Difference between revisions of "Proving Ground (LW2)"

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{{Toc_(LW2)|0}}<div style="padding-left: 20px; float:right">[[File:XCOM2_ChooseFacility_ProvingGrounds.png|256px|left]]</div>The Proving Ground facility provides space for Shen to experiment with new types of weaponry and other unconventional equipment. Using this facility, she can produce ammunition, explosive ordnance, and armor for our troops. [[Long War 2]] makes a lot of equipment items first be researched in the Proving Ground before you can build them in Engineering.
+
{{Toc_(LW2)|0}}<div style="padding-left: 20px; float:right">[[File:XCOM2_ChooseFacility_ProvingGrounds.png|256px|left]]</div>''"The Proving Ground facility provides space for Shen to experiment with new types of weaponry and other unconventional equipment. Using this facility, she can produce ammunition, explosive ordnance, and armor for our troops."''
  
 +
[[Long War 2]] makes a lot of equipment items first be researched in the Proving Ground before you can build them in Engineering.
 +
* Unlocked items in '''bold''' don't need any other project, while items in ''italics'' need another research or Proving Grounds project to be fully available.
 +
* Projects with a yellow background form part of the Golden Path: the elements that progress the storyline.
 
== Project Time ==
 
== Project Time ==
  
Line 6: Line 9:
  
 
== Misc Projects ==
 
== Misc Projects ==
 +
These are unique projects that don't fit in other categories.
  
 
{| class="wikitable" width=100% style="border-width: 2px"
 
{| class="wikitable" width=100% style="border-width: 2px"
! rowspan="2" style="width:75px;border-width: 2px"| Research !! colspan="2" style="border-right-width: 2px"| Prerequisites !! colspan="6" style="border-right-width: 2px"| Cost !! rowspan="2" style="border-width: 2px" | Unlocks
+
! rowspan="2" style="width:75px;border-width: 2px"| Research !! colspan="2" style="border-right-width: 2px"| Prerequisites !! colspan="4" style="border-right-width: 2px"| Cost !! rowspan="2" style="border-width: 2px" | Unlocks
 
|-align=center
 
|-align=center
 
|style="border-bottom-width: 2px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research'''
 
|style="border-bottom-width: 2px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research'''
Line 14: Line 18:
 
|style="border-bottom-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>'''Points'''  
 
|style="border-bottom-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>'''Points'''  
 
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]<br />'''Supplies'''  
 
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]<br />'''Supplies'''  
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Alien Alloy.png|x32px|Alien Alloys]]<br />'''Alien Alloys'''
 
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Crystals.png|x32px|Elerium Crystals]]<br />'''Elerium Crystals'''
 
 
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Cores]]<br />'''Elerium Cores'''  
 
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Cores]]<br />'''Elerium Cores'''  
 
|style="border-width: 1px 2px 2px 1px"| [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]<br />'''Corpses'''
 
|style="border-width: 1px 2px 2px 1px"| [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]<br />'''Corpses'''
 
|-align=center style="background-color: #fff6b8"
 
|-align=center style="background-color: #fff6b8"
 
|style="border-right-width: 2px"| <div id="Skulljack"><h4 style="display: none">Skulljack</h4></div>[[Image:XCOM2 GOLDTECH Skulljack.png|150x75px]]</div><br>'''Skulljack''' || [[Research (LW2)#ADVENT Officer Autopsy|'''ADVENT Officer Autopsy''']]  
 
|style="border-right-width: 2px"| <div id="Skulljack"><h4 style="display: none">Skulljack</h4></div>[[Image:XCOM2 GOLDTECH Skulljack.png|150x75px]]</div><br>'''Skulljack''' || [[Research (LW2)#ADVENT Officer Autopsy|'''ADVENT Officer Autopsy''']]  
|style="border-right-width: 2px"| - || 1200 || 75 || - || - || -  
+
|style="border-right-width: 2px"| - || 1200 || 75 || -  
 
|style="border-right-width: 2px"| 1x ADVENT Officer Corpse || '''Skulljack''' (1 granted on completion)
 
|style="border-right-width: 2px"| 1x ADVENT Officer Corpse || '''Skulljack''' (1 granted on completion)
 
|-align=center
 
|-align=center
| Skullmining || Skulljack, ADVENT Robotics || 4 || 2100 || 150 || - || - || 1 || - || -
+
|style="border-right-width: 2px"| <div id="Skullmining"><h4 style="display: none">Skullmining</h4></div>[[Image:XCOM2 GOLDTECH SkullminingProject.png |150x75px]]</div><br>'''Skullmining'''|| [[Proving Ground (LW2)#Skulljack|'''Skulljack''']]<br>[[Research (LW2)#ADVENT Robotics|'''ADVENT Robotics''']]
 +
|style="border-right-width: 2px"| 4 || 2100 || 150 || 1
 +
|style="border-right-width: 2px"| - || '''''Skullmine ability<br>Skulljack Hack bonus'''''
 
|-align=center
 
|-align=center
| Bluescreen Protocol || ADVENT MEC Breakdown || 3 || 500 || - || - || - || - || 1 MEC Wreck, 1 Drone Wreck || -
+
|style="border-right-width: 2px"| <div id="Bluescreen Protocol"><h4 style="display: none">Bluescreen Protocol</h4></div>[[Image:XCOM2 TECH Bluescreen Project.png|150x75px]]</div><br>'''Bluescreen Protocol''' || [[Research (LW2)#ADVENT MEC Breakdown|'''ADVENT MEC Breakdown''']]
 +
|style="border-right-width: 2px"| 3 || 500 || - || -  
 +
|style="border-right-width: 2px"| 1x ADVENT MEC Wreck<br>1x Drone Wreck || [[Proving Ground (LW2)#Special Ammo|''Bluescreen Rounds'']]<br>[[Proving Ground (LW2)#Grenades|''EMP Grenades'']]
 
