Difference between revisions of "Template:CombatSims (LW2)"
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+ | Values inside ( ) are after the Integrated Warfare GTS project, which adds a flat +1 for Conditioning and Speed PCS chips, and does +25% rounded off the base value of other PCS chips.<br /> | ||
+ | More info is needed on how this Project affects the various sims | ||
{| class="wikitable" width="75%" style="text-align: center" | {| class="wikitable" width="75%" style="text-align: center" | ||
− | !Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior | + | !Icon !! Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior |
|- | |- | ||
− | |Agility|| +Dodge || 10 - 15 || 15 - 20 || 20-25 | + | | [[File:LW_implants_dodge.png|32px]] || Agility || +Dodge || 10-15 (12-18) || 15-20 (18-25) || 20-25 (25-31) |
|- | |- | ||
− | |Conditioning|| +Health || 1 || 2 || 3 | + | | [[File:XCOM2_implants_health.png|32px]] || Conditioning || +Health || 1 (2) || 2 (3) || 3 (4) |
|- | |- | ||
− | |Defense|| +Defense || 3 - 5 || 6 - 8 || 9 - 10 | + | | [[File:LW_implants_defense.png|32px]] || Defense || +Defense || 3-5 || 6-8 || 9-10 |
|- | |- | ||
− | |Focus | + | | [[File:XCOM2_implants_will.png|32px]] || Focus || +Will || 10-15 (12-18) || 15-20 (18-25) || 20-25 (25-31) |
|- | |- | ||
− | |Fire Control|| Do not take Overwatch shot below (x)% chance to hit || 25 || 50 || 75 | + | | [[File:LW_implants_firecontrol.png|32px]] || Fire Control || Do not take Overwatch shot below (x)% chance to hit || 25 || 50 || 75 |
|- | |- | ||
− | |Hacking|| +Hacking || 5 - 7 || 8 - 11 || 12 - 15 | + | | [[File:LW_implants_hacking.png|32px]] ||Hacking || +Hacking || 5-7 (6-8) || 8-11 (10-13) || 12-15 (15-18) |
|- | |- | ||
− | |Perception|| +Aim || 3 - 4 || 5 - 6 || 7 - 8 | + | | [[File:XCOM2_implants_offense.png|32px]] || Perception || +Aim || 3-4 || 5-6 || 7-8 |
|- | |- | ||
− | |Psi|| +PsiOffense || 3 - 5 || 6 - 8 || 9 - 10 | + | | [[File:XCOM2_implants_psi.png|32px]] || Psi || +PsiOffense || 3-5 || 6-8 || 9-10 |
|- | |- | ||
− | |Speed|| +Mobility || 1 || 2 | + | | [[File:XCOM2_implants_mobility.png|32px]] || Speed || +Mobility || 1 (2) || 2 (3) || 3 (4) |
− | |||
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− | |( | ||
|} | |} | ||
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{| class="wikitable" width="75%" style="text-align: center" | {| class="wikitable" width="75%" style="text-align: center" | ||
− | !Personal Combat Sim !! Effect | + | !Icon !! Personal Combat Sim !! Effect |
− | |- | + | |- <!-- Absorption Fields is the internal name for Impact Fields --> |
− | + | | [[File:LW_implants_impactfield.png|32px]] || Impact Fields || Activate a force field that reduces incoming damage by 33% for two turns. Six-turn cooldown (including the turn in which it was activated). Uses one action and doesn't automatically end your turn. Armor-Piercing weapons do not mitigate this effect. | |
− | | | ||
− | | | ||
|- | |- | ||
− | | | + | | [[File:LW_implants_bodyshield.png|32px]] || Body Shield || A targeted enemy receives -20 aim and -50 critical chance against the soldier. |
|- | |- | ||
− | |Combat | + | | [[File:LW_implants_threatassessment.png|32px]] || Combat Awareness || Gain 15 defense and an armor point when in overwatch. |
|- | |- | ||
− | | | + | | [[File:LW_implants_combatrush.png|32px]] || Combat Rush || Combat Rush triggers when you kill an enemy unit and provides allies within seven tiles +10 aim, +10 critical chance and +1 mobility. The effect lasts until the end of the following turn after the kill. It can only trigger every five turns. |
|- | |- | ||
− | | | + | | [[File:LW_implants_damagecontrol.png|32px]] || Damage Control || Your armor hardens temporarily after an impact. After taking damage, gain two armor through the end of the next turn. Taking multiple hits on successive turns extends the timer. |
|- | |- | ||
− | | | + | | [[File:LW_implants_depthperception.png|32px]] || Depth Perception || Gain 5 aim and reduce enemies' dodge by 25 when at a higher elevation than your target. |
|- | |- | ||
− | | | + | | [[File:LW_implants_emergencylifesupport.png|32px]] || Emergency Life Support || Emergency Life Support make the first check for bleeding out each mission an automatic success. Adds two turns to the bleedout timer. |
|- | |- | ||
− | |Hyper-Reactive Pupils || +10 aim for next shot with primary weapon after a | + | | [[File:LW_implants_hyperreactivepupils.png|32px]] || Hyper-Reactive Pupils || Gain +10 aim for your next shot with your primary weapon after a miss. Bonus applies until the next time you hit a target or the mission ends. Area-of-Effect-based shots do not induce the bonus. |
|- | |- | ||
− | |Iron Skin || | + | | [[File:LW_implants_ironskin.png|32px]] || Iron Skin || Incoming melee damage is reduced by 3. |
|- | |- | ||
− | |Smart Macrophages || | + | | [[File:LW_implants_smartmacrophages.png|32px]] || Smart Macrophages || When calculating post-mission wound recovery time, the number of hit points lost during a battle is reduced by one. You are immune to poison and acid. |
|- | |- | ||
|} | |} | ||
− | [[Category: | + | [[Category:Templates (LW2)]] |
− |
Latest revision as of 11:15, 21 November 2018
Values inside ( ) are after the Integrated Warfare GTS project, which adds a flat +1 for Conditioning and Speed PCS chips, and does +25% rounded off the base value of other PCS chips.
More info is needed on how this Project affects the various sims