Difference between revisions of "Equipment (LW2)"
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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: | |
+ | * 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. | |
− | ==== Vests === | + | === 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. | ||
+ | {{Plating_(LW2)}} | ||
+ | |||
+ | === Vests === | ||
+ | These items provide bonus Health and an additional perk. A soldier can equip only one Vest at a time. | ||
{{Vests_(LW2)}} | {{Vests_(LW2)}} | ||
− | + | == Grenades == | |
− | + | 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. | |
− | + | {{Grenades_(LW2)}} | |
− | |||
− | ==Grenades== | ||
− | Grenades can be carried by any class, but Grenadiers particularly excel with them | ||
− | {{Grenades_(LW2)}} | ||
− | |||
− | |||
− | == | + | == Special Ammo == |
− | Special | + | 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)}} | ||
− | + | == Miscellaneous == | |
− | + | These items provide utility in various other ways. | |
− | |||
− | |||
− | == | ||
{{UtilityItems_(LW2)}} | {{UtilityItems_(LW2)}} | ||
− | ==Personal Combat Sims== | + | == Personal Combat Sims == |
{{CombatSims_(LW2)}} | {{CombatSims_(LW2)}} |
Latest revision as of 18:19, 3 October 2020
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 |
Prerequisites |
Cost | Black Market Value | |
---|---|---|---|---|---|
Alloys |
Corpses | ||||
Ceramic Plating |
+2 Ablative | XCOM starts with an unlimited supply | |||
Alloy Plating |
+3 Ablative | Alloy Plating | 1 | 1x ADVENT Trooper Corpse | 5 |
Chitin Plating |
+4 Ablative | Chitin Plating | 2 | 1x Chryssalid Corpse | 10 |
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 |
Special properties | Prerequisites |
Cost | Black Market Value | |||
---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Corpses | |||||
Nanoscale Vest |
2 | -25 chance to be critically hit | Hybrid Materials | 5 | 1 | 0 | - | 5 |
Hazmat Vest |
3 | Immunity to fire, acid and poison | Hazmat Vests | 15 | 1 | 0 | - | 5 |
Tactical Vest |
3 | +1 Armor | Tactical Vests | 20 | 2 | 0 | 1x Muton Corpse | 10 |
Stasis Vest |
5 | Restores 2 HP per turn, up to 8 total | Stasis Vests | 20 | 2 | 2 | 1x ADVENT Shieldbearer Corpse | 10 |
Hellweave Vest |
6 | Deals 2-4 damage and inflicts burning to melee attackers | Hellweave | 30 | 3 | 3 | 1x Berserker Corpse | 15 |
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 | Damage |
Range |
Radius |
Special properties | Prerequisites |
Cost | Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | |||||||
Frag Grenade |
2-5 | 10 | 3 | 9 Environmental Damage Shreds 1 Armor |
XCOM starts with an unlimited supply | ||||||
Plasma Grenade |
4-8 | 10 | 3 | 9 Environmental Damage Shreds 2 Armor |
Plasma Grenades | 10 | 1 | 0 | 1 | - | 5 |
Shaped Charge |
- | 3 | 2 | 100 Environmental Damage | - | 10 | - | - | - | - | - |
Flashbang Grenade |
- | 12 | 5 | Disorients enemies | XCOM starts with an unlimited supply | ||||||
Smoke Grenade |
- | 15 | 5 | Grants +20 Defense and negates flanking bonuses while in smoke | XCOM starts with an unlimited supply | ||||||
Smoke Bomb |
- | 15 | 6 | Grants +20 Defense and negates flanking bonuses while in smoke | Smoke Bombs | 10 | - | - | - | - | 10 |
Battle Scanners |
- | 28 | 12 | Detects enemies in an area Reveals disguised Faceless and burrowed Chryssalids |
Battlescanners | 10 | 0 | 1 | 0 | 1x Drone Wreck | 5 |
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 |
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 |
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 |
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 |
Gas Grenade |
1-3 | 10 | 5 | Creates poison gas cloud, poisoning enemies inside Ignores Armor |
Gas Grenades | 10 | 1 | - | 1 | 1x Viper Corpse | 5 |
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 |
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 |
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 |
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 |
Mimic Beacon |
- | 10 | 1 | Creates a decoy soldier | Mimic Beacon | 60 | - | - | 1 | 1x Gatekeeper Shell | 50 |
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 | Prerequisites |
Cost | Black Market Value | ||||
---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | ||||
A.P. Rounds |
Shots ignore 2 armor. | Alien Biotech | 10 | 1 | 0 | 0 | - | 5 |
Tracer Rounds |
Shots gain +5 aim. | Hybrid Materials | 10 | 0 | 1 | 0 | - | 5 |
Talon Rounds |
Shots gain +10 critical chance and +1 damage on critical hits. | Talon Rounds | 10 | 1 | 0 | 0 | 1x Sectoid Corpse | 5 |
Venom Rounds |
Shots gain +1 damage and have 50% chance of poisoning the target. | Venom Rounds | 10 | 0 | 1 | 0 | 1x Viper | 5 |
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 |
Redscreen Rounds |
Shots lower Hack Defense by 25 with every hit. | Redscreen Rounds | 5 | 0 | 0 | 0 | 1x Drone Wreck | 5 |
Shredder Rounds |
Shots shred 2 armor. | Shredder Rounds | 10 | 1 | 1 | 0 | 1x ADVENT Turret Wreck | 5 |
Needle Rounds |
Shots gain +1 damage and an additional +1 against organic ADVENT units. | Needle Rounds | 10 | 1 | 0 | 0 | 1x Faceless Corpse | 5 |
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 |
Flechette Rounds |
Shots gain +1 damage and an additional +1 to unarmored targets. | Flechette Rounds | 10 | 1 | 0 | 0 | 1x Chryssalid Corpse | 5 |
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 | Prerequisites |
Cost | Black Market Value | ||||
---|---|---|---|---|---|---|---|---|
Supplies |
Elerium Crystals |
Elerium Cores |
Corpses | |||||
Medikits |
Heals 4 HP on use. Can be used with Medical Protocol. | XCOM starts with an unlimited supply | ||||||
Nanomedikits |
Heals 6 HP on use. Can be used with Medical Protocol. | Battlefield Medicine | 10 | 1 | - | - | 5 | |
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 | - | |
Mindshield |
Protects against negative mental effects from enemy abilities, like panic or mind control. | Sectoid Autopsy | 10 | 1 | - | 1x Sectoid Corpse | 10 | |
Neurowhip |
Grants 10 Psi Offense, but reduces Will by 10. | Psionics | 20 | 3 | - | 1x Sectoid Corpse | 10 | |
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