Difference between revisions of "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.
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{{Toc_(LW2)|18}}[[File: Soldiers_Equipment_Long_War.png|left|192px|]]In [[Long War 2]], soldier equipment has been changed from vanilla:
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* Every soldier starts with 3 utility slots.
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* Each item equipped reduces Mobility by 1.
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* Light and Heavy Armor have 1 less utility slot. Heavy Armor gets a Heavy Weapon slot instead.
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* Starting items are unlimited and don't need to be purchased individually.
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* Grenades do not have a limit per soldier, but they have a 1 turn cooldown after throwing one.
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* Grenadiers have an extra slot for a grenade, that also reduces Mobility. They also do not have a cooldown for launching grenades.  
  
==Armor==
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== Protective Gear ==
Armor items are utility slot items that improve survivability. Soldiers can only carry one vest and one plating.
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These items improve soldier's survivability through various means. Soldiers can only carry one Plating item and one Vest item at a time.
  
==== Vests ====
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=== Plating ===
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These items grant Ablative Health, which cannot be healed during a mission after being lost, but losing them does not count towards taking a wound and does not incur recovery time after the battle. A soldier can equip only one Plating at a time.
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{{Plating_(LW2)}}
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=== Vests ===
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These items provide bonus Health and an additional perk. A soldier can equip only one Vest at a time.
 
{{Vests_(LW2)}}
 
{{Vests_(LW2)}}
  
==== Plating ====
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== Grenades ==
These items grant Ablative Armor. Hitpoints granted by Ablative Armor once lost, can not 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, but in addition to a Vest.
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Grenades can be carried by any class, but [[Grenadier (LW2)|Grenadiers]] particularly excel with them: they can launch them with extended range and radius with their Grenade Launchers, they have an extra equipment slot that can only be used for a grenade, and they get perks to further increase their effectiveness.
{{Plating_(LW2)}}
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{{Grenades_(LW2)}}
 
 
==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.
 
{{Grenades_(LW2)}}<br />
 
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.
 
  
==Ammunition==
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== Special Ammo ==
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm.  
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Special Ammo can be equipped to provide additional effects when shooting the soldier's primary weapon or an equipped pistol. A soldier can equip only one Ammo at a time.
 
{{Ammunition_(LW2)}}
 
{{Ammunition_(LW2)}}
  
==Utility==
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== Miscellaneous ==
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These items provide utility in various other ways.
 
{{UtilityItems_(LW2)}}
 
{{UtilityItems_(LW2)}}
  
==Personal Combat Sims==
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== Personal Combat Sims ==
 
{{CombatSims_(LW2)}}
 
{{CombatSims_(LW2)}}

Latest revision as of 18:19, 3 October 2020

Soldiers Equipment Long War.png

In Long War 2, soldier equipment has been changed from vanilla:

  • Every soldier starts with 3 utility slots.
  • Each item equipped reduces Mobility by 1.
  • Light and Heavy Armor have 1 less utility slot. Heavy Armor gets a Heavy Weapon slot instead.
  • Starting items are unlimited and don't need to be purchased individually.
  • Grenades do not have a limit per soldier, but they have a 1 turn cooldown after throwing one.
  • Grenadiers have an extra slot for a grenade, that also reduces Mobility. They also do not have a cooldown for launching grenades.

Protective Gear

These items improve soldier's survivability through various means. Soldiers can only carry one Plating item and one Vest item at a time.

Plating

These items grant Ablative Health, which cannot be healed during a mission after being lost, but losing them does not count towards taking a wound and does not incur recovery time after the battle. A soldier can equip only one Plating at a time.

Name Health Bonus
Health Bonus
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Alien Alloys
Alloys
Corpses
Corpses
XCOM2 Inv Flame Sealant.png
Ceramic Plating
+2 Ablative XCOM starts with an unlimited supply
XCOM2 Inv Nano Fiber Sark.png
Alloy Plating
+3 Ablative Alloy Plating 1 1x ADVENT Trooper Corpse 5
XCOM2 Inv Heat Absorption.png
Chitin Plating
+4 Ablative Chitin Plating 2 1x Chryssalid Corpse 10
LW2 Inv Power Armor512.png
Carapace Plating
+5 Ablative Carapace Plating 3 1x Muton Elite Corpse 12

Vests

These items provide bonus Health and an additional perk. A soldier can equip only one Vest at a time.