|-align=center
 
|-align=center
| Battlefield Medicine || Viper Autopsy || 2 || 1500 || 100 || - || - || 1 || 1 Viper Corpse || Nanomedkit
+
|style="border-right-width: 2px"| <div id="Battlefield Medicine"><h4 style="display: none">Battlefield Medicine</h4></div>[[Image:XCOM2 TECH Battlefield Medicine Project.png|150x75px]]</div><br>'''Battlefield Medicine''' || [[Research (LW2)#Viper Autopsy|'''Viper Autopsy''']]
 +
|style="border-right-width: 2px"| 2 || 500 || 20 || 1
 +
|style="border-right-width: 2px"| 1x Viper Corpse || '''Nanomedikit''' (1 granted on completion)
 
|}
 
|}
  
 
== Armor and Vests ==
 
== Armor and Vests ==
 +
These projects unlock items that increase the survivability of XCOM soldiers. Plating provides ablative HP while Vests have special properties. Only one Plating and Vest each can be equipped on a single soldier.
  
{| class="wikitable" width="100%" style="text-align: center"
+
{| class="wikitable" width=100% style="border-width: 2px"
! Project !! Requirements !! Engineers/Scientists !! Research Points !! Supplies !! Alloys !! Crystals !! Cores !! Other Costs !! Items Unlocked
+
! rowspan="2" style="width:75px;border-width: 2px"| Research !! colspan="2" style="border-right-width: 2px"| Prerequisites !! colspan="5" style="border-right-width: 2px"| Cost !! rowspan="2" style="border-width: 2px" | Unlocks
|-
+
|-align=center
| Hazmat Vests || Hybrid Materials, Alien Biotech || - || 1200 || 20 || - || - || - || - || Hazmat Vest
+
|style="border-bottom-width: 2px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research'''
|-
+
|style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 UIEvent staff.png|x32px|Engineers and Scientists needed each]]<br>'''Staff'''
| Tactical Vests || Hybrid Materials, Muton Autopsy || 2 || 1500 || 25 || 3 || - || - || 1 Muton Corpse || Tactical Vest   
+
|style="border-bottom-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>'''Points'''
|-
+
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]<br />'''Supplies'''
| Stasis Vests || Hybrid Materials, ADVENT Shieldbearer Autopsy || 3 || 1500 || 35 || 3 || - || 1 || 1 Shieldbearer Corpse || Stasis Vest
+
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Alien Alloy.png|x32px|Alien Alloys]]<br />'''Alien Alloys'''
|-
+
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Cores]]<br />'''Elerium Cores'''
| Hellweave || Hybrid Materials, Berserker Autopsy || 4 || 1800 || 30 || 4 || - || 1 || 1 Berserker Corpse || Hellweave Vest
+
|style="border-width: 1px 2px 2px 1px"| [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]<br />'''Corpses'''
|-
+
|-align=center
| Chameleon Suits || Hybrid Materials, Faceless Autopsy || 2 || 1500 || 30 || 2 || - || 1 || 1 Faceless Corpse || Chameleon Suit
+
| Hazmat Vests || Hybrid Materials, Alien Biotech || - || 1200 || 20 || - || - || - || Hazmat Vest
|-
+
|-align=center
| Alloy Plating || Hybrid Materials, ADVENT Trooper Autopsy || 2 || 1200 || 10 || 4 || - || - || 1 Trooper Corpse || Alloy Plating
+
| Tactical Vests || Hybrid Materials, Muton Autopsy || 2 || 1500 || 25 || 3 || - || 1 Muton Corpse || Tactical Vest   
|-
+
|-align=center
| Chitin Plating || Hybrid Materials, Chrysalid Autopsy || 4 || 1500 || 30 || 8 || - || - || 1 Chrysalid Corpse || Chitin Plating
+
| Stasis Vests || Hybrid Materials, ADVENT Shieldbearer Autopsy || 3 || 1500 || 35 || 3 || 1 || 1 Shieldbearer Corpse || Stasis Vest
|-
+
|-align=center
| Carapace Plating || Hybrid Materials, Muton Elite Autopsy || 5 || 1800 || 40 || 10 || - || - || 1 Muton Elite Corpse || Carapace Plating
+
| Hellweave || Hybrid Materials, Berserker Autopsy || 4 || 1800 || 30 || 4 || 1 || 1 Berserker Corpse || Hellweave Vest
 +
|-align=center
 +
| Chameleon Suits || Hybrid Materials, Faceless Autopsy || 2 || 1500 || 30 || 2 || 1 || 1 Faceless Corpse || Chameleon Suit
 +
|-align=center
 +
| Alloy Plating || Hybrid Materials, ADVENT Trooper Autopsy || 2 || 1200 || 10 || 4 || - || 1 Trooper Corpse || Alloy Plating
 +
|-align=center
 +
| Chitin Plating || Hybrid Materials, Chrysalid Autopsy || 4 || 1500 || 30 || 8 || - || 1 Chrysalid Corpse || Chitin Plating
 +
|-align=center
 +
| Carapace Plating || Hybrid Materials, Muton Elite Autopsy || 5 || 1800 || 40 || 10 || - || 1 Muton Elite Corpse || Carapace Plating
 
|}
 
|}
  
 
== Special Ammo ==
 
== Special Ammo ==
 +
These projects unlock items that increase the offensive capabilities of XCOM soldiers in various ways. Only one may be equipped on each soldier.
  
