Difference between revisions of "Proving Ground (LW2)"
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− | ''"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."'' |
+ | {{Toc_(LW2)|28}}<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. |
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+ | * 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. |
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+ | * Projects with a yellow background form part of the Golden Path: the elements that progress the storyline. |
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+ | * Every project that unlocks an item will also grant that item on completion. |
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+ | == Project Time == |
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+ | 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. |
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− | [[File:XCOM2_ChooseFacility_ProvingGrounds.png]] |
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+ | == Misc Projects == |
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+ | These are unique projects that don't fit in other categories. |
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+ | {| class="wikitable" width=100% style="border-width: 2px" |
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− | In LW2 items must be researched in the Proving Ground before you can build them in Engineering -> Build Items. |
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+ | ! 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 |
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+ | |-align=center |
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+ | |style="border-bottom-width: 2px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research''' |
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+ | |style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 UIEvent staff.png|x32px|Engineers and Scientists needed each]]<br>'''Staff''' |
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+ | |style="border-bottom-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>'''Points''' |
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+ | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]<br />'''Supplies''' |
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+ | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Cores]]<br />'''Elerium Cores''' |
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+ | |style="border-width: 1px 2px 2px 1px"| [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]<br />'''Corpses''' |
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+ | |-align=center style="background-color: #fff6b8" |
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+ | |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''']] |
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+ | |style="border-right-width: 2px"| - || 1200 || 75 || - |
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+ | |style="border-right-width: 2px"| 1x ADVENT Officer Corpse || '''Skulljack''' |
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+ | |-align=center |
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+ | |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''']] |
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+ | |style="border-right-width: 2px"| 4 || 2100 || 150 || 1 |
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+ | |style="border-right-width: 2px"| - || '''''Skullmine ability<br>Skulljack Hack bonus''''' |
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+ | |-align=center |
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+ | |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''']] |
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+ | |style="border-right-width: 2px"| 3 || 500 || - || - |
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+ | |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'']] |
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+ | |-align=center |
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+ | |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''']] |
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+ | |style="border-right-width: 2px"| 2 || 500 || 20 || 1 |
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+ | |style="border-right-width: 2px"| 1x Viper Corpse || '''Nanomedikit''' |
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+ | |} |
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+ | == Armor and Vests == |
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− | The Proving Ground has two slots for engineers that reduce project time by 50% each. |
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+ | 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. |
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− | {| class="wikitable" width= |
+ | {| 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="5" style="border-right-width: 2px"| Cost !! rowspan="2" style="border-width: 2px" | Unlocks |
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− | ! Project !! Requirements !! Engineers/Scientists !! Research Points !! Supplies !! Alloys !! Crystals !! Cores !! Other Costs !! Items Unlocked |
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− | | |
+ | |-align=center |
+ | |style="border-bottom-width: 2px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research''' |
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− | |- |
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+ | |style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 UIEvent staff.png|x32px|Engineers and Scientists needed each]]<br>'''Staff''' |
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− | | Skulljack || Officer Autopsy || - || 1200 || 75 || - || - || - || 1 Officer Corpse || Skulljack |
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+ | |style="border-bottom-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>'''Points''' |
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− | |- |
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+ | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]<br />'''Supplies''' |
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− | | Bluescreen || MEC Breakdown || 3 || 500 || - || - || - || - || 1 MEC Wreck, 1 Drone Wreck || - |
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+ | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Alien Alloy.png|x32px|Alien Alloys]]<br />'''Alien Alloys''' |
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− | |- |
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+ | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Cores]]<br />'''Elerium Cores''' |
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− | | Battlefield Medicine || Viper Autopsy || 2 || 1500 || 100 || - || - || 1 || 1 Viper Corpse || Nanomedkit |
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+ | |style="border-width: 1px 2px 2px 1px"| [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]<br />'''Corpses''' |
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− | |- |
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+ | |-align=center |
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− | | Skullmining || Skulljack, Advent Robotics || 4 || 2100 || 150 || - || - || 1 || - || - |
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+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH ExperimentalArmor.png |150x75px]]<br>'''Hazmat Vests || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#Alien Biotech|'''Alien Biotech''']] |
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− | |- |
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− | | |
+ | |style="border-right-width: 2px"| - || 1200 || 20 || - || - |
+ | |style="border-right-width: 2px"| - || Hazmat Vest |
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− | |- |
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+ | |-align=center |
