Equipment (XCOM2)

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Utility Items

All soldiers have at least one slot that can carry a utility item. The starting Kevlar armor has only one slot, but upgrading to Predator armor will grant a second slot. Special armor suits such as EXO and Spider Suits go back to only one utility slot, in exchange for some other bonus.

Grenades

Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.

Weapon Damage Range Critical Chance2 Terrain Damage Blast Radius Shreds Destroys cover Effects Requirements
Frag Grenade 3-4 10 0 3-4 3 1 yes - none
Plasma Grenade1 5-6 10 0 5-6 3 2 yes - Advanced Explosives (PG)
Flashbang Grenade 0 12 0 0 8 0 no Disorients Organic enemies; reduces Aim and Mobility, and disables some abilities none
Gas Grenade 3-4 10 0 0 5 1 no Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud Experimental Grenade (PG)
Gas Bomb1 6-7 10 0 0 6 2 no Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud Advanced Explosives (PG)
Experimental Grenade (PG)
Incendiary Grenade 4-5 10 0 0 4 1 over time Sets terrain & Organic enemies on fire (damage over time, disables some abilities) Experimental Grenade (PG)
Incendiary Bomb1 6-7 10 0 0 4 2 over time Sets terrain & Organic enemies on fire (damage over time, disables some abilities) Advanced Explosives (PG)
Experimental Grenade (PG)
Acid Grenade 3-4 10 0 0 3 2 no Creates acid pools, damaging enemies, destroying terrain, and doing damage over time Experimental Grenade (PG)
Acid Bomb1 5-6 10 0 0 3 4 no Creates acid pools, damaging enemies, destroying terrain, and doing damage over time Advanced Explosives (PG)
Experimental Grenade (PG)
EMP Grenade 6 12 0 0 4 0 no Only damages mechanical enemies and shields, disorients or incapacitates mechanical enemies Bluescreen Protocol (PG)
EMP Bomb1 10 12 0 0 5 0 no Only damages mechanical enemies and shields, disorients or incapacitates mechanical enemies Advanced Explosives (PG)
Bluescreen Protocol (PG)
Smoke Grenade 0  ? 0 0  ? 0 no Grants Defense to units in cloud none
Smoke Bomb1 0  ? 0 0  ? 0 no Grants Defense to units in cloud Advanced Explosives (PG)
Proximity Mine 8 12 0 0 5 2 yes Explodes when an enemy is within the blast radius Andromedon autopsy
1 Upgraded from previous version with Advanced Explosives Proving Ground project.

2Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.

Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.

Armor

Armor items are utility slot items that improve survivability. Soldiers can only carry one of this type of item.

Armor Health Abilities Requirements
Nanoscale Vest +1 - Alien Materials
Hazmat Vest +2 Acid, Fire, Poison immunity Experimental Armor (PG)
Stasis Vest +2 After receiving a wound, heals soldiers 2 HP per turn up to 8 HP per mission. Does not cure status effects. Experimental Armor (PG)
Plated Vest +2 +1 Armor. Experimental Armor (PG)
Hellweave Vest +2 100% chance to burn melee attackers Chryssalid Autopsy

Ammunition

Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm.

Ammunition Abilities Requirements
Bluescreen Rounds +5 damage against robotic enemies and disables shields Bluescreen Protocol (PG) to unlock manufacturing
A.P. Rounds Negates 5 points of armor for this soldier Experimental Ammo (PG)
Tracer Rounds +10 Aim Experimental Ammo (PG)
Dragon Rounds +1 damage, chance to inflict burning Experimental Ammo (PG)
Talon Rounds +20% critical chance, +1 critical damage Experimental Ammo (PG)
Venom Rounds +1 damage, chance to poison the target Experimental Ammo (PG)

Personal Combat Sims

PCS are an item that you can equip to your soldiers to give them a bonus in combat, You can have only one per soldier, and replacing a PCS will destroy the previous one

Personal Combat Sim Effect Basic Advanced Superior
Speed + Mobility 1 (2) 2 (3) 3 (4)
Conditioning + Hit Points 1 (2) 2 (3) 3 (4)
Focus + Will 10-15 (13-20) 15-20 (20-27) 20-25 (27-33)
Agility + Dodge 10-15 (13-20) 15-20 (20-27) 20-25 (27-33)
Perception + Aim 4-6 (5-8) 7-10 (9-13) 12-16 (16-21)
Values inside ( ) are after GTS Project

Utility

Item Effect Requirements
Battle Scanners Scan an area for signatures. Any enemies in an area will be tagged in red, even if you can't see them. They reveal any Faceless masquerading as civilians, and will detect burrowed chryssalids. ADVENT Trooper Autopsy.
Medikits Heal 4HP. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins (tier 2 Gremlin adds +1HP healing and tier 3 Gremlin adds +2HP healing).
Medikits are upgraded to Nanomedikits with Viper autopsy and heal 6HP (without Gremlin bonuses).
None
Mindshield Protects against all types of negative mental effects, like panic or mind control.. Sectoid Autopsy
Skulljack Hacks an enemy's brain implant at melee range, also dealing 20 damage. Initial Skulljack required for storyline progression. Afterwards, Skullmining gives bonuses. After Skullmining research, Skulljacks give +25 Hacking. Skulljack (PG)
Mimic Beacon Conjures a holographic decoy soldier for the enemy to shoot at. Faceless Autopsy
Overdrive Serum Grants bonus mobility and damage reduction for 2 turns. Can be taken as a free action. Berserker Autopsy