{| class="wikitable" width="100%" style="text-align: center"
+
{| class="wikitable" width=100% style="border-width: 2px"
! Project !! Requirements !! Engineers/Scientists !! Research Points !! Supplies !! Alloys !! Crystals !! Cores !! Other Costs !! Items Unlocked
+
! rowspan="2" style="width:75px;border-width: 2px"| Research !! colspan="2" style="border-right-width: 2px"| Prerequisites !! colspan="6" style="border-right-width: 2px"| Cost !! rowspan="2" style="border-width: 2px" | Unlocks
|-
+
|-align=center
 +
|style="border-bottom-width: 2px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research'''
 +
|style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 UIEvent staff.png|x32px|Engineers and Scientists needed each]]<br>'''Staff'''
 +
|style="border-bottom-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>'''Points'''
 +
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]<br />'''Supplies'''
 +
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Alien Alloy.png|x32px|Alien Alloys]]<br />'''Alien Alloys'''
 +
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Crystals.png|x32px|Elerium Crystals]]<br />'''Elerium Crystals'''
 +
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Cores]]<br />'''Elerium Cores'''
 +
|style="border-width: 1px 2px 2px 1px"| [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]<br />'''Corpses'''
 +
|-align=center
 
| Talon Rounds || Hybrid Materials, Sectoid Autopsy || 1 || 1200 || 20 || 2 || - || 1 || 1 Sectoid Corpse || Talon Rounds
 
| Talon Rounds || Hybrid Materials, Sectoid Autopsy || 1 || 1200 || 20 || 2 || - || 1 || 1 Sectoid Corpse || Talon Rounds
|-
+
|-align=center
 
| Redscreen Rounds || Hybrid Materials, ADVENT Robotics || 1 || 1200 || 5 || - || - || 1 || 1 Drone Wreck || Redscreen Rounds
 
| Redscreen Rounds || Hybrid Materials, ADVENT Robotics || 1 || 1200 || 5 || - || - || 1 || 1 Drone Wreck || Redscreen Rounds
|-
+
|-align=center
 
| Venom Rounds || Hybrid Materials, Viper Autopsy || 3 || 1500 || 50 || 2 || - || 1 || 1 Viper Corpse || Venom Rounds
 
| Venom Rounds || Hybrid Materials, Viper Autopsy || 3 || 1500 || 50 || 2 || - || 1 || 1 Viper Corpse || Venom Rounds
|-
+
|-align=center
 
| Shredder Rounds || Hybrid Materials, ADVENT Turret Breakdown || 3 || 1500 || 20 || 2 || - || 1 || 1 Turret Wreck || Shredder Rounds
 
| Shredder Rounds || Hybrid Materials, ADVENT Turret Breakdown || 3 || 1500 || 20 || 2 || - || 1 || 1 Turret Wreck || Shredder Rounds
|-
+
|-align=center
 
| Needle Rounds || Hybrid Materials, ADVENT Shieldbearer Autopsy || 3 || 1500 || 20 || 2 || - || 1 || 1 Shieldbearer Corpse || Needle Rounds
 
| Needle Rounds || Hybrid Materials, ADVENT Shieldbearer Autopsy || 3 || 1500 || 20 || 2 || - || 1 || 1 Shieldbearer Corpse || Needle Rounds
|-
+
|-align=center
 
| Flechette Rounds || Hybrid Materials, Archon Autopsy || 4 || 1500 || 20 || 2 || - || 1 || 1 Archon Corpse || Flechette Rounds
 
| Flechette Rounds || Hybrid Materials, Archon Autopsy || 4 || 1500 || 20 || 2 || - || 1 || 1 Archon Corpse || Flechette Rounds
|-
+
|-align=center
 
| Stilleto Rounds || Hybrid Materials, Faceless Autopsy || 3 || 1200 || 20 || 2 || - || 1 || 1 Faceless Corpse || Stilleto Rounds
 
| Stilleto Rounds || Hybrid Materials, Faceless Autopsy || 3 || 1200 || 20 || 2 || - || 1 || 1 Faceless Corpse || Stilleto Rounds
|-
+
|-align=center
 
| Bluescreen Rounds || Hybrid Materials, Bluescreen Protocol || 5 || 1200 || 20 || 2 || 5 || 1 || 1 MEC Wreck || Bluescreen Rounds
 
| Bluescreen Rounds || Hybrid Materials, Bluescreen Protocol || 5 || 1200 || 20 || 2 || 5 || 1 || 1 MEC Wreck || Bluescreen Rounds
|-
+
|-align=center
 
| Dragon Rounds || Hybrid Materials, Muton Elite Autopsy || 5 || 1800 || 50 || 5 || - || 1 || 1 Muton Elite Corpse || Dragon Rounds
 
| Dragon Rounds || Hybrid Materials, Muton Elite Autopsy || 5 || 1800 || 50 || 5 || - || 1 || 1 Muton Elite Corpse || Dragon Rounds
 
|}
 
|}
  
 
== Grenades ==
 
== Grenades ==
 +
These projects unlock grenades of both damaging and supporting uses.
  