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− | | Tactical Vest || Hybrid Materials, Muton Autopsy || 2 || 1500 || 25 || 3 || - || - || 1 Muton Corpse || Tactical Vest |
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+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH ExperimentalArmor.png |150x75px]]<br>'''Tactical Vests || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#Muton Autopsy|'''Muton Autopsy''']] |
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− | |- |
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+ | |style="border-right-width: 2px"| 2 || 1500 || 25 || 3 || - |
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− | | Stasis Vest || Hybrid Materials, Shieldbearer Autopsy || 3 || 1500 || 35 || 3 || - || 1 || 1 Shieldbearer Corpse || Stasis Vest |
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+ | |style="border-right-width: 2px"| 1x Muton Corpse || Tactical Vest |
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− | |- |
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+ | |-align=center |
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− | | Hellweave Vest || Hybrid Materials, Berserker Autopsy || 4 || 1800 || 30 || 4 || - || 1 || 1 Berserker Corpse || Hellweave Vest |
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+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH ExperimentalArmor.png |150x75px]]<br>'''Stasis Vests || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#ADVENT Shieldbearer Autopsy|'''ADVENT Shieldbearer Autopsy''']] |
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− | |- |
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+ | |style="border-right-width: 2px"| 3 || 1500 || 35 || 3 || 1 |
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− | | Chameleon Suit || Hybrid Materials, Faceless Autopsy || 2 || 1500 || 30 || 2 || - || 1 || 1 Faceless Corpse || Chameleon Suit |
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+ | |style="border-right-width: 2px"| 1x ADVENT Shieldbearer Corpse || Stasis Vest |
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− | |- |
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+ | |-align=center |
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− | | Alloy Plating || Hybrid Materials, Trooper Autopsy || 2 || 1200 || 10 || 4 || - || - || 1 Trooper Corpse || Alloy Plating |
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+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH ExperimentalArmor.png |150x75px]]<br>'''Hellweave || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#Berserker Autopsy|'''Berserker Autopsy''']] |
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− | |- |
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+ | |style="border-right-width: 2px"| 4 || 1500 || 30 || 4 || 1 |
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− | | Chitin Plating || Hybrid Materials, Chrysalid Autopsy || 4 || 1500 || 30 || 8 || - || - || 1 Chrysalid Corpse || Chitin Plating |
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+ | |style="border-right-width: 2px"| 1x Berserker Corpse || Hellweave Vest |
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− | |- |
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+ | |-align=center |
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− | | Carapace Plating || Hybrid Materials, Muton Elite Autopsy || 5 || 1800 || 40 || 10 || - || - || 1 Muton Elite Corpse || Carapace Plating |
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+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH ExperimentalArmor.png |150x75px]]<br>'''Chameleon Suits || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#Faceless Autopsy|'''Faceless Autopsy''']] |
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− | |- |
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+ | |style="border-right-width: 2px"| 2 || 1500 || 30 || 2 || 1 |
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− | | Talon Rounds || Hybrid Materials, Sectoid Autopsy || 1 || 1200 || 20 || 2 || - || 1 || 1 Sectoid Corpse || Talon Rounds |
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+ | |style="border-right-width: 2px"| 1x Faceless Corpse || Chameleon Suit |
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− | |- |
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+ | |-align=center |
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− | | Redscreen Rounds || Hybrid Materials, Advent Robotics || 1 || 1200 || 5 || - || - || 1 || 1 Drone Wreck || Redscreen Rounds |
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+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH ExperimentalArmor.png |150x75px]]<br>'''Alloy Plating || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#ADVENT Trooper Autopsy|'''ADVENT Trooper Autopsy''']] |
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− | |- |
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+ | |style="border-right-width: 2px"| 2 || 1200 || 10 || 3 || - |
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− | | Venom Rounds || Hybrid Materials, Viper Autopsy || 3 || 1500 || 50 || 2 || - || 1 || 1 Viper Corpse || Venom Rounds |
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+ | |style="border-right-width: 2px"| 1x ADVENT Trooper Corpse || Alloy Plating |
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− | |- |
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+ | |-align=center |
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− | | Shredder Rounds || Hybrid Materials, Turret Breakdown || 3 || 1500 || 20 || 2 || - || 1 || 1 Turret Wreck || Shredder Rounds |
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+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH ExperimentalArmor.png |150x75px]]<br>'''Chitin Plating || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#Chryssalid Autopsy|'''Chryssalid Autopsy''']] |
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− | |- |
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+ | |style="border-right-width: 2px"| 4 || 1500 || 20 || 4 || - |
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− | | Needle Rounds || Hybrid Materials, Shieldbearer Autopsy || 3 || 1500 || 20 || 2 || - || 1 || 1 Shieldbearer Corpse || Needle Rounds |
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+ | |style="border-right-width: 2px"| 1x Chryssalid Corpse || Chitin Plating |
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− | |- |
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+ | |-align=center |
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− | | Flechette Rounds || Hybrid Materials, Archon Autopsy || 4 || 1500 || 20 || 2 || - || 1 || 1 Archon Corpse || Flechette Rounds |
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+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH ExperimentalArmor.png |150x75px]]<br>'''Carapace Plating || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#Muton Elite Autopsy|'''Muton Elite Autopsy''']] |
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− | |- |
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+ | |style="border-right-width: 2px"| 5 || 1800 || 30 || 5 || - |
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− | | Stilleto Rounds || Hybrid Materials, Faceless Autopsy || 3 || 1200 || 20 || 2 || - || 1 || 1 Faceless Corpse || Stilleto Rounds |
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+ | |style="border-right-width: 2px"| 1x Muton Elite Corpse || Carapace Plating |
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− | |- |
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− | | Bluescreen Rounds || Hybrid Materials, Bluescreen || 5 || 1200 || 20 || 2 || 5 || 1 || 1 MEC Wreck || Bluescreen Rounds |
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− | |- |
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− | | Dragon Rounds || Hybrid Materials, Muton Elite Autopsy || 5 || 1800 || 50 || 5 || - || 1 || 1 Muton Elite Corpse || Dragon Rounds |
