Difference between revisions of "Equipment (XCOM2)"

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|[[Acid Bomb (XCOM2)|Acid Bomb]]<sup>1</sup> || 5-6 || 10 || ? ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)<br>Experimental Grenade (PG)
 
|[[Acid Bomb (XCOM2)|Acid Bomb]]<sup>1</sup> || 5-6 || 10 || ? ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)<br>Experimental Grenade (PG)
 
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|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? ||  0 || ? || 0 || no || Mechanical enemies only, Disorients, Shutdowns || Bluescreen Protocol (PG)
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|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? ||  0 || ? || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)
 
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|[[EMP Bomb (XCOM2)|EMP Bomb]]<sup>1</sup> || 10 || 12 || ? ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns || Advanced Explosives (PG)<br>Bluescreen Protocol (PG)
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|[[EMP Bomb (XCOM2)|EMP Bomb]]<sup>1</sup> || 10 || 12 || ? ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields || Advanced Explosives (PG)<br>Bluescreen Protocol (PG)
 
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|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none
 
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none

Revision as of 13:43, 18 February 2016

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. Grenades are carried in the Utility slot, but Grenadiers also have an extra equipment slot that can only be used for a grenade.

Weapon Damage Range Critical Chance Terrain Damage Blast Radius Shreds Destroys cover Effects Requirements
Frag Grenade 3-4 10 ? 3-4 3 1 yes - none
Plasma Grenade1 5-6 10 ? 5-6 3 2 yes - Advanced Explosives (PG)
Flashbang Grenade 0 12 0 0 8 0 no Disorients none
Gas Grenade 3-4 10 ? 0 5 1 no Poison Experimental Grenade (PG)
Gas Bomb1 6-7 10 ? 0 6 2 no Poison Advanced Explosives (PG)
Experimental Grenade (PG)
Incendiary Grenade 4-5 10 ? 0 4 1 over time Burning Experimental Grenade (PG)
Incendiary Bomb1 6-7 10 ? 0 4 2 over time Burning Advanced Explosives (PG)
Experimental Grenade (PG)
Acid Grenade 3-4 10 ? 0 3 2 no Acid Experimental Grenade (PG)
Acid Bomb1 5-6 10 ? 0 3 4 no Acid Advanced Explosives (PG)
Experimental Grenade (PG)
EMP Grenade ? ? ? 0 ? 0 no Mechanical enemies only, Disorients, Shutdowns and disables shields Bluescreen Protocol (PG)
EMP Bomb1 10 12 ? 0 5 0 no Mechanical enemies only, Disorients, Shutdowns and disables shields Advanced Explosives (PG)
Bluescreen Protocol (PG)
Smoke Grenade 0 ? 0 0 ? 0 no Grants Defense none
Smoke Bomb1 0 ? ? 0 ? 0 no Grants Defense Advanced Explosives (PG)
Proximity Mine 8 12 ? 0 5 2 yes Explodes when an enemy comes nearby Andromedon autopsy
1 Upgraded from previous version with Advanced Explosives Proving Ground project.

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.

EMP dissables enemies shields

Armor

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

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 burns 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 Bluescreen Protocol (PG) to unlock manufacturing
A.P. Rounds Negates 5 points of armor for this soldier, disables enemy shields Experimental Ammo (PG)
Tracer Rounds +10 Aim Experimental Armor (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)

Utility

  • 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. Battle scanners are unlocked with ADVENT Trooper autopsy.
  • Medikits heal 4HP soldiers. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins (tier 2 Gremlin adds +1HP healling and tier 3 Gremling adds +2HP healing). Medikits are upgraded to Nanomedikits with Viper autopsy and heal 6HP (without Gremlin bonuses).
  • Mindshields protect against all types of negative mental effects, like panic or mind control, they are unlocked with Sectoid autopsy.