{| class="wikitable" width="100%" style="text-align: center"
+
{| class="wikitable" width=100% style="border-width: 2px"
! Project !! Requirements !! Engineers/Scientists !! Research Points !! Supplies !! Alloys !! Crystals !! Cores !! Other Costs !! Items Unlocked
+
! rowspan="2" style="width:75px;border-width: 2px"| Research !! colspan="2" style="border-right-width: 2px"| Prerequisites !! colspan="6" style="border-right-width: 2px"| Cost !! rowspan="2" style="border-width: 2px" | Unlocks
|-
+
|-align=center
 +
|style="border-bottom-width: 2px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research'''
 +
|style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 UIEvent staff.png|x32px|Engineers and Scientists needed each]]<br>'''Staff'''
 +
|style="border-bottom-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>'''Points'''
 +
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]<br />'''Supplies'''
 +
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Alien Alloy.png|x32px|Alien Alloys]]<br />'''Alien Alloys'''
 +
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Crystals.png|x32px|Elerium Crystals]]<br />'''Elerium Crystals'''
 +
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Cores]]<br />'''Elerium Cores'''
 +
|style="border-width: 1px 2px 2px 1px"| [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]<br />'''Corpses'''
 +
|-align=center
 
| Advanced Grenades || Plasma Grenades, Andromedon Autopsy || 3 || 1800 || 150 || 15 || 25 || 3 || - || -
 
| Advanced Grenades || Plasma Grenades, Andromedon Autopsy || 3 || 1800 || 150 || 15 || 25 || 3 || - || -
|-
+
|-align=center
 
| Battlescanners || Hybrid Materials, ADVENT Robotics || 2 || 1200 || 25 || 5 || 2 || 1 || 1 Drone Wreck || Battlescanner
 
| Battlescanners || Hybrid Materials, ADVENT Robotics || 2 || 1200 || 25 || 5 || 2 || 1 || 1 Drone Wreck || Battlescanner
|-
+
|-align=center
 
| Smoke Bombs || Advanced Grenades || 5 || 1200 || 25 || 3 || - || 1 || - || Smoke Bomb
 
| Smoke Bombs || Advanced Grenades || 5 || 1200 || 25 || 3 || - || 1 || - || Smoke Bomb
|-
+
|-align=center
 
| Proximity Mines || Advanced Grenades, Sectopod Breakdown || 4 || 1800 || 125 || 10 || 10 || 1 || 1 Sectopod Wreck || Proximity Mine
 
| Proximity Mines || Advanced Grenades, Sectopod Breakdown || 4 || 1800 || 125 || 10 || 10 || 1 || 1 Sectopod Wreck || Proximity Mine
|-
+
|-align=center
 
| Mimic Beacons || Advanced Grenades, Psionic Gate || 7 || 2500 || 150 || 50 || 50 || 2 || 1 Gatekeeper Corpse || Mimic Beacon
 
| Mimic Beacons || Advanced Grenades, Psionic Gate || 7 || 2500 || 150 || 50 || 50 || 2 || 1 Gatekeeper Corpse || Mimic Beacon
|-
+
|-align=center
 
| Plasma Grenades || Hybrid Materials, Muton Autopsy || 3 || 1200 || 100 || 20 || 20 || 1 || 1 Muton Corpse || Plasma Grenade
 
| Plasma Grenades || Hybrid Materials, Muton Autopsy || 3 || 1200 || 100 || 20 || 20 || 1 || 1 Muton Corpse || Plasma Grenade
|-
+
|-align=center
 
| Incendiary Grenades || Hybrid Materials, ADVENT Officer Autopsy || 3 || 1200 || 20 || 3 || - || 1 || 1 Officer Corpse || Incendiary Grenade
 
| Incendiary Grenades || Hybrid Materials, ADVENT Officer Autopsy || 3 || 1200 || 20 || 3 || - || 1 || 1 Officer Corpse || Incendiary Grenade
|-
+
|-align=center
 
| Incendiary Bombs || Advanced Grenades, Incendiary Grenades || 5 || 1500 || 30 || 6 || 3 || 1 || 1 Officer Corpse || Incendiary Bomb
 
| Incendiary Bombs || Advanced Grenades, Incendiary Grenades || 5 || 1500 || 30 || 6 || 3 || 1 || 1 Officer Corpse || Incendiary Bomb
|-
+
|-align=center
 
| Acid Grenades || Hybrid Materials, Archon Autopsy || 3 || 1200 || 20 || 3 || - || 1 || 1 Archon Corpse || Acid Grenade
 
| Acid Grenades || Hybrid Materials, Archon Autopsy || 3 || 1200 || 20 || 3 || - || 1 || 1 Archon Corpse || Acid Grenade
|-
+
|-align=center
 
| Acid Bombs || Advanced Grenades, Acid Grenades || 5 || 1500 || 30 || 6 || 3 || 1 || 1 Archon Corpse || Acid Bomb
 
| Acid Bombs || Advanced Grenades, Acid Grenades || 5 || 1500 || 30 || 6 || 3 || 1 || 1 Archon Corpse || Acid Bomb
|-
+
|-align=center
 
| Gas Grenades || Hybrid Materials, Viper Autopsy || 3 || 1200 || 20 || 3 || - || 1 || 1 Viper Corpse || Gas Grenade
 
| Gas Grenades || Hybrid Materials, Viper Autopsy || 3 || 1200 || 20 || 3 || - || 1 || 1 Viper Corpse || Gas Grenade
|-
+
|-align=center
 
| Gas Bombs || Advanced Grenades, Gas Grenades || 5 || 1500 || 30 || 6 || 3 || 1 || 1 Viper Corpse || Gas Bomb
 