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− | |- |
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− | | Advanced Grenades || Plasma Grenade, Andromedon Autopsy || 3 || 1800 || 150 || 15 || 25 || 3 || - || - |
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− | |- |
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− | | Battle Scanner || Hybrid Materials, Advent Robotics || 2 || 1200 || 25 || 5 || 2 || 1 || 1 Drone Wreck || Battle Scanner |
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− | |- |
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− | | Smoke Bomb || Advanced Grenades || 5 || 1200 || 25 || 3 || - || 1 || - || Smoke Bomb |
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− | |- |
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− | | Proximity Mine || Advanced Grenades, Sectopod Breakdown || 4 || 1800 || 125 || 10 || 10 || 1 || 1 Sectopod Wreck || Proximity Mine |
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− | |- |
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− | | Mimic Beacon || Advanced Grenades, Psi Gate || 7 || 2500 || 150 || 50 || 50 || 2 || 1 Gatekeeper Corpse || Mimic Beacon |
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− | |- |
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− | | Plasma Grenade || Hybrid Materials, Muton Autopsy || 3 || 1200 || 100 || 20 || 20 || 1 || 1 Muton Corpse || Plasma Grenade |
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− | |- |
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− | | Incendiary Grenade || Hybrid Materials, Officer Autopsy || 3 || 1200 || 20 || 3 || - || 1 || 1 Officer Corpse || Incendiary Grenade |
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− | |- |
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− | | Incendiary Bomb || Advanced Grenades, Incendiary Grenade || 5 || 1500 || 30 || 6 || 3 || 1 || 1 Officer Corpse || Incendiary Bomb |
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− | |- |
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− | | Acid Grenade || Hybrid Materials, Archon Autopsy || 3 || 1200 || 20 || 3 || - || 1 || 1 Archon Corpse || Acid Grenade |
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− | |- |
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− | | Acid Bomb || Advanced Grenades, Acid Grenade || 5 || 1500 || 30 || 6 || 3 || 1 || 1 Archon Corpse || Acid Bomb |
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− | |- |
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− | | Gas Grenade || Hybrid Materials, Viper Autopsy || 3 || 1200 || 20 || 3 || - || 1 || 1 Viper Corpse || Gas Grenade |
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− | |- |
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− | | Gas Bomb || Advanced Grenades, Gas Grenade || 5 || 1500 || 30 || 6 || 3 || 1 || 1 Viper Corpse || Gas Bomb |
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− | |- |
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− | | EMP Grenade || Hybrid Materials, Bluescreen || 3 || 1200 || 20 || 3 || - || 1 || 1 Drone Wreck || EMP Grenade |
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− | |- |
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− | | EMP Bomb || Advanced Grenades, EMP Grenade || 5 || 1500 || 30 || 6 || 3 || 1 || 1 MEC Wreck || EMP Bomb |
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− | |- |
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− | | Shredstorm Cannon || Advanced Coilguns, EXO Suit || 7 || 1800 || 60 || 10 || 10 || 1 || - || Shredstorm Cannon |
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− | |- |
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− | | Plasma Blaster || Plasma Rifle, EXO Suit || 8 || 1800 || 80 || 10 || 10 || 1 || - || Plasma Blaster |
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− | |- |
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− | | Scope || Modular Weapons || 1 || 1000 || 30 || - || - || 1 || 3 Scopes || Scope |
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− | |- |
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− | | Advanced Scope || Scope || 2 || 1600 || 60 || - || - || 1 || 3 Advanced Scopes || Advanced Scope |
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− | |- |
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− | | Elite Scope || Advanced Scope || 3 || 2400 || 90 || - || - || 1 || 3 Elite Scopes || Elite Scope |
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− | |- |
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− | | Laser Sight || Modular Weapons || 1 || 1000 || 20 || - || - || 1 || 3 Laser Sights || Laser Sight |
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− | |- |
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− | | Advanced Laser Sight || Laser Sight || 2 || 1600 || 40 || - || - || 1 || 3 Advanced Laser Sights || Advanced Laser Sight |
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− | |- |
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− | | Elite Laser Sight || Advanced Laser Sight || 3 || 2400 || 60 || - || - || 1 || 3 Elite Laser Sights || Elite Laser Sight |
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− | |- |
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− | | Stock || Modular Weapons || 1 || 1000 || 20 || - || - || 1 || 3 Stocks || Stock |
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− | |- |
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− | | Advanced Stock || Stock || 2 || 1600 || 40 || - || - || 1 || 3 Advanced Stocks || Advanced Stock |
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− | |- |
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− | | Elite Stock || Advanced Stock || 3 || 2400 || 60 || - || - || 1 || 3 Elite Stocks || Elite Stock |
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− | |- |
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− | | Expanded Mags || Modular Weapons || 1 || 1000 || 20 || - || - || 1 || 3 Expanded Mags || Expanded Mags |
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− | |- |
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− | | Advanced Expanded Mags || Expanded Mags || 2 || 1600 || 40 || - || - || 1 || 3 Advanced Expanded Mags || Advanced Expanded Mags |
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− | |- |
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− | | Elite Expanded Mags || Advanced Expanded Mags || 3 || 2400 || 60 || - || - || 1 || 3 Elite Expanded Mags || Elite Expanded Mags |
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− | |- |
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− | | Hair Trigger || Modular Weapons || 1 || 1000 || 20 || - || - || 1 || 3 Hair Triggers || Hair Trigger |
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− | |- |
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− | | Advanced Hair Trigger || Hair Trigger || 2 || 1600 || 40 || - || - || 1 || 3 Advanced Hair Triggers || Advanced Hair Trigger |
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− | |- |
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− | | Elite Hair Trigger || Advanced Hair Trigger || 3 || 2400 || 60 || - || - || 1 || 3 Elite Hair Triggers || Elite Hair Trigger |
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− | |- |
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− | | Autoloader || Modular Weapons || 1 || 1000 || 20 || - || - || 1 || 3 Autoloaders || Autoloader |
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− | |- |
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− | | Advanced Autoloader || Autoloader || 2 || 1600 || 40 || - || - || 1 || 3 Advanced Autoloader || Advanced Autoloader |
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− | |- |
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− | | Elite Autoloader || Advanced Autoloader || 3 || 2400 || 60 || - || - || 1 || 3 Elite Autoloaders || Elite Autoloader |
