Difference between revisions of "Equipment (XCOM2)"

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==Utility Items==
 
==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.
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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, but grant the wearer a heavy weapon slot or special mobility abilities respectively.
  
 
===Grenades===
 
===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.
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{{Grenades (XCOM2)}}
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===Armor===
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Armor items are utility slot items that improve survivability. Soldiers can only carry one of this type of item.
 +
 
 
{| class="wikitable" width="100%" style="text-align: center"
 
{| class="wikitable" width="100%" style="text-align: center"
! Weapon !! Damage !! Range !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities !! Requirements
+
! Armor !! Health !! Abilities !! Requirements
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
 +
| Nanoscale Vest || +1 || - || Alien Materials
 
|-
 
|-
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || Any || 3-4 || 3 || Shred 1 || -
+
| Hazmat Vest || +2 || Acid, Fire, Poison immunity || Experimental Armor (PG)
 
|-
 
|-
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 || Any || 0 || ? || Grants Defense || -
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| 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)
 
|-
 
|-
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 || Any || 0 || 8 || Disorients || -
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| Plated Vest || +2 || +1 Armor. || Experimental Armor (PG)
 
|-
 
|-
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || ? || ? || Any || 0 || ? || Shred 2, Acid || Experimental Grenade (PG)
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| Hellweave Vest || +2 || 100% chance to burn melee attackers || Chryssalid Autopsy
|-
+
|}
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? || Any || 0 || ? || Mechs only, Disorients || Bluescreen Protocol (PG)
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 +
===Ammunition===
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Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm.
 +
{| class="wikitable" width="100%" style="text-align: center"
 +
! Ammunition !! Abilities !! Requirements
 +
|- style="vertical-align:top;"
 +
| Bluescreen Rounds || +5 damage against robotic enemies and disables shields|| Bluescreen Protocol (PG) to unlock manufacturing
 
|-
 
|-
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]<sup>1</sup> || 5-6 || 10 || ? || Any || 5-6 || 3 || Shred 2 || Advanced Explosives (PG)
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| A.P. Rounds || Negates 5 points of armor for this soldier || Experimental Ammo (PG)
 
|-
 
|-
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]<sup>1</sup> || 0 || ? || ? || Any || 0 || ? || Grants Defense || Advanced Explosives (PG)
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| Tracer Rounds || +10 Aim || Experimental Ammo (PG)
 
|-
 
|-
|[[Acid Bomb (XCOM2)|Acid Bomb]]<sup>1</sup> || 5-6 || 10 || ? || Any || 0 || 3 || Shred 3, Acid || Advanced Explosives (PG)<br>Experimental Grenade (PG)
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| Dragon Rounds || +1 damage, chance to inflict burning || Experimental Ammo (PG)
 
|-
 
|-
|[[EMP Bomb (XCOM2)|EMP Bomb]]<sup>1</sup> || 10 || 12 || ? || Any || 0 || 5 || Mechs only, Disorients || Advanced Explosives (PG)<br>Bluescreen Protocol (PG)
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| Talon Rounds || +20% critical chance, +1 critical damage|| Experimental Ammo (PG)
 
|-
 
|-
| colspan="9" align="left" style="font-size: smaller"|<sup>1</sup> Upgraded from previous version with Advanced Explosives Proving Ground project.
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| Venom Rounds || +1 damage, chance to poison the target  || Experimental Ammo (PG)
 
|}
 
|}
  
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.
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===Personal Combat Sims===
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PCS are an item that you can equip to your soldiers to give them a bonus in combat, You can have only one per soldier, and replacing a PCS will destroy the previous one
  
===Armor===
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{| class="wikitable" width="50%" style="text-align: center"
Armor items are utility slot items that improve survivability. Soldiers can only one of this type can be carried.
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!Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior
 +
|-
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|Speed||+ Mobility||1 (2)||2 (3)||3 (4)
 +
|-
 +
|Conditioning||+ Hit Points||1 (2)||2 (3)||3 (4)
 +
|-
 +
|Focus||+ Will||10-15 (13-20)||15-20 (20-27)||20-25 (27-33)
 +
|-
 +
|Agility||+ Dodge||10-15 (13-20)||15-20 (20-27)||20-25 (27-33)
 +
|-
 +
|Perception||+ Aim||4-6 (5-8)||7-10 (9-13)||12-16 (16-21)
 +
|-
 +
|Values inside ( ) are after GTS Project
 +
|-
 +
|}
  
 +
===Utility===
 
{| class="wikitable" width="100%" style="text-align: center"
 