| Gas Bombs || Advanced Grenades, Gas Grenades || 5 || 1500 || 30 || 6 || 3 || 1 || 1 Viper Corpse || Gas Bomb
|-
+
|-align=center
 
| EMP Grenades || Hybrid Materials, Bluescreen Protocol || 3 || 1200 || 20 || 3 || - || 1 || 1 Drone Wreck || EMP Grenade
 
| EMP Grenades || Hybrid Materials, Bluescreen Protocol || 3 || 1200 || 20 || 3 || - || 1 || 1 Drone Wreck || EMP Grenade
|-
+
|-align=center
 
| EMP Bombs || Advanced Grenades, EMP Grenades || 5 || 1500 || 30 || 6 || 3 || 1 || 1 MEC Wreck || EMP Bomb
 
| EMP Bombs || Advanced Grenades, EMP Grenades || 5 || 1500 || 30 || 6 || 3 || 1 || 1 MEC Wreck || EMP Bomb
 
|}
 
|}
  
 
== Heavy Weapons ==
 
== Heavy Weapons ==
 +
Two additional Heavy Weapons can be developed and equipped on non-Technical soldiers using heavy armor.
  
{| class="wikitable" width="100%" style="text-align: center"
+
{| class="wikitable" width=100% style="border-width: 2px"
! Project !! Requirements !! Engineers/Scientists !! Research Points !! Supplies !! Alloys !! Crystals !! Cores !! Other Costs !! Items Unlocked
+
! rowspan="2" style="width:75px;border-width: 2px"| Research !! colspan="2" style="border-right-width: 2px"| Prerequisites !! colspan="5" style="border-right-width: 2px"| Cost !! rowspan="2" style="border-width: 2px" | Unlocks
|-
+
|-align=center
| Shredstorm Cannons || Advanced Coilguns, Battle Armour || 7 || 1800 || 60 || 10 || 10 || 1 || - || Shredstorm Cannon
+
|style="border-bottom-width: 2px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research'''
|-
+
|style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 UIEvent staff.png|x32px|Engineers and Scientists needed each]]<br>'''Staff'''
| Plasma Blasters || Plasma Rifles, Battle Armour || 8 || 1800 || 80 || 10 || 10 || 1 || - || Plasma Blaster
+
|style="border-bottom-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>'''Points'''
 +
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]<br />'''Supplies'''
 +
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Alien Alloy.png|x32px|Alien Alloys]]<br />'''Alien Alloys'''
 +
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Crystals.png|x32px|Elerium Crystals]]<br />'''Elerium Crystals'''
 +
|style="border-width: 1px 2px 2px 1px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Cores]]<br />'''Elerium Cores'''
 +
|-align=center
 +
| Shredstorm Cannons || Advanced Coilguns, Battle Armour || 7 || 1800 || 60 || 10 || 10 || 1 || Shredstorm Cannon
 +
|-align=center
 +
| Plasma Blasters || Plasma Rifles, Battle Armour || 8 || 1800 || 80 || 10 || 10 || 1 || Plasma Blaster
 
|}
 
|}
  
 
== Weapon Upgrades ==
 
== Weapon Upgrades ==
 +
After researching Modular Weapons, weapon upgrades can be reverse engineered in the Proving Ground to begin fabricating them in Engineering. Each upgrade project needs 3 of the upgrade items and the projects of the lower quality upgrades to be already completed.
  
