Equipment (XCOM2)

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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 Class Terrain Damage Blast Radius Abilities Requirements
Frag Grenade 3-4 10 ? Any 3-4 3 Shred 1 -
Smoke Grenade 0 ? 0 Any 0 ? Grants Defense -
Flashbang Grenade 0 12 0 Any 0 8 Disorients -
Acid Grenade 3-4 ? ? Any 0 ? Shred 2, Acid Experimental Grenade (PG)
EMP Grenade ? ? ? Any 0 ? Mechs only, Disorients Bluescreen Protocol (PG)
Plasma Grenade1 5-6 10 ? Any 5-6 3 Shred 2 Advanced Explosives (PG)
Smoke Bomb1 0 ? ? Any 0 ? Grants Defense Advanced Explosives (PG)
Acid Bomb1 5-6 10 ? Any 0 3 Shred 3, Acid Advanced Explosives (PG)
Experimental Grenade (PG)
EMP Bomb1 10 12 ? Any 0 5 Mechs only, Disorients Advanced Explosives (PG)
Bluescreen Protocol (PG)
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.

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 ? Unknown, likely increased survivability. Experimental Armor (PG)
Hellweave Vest 2 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 Decrease hacking skill of robotic enemies, allowing easier haywire checks Bluescreen Protocol (PG) to unlock manufacturing
A.P. Rounds Negates up to 5 blips of armor for this soldier Experimental Ammo (PG)
Tracer Rounds +10 Aim Experimental Armor (PG)
Dragon Rounds Increased damage, chance to set the target on fire Experimental Ammo (PG)
Talon Rounds Increased critical chance and critical damage Experimental Ammo (PG)
Venom Rounds Increased 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 soldiers. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins. They are upgraded to Nanomedikits with Viper autopsy.