{| class="wikitable" width="100%" style="text-align: center"
! Armor !! Health !! Abilities !! Requirements
+
! Item !! Effect !! Requirements
|- style="vertical-align:top;"
+
|-
| Nanoscale Vest || 1 || - || Alien Materials
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|Battle Scanners
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|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 (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2)|chryssalid]]s.
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|[[ADVENT Trooper (XCOM2)|ADVENT Trooper]] Autopsy.
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|-
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|Medikits
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|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).<br>Medikits are upgraded to Nanomedikits with [[Viper (XCOM2)|Viper]] autopsy and heal 6HP (without Gremlin bonuses).
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|None
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|-
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|Mindshield
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|Protects against all types of negative mental effects, like panic or mind control..
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|Sectoid Autopsy
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|-
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|Skulljack
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|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.
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|Skulljack (PG)
 
|-
 
|-
| Hazmat Vest || 2 || Acid, Fire, Poison immunity || Experimental Armor (PG)
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|Mimic Beacon
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|Conjures a holographic decoy soldier for the enemy to shoot at.
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|Faceless Autopsy
 
|-
 
|-
| Hellweave Vest || 2 || Burns melee attackers || Chryssalid Autopsy
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|Overdrive Serum
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|Grants bonus mobility and damage reduction for 2 turns. Can be taken as a free action.
 +
|Berserker Autopsy
 
|}
 
|}
 
===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 (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2|chryssalid]]s. Battle scanners are unlocked with ADVENT Trooper autopsy.
 
* Medikits heal soldiers. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins. They are upgraded to Nanomedikits with [[Viper (XCOM2)|Viper]] autopsy.
 

Latest revision as of 20:06, 9 January 2019

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, but grant the wearer a heavy weapon slot or special mobility abilities respectively.

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.

Weapon Damage Range Critical Chance2 Terrain Damage Blast Radius Shreds Destroys cover Effects Requirements
Frag Grenade 3-4 10 0 3-4 3 1 yes - none
Plasma Grenade1 5-6 10 0 5-6 3 2 yes - Advanced Explosives (PG)
Flashbang Grenade 0 12 0 0 8 0 no Disorients Organic enemies; reduces Aim and Mobility, and disables some abilities none
Gas Grenade 3-4 10 0 0 5 1 no Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud Experimental Grenade (PG)
Gas Bomb1 6-7 10 0 0 6 2 no Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud Advanced Explosives (PG)
Experimental Grenade (PG)
Incendiary Grenade 4-5 10 0 0 4 1 over time Sets terrain & Organic enemies on fire (damage over time, disables some abilities) Experimental Grenade (PG)
Incendiary Bomb1 6-7 10 0 0 4 2 over time Sets terrain & Organic enemies on fire (damage over time, disables some abilities) Advanced Explosives (PG)
Experimental Grenade (PG)
Acid Grenade 3-4 10 0 0 3 2 no Creates acid pools, damaging enemies, destroying terrain, and doing damage over time Experimental Grenade (PG)
Acid Bomb1 5-6 10 0 0 3 4 no Creates acid pools, damaging enemies, destroying terrain, and doing damage over time Advanced Explosives (PG)
Experimental Grenade (PG)
EMP Grenade 6 12 0 0 4 0 no Only damages mechanical enemies and shields, disorients or incapacitates mechanical enemies Bluescreen Protocol (PG)
EMP Bomb1 10 12 0 0 5 0 no Only damages mechanical enemies and shields, disorients or incapacitates mechanical enemies Advanced Explosives (PG)
Bluescreen Protocol (PG)
Smoke Grenade 0 ? 0 0 ? 0 no Grants Defense to units in cloud none
Smoke Bomb1 0 ? 0 0 ? 0 no Grants Defense to units in cloud Advanced Explosives (PG)
Proximity Mine 8 12 0 0 5 2 yes Explodes when an enemy is within the blast radius Andromedon autopsy
Frost Bomb 0 ? 0 0 ? 0 no Freezes enemies solid for a turn, preventing them from taking any form of action, even reactive abilities and Ruler Reactions Alien Hunters DLC; either Experimental Warfare (Research, only with War of the Chosen's "Integrated DLC" option active) or completing the Alien Nest Investigation mission
1 Upgraded from previous version with Advanced Explosives Proving Ground project.

2Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.

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. Avatars and the Warlock are immune to Flashbangs, but can still be frozen.

Armor

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

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

Personal Combat Sims

PCS are an item that you can equip to your soldiers to give them a bonus in combat, You can have only one per soldier, and replacing a PCS will destroy the previous one

Personal Combat Sim Effect Basic Advanced Superior
Speed + Mobility 1 (2) 2 (3) 3 (4)
Conditioning + Hit Points 1 (2) 2 (3) 3 (4)
Focus + Will 10-15 (13-20) 15-20 (20-27) 20-25 (27-33)
Agility + Dodge 10-15 (13-20) 15-20 (20-27) 20-25 (27-33)
Perception + Aim 4-6 (5-8) 7-10 (9-13) 12-16 (16-21)
Values inside ( ) are after GTS Project

Utility

Item Effect Requirements
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. ADVENT Trooper Autopsy.
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).
Medikits are upgraded to Nanomedikits with Viper autopsy and heal 6HP (without Gremlin bonuses).
None
Mindshield Protects against all types of negative mental effects, like panic or mind control.. Sectoid Autopsy
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. Skulljack (PG)
Mimic Beacon Conjures a holographic decoy soldier for the enemy to shoot at. Faceless Autopsy
Overdrive Serum Grants bonus mobility and damage reduction for 2 turns. Can be taken as a free action. Berserker Autopsy