{| class="wikitable" width="100%" style="text-align: center"
+
{| class="wikitable" width=100% style="border-width: 2px"
! Project !! Requirements !! Engineers/Scientists !! Research Points !! Supplies !! Alloys !! Crystals !! Cores !! Other Costs !! Items Unlocked
+
! rowspan="2" style="width:75px;border-width: 2px"| Research !! colspan="2" style="border-right-width: 2px"| Prerequisites !! colspan="4" style="border-right-width: 2px"| Cost !! rowspan="2" style="border-width: 2px" | Unlocks
|-
+
|-align=center
| Scopes || Modular Weapons || 1 || 1000 || 30 || - || - || 1 || 3 Scopes || Scope
+
|style="border-bottom-width: 2px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research'''
|-
+
|style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 UIEvent staff.png|x32px|Engineers and Scientists needed each]]<br>'''Staff'''
| Advanced Scopes || Scopes || 2 || 1600 || 60 || - || - || 1 || 3 Advanced Scopes || Advanced Scope
+
|style="border-bottom-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>'''Points'''
|-
+
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]<br />'''Supplies'''
| Elite Scopes || Advanced Scopes || 3 || 2400 || 90 || - || - || 1 || 3 Elite Scopes || Elite Scope
+
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Cores]]<br />'''Elerium Cores'''
|-
+
|style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 Inv Storage Module.png|x32px|Items]]<br>'''Items'''
| Laser Sights || Modular Weapons || 1 || 1000 || 20 || - || - || 1 || 3 Laser Sights || Laser Sight
+
|-align=center
|-
+
| Scopes || Modular Weapons || 1 || 1000 || 30 || 1 || 3 Scopes || Scope
| Advanced Laser Sights || Laser Sights || 2 || 1600 || 40 || - || - || 1 || 3 Advanced Laser Sights || Advanced Laser Sight
+
|-align=center
|-
+
| Advanced Scopes || Scopes || 2 || 1600 || 60 || 1 || 3 Advanced Scopes || Advanced Scope
| Elite Laser Sights || Advanced Laser Sights || 3 || 2400 || 60 || - || - || 1 || 3 Elite Laser Sights || Elite Laser Sight
+
|-align=center
|-
+
| Elite Scopes || Advanced Scopes || 3 || 2400 || 90 || 1 || 3 Elite Scopes || Elite Scope
| Stocks || Modular Weapons || 1 || 1000 || 20 || - || - || 1 || 3 Stocks || Stock
+
|-align=center
|-
+
| Laser Sights || Modular Weapons || 1 || 1000 || 20 || 1 || 3 Laser Sights || Laser Sight
| Advanced Stocks || Stocks || 2 || 1600 || 40 || - || - || 1 || 3 Advanced Stocks || Advanced Stock
+
|-align=center
|-
+
| Advanced Laser Sights || Laser Sights || 2 || 1600 || 40 || 1 || 3 Advanced Laser Sights || Advanced Laser Sight
| Elite Stocks || Advanced Stocks || 3 || 2400 || 60 || - || - || 1 || 3 Elite Stocks || Elite Stock
+
|-align=center
|-
+
| Elite Laser Sights || Advanced Laser Sights || 3 || 2400 || 60 || 1 || 3 Elite Laser Sights || Elite Laser Sight
| Expanded Mags || Modular Weapons || 1 || 1000 || 20 || - || - || 1 || 3 Expanded Mags || Expanded Mags
+
|-align=center
|-
+
| Stocks || Modular Weapons || 1 || 1000 || 20 || 1 || 3 Stocks || Stock
| Advanced Expanded Mags || Expanded Mags || 2 || 1600 || 40 || - || - || 1 || 3 Advanced Expanded Mags || Advanced Expanded Mags
+
|-align=center
|-
+
| Advanced Stocks || Stocks || 2 || 1600 || 40 || 1 || 3 Advanced Stocks || Advanced Stock
| Elite Expanded Mags || Advanced Expanded Mags || 3 || 2400 || 60 || - || - || 1 || 3 Elite Expanded Mags || Elite Expanded Mags
+
|-align=center
|-
+
| Elite Stocks || Advanced Stocks || 3 || 2400 || 60 || 1 || 3 Elite Stocks || Elite Stock
| Hair Triggers || Modular Weapons || 1 || 1000 || 20 || - || - || 1 || 3 Hair Triggers || Hair Trigger
+
|-align=center
|-
+
| Expanded Mags || Modular Weapons || 1 || 1000 || 20 || 1 || 3 Expanded Mags || Expanded Mags
| Advanced Hair Triggers || Hair Triggers || 2 || 1600 || 40 || - || - || 1 || 3 Advanced Hair Triggers || Advanced Hair Trigger
+
|-align=center
|-
+
| Advanced Expanded Mags || Expanded Mags || 2 || 1600 || 40 || 1 || 3 Advanced Expanded Mags || Advanced Expanded Mags
| Elite Hair Triggers || Advanced Hair Triggers || 3 || 2400 || 60 || - || - || 1 || 3 Elite Hair Triggers || Elite Hair Trigger
+
|-align=center
|-
+
| Elite Expanded Mags || Advanced Expanded Mags || 3 || 2400 || 60 || 1 || 3 Elite Expanded Mags || Elite Expanded Mags
| Autoloaders || Modular Weapons || 1 || 1000 || 20 || - || - || 1 || 3 Autoloaders || Autoloader
+
|-align=center
|-
+
| Hair Triggers || Modular Weapons || 1 || 1000 || 20 || 1 || 3 Hair Triggers || Hair Trigger
| Advanced Autoloaders || Autoloaders || 2 || 1600 || 40 || - || - || 1 || 3 Advanced Autoloader || Advanced Autoloader
+
|-align=center
|-
+
| Advanced Hair Triggers || Hair Triggers || 2 || 1600 || 40 || 1 || 3 Advanced Hair Triggers || Advanced Hair Trigger
| Elite Autoloaders || Advanced Autoloaders || 3 || 2400 || 60 || - || - || 1 || 3 Elite Autoloaders || Elite Autoloader
+
|-align=center
|-
+
| Elite Hair Triggers || Advanced Hair Triggers || 3 || 2400 || 60 || 1 || 3 Elite Hair Triggers || Elite Hair Trigger
| Suppressors || Modular Weapons || 1 || 1000 || 30 || - || - || 1 || 3 Suppressors || Suppressor
+
|-align=center
|-
+
| Autoloaders || Modular Weapons || 1 || 1000 || 20 || 1 || 3 Autoloaders || Autoloader
| Advanced Suppressors || Suppressors || 2 || 1600 || 60 || - || - || 1 || 3 Advanced Suppressors || Advanced Suppressor
+
|-align=center
|-
+
| Advanced Autoloaders || Autoloaders || 2 || 1600 || 40 || 1 || 3 Advanced Autoloader || Advanced Autoloader
| Elite Suppressors || Advanced Suppressors || 3 || 2400 || 90 || - || - || 1 || 3 Elite Suppressors || Elite Suppressor
+
|-align=center
|-
+
| Elite Autoloaders || Advanced Autoloaders || 3 || 2400 || 60 || 1 || 3 Elite Autoloaders || Elite Autoloader
 +
|-align=center
 +
| Suppressors || Modular Weapons || 1 || 1000 || 30 || 1 || 3 Suppressors || Suppressor
 +
|-align=center
 +
| Advanced Suppressors || Suppressors || 2 || 1600 || 60 || 1 || 3 Advanced Suppressors || Advanced Suppressor
 +
|-align=center
 +
| Elite Suppressors || Advanced Suppressors || 3 || 2400 || 90 || 1 || 3 Elite Suppressors || Elite Suppressor
 
|}
 
|}
  
 
See [[Equipment (LW2)]] for lists of items and the projects they require.
 