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− | |- |
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− | | Suppressor || Modular Weapons || 1 || 1000 || 30 || - || - || 1 || 3 Suppressors || Suppressor |
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− | |- |
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− | | Advanced Suppressor || Suppressor || 2 || 1600 || 60 || - || - || 1 || 3 Advanced Suppressors || Advanced Suppressor |
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− | |- |
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− | | Elite Suppressor || Advanced Suppressor || 3 || 2400 || 90 || - || - || 1 || 3 Elite Suppressors || Elite Suppressor |
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− | |- |
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|} |
|} |
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+ | == Special Ammo == |
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− | See [[Equipment (LW2)]] for lists of items and the projects they require. |
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+ | These projects unlock items that increase the offensive capabilities of XCOM soldiers in various ways. Only one may be equipped on each soldier. |
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+ | |||
+ | {| class="wikitable" width=100% style="border-width: 2px" |
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+ | ! 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 |
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+ | |-align=center |
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+ | |style="border-bottom-width: 2px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research''' |
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+ | |style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 UIEvent staff.png|x32px|Engineers and Scientists needed each]]<br>'''Staff''' |
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+ | |style="border-bottom-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>'''Points''' |
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+ | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]<br />'''Supplies''' |
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+ | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Alien Alloy.png|x32px|Alien Alloys]]<br />'''Alien Alloys''' |
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+ | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Crystals.png|x32px|Elerium Crystals]]<br />'''Elerium Crystals''' |
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+ | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Cores]]<br />'''Elerium Cores''' |
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+ | |style="border-width: 1px 2px 2px 1px"| [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]<br />'''Corpses''' |
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+ | |-align=center |
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+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Ammo.png |150x75px]]<br>'''Talon Rounds || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#Sectoid Autopsy|'''Sectoid Autopsy''']] |
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+ | |style="border-right-width: 2px"| 1 || 1200 || 20 || 2 || - || 1 |
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+ | |style="border-right-width: 2px"| 1x Sectoid Corpse || Talon Rounds |
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+ | |-align=center |
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+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Ammo.png |150x75px]]<br>'''Redscreen Rounds || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#ADVENT Robotics|'''ADVENT Robotics''']] |
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+ | |style="border-right-width: 2px"| 1 || 1200 || 5 || - || - || 1 |
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+ | |style="border-right-width: 2px"| 1x Drone Wreck || Redscreen Rounds |
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+ | |-align=center |
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+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Ammo.png |150x75px]]<br>'''Venom Rounds || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#Viper Autopsy|'''Viper Autopsy''']] |
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+ | |style="border-right-width: 2px"| 3 || 1500 || 50 || 2 || - || 1 |
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+ | |style="border-right-width: 2px"| 1x Viper Corpse || Venom Rounds |
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+ | |-align=center |
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+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Ammo.png |150x75px]]<br>'''Shredder Rounds || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#ADVENT Turret Breakdown|'''ADVENT Turret Breakdown''']] |
||
+ | |style="border-right-width: 2px"| 3 || 1500 || 20 || 2 || - || 1 |
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+ | |style="border-right-width: 2px"| 1x ADVENT Turret Wreck || Shredder Rounds |
||
+ | |-align=center |
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+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Ammo.png |150x75px]]<br>'''Needle Rounds || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#ADVENT Shieldbearer Autopsy|'''ADVENT Shieldbearer Autopsy''']] |
||
+ | |style="border-right-width: 2px"| 3 || 1500 || 20 || 2 || - || 1 |
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+ | |style="border-right-width: 2px"| 1x ADVENT Shieldbearer Corpse || Needle Rounds |
||
+ | |-align=center |
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+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Ammo.png |150x75px]]<br>'''Flechette Rounds || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#Archon Autopsy|'''Archon Autopsy''']] |
||
+ | |style="border-right-width: 2px"| 4 || 1500 || 20 || 2 || - || 1 |
||
+ | |style="border-right-width: 2px"| 1x Archon Corpse || Flechette Rounds |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Ammo.png |150x75px]]<br>'''Stiletto Rounds || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#Faceless Autopsy|'''Faceless Autopsy''']] |
||
+ | |style="border-right-width: 2px"| 3 || 1200 || 20 || 2 || - || 1 |
||
+ | |style="border-right-width: 2px"| 1x Faceless Corpse || Stiletto Rounds |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Ammo.png |150x75px]]<br>'''Bluescreen Rounds || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Proving Ground (LW2)#Bluescreen Protocol|'''Bluescreen Protocol''']] |
||
+ | |style="border-right-width: 2px"| 5 || 1200 || 20 || 2 || 5 || 1 |
||
+ | |style="border-right-width: 2px"| 1x ADVENT MEC Wreck || Bluescreen Rounds |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Ammo.png |150x75px]]<br>'''Dragon Rounds || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#Muton Elite Autopsy|'''Muton Elite Autopsy''']] |
||
+ | |style="border-right-width: 2px"| 5 || 1800 || 50 || 5 || - || 1 |
||
+ | |style="border-right-width: 2px"| 1x Muton Elite Corpse || Dragon Rounds |
||
+ | |} |
||
+ | |||
+ | == Grenades == |
||
+ | These projects unlock grenades of both damaging and supporting uses. |
||
+ | |||
+ | {| 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 |
||
+ | |-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 |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Grenade.png |150x75px]]<br>'''Battlescanners || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#ADVENT Robotics|'''ADVENT Robotics''']] |
||
+ | |style="border-right-width: 2px"| 2 || 1200 || 25 || 5 || 2 || 1 |
||
+ | |style="border-right-width: 2px"| 1x Drone Wreck || Battlescanner |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Plasma Grenade Project.png|150x75px]]<br>'''Plasma Grenades || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#Muton Autopsy|'''Muton Autopsy''']] |
||
+ | |style="border-right-width: 2px"| 3 || 1200 || 75 || 10 || 20 || 1 |
