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.
 +
* 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 ==
  
[[File:XCOM2_ChooseFacility_ProvingGrounds.png]]
+
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.
  
In LW2 items must be researched in the Proving Ground before you can build them in Engineering -> Build Items.
+
{| 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"| [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]<br />'''Corpses'''
 +
|-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"| - || 1200 || 75 || -
 +
|style="border-right-width: 2px"| 1x ADVENT Officer Corpse || '''Skulljack'''
 +
|-align=center
 +
|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
 +
|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
 +
|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'''
 +
|}
 +
 
 +
== 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="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 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 ExperimentalArmor.png |150x75px]]<br>'''Hazmat Vests || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#Alien Biotech|'''Alien Biotech''']]
 +
|style="border-right-width: 2px"| - || 1200 || 20 || - || -
 +
|style="border-right-width: 2px"| - || Hazmat Vest
 +
|-align=center
 +
|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''']]
 +
|style="border-right-width: 2px"| 2 || 1500 || 25 || 3 || -
 +
|style="border-right-width: 2px"| 1x Muton Corpse || Tactical Vest 
 +
|-align=center
 +
|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''']]
 +
|style="border-right-width: 2px"| 3 || 1500 || 35 || 3 || 1
 +
|style="border-right-width: 2px"| 1x ADVENT Shieldbearer Corpse || Stasis Vest
 +
|-align=center
 +
|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''']]
 +
|style="border-right-width: 2px"| 4 || 1500 || 30 || 4 || 1
 +
|style="border-right-width: 2px"| 1x Berserker Corpse || Hellweave Vest
 +
|-align=center
 +
|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''']]
 +
|style="border-right-width: 2px"| 2 || 1500 || 30 || 2 || 1
 +
|style="border-right-width: 2px"| 1x Faceless Corpse || Chameleon Suit
 +
|-align=center
 +
|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''']]
 +
|style="border-right-width: 2px"| 2 || 1200 || 10 || 3 || -
 +
|style="border-right-width: 2px"| 1x ADVENT Trooper Corpse || Alloy Plating
 +
|-align=center
 +
|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''']]
 +
|style="border-right-width: 2px"| 4 || 1500 || 20 || 4 || -
 +
|style="border-right-width: 2px"| 1x Chryssalid Corpse || Chitin Plating
 +
|-align=center
 +
|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''']]
 +
|style="border-right-width: 2px"| 5 || 1800 || 30 || 5 || -
 +
|style="border-right-width: 2px"| 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.
 +
 
 +
{| 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 Ammo.png |150x75px]]<br>'''Talon Rounds || [[Research (LW2)#Hybrid Materials|'''Hybrid Materials''']]<br>[[Research (LW2)#Sectoid Autopsy|'''Sectoid Autopsy''']]
 +
|style="border-right-width: 2px"| 1 || 1200 || 20 || 2 || - || 1
 +
|style="border-right-width: 2px"| 1x Sectoid Corpse || Talon Rounds
 +
|-align=center
 +
|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''']]
 +
|style="border-right-width: 2px"| 1 || 1200 || 5 || - || - || 1
 +
|style="border-right-width: 2px"| 1x Drone Wreck || Redscreen Rounds
 +
|-align=center
 +
|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''']]
 +
|style="border-right-width: 2px"| 3 || 1500 || 50 || 2 || - || 1
 +
|style="border-right-width: 2px"| 1x Viper Corpse || Venom Rounds
 +
|-align=center
 +
|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
 +
|style="border-right-width: 2px"| 1x ADVENT Turret Wreck || Shredder Rounds
 +
|-align=center
 +
|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
 +
|style="border-right-width: 2px"| 1x ADVENT Shieldbearer Corpse || Needle Rounds
 +
|-align=center
 +
|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
 +
|}
  
The Proving Ground has two slots for engineers that reduce project time by 50% each.
+
== 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
|- style="vertical-align:top;"
+
|-align=center
|-
+
|style="border-bottom-width: 2px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research'''
| Skulljack || ADVENT Officer Autopsy || - || 1200 || 75 || - || - || - || 1 Officer Corpse || Skulljack
+
|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'''
| Bluescreen Protocol || ADVENT MEC Breakdown || 3 || 500 || - || - || - || - || 1 MEC Wreck, 1 Drone Wreck || -
+
|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'''
| Battlefield Medicine || Viper Autopsy || 2 || 1500 || 100 || - || - || 1 || 1 Viper Corpse || Nanomedkit
+
|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'''
| Skullmining || Skulljack, ADVENT Robotics || 4 || 2100 || 150 || - || - || 1 || - || -
+
|-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''']]
| Hazmat Vests || Hybrid Materials, Alien Biotech || - || 1200 || 20 || - || - || - || - || Hazmat Vest
+
|style="border-right-width: 2px"| 7 || 1800 || 60 || 10 || 10  
|-
+
|style="border-right-width: 2px"| 1 || [[Weapons_(LW2)#Heavy_Weapons|'''Shredstorm Cannon''']]
| Tactical Vests || Hybrid Materials