Equipment (LW2)

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All soldiers have three slots that can carry a utility item. Special armor suits such as EXO and Spider Suits Have a heavy weapon slot instead of one utility slot.

Armor

Armor items are utility slot items that improve survivability. Soldiers can only carry one vest and one plating.

Vests

Icon Name Hit Points Effects Prerequisites Supplies Alloys Elerium Crystals Special Items
XCOM2 Inv Tarantula Suit.png Chameleon Suit 0 Reduces the soldier's infiltration time Chameleon Suit Project 25 0 2 1x Faceless Corpse
XCOM2 Inv Nano Fiber Vest.png Nanoscale Vest 2 -25 chance to be critically hit Hybrid Materials 5 1 0 -
XCOM2 Inv Hazmat Vest.png Hazmat Vest 3 Immune to fire, acid and poison Hazmat Vest Project 15 1 0 -
XCOM2 Inv Armor Harness.png Tactical Vest 3 +1 Armor Tactical Vest Project 20 2 0 1x Muton Corpse
XCOM2 Inv Stasis Vest.png Stasis Vest1 5 Restores lost HP (+2HP/turn, max 8) Stasis Vest Project 20 2 2 1x ADVENT Shieldbearer Corpse
XCOM2 Inv Hellweave.png Hellweave Vest 6 Deals damage to melee attackers and may cause burning Hellweave Project 30 3 3 1x Berserker Corpse

1 "New Passive Icons" mod adds frost and stun immunity to the Stasis vest.

Plating

These items grant Ablative Hitpoints. Hitpoints granted by Ablative Armor once lost, cannot be healed during a mission. Losing these extra Hitpoints does not count towards taking a wound and does not incur recovery time after the battle. A unit can equip only one Plating at a time. Equipping Plating and Vest is possible.

Icon Name Effect Prerequisites Supplies Alloys Special Items
XCOM2 Inv Flame Sealant.png Ceramic Plating 2 Ablative HP None - - -
XCOM2 Inv Nano Fiber Sark.png Alloy Plating 3 Ablative HP Alloy Plating Project - 1 1x ADVENT Trooper Corpse
XCOM2 Inv Scorch Circuits.png Chitin Plating 4 Ablative HP Chitin Plating Project - 2 1x Chryssalid Corpse
XCOM2 Inv Carapace Armor.png Carapace Plating 5 Ablative HP Carapace Plating Project - 3 1x Muton Elite Corpse

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.

Icon Weapon Range Blast Radius Damage Shreds Armor Ignores Armor Rupture Terrain Damage Destroys cover Effects Requirements Supplies Alloys Elerium Crystals Elerium Cores Special Items
XCOM2 Inv Frag Grenade.png Frag Grenade 10 3 2-5 1 no 9 yes none - - - - -
XCOM2 Inv Plasma Grenade.png Plasma Grenade1 10 3 4-8 2 no 9 yes - Plasma Grenade 10 1 0 1 -
XCOM2 Inv Gas Grenade.png Gas Grenade 10 5 1-3 yes no Poisons Organic enemies (reduces aim and mobility, does damage over time), creates Poison Gas cloud Gas Grenade 10 1 0 1 1x Viper Corpse
XCOM2 Inv Gas GrenadeMK2.png Gas Bomb1 10 6 1-4 yes no Poisons Organic enemies (reduces aim and mobility, does damage over time), creates Poison Gas cloud Gas Bomb 20 1 2 1 2x Viper Corpses
XCOM2 Inv Firebomb.png Incendiary Grenade 10 1 4-9 no over time May set terrain & Organic enemies on fire (damage over time, burning units can only move and basic melee attack) Incendiary Grenade 10 1 0 1 1x ADVENT Officer Corpse
XCOM2 Inv FirebombMK2.png Incendiary Bomb1 10 2 4-9 no over time May set terrain & Organic enemies on fire (damage over time, burning units can only move and basic melee attack) Incendiary Bomb 20 1 2 1 2x ADVENT Officer Corpses
XCOM2 Inv Acid Bomb.png Acid Grenade 10 1 1-3 4 no 1 no Creates acid pools, damaging enemies(, destroying terrain??) and doing damage over time. Acid Grenade 10 1 0 1 1x Archon Corpse
XCOM2 Inv Acid BombMK2.png Acid Bomb1 10 2 1-4 5 no 1 no Creates acid pools, damaging enemies(, destroying terrain??) and doing damage over time Acid Bomb 20 1 2 1 2x Archon Corpses
XCOM2 Inv Emp Grenade.png EMP Grenade 12 4 4-8 yes no Only damages mechanical enemies and shields; can stun mechanical enemies EMP Grenade 10 0 0 1 1x Drone Wreck
XCOM2 Inv Emp GrenadeMK2.png EMP Bomb1 12 5 6-12 yes no Only damages mechanical enemies and shields; can stun mechanical enemies EMP Bomb 20 1 2 1 1x ADVENT Mec Wreck
XCOM2 Inv Proximity Mine.png Proximity Mine 14 3 4-9 1 no 9 yes Explodes when an enemy is within the blast radius. (might require actual movement of said enemy?) Proximity Mine 40 0 10 1 1x Sectopod Wreck
XCOM2 Inv Power Cell.png Shaped Charge 3 2 100 yes A small directed explosive designed to knock down walls. none 10 0 0 0 -
XCOM2 Inv Flashbang Grenade.png Flashbang Grenade 12 5 no Disorients Organic enemies; reduces Aim and Mobility, and disables some abilities none - - - - -
XCOM2 Inv Smoke Grenade.png Smoke Grenade 15 5 no Grants +20 Defense to units in cloud. Smoke negates flanking bonus none - - - - -
XCOM2 Inv Smoke GrenadeMK2.png Smoke Bomb1 15 6 no Grants +20 Defense to units in cloud. Smoke negates flanking bonus Smoke Bomb 10 0 0 0 -
XCOM2 Inv Frost Bomb.png Frost Bomb2 10 2 no Freezes enemies - - - - - -

1 Upgraded from previous version with Advanced Explosives Proving Ground project.
2 Requires Alien Hunters DLC
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.
Incendiary grenades/bombs currently have a 75/85% chance of igniting enemies.