||
+ | |style="border-right-width: 2px"| 1x Muton Corpse || Plasma Grenade |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Advanced Grenade Project.png|150x75px]]<br>'''Advanced Grenades || [[Proving Ground (LW2)#Grenades|'''Plasma Grenade''']]<br>[[Research (LW2)#Andromedon Autopsy|'''Andromedon Autopsy''']] |
||
+ | |style="border-right-width: 2px"| 3 || 1200 || - || - || - || 1 |
||
+ | |style="border-right-width: 2px"| - || ''Bombs<br>Mimic Beacons<br>Proximity Mines'' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Grenade.png |150x75px]]<br>'''Smoke Bombs || [[Proving Ground (LW2)#Grenades|'''Advanced Grenades''']] |
||
+ | |style="border-right-width: 2px"| 5 || 1200 || 25 || 3 || - || 1 |
||
+ | |style="border-right-width: 2px"| - || Smoke Bomb |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Grenade.png |150x75px]]<br>'''Incendiary Grenades || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#ADVENT Officer Autopsy|'''ADVENT Officer Autopsy''']] |
||
+ | |style="border-right-width: 2px"| 3 || 1200 || 20 || 2 || - || 1 |
||
+ | |style="border-right-width: 2px"| 1x ADVENT Officer Corpse || Incendiary Grenade<br>[[Proving Ground (LW2)#Grenades|''Incendiary Bombs'']] |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Grenade.png |150x75px]]<br>'''Incendiary Bombs || [[Proving Ground (LW2)#Grenades|'''Advanced Grenades''']]<br>[[Proving Ground (LW2)#Grenades|'''Incendiary Grenades''']] |
||
+ | |style="border-right-width: 2px"| 5 || 1500 || 30 || 4 || 3 || 1 |
||
+ | |style="border-right-width: 2px"| 1x ADVENT Officer Corpse || Incendiary Bomb |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Grenade.png |150x75px]]<br>'''Acid Grenades || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#Archon Autopsy|'''Archon Autopsy''']] |
||
+ | |style="border-right-width: 2px"| 3 || 1200 || 20 || 2 || - || 1 |
||
+ | |style="border-right-width: 2px"| 1x Archon Corpse || Acid Grenade<br>[[Proving Ground (LW2)#Grenades|''Acid Bombs'']] |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Grenade.png |150x75px]]<br>'''Acid Bombs || [[Proving Ground (LW2)#Grenades|'''Advanced Grenades''']]<br>[[Proving Ground (LW2)#Grenades|'''Acid Grenades''']] |
||
+ | |style="border-right-width: 2px"| 5 || 1500 || 30 || 4 || 3 || 1 |
||
+ | |style="border-right-width: 2px"| 1x Archon Corpse || Acid Bomb |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Grenade.png |150x75px]]<br>'''Gas Grenades || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#Viper Autopsy|'''Viper Autopsy''']] |
||
+ | |style="border-right-width: 2px"| 3 || 1200 || 20 || 2 || - || 1 |
||
+ | |style="border-right-width: 2px"| 1x Viper Corpse || Gas Grenade<br>[[Proving Ground (LW2)#Grenades|''Gas Bombs'']] |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Grenade.png |150x75px]]<br>'''Gas Bombs || [[Proving Ground (LW2)#Grenades|'''Advanced Grenades''']]<br>[[Proving Ground (LW2)#Grenades|'''Gas Grenades''']] |
||
+ | |style="border-right-width: 2px"| 5 || 1500 || 30 || 4 || 3 || 1 |
||
+ | |style="border-right-width: 2px"| 1x Viper Corpse || Gas Bomb |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Grenade.png |150x75px]]<br>'''EMP Grenades || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Proving Ground (LW2)#Bluescreen Protocol|'''Bluescreen Protocol''']] |
||
+ | |style="border-right-width: 2px"| 3 || 1200 || 20 || 2 || - || 1 |
||
+ | |style="border-right-width: 2px"| 1x Drone Wreck || EMP Grenade<br>[[Proving Ground (LW2)#Grenades|''EMP Bombs'']] |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Grenade.png |150x75px]]<br>'''EMP Bombs || [[Proving Ground (LW2)#Grenades|'''Advanced Grenades''']]<br>[[Proving Ground (LW2)#Grenades|'''EMP Grenades''']] |
||
+ | |style="border-right-width: 2px"| 5 || 1500 || 30 || 4 || 3 || 1 |
||
+ | |style="border-right-width: 2px"| 1x ADVENT MEC Wreck || EMP Bomb |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Grenade.png |150x75px]]<br>'''Mimic Beacons || [[Proving Ground (LW2)#Grenades|'''Advanced Grenades''']]<br>[[Research (LW2)#Psionic Gate|'''Psionic Gate''']] |
||
+ | |style="border-right-width: 2px"| 7 || 2500 || 150 || 30 || 50 || 3 |
||
+ | |style="border-right-width: 2px"| 1x Gatekeeper Shell || Mimic Beacon |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Experimental Grenade.png |150x75px]]<br>'''Proximity Mines || [[Proving Ground (LW2)#Grenades|'''Advanced Grenades''']]<br>[[Research (LW2)#Sectopod Breakdown|'''Sectopod Breakdown''']] |
||
+ | |style="border-right-width: 2px"| 4 || 1800 || 125 || 10 || 10 || 1 |
||
+ | |style="border-right-width: 2px"| 1x Sectopod Wreck || Proximity Mine |
||
+ | |} |
||
+ | |||
+ | == Heavy Weapons == |
||
+ | Two additional Heavy Weapons can be developed and equipped on non-Technical soldiers using heavy armor. |
||
+ | |||
+ | {| 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="5" 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-width: 1px 2px 2px 1px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Cores]]<br />'''Elerium Cores''' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Heavy Weapons Project.png|150x75px]]<br>'''Shredstorm Cannons || [[Research (LW2)#Advanced Coilguns|'''Advanced Coilguns''']]<br>[[Research (LW2)#Battle Armor |'''Battle Armor''']] |
||
+ | |style="border-right-width: 2px"| 7 || 1800 || 60 || 10 || 10 |
||
+ | |style="border-right-width: 2px"| 1 || [[Weapons_(LW2)#Heavy_Weapons|'''Shredstorm Cannon''']] |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH AdvHeavy Weapons Project.png|150x75px]]<br>'''Plasma Blasters || [[Research (LW2)#Plasma Rifle|'''Plasma Rifle''']]<br>[[Research (LW2)#Battle Armor |'''Battle Armor''']] |
||
+ | |style="border-right-width: 2px"| 8 || 1800 || 80 || 6 || 10 |
||
+ | |style="border-right-width: 2px"| 1 || [[Weapons_(LW2)#Heavy_Weapons|'''Plasma Blaster''']] |
||
+ | |} |
||
+ | |||
+ | == Hunter Weapons and Alien Armor == |
||
+ | These projects unlock items from the Alien Hunters DLC. |
||
+ | |||
+ | {| 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="5" 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''' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM 2 IC BoltCaster.png|150x75px]]<br>'''Bolt Caster|| [[Research (LW2)#Experimental Weapons|'''Experimental Weapons''']] |
||
+ | |style="border-right-width: 2px"| - || 600 || 35 || - || - |
||
+ | |style="border-right-width: 2px"| - || [[Weapons_(LW2)#Bolt Caster|'''Bolt Caster''']] |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM 2 IC HunterPistol.png|150x75px]]<br>'''Shadowkeeper|| [[Research (LW2)#Experimental Weapons|'''Experimental Weapons''']] |
||
+ | |style="border-right-width: 2px"| - || 600 || 25 || - || - |
||
+ | |style="border-right-width: 2px"| - || [[Weapons_(LW2)#Shadowkeeper|'''Shadowkeeper''']] |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM 2 IC HuntingAxe.png|150x75px]]<br>'''Hunter's Axe|| [[Research (LW2)#Experimental Weapons|'''Experimental Weapons''']] |
||
+ | |style="border-right-width: 2px"| - || 600 || 30 || - || - |
||
+ | |style="border-right-width: 2px"| - || [[Weapons_(LW2)#Hunter's Axe|'''Hunter's Axe''']] |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM_2_IC_FrostBomb.png|150x75px]]<br>'''Frost Bomb|| [[Research (LW2)#Experimental Weapons|'''Experimental Weapons''']] |
||
+ | |style="border-right-width: 2px"| - || 600 || 25 || - || - |
||
+ | |style="border-right-width: 2px"| - || '''Frost Bomb''' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM 2 TECH SerpentArmor.png|150x75px]]<br>'''Serpent Suit|| [[Research (LW2)#Viper King Autopsy|'''Viper King Autopsy''']] |
||
+ | |style="border-right-width: 2px"| 4 || 1200 || 50 || 5 || 5 |
||
+ | |style="border-right-width: 2px"| 1 || '''Serpent Suit'''<br>''Serpent Armor'' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM 2 TECH RageSuit.png|150x75px]]<br>'''R.A.G.E. Suit || [[Research (LW2)#Berserker Queen Autopsy|'''Berserker Queen Autopsy''']] |