See [[Equipment (LW2)]] for lists of items and the projects they require.
 
[[Category:Facilities (LW2)]]
 
[[Category:Facilities (LW2)]]

Revision as of 18:06, 12 September 2020

XCOM2 ChooseFacility ProvingGrounds.png

"The Proving Ground facility provides space for Shen to experiment with new types of weaponry and other unconventional equipment. Using this facility, she can produce ammunition, explosive ordnance, and armor for our troops."

Long War 2 makes a lot of equipment items first be researched in the Proving Ground before you can build them in Engineering.

  • Unlocked items in bold don't need any other project, while items in italics need another research or Proving Grounds project to be fully available.
  • Projects with a yellow background form part of the Golden Path: the elements that progress the storyline.

Project Time

The time to complete a project is based on a points system: each project has a required amount of points to complete, and each hour a number of points is added depending on the Proving Ground's staff. The Proving Ground has two slots for engineers that reduce project time by 50% each.

Misc Projects

These are unique projects that don't fit in other categories.

Research Prerequisites Cost Unlocks
Research
Research
Engineers and Scientists needed each
Staff
Research Points
Points
Supplies
Supplies
Elerium Cores
Elerium Cores
Corpses
Corpses

Skulljack

XCOM2 GOLDTECH Skulljack.png
Skulljack
ADVENT Officer Autopsy - 1200 75 - 1x ADVENT Officer Corpse Skulljack (1 granted on completion)

Skullmining

XCOM2 GOLDTECH SkullminingProject.png
Skullmining
Skulljack
ADVENT Robotics
4 2100 150 1 - Skullmine ability
Skulljack Hack bonus

Bluescreen Protocol

XCOM2 TECH Bluescreen Project.png
Bluescreen Protocol
ADVENT MEC Breakdown 3 500 - - 1x ADVENT MEC Wreck
1x Drone Wreck
Bluescreen Rounds
EMP Grenades

Battlefield Medicine

XCOM2 TECH Battlefield Medicine Project.png
Battlefield Medicine
Viper Autopsy 2 500 20 1 1x Viper Corpse Nanomedikit (1 granted on completion)

Armor and Vests

These projects unlock items that increase the survivability of XCOM soldiers. Plating provides ablative HP while Vests have special properties. Only one Plating and Vest each can be equipped on a single soldier.

Research Prerequisites Cost Unlocks
Research
Research
Engineers and Scientists needed each
Staff
Research Points
Points
Supplies
Supplies
Alien Alloys
Alien Alloys
Elerium Cores
Elerium Cores
Corpses
Corpses
Hazmat Vests Hybrid Materials, Alien Biotech - 1200 20 - - - Hazmat Vest
Tactical Vests Hybrid Materials, Muton Autopsy 2 1500 25 3 - 1 Muton Corpse Tactical Vest
Stasis Vests Hybrid Materials, ADVENT Shieldbearer Autopsy 3 1500 35 3 1 1 Shieldbearer Corpse Stasis Vest
Hellweave Hybrid Materials, Berserker Autopsy 4 1800 30 4 1 1 Berserker Corpse Hellweave Vest
Chameleon Suits Hybrid Materials, Faceless Autopsy 2 1500 30 2 1 1 Faceless Corpse Chameleon Suit
Alloy Plating Hybrid Materials, ADVENT Trooper Autopsy 2 1200 10 4 - 1 Trooper Corpse Alloy Plating
Chitin Plating Hybrid Materials, Chrysalid Autopsy 4 1500 30 8 - 1 Chrysalid Corpse Chitin Plating
Carapace Plating Hybrid Materials, Muton Elite Autopsy 5 1800 40 10 - 1 Muton Elite Corpse Carapace Plating

Special Ammo

These projects unlock items that increase the offensive capabilities of XCOM soldiers in various ways. Only one may be equipped on each soldier.

Research Prerequisites Cost Unlocks
Research
Research
Engineers and Scientists needed each
Staff
Research Points
Points
Supplies
Supplies
Alien Alloys
Alien Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Talon Rounds Hybrid Materials, Sectoid Autopsy 1 1200 20 2 - 1 1 Sectoid Corpse Talon Rounds
Redscreen Rounds Hybrid Materials, ADVENT Robotics 1 1200 5 - - 1 1 Drone Wreck Redscreen Rounds
Venom Rounds Hybrid Materials, Viper Autopsy 3 1500 50 2 - 1 1 Viper Corpse Venom Rounds
Shredder Rounds Hybrid Materials, ADVENT Turret Breakdown 3 1500 20 2 - 1 1 Turret Wreck Shredder Rounds
Needle Rounds Hybrid Materials, ADVENT Shieldbearer Autopsy 3 1500 20 2 - 1 1 Shieldbearer Corpse Needle Rounds
Flechette Rounds Hybrid Materials, Archon Autopsy 4 1500 20 2 - 1 1 Archon Corpse Flechette Rounds
Stilleto Rounds Hybrid Materials, Faceless Autopsy 3 1200 20 2 - 1 1 Faceless Corpse Stilleto Rounds
Bluescreen Rounds Hybrid Materials, Bluescreen Protocol 5 1200 20 2 5 1 1 MEC Wreck Bluescreen Rounds
Dragon Rounds Hybrid Materials, Muton Elite Autopsy 5 1800 50 5 - 1 1 Muton Elite Corpse Dragon Rounds

Grenades

These projects unlock grenades of both damaging and supporting uses.