Ammunition

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

Icon Name Effect Supplies Alloys Elerium Crystals Elerium Cores Special Items
XCOM2 Inv Ap Rounds.png A.P. Rounds Your hits ignore 2 armor. 10 1 0 0 -
XCOM2 Inv Tracer Rounds.png Tracer Rounds Your weapons have +5 aim. 10 0 1 0 -
XCOM2 Inv Talon Rounds.png Talon Rounds Your weapons have +10 crit chance and do +1 damage on critical hits. 10 1 0 0 1x Sectoid Corpse
XCOM2 Inv Incendiary Rounds.png Dragon Rounds Your weapons do +1 damage and can set enemies on fire. 10 1 0 1 1x Muton Elite Corpse
XCOM2 Inv Venom Rounds.png Venom Rounds Your weapons do +1 damage and may poison enemies. 10 0 1 0 1x Viper Corpse
XCOM2 Inv Bluescreen Rounds.png Bluescreen Rounds Your weapons do +3 damage to mechanical enemies and remove some defensive shields. 10 0 1 0 1x ADVENT Mec Wreck
XCOM2 Inv Redscreen Rounds.png Redscreen Rounds Lowers target's hack defense by 25 with every hit. 5 0 0 0 1x Drone Wreck
XCOM2 Inv Falcon Rounds.png Shredder Rounds Shreds 2 enemy armor with every hit. 10 1 1 0 1x ADVENT Turret Wreck
XCOM2 Inv Needle Rounds.png Needle Rounds Does +1 damage and an additional +1 nonrobotic ADVENT. 10 1 0 0 1x Faceless Corpse
XCOM2 Inv Stiletto Rounds.png Stiletto Rounds Does +1 damage and an additional +1 to nonrobotic aliens. 10 1 0 0 1x ADVENT Shieldbearer Corpse
XCOM2 Inv Flechette Rounds.png Flechette Rounds Does +1 damage and an additional +1 to unarmored targets. 10 1 0 0 1x Chryssalid Corpse

Notes:

Ammo can apply to pistol shots as well. However, in the case of shredder rounds, shredding does not scale with weapon tiers.

Utility

Icon Item Effect Supplies Alloys Elerium Crystals Elerium Cores Special Items Requirements
XCOM2 Inv Medkit.png 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). - - - - - None
XCOM2 Inv MedkitMK2.png Nanomedikits Heal 6HP. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins (tier 2 Gremlin adds +1HP healing and tier 3 Gremlin adds +2HP healing). 10 0 1 0 - Battlefield Medicine (PG)
XCOM2 Inv Battle Scanner.png 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. 10 0 1 0 1x Drone Wreck Battlescanners (PG)
XCOM2 Inv MindShield.png Mindshield Protects against all types of negative mental effects, like panic or mind control.. 10 0 1 0 1x Sectoid Corpse Sectoid Autopsy
XCOM2 Inv Skulljack.png 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. 20 0 0 0 1x ADVENT Officer Corpse Skulljack (PG)
XCOM2 Inv Mimic Beacon.png Mimic Beacon Conjures a holographic decoy soldier for the enemy to shoot at. 60 0 0 1 1x Gatekeeper Corpse Mimic Beacons (PG)
XCOM2 Inv Combat Stims.png Overdrive Serum Grants bonus mobility and damage reduction for 2 turns. Can be taken as a free action. 3 0 0 0 - Berserker Autopsy
XCOM2 Inv Neurowhip.png Neurowhip Grants 10 Psi Offense to the soldier, at a cost of 10 will. 20 0 3 0 1x Sectoid Corpse Psionics

Personal Combat Sims

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

Icon Personal Combat Sim Effect Basic Advanced Superior
LW implants dodge.png Agility +Dodge 10-15 (12-18) 15-20 (18-25) 20-25 (25-31)
XCOM2 implants health.png Conditioning +Health 1 (2) 2 (3) 3 (4)
LW implants defense.png Defense +Defense 3-5 6-8 9-10
XCOM2 implants will.png Focus +Will 10-15 (12-18) 15-20 (18-25) 20-25 (25-31)
LW implants firecontrol.png Fire Control Do not take Overwatch shot below (x)% chance to hit 25 50 75
LW implants hacking.png Hacking +Hacking 5-7 (6-8) 8-11 (10-13) 12-15 (15-18)
XCOM2 implants offense.png Perception +Aim 3-4 5-6 7-8
XCOM2 implants psi.png Psi +PsiOffense 3-5 6-8 9-10
XCOM2 implants mobility.png Speed +Mobility 1 (2) 2 (3) 3 (4)


Icon Personal Combat Sim Effect
LW implants impactfield.png 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.
LW implants bodyshield.png Body Shield A targeted enemy receives -20 aim and -50 critical chance against the soldier.
LW implants threatassessment.png Combat Awareness Gain 15 defense and an armor point when in overwatch.
LW implants combatrush.png 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.
LW implants damagecontrol.png 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.
LW implants depthperception.png Depth Perception Gain 5 aim and reduce enemies' dodge by 25 when at a higher elevation than your target.
LW implants emergencylifesupport.png 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.
LW implants hyperreactivepupils.png 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.
LW implants ironskin.png Iron Skin Incoming melee damage is reduced by 3.
LW implants smartmacrophages.png 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.