||
+ | |style="border-right-width: 2px"| 4 || 1500 || 50 || 5 || 5 |
||
+ | |style="border-right-width: 2px"| 1 || '''R.A.G.E. Suit'''<br>''R.A.G.E. Armor'' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM 2 TECH IcarusArmor.png|150x75px]]<br>'''Icarus Armor|| [[Research (LW2)#Archon King Autopsy|'''Archon King Autopsy''']] |
||
+ | |style="border-right-width: 2px"| 4 || 1800 || 75 || 10 || 20 |
||
+ | |style="border-right-width: 2px"| 1 || '''Icarus Armor''' |
||
+ | |} |
||
+ | |||
+ | == SPARK == |
||
+ | These projects create the SPARK and its equipment from the Shen's Last Gift DLC. One SPARK is automatically granted when completing Mechanized Warfare, and they can be build repeatedly with the Build SPARK project. |
||
+ | |||
+ | {| 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="5" 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''' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM 2 TECH SPARK.png|150x75px]]<br>'''Mechanized Warfare|| [[Research (LW2)#ADVENT Robotics|'''ADVENT Robotics''']] |
||
+ | |style="border-right-width: 2px"| 3 || 1800 || 100 || 10 || 5 |
||
+ | |style="border-right-width: 2px"| 1 || [[SPARK_(LW2)|'''SPARK''']]<br>[[Proving Ground (LW2)#SPARK |'''SPARK ''']] |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM 2 TECH SPARK.png|150x75px]]<br>'''SPARK|| [[Proving Ground (LW2)#SPARK |'''Mechanized Warfare''']] |
||
+ | |style="border-right-width: 2px"| 3 || 1500 || 80 || 10 || 5 |
||
+ | |style="border-right-width: 2px"| 1 || [[SPARK_(LW2)|'''SPARK''']] |
||
+ | |} |
||
+ | |||
+ | == Weapon Upgrades == |
||
+ | After researching [[Research (LW2)#Modular Weapons|Modular Weapons]], [[Weapons_(LW2)#Weapon_Upgrades|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="border-width: 2px" |
||
+ | ! 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 |
||
+ | |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 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''' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Scopes || [[Research (LW2)#Modular Weapons|'''Modular Weapons''']] |
||
+ | |style="border-right-width: 2px"| 1 || 1000 || 30 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Scopes || '''Scope'''<br>''Advanced Scopes'' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Advanced Scopes || '''Scopes''' |
||
+ | |style="border-right-width: 2px"| 2 || 1600 || 60 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Advanced Scopes || '''Advanced Scope'''<br>''Elite Scopes'' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Elite Scopes || '''Advanced Scopes''' |
||
+ | |style="border-right-width: 2px"| 3 || 2400 || 90 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Elite Scopes || '''Elite Scope''' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Laser Sights || [[Research (LW2)#Modular Weapons|'''Modular Weapons''']] |
||
+ | |style="border-right-width: 2px"| 1 || 1000 || 20 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Laser Sights || '''Laser Sight'''<br>''Advanced Laser Sights'' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Advanced Laser Sights || '''Laser Sights''' |
||
+ | |style="border-right-width: 2px"| 2 || 1600 || 40 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Advanced Laser Sights || '''Advanced Laser Sight'''<br>''Elite Laser Sights'' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Elite Laser Sights || '''Advanced Laser Sights''' |
||
+ | |style="border-right-width: 2px"| 3 || 2400 || 60 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Elite Laser Sights || '''Elite Laser Sight''' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Stocks || [[Research (LW2)#Modular Weapons|'''Modular Weapons''']] |
||
+ | |style="border-right-width: 2px"| 1 || 1000 || 20 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Stocks || '''Stock'''<br>''Advanced Stocks'' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Advanced Stocks || '''Stocks''' |
||
+ | |style="border-right-width: 2px"| 2 || 1600 || 40 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Advanced Stocks || '''Advanced Stock'''<br>''Elite Stocks'' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Elite Stocks || '''Advanced Stocks''' |
||
+ | |style="border-right-width: 2px"| 3 || 2400 || 60 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Elite Stocks || '''Elite Stock''' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Expanded Mags || [[Research (LW2)#Modular Weapons|'''Modular Weapons''']] |
||
+ | |style="border-right-width: 2px"| 1 || 1000 || 20 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Expanded Mags || '''Expanded Mags'''<br>''Advanced Expanded Mags'' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Advanced Expanded Mags || '''Expanded Mags''' |
||
+ | |style="border-right-width: 2px"| 2 || 1600 || 40 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Advanced Expanded Mags || '''Advanced Expanded Mags'''<br>''Elite Expanded Mags'' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Elite Expanded Mags || '''Advanced Expanded Mags''' |
||
+ | |style="border-right-width: 2px"| 3 || 2400 || 60 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Elite Expanded Mags || '''Elite Expanded Mags''' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Hair Triggers || [[Research (LW2)#Modular Weapons|'''Modular Weapons''']] |
||
+ | |style="border-right-width: 2px"| 1 || 1000 || 20 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Hair Triggers || '''Hair Trigger'''<br>''Advanced Hair Triggers'' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Advanced Hair Triggers || '''Hair Triggers''' |
||
+ | |style="border-right-width: 2px"| 2 || 1600 || 40 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Advanced Hair Triggers || '''Advanced Hair Trigger'''<br>''Elite Hair Triggers'' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Elite Hair Triggers || '''Advanced Hair Triggers''' |
||
+ | |style="border-right-width: 2px"| 3 || 2400 || 60 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Elite Hair Triggers || '''Elite Hair Trigger''' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Autoloaders || [[Research (LW2)#Modular Weapons|'''Modular Weapons''']] |
||
+ | |style="border-right-width: 2px"| 1 || 1000 || 20 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Autoloaders || '''Autoloader'''<br>''Advanced Autoloaders'' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Advanced Autoloaders || '''Autoloaders''' |
||
+ | |style="border-right-width: 2px"| 2 || 1600 || 40 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Advanced Autoloader || '''Advanced Autoloader'''<br>''Elite Autoloaders'' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Elite Autoloaders || '''Advanced Autoloaders''' |
||
+ | |style="border-right-width: 2px"| 3 || 2400 || 60 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Elite Autoloaders || '''Elite Autoloader''' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Suppressors || [[Research (LW2)#Modular Weapons|'''Modular Weapons''']] |
||
+ | |style="border-right-width: 2px"| 1 || 1000 || 30 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Suppressors || '''Suppressor'''<br>''Advanced Suppressors'' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Advanced Suppressors || '''Suppressors''' |
||
+ | |style="border-right-width: 2px"| 2 || 1600 || 60 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Advanced Suppressors || '''Advanced Suppressor'''<br>''Elite Suppressors'' |
||
+ | |-align=center |
||
+ | |style="border-right-width: 2px"| [[Image:XCOM2 TECH Modular Weapons.png |150x75px]]<br>'''Elite Suppressors || '''Advanced Suppressors''' |
||
+ | |style="border-right-width: 2px"| 3 || 2400 || 90 || 1 |
||
+ | |style="border-right-width: 2px"| 3x Elite Suppressors || '''Elite Suppressor''' |
||
+ | |} |
||
[[Category:Facilities (LW2)]] |
[[Category:Facilities (LW2)]] |
Latest revision as of 12:52, 13 September 2020
"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.