Research Prerequisites Cost Unlocks
Research
Research
Engineers and Scientists needed each
Staff
Research Points
Points
Supplies
Supplies
Alien Alloys
Alien Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Advanced Grenades Plasma Grenades, Andromedon Autopsy 3 1800 150 15 25 3 - -
Battlescanners Hybrid Materials, ADVENT Robotics 2 1200 25 5 2 1 1 Drone Wreck Battlescanner
Smoke Bombs Advanced Grenades 5 1200 25 3 - 1 - Smoke Bomb
Proximity Mines Advanced Grenades, Sectopod Breakdown 4 1800 125 10 10 1 1 Sectopod Wreck Proximity Mine
Mimic Beacons Advanced Grenades, Psionic Gate 7 2500 150 50 50 2 1 Gatekeeper Corpse Mimic Beacon
Plasma Grenades Hybrid Materials, Muton Autopsy 3 1200 100 20 20 1 1 Muton Corpse Plasma Grenade
Incendiary Grenades Hybrid Materials, ADVENT Officer Autopsy 3 1200 20 3 - 1 1 Officer Corpse Incendiary Grenade
Incendiary Bombs Advanced Grenades, Incendiary Grenades 5 1500 30 6 3 1 1 Officer Corpse Incendiary Bomb
Acid Grenades Hybrid Materials, Archon Autopsy 3 1200 20 3 - 1 1 Archon Corpse Acid Grenade
Acid Bombs Advanced Grenades, Acid Grenades 5 1500 30 6 3 1 1 Archon Corpse Acid Bomb
Gas Grenades Hybrid Materials, Viper Autopsy 3 1200 20 3 - 1 1 Viper Corpse Gas Grenade
Gas Bombs Advanced Grenades, Gas Grenades 5 1500 30 6 3 1 1 Viper Corpse Gas Bomb
EMP Grenades Hybrid Materials, Bluescreen Protocol 3 1200 20 3 - 1 1 Drone Wreck EMP Grenade
EMP Bombs Advanced Grenades, EMP Grenades 5 1500 30 6 3 1 1 MEC Wreck EMP Bomb

Heavy Weapons

Two additional Heavy Weapons can be developed and equipped on non-Technical soldiers using heavy armor.

Research Prerequisites Cost Unlocks
Research
Research
Engineers and Scientists needed each
Staff
Research Points
Points
Supplies
Supplies
Alien Alloys
Alien Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Shredstorm Cannons Advanced Coilguns, Battle Armour 7 1800 60 10 10 1 Shredstorm Cannon
Plasma Blasters Plasma Rifles, Battle Armour 8 1800 80 10 10 1 Plasma Blaster

Weapon Upgrades

After researching Modular Weapons, weapon upgrades can be reverse engineered in the Proving Ground to begin fabricating them in Engineering. Each upgrade project needs 3 of the upgrade items and the projects of the lower quality upgrades to be already completed.

Research Prerequisites Cost Unlocks
Research
Research
Engineers and Scientists needed each
Staff
Research Points
Points
Supplies
Supplies
Elerium Cores
Elerium Cores
Items
Items
Scopes Modular Weapons 1 1000 30 1 3 Scopes Scope
Advanced Scopes Scopes 2 1600 60 1 3 Advanced Scopes Advanced Scope
Elite Scopes Advanced Scopes 3 2400 90 1 3 Elite Scopes Elite Scope
Laser Sights Modular Weapons 1 1000 20 1 3 Laser Sights Laser Sight
Advanced Laser Sights Laser Sights 2 1600 40 1 3 Advanced Laser Sights Advanced Laser Sight
Elite Laser Sights Advanced Laser Sights 3 2400 60 1 3 Elite Laser Sights Elite Laser Sight
Stocks Modular Weapons 1 1000 20 1 3 Stocks Stock
Advanced Stocks Stocks 2 1600 40 1 3 Advanced Stocks Advanced Stock
Elite Stocks Advanced Stocks 3 2400 60 1 3 Elite Stocks Elite Stock
Expanded Mags Modular Weapons 1 1000 20 1 3 Expanded Mags Expanded Mags
Advanced Expanded Mags Expanded Mags 2 1600 40 1 3 Advanced Expanded Mags Advanced Expanded Mags
Elite Expanded Mags Advanced Expanded Mags 3 2400 60 1 3 Elite Expanded Mags Elite Expanded Mags
Hair Triggers Modular Weapons 1 1000 20 1 3 Hair Triggers Hair Trigger
Advanced Hair Triggers Hair Triggers 2 1600 40 1 3 Advanced Hair Triggers Advanced Hair Trigger
Elite Hair Triggers Advanced Hair Triggers 3 2400 60 1 3 Elite Hair Triggers Elite Hair Trigger
Autoloaders Modular Weapons 1 1000 20 1 3 Autoloaders Autoloader
Advanced Autoloaders Autoloaders 2 1600 40 1 3 Advanced Autoloader Advanced Autoloader
Elite Autoloaders Advanced Autoloaders 3 2400 60 1 3 Elite Autoloaders Elite Autoloader
Suppressors Modular Weapons 1 1000 30 1 3 Suppressors Suppressor
Advanced Suppressors Suppressors 2 1600 60 1 3 Advanced Suppressors Advanced Suppressor
Elite Suppressors Advanced Suppressors 3 2400 90 1 3 Elite Suppressors Elite Suppressor

See Equipment (LW2) for lists of items and the projects they require.