and maintains these suits, preferring to use them in emergencies rather than attempt to recycle their components which, admittedly, are actually rather bad things to put in the waste disposal. You can purchase a few of these from Evonet but they will not make more for you if you lose them. This is another armor I don't expect to be used much by players, and is added as a flavor item. It offers very little protection from physical attacks, but the body and leg units have actual metal plates in them. Otherwise its use is to protect against caustics, acids, and other nasty pollutants. Due to the nature of the fabric not interacting with acids and bases, it is very resistant to alien enzymes and salivas. Being a fully enclosed suit, it protects the wearer from all gas attacks as long as all units of the suit are equipped. The full facial covering might offer some protection against brainsuckers, but we don't recommend relying on such a weak material to protect your soldiers from those monsters. (Brainsucker has a 25% chance of failing outright in addition to its normal chance of failure, overall it still protects less from brainsuckers than basic Megapol helmet.) Brainsucker Helmet Produced by X-Com and can be researched after a live Brainsucker has been researched. Head: P 30 | W 8 | C 900 - 33% gas resist, has +100% armor vs. brainsucker The Brainsucker Helmet is a response to the alien threat of brainsuckers and brings our human ingenuity into the war against the aliens. This helmet is designed specifically to thwart brainsucker attacks. It fits over the face of the soldier and protects their mouth from unwanted intrusion while also bearing spikes on the cranium which make it difficult for the brainsucker to properly grasp the soldier's head without hurting itself in the process. This helmet is not rated for weapons fire and is not guaranteed to stop a bullet. I want to make brainsucker attacks' success rate dependent on the helmet armor the soldier is wearing, with an exposed head having almost a 100% chance of success while a megapol helmet would bring the chance down to around 60% success. Power Armor This armor is sold by Cyberweb. The arms are available at the start of the game and the legs on the second week. Larm: P 25 | W 11 | C 450 - +25 soldier strength, two hand weapons used in left hand only suffer no accuracy penalty Rarm: P 25 | W 11 | C 450 - +25 soldier strength, two hand weapons used in right hand only suffer no accuracy penalty Legs: P 28 | W 13 | C 600 - +35 soldier speed, +20 soldier stamina Wearing a power arm allows two-hand weapons to be used just fine without a free off-hand. It also improves how much a soldier can carry before being encumbered. Power legs improve soldier speed, and together they can greatly improve a soldier's mobility but at significant cost to their protection. Having one power arm free allows the soldier to strike an opponent in melee combat. This isn't nearly as effective as a firearm, but can knock an opponent to the ground or stun them in addition to dealing significant damage, and it costs no ammo. Wearing power legs allows the agent to perform a kick attack, which is more powerful and has a higher chance of knocking the opponent to the ground but lower chance of stunning and has a higher time unit cost. These kick attacks are particularly effective against brainsuckers and hyperworms, sending them flying and likely killing them outright. Disruptor Armor Head: P 60 | W 1 | C 1500 - 33% disruptor resist, 50% gas resist, has +50% armor vs. brainsucker Body: P 60 | W 2 | C 1500 - 33% disruptor resist Larm: P 52 | W 1 | C 1200 - 33% disruptor resist Rarm: P 52 | W 1 | C 1200 - 33% disruptor resist Legs: P 52 | W 2 | C 1200 - 33% disruptor resist Total: P 276 | W 7 | C 6600 I am amending the old Disruptor Armor by reducing its protection value a bit. It was way too strong. It is still just as light and also offers a resistance to disruptor weapons, making it particularly effective in protecting from devastator cannons. The helmet incorporates the older anti-brainsucker technology along with a proper breathing filter, offering excellent protection from brainsuckers without compromising in other areas. Enzyme Armor Available to research after researching The Alien Genetic Structure and Entropy Pod Head: P 57 | W 2 | C 1300 - 33% fire/alien spit resist, 50% enzyme resist, 50% gas resist, has +60% armor vs. brainsucker Body: P 57 | W 3 | C 1300 - 33% fire/alien spit resist, 50% enzyme resist Larm: P 50 | W 2 | C 1050 - 33% fire/alien spit resist, 50% enzyme resist Rarm: P 50 | W 2 | C 1050 - 33% fire/alien spit resist, 50% enzyme resist Legs: P 50 | W 3 | C 1050 - 33% fire/alien spit resist, 50% enzyme resist Total: P 264 | W 12 | C 5750 Enzyme armor is an alternate end-game armor which doesn't protect as well against physical or disruptor-based attacks but instead gives excellent protection from all of the spit and enzyme attacks, including the entropy missile. It is a good choice for venturing into areas with a lot of multiworms or multiworm eggs, as it protects soldiers from those as well as the spitters that guard or the hyperworms you may come across. Another use for the armor is if you wish to not carry a shield unit, then with any other armor suit you have to worry about getting it destroyed by an entropy missile. This can be bad if you are wearing disruptor armor, as it is expensive and time-intensive to replace.