- Every project that unlocks an item will also grant that item on completion.
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 |
Staff |
Points |
Supplies |
Elerium Cores |
Corpses | ||
SkulljackSkulljack |
ADVENT Officer Autopsy | - | 1200 | 75 | - | 1x ADVENT Officer Corpse | Skulljack |
SkullminingSkullmining |
Skulljack ADVENT Robotics |
4 | 2100 | 150 | 1 | - | Skullmine ability Skulljack Hack bonus |
Bluescreen ProtocolBluescreen Protocol |
ADVENT MEC Breakdown | 3 | 500 | - | - | 1x ADVENT MEC Wreck 1x Drone Wreck |
Bluescreen Rounds EMP Grenades |
Battlefield MedicineBattlefield Medicine |
Viper Autopsy | 2 | 500 | 20 | 1 | 1x Viper Corpse | Nanomedikit |
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 |
Staff |
Points |
Supplies |
Alien Alloys |
Elerium Cores |
Corpses | ||
Hazmat Vests |
Hybrid Materials Alien Biotech |
- | 1200 | 20 | - | - | - | Hazmat Vest |
Tactical Vests |
Hybrid Materials Muton Autopsy |
2 | 1500 | 25 | 3 | - | 1x Muton Corpse | Tactical Vest |
Stasis Vests |
Hybrid Materials ADVENT Shieldbearer Autopsy |
3 | 1500 | 35 | 3 | 1 | 1x ADVENT Shieldbearer Corpse | Stasis Vest |
Hellweave |
Hybrid Materials Berserker Autopsy |
4 | 1500 | 30 | 4 | 1 | 1x Berserker Corpse | Hellweave Vest |
Chameleon Suits |
Hybrid Materials Faceless Autopsy |
2 | 1500 | 30 | 2 | 1 | 1x Faceless Corpse | Chameleon Suit |
Alloy Plating |
Hybrid Materials ADVENT Trooper Autopsy |
2 | 1200 | 10 | 3 | - | 1x ADVENT Trooper Corpse | Alloy Plating |
Chitin Plating |
Hybrid Materials Chryssalid Autopsy |
4 | 1500 | 20 | 4 | - | 1x Chryssalid Corpse | Chitin Plating |
Carapace Plating |
Hybrid Materials Muton Elite Autopsy |
5 | 1800 | 30 | 5 | - | 1x 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 |
Staff |
Points |
Supplies |
Alien Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | ||
Talon Rounds |
Hybrid Materials Sectoid Autopsy |
1 | 1200 | 20 | 2 | - | 1 | 1x Sectoid Corpse | Talon Rounds |
Redscreen Rounds |
Hybrid Materials ADVENT Robotics |
1 | 1200 | 5 | - | - | 1 | 1x Drone Wreck | Redscreen Rounds |
Venom Rounds |
Hybrid Materials Viper Autopsy |
3 | 1500 | 50 | 2 | - | 1 | 1x Viper Corpse | Venom Rounds |
Shredder Rounds |
Hybrid Materials ADVENT Turret Breakdown |
3 | 1500 | 20 | 2 | - | 1 | 1x ADVENT Turret Wreck | Shredder Rounds |
Needle Rounds |
Hybrid Materials ADVENT Shieldbearer Autopsy |
3 | 1500 | 20 | 2 | - | 1 | 1x ADVENT Shieldbearer Corpse | Needle Rounds |
Flechette Rounds |
Hybrid Materials Archon Autopsy |
4 | 1500 | 20 | 2 | - | 1 | 1x Archon Corpse | Flechette Rounds |
Stiletto Rounds |
Hybrid Materials Faceless Autopsy |
3 | 1200 | 20 | 2 | - | 1 | 1x Faceless Corpse | Stiletto Rounds |
Bluescreen Rounds |
Hybrid Materials Bluescreen Protocol |
5 | 1200 | 20 | 2 | 5 | 1 | 1x ADVENT MEC Wreck | Bluescreen Rounds |
Dragon Rounds |
Hybrid Materials Muton Elite Autopsy |
5 | 1800 | 50 | 5 | - | 1 | 1x Muton Elite Corpse | Dragon Rounds |
Grenades
These projects unlock grenades of both damaging and supporting uses.
Research | Prerequisites | Cost | Unlocks | ||||||
---|---|---|---|---|---|---|---|---|---|
Research |
Staff |
Points |
Supplies |
Alien Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | ||
Battlescanners |
Hybrid Materials ADVENT Robotics |
2 | 1200 | 25 | 5 | 2 | 1 | 1x Drone Wreck | Battlescanner |
Plasma Grenades |
Hybrid Materials Muton Autopsy |
3 | 1200 | 75 | 10 | 20 | 1 | 1x Muton Corpse | Plasma Grenade |
Advanced Grenades |
Plasma Grenade Andromedon Autopsy |
3 | 1200 | - | - | - | 1 | - | Bombs Mimic Beacons Proximity Mines |
Smoke Bombs |
Advanced Grenades | 5 | 1200 | 25 | 3 | - | 1 | - | Smoke Bomb |
Incendiary Grenades |
Hybrid Materials ADVENT Officer Autopsy |
3 | 1200 | 20 | 2 | - | 1 | 1x ADVENT Officer Corpse | Incendiary Grenade Incendiary Bombs |
Incendiary Bombs |
Advanced Grenades Incendiary Grenades |
5 | 1500 | 30 | 4 | 3 | 1 | 1x ADVENT Officer Corpse | Incendiary Bomb |
Acid Grenades |
Hybrid Materials Archon Autopsy |
3 | 1200 | 20 | 2 | - | 1 | 1x Archon Corpse | Acid Grenade Acid Bombs |
Acid Bombs |
Advanced Grenades Acid Grenades |
5 | 1500 | 30 | 4 | 3 | 1 | 1x Archon Corpse | Acid Bomb |
Gas Grenades |
Hybrid Materials Viper Autopsy |
3 | 1200 | 20 | 2 | - | 1 | 1x Viper Corpse | Gas Grenade Gas Bombs |
Gas Bombs |
Advanced Grenades Gas Grenades |
5 | 1500 | 30 | 4 | 3 | 1 | 1x Viper Corpse | Gas Bomb |
EMP Grenades |
Hybrid Materials Bluescreen Protocol |
3 | 1200 | 20 | 2 | - | 1 | 1x Drone Wreck | EMP Grenade EMP Bombs |
EMP Bombs |
Advanced Grenades EMP Grenades |
5 | 1500 | 30 | 4 | 3 | 1 | 1x ADVENT MEC Wreck | EMP Bomb |
Mimic Beacons |
Advanced Grenades Psionic Gate |
7 | 2500 | 150 | 30 | 50 | 3 | 1x Gatekeeper Shell | Mimic Beacon |
Proximity Mines |
Advanced Grenades Sectopod Breakdown |
4 | 1800 | 125 | 10 | 10 | 1 | 1x Sectopod Wreck | Proximity Mine |
Heavy Weapons
Two additional Heavy Weapons can be developed and equipped on non-Technical soldiers using heavy armor.