Name Health Bonus
Health Bonus
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Corpses
Corpses
XCOM2 Inv Nano Fiber Vest.png
Nanoscale Vest
2 -25 chance to be critically hit Hybrid Materials 5 1 0 - 5
XCOM2 Inv Hazmat Vest.png
Hazmat Vest
3 Immunity to fire, acid and poison Hazmat Vests 15 1 0 - 5
XCOM2 Inv Armor Harness.png
Tactical Vest
3 +1 Armor Tactical Vests 20 2 0 1x Muton Corpse 10
XCOM2 Inv Stasis Vest.png
Stasis Vest
5 Restores 2 HP per turn, up to 8 total Stasis Vests 20 2 2 1x ADVENT Shieldbearer Corpse 10
XCOM2 Inv Hellweave.png
Hellweave Vest
6 Deals 2-4 damage and inflicts burning to melee attackers Hellweave 30 3 3 1x Berserker Corpse 15
LW2 Inv Tarantula Suit 512.png
Chameleon Suit
0 Reduces the soldier's infiltration time Chameleon Suits 25 0 2 1x Faceless Corpse 8

Grenades

Grenades can be carried by any class, but Grenadiers particularly excel with them: they can launch them with extended range and radius with their Grenade Launchers, they have an extra equipment slot that can only be used for a grenade, and they get perks to further increase their effectiveness.

Name Grenade damage
Damage
Range
Range
Radius
Radius
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
XCOM2 Inv Frag Grenade.png
Frag Grenade
2-5 10 3 9 Environmental Damage
Shreds 1 Armor
XCOM starts with an unlimited supply
XCOM2 Inv Plasma Grenade.png
Plasma Grenade
4-8 10 3 9 Environmental Damage
Shreds 2 Armor
Plasma Grenades 10 1 0 1 - 5
XCOM2 Inv Power Cell.png
Shaped Charge
- 3 2 100 Environmental Damage - 10 - - - - -
XCOM2 Inv Flashbang Grenade.png
Flashbang Grenade
- 12 5 Disorients enemies XCOM starts with an unlimited supply
XCOM2 Inv Smoke Grenade.png
Smoke Grenade
- 15 5 Grants +20 Defense and negates flanking bonuses while in smoke XCOM starts with an unlimited supply
XCOM2 Inv Smoke GrenadeMK2.png
Smoke Bomb
- 15 6 Grants +20 Defense and negates flanking bonuses while in smoke Smoke Bombs 10 - - - - 10
XCOM2 Inv Battle Scanner.png
Battle Scanners
- 28 12 Detects enemies in an area
Reveals disguised Faceless and burrowed Chryssalids
Battlescanners 10 0 1 0 1x Drone Wreck 5
XCOM2 Inv Firebomb.png
Incendiary Grenade
4-9 10 1 75% chance of setting enemies and terrain on fire Incendiary Grenades 10 1 - 1 1x ADVENT Officer Corpse 5
XCOM2 Inv FirebombMK2.png
Incendiary Bomb
4-9 10 2 85% chance of setting enemies and terrain on fire Incendiary Bombs 20 1 2 1 2x ADVENT Officer Corpse 15
XCOM2 Inv Acid Bomb.png
Acid Grenade
1-3 10 1 Shreds 4 Armor
Inflicts Rupture (1 damage)
Creates acid pools, inflicting Acid on enemies inside
Acid Grenades 10 1 - 1 1x Archon Corpse 5
XCOM2 Inv Acid BombMK2.png
Acid Bomb
1-4 10 2 Shreds 5 Armor
Inflicts Rupture (1 damage)
Creates acid pools, inflicting Acid on enemies inside
Acid Bombs 20 1 2 1 2x Archon Corpse 15
XCOM2 Inv Gas Grenade.png
Gas Grenade
1-3 10 5 Creates poison gas cloud, poisoning enemies inside
Ignores Armor
Gas Grenades 10 1 - 1 1x Viper Corpse 5
XCOM2 Inv Gas GrenadeMK2.png
Gas Bomb
1-4 10 6 Creates poison gas cloud, poisoning enemies inside
Ignores Armor
Gas Bombs 20 1 2 1 2x Viper Corpse 15
XCOM2 Inv Emp Grenade.png
EMP Grenade
4-8 12 4 Only damages Robotic units
Reduces Hack Defense by 10
Ignores Armor
EMP Grenades 10 1 - 1 1x Drone Wreck 5
XCOM2 Inv Emp GrenadeMK2.png
EMP Bomb
6-12 12 5 Only damages Robotic units
Reduces Hack Defense by 15
Ignores Armor
EMP Bombs 20 1 2 1 1x ADVENT Mec Wreck 15
XCOM2 Inv Proximity Mine.png
Proximity Mine
4-9 14 3 Explodes when an enemy moves within blast radius
9 Environmental Damage
Shreds 1 Armor
Proximity Mine 40 - 10 1 1x Sectopod Wreck 15
XCOM2 Inv Mimic Beacon.png
Mimic Beacon
- 10 1 Creates a decoy soldier Mimic Beacon 60 - - 1 1x Gatekeeper Shell 50
XCOM2 Inv Frost Bomb.png
Frost Bomb
- 10 2 Freezes enemies Frost Bombs Granted on project completion -