Research | Prerequisites | Cost | Unlocks | |||||
---|---|---|---|---|---|---|---|---|
Research |
Staff |
Points |
Supplies |
Alien Alloys |
Elerium Crystals |
Elerium Cores | ||
Shredstorm Cannons |
Advanced Coilguns Battle Armor |
7 | 1800 | 60 | 10 | 10 | 1 | Shredstorm Cannon |
Plasma Blasters |
Plasma Rifle Battle Armor |
8 | 1800 | 80 | 6 | 10 | 1 | Plasma Blaster |
Hunter Weapons and Alien Armor
These projects unlock items from the Alien Hunters DLC.
Research | Prerequisites | Cost | Unlocks | |||||
---|---|---|---|---|---|---|---|---|
Research |
Staff |
Points |
Supplies |
Alien Alloys |
Elerium Crystals |
Elerium Cores | ||
Bolt Caster |
Experimental Weapons | - | 600 | 35 | - | - | - | Bolt Caster |
Shadowkeeper |
Experimental Weapons | - | 600 | 25 | - | - | - | Shadowkeeper |
Hunter's Axe |
Experimental Weapons | - | 600 | 30 | - | - | - | Hunter's Axe |
Frost Bomb |
Experimental Weapons | - | 600 | 25 | - | - | - | Frost Bomb |
Serpent Suit |
Viper King Autopsy | 4 | 1200 | 50 | 5 | 5 | 1 | Serpent Suit Serpent Armor |
R.A.G.E. Suit |
Berserker Queen Autopsy | 4 | 1500 | 50 | 5 | 5 | 1 | R.A.G.E. Suit R.A.G.E. Armor |
Icarus Armor |
Archon King Autopsy | 4 | 1800 | 75 | 10 | 20 | 1 | Icarus Armor |
SPARK
These projects create the SPARK and its equipment from the Shen's Last Gift DLC. One SPARK is automatically granted when completing Mechanized Warfare, and they can be build repeatedly with the Build SPARK project.
Research | Prerequisites | Cost | Unlocks | |||||
---|---|---|---|---|---|---|---|---|
Research |
Staff |
Points |
Supplies |
Alien Alloys |
Elerium Crystals |
Elerium Cores | ||
Mechanized Warfare |
ADVENT Robotics | 3 | 1800 | 100 | 10 | 5 | 1 | SPARK SPARK |
SPARK |
Mechanized Warfare | 3 | 1500 | 80 | 10 | 5 | 1 | SPARK |
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 |
Staff |
Points |
Supplies |
Elerium Cores |
Items | ||
Scopes |
Modular Weapons | 1 | 1000 | 30 | 1 | 3x Scopes | Scope Advanced Scopes |
Advanced Scopes |
Scopes | 2 | 1600 | 60 | 1 | 3x Advanced Scopes | Advanced Scope Elite Scopes |
Elite Scopes |
Advanced Scopes | 3 | 2400 | 90 | 1 | 3x Elite Scopes | Elite Scope |
Laser Sights |
Modular Weapons | 1 | 1000 | 20 | 1 | 3x Laser Sights | Laser Sight Advanced Laser Sights |
Advanced Laser Sights |
Laser Sights | 2 | 1600 | 40 | 1 | 3x Advanced Laser Sights | Advanced Laser Sight Elite Laser Sights |
Elite Laser Sights |
Advanced Laser Sights | 3 | 2400 | 60 | 1 | 3x Elite Laser Sights | Elite Laser Sight |
Stocks |
Modular Weapons | 1 | 1000 | 20 | 1 | 3x Stocks | Stock Advanced Stocks |
Advanced Stocks |
Stocks | 2 | 1600 | 40 | 1 | 3x Advanced Stocks | Advanced Stock Elite Stocks |
Elite Stocks |
Advanced Stocks | 3 | 2400 | 60 | 1 | 3x Elite Stocks | Elite Stock |
Expanded Mags |
Modular Weapons | 1 | 1000 | 20 | 1 | 3x Expanded Mags | Expanded Mags Advanced Expanded Mags |
Advanced Expanded Mags |
Expanded Mags | 2 | 1600 | 40 | 1 | 3x Advanced Expanded Mags | Advanced Expanded Mags Elite Expanded Mags |
Elite Expanded Mags |
Advanced Expanded Mags | 3 | 2400 | 60 | 1 | 3x Elite Expanded Mags | Elite Expanded Mags |
Hair Triggers |
Modular Weapons | 1 | 1000 | 20 | 1 | 3x Hair Triggers | Hair Trigger Advanced Hair Triggers |
Advanced Hair Triggers |
Hair Triggers | 2 | 1600 | 40 | 1 | 3x Advanced Hair Triggers | Advanced Hair Trigger Elite Hair Triggers |
Elite Hair Triggers |
Advanced Hair Triggers | 3 | 2400 | 60 | 1 | 3x Elite Hair Triggers | Elite Hair Trigger |
Autoloaders |
Modular Weapons | 1 | 1000 | 20 | 1 | 3x Autoloaders | Autoloader Advanced Autoloaders |
Advanced Autoloaders |
Autoloaders | 2 | 1600 | 40 | 1 | 3x Advanced Autoloader | Advanced Autoloader Elite Autoloaders |
Elite Autoloaders |
Advanced Autoloaders | 3 | 2400 | 60 | 1 | 3x Elite Autoloaders | Elite Autoloader |
Suppressors |
Modular Weapons | 1 | 1000 | 30 | 1 | 3x Suppressors | Suppressor Advanced Suppressors |
Advanced Suppressors |
Suppressors | 2 | 1600 | 60 | 1 | 3x Advanced Suppressors | Advanced Suppressor Elite Suppressors |
Elite Suppressors |
Advanced Suppressors | 3 | 2400 | 90 | 1 | 3x Elite Suppressors | Elite Suppressor |