Special Ammo

Special Ammo can be equipped to provide additional effects when shooting the soldier's primary weapon or an equipped pistol. A soldier can equip only one Ammo at a time.

Name Effect Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
XCOM2 Inv Ap Rounds.png
A.P. Rounds
Shots ignore 2 armor. Alien Biotech 10 1 0 0 - 5
XCOM2 Inv Tracer Rounds.png
Tracer Rounds
Shots gain +5 aim. Hybrid Materials 10 0 1 0 - 5
XCOM2 Inv Talon Rounds.png
Talon Rounds
Shots gain +10 critical chance and +1 damage on critical hits. Talon Rounds 10 1 0 0 1x Sectoid Corpse 5
XCOM2 Inv Venom Rounds.png
Venom Rounds
Shots gain +1 damage and have 50% chance of poisoning the target. Venom Rounds 10 0 1 0 1x Viper 5
XCOM2 Inv Bluescreen Rounds.png
Bluescreen Rounds
Shots gain +3 damage to robotic units and remove some defensive shields. Bluescreen Rounds 10 0 1 0 1x ADVENT MEC Wreck 5
XCOM2 Inv Redscreen Rounds.png
Redscreen Rounds
Shots lower Hack Defense by 25 with every hit. Redscreen Rounds 5 0 0 0 1x Drone Wreck 5
XCOM2 Inv Falcon Rounds.png
Shredder Rounds
Shots shred 2 armor. Shredder Rounds 10 1 1 0 1x ADVENT Turret Wreck 5
XCOM2 Inv Needle Rounds.png
Needle Rounds
Shots gain +1 damage and an additional +1 against organic ADVENT units. Needle Rounds 10 1 0 0 1x Faceless Corpse 5
XCOM2 Inv Stiletto Rounds.png
Stiletto Rounds
Shots gain +1 damage and an additional +1 against organic alien units. Stiletto Rounds 10 1 0 0 1x ADVENT Shieldbearer Corpse 5
XCOM2 Inv Flechette Rounds.png
Flechette Rounds
Shots gain +1 damage and an additional +1 to unarmored targets. Flechette Rounds 10 1 0 0 1x Chryssalid Corpse 5
XCOM2 Inv Incendiary Rounds.png
Dragon Rounds
Shots gain +1 damage and have 50% chance of setting the target on fire. Dragon Rounds 10 1 0 1 1x Muton Elite Corpse 10

Miscellaneous

These items provide utility in various other ways.

Name Effect Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
XCOM2 Inv Medkit.png
Medikits
Heals 4 HP on use. Can be used with Medical Protocol. XCOM starts with an unlimited supply
XCOM2 Inv MedkitMK2.png
Nanomedikits
Heals 6 HP on use. Can be used with Medical Protocol. Battlefield Medicine 10 1 - - 5
XCOM2 Inv Skulljack.png
Skulljack
Enables enemy Skulljacking, instantly killing the target and gaining a bonus. If Skullmining has been completed, grants +25 Hacking. Skulljack 20 - - 1x ADVENT Officer Corpse -
XCOM2 Inv MindShield.png
Mindshield
Protects against negative mental effects from enemy abilities, like panic or mind control. Sectoid Autopsy 10 1 - 1x Sectoid Corpse 10
XCOM2 Inv Neurowhip.png
Neurowhip
Grants 10 Psi Offense, but reduces Will by 10. Psionics 20 3 - 1x Sectoid Corpse 10
XCOM2 Inv Combat Stims.png
Overdrive Serum
Grants bonus mobility and damage reduction for 2 turns when used. Using does not take an action. Berserker Autopsy 3 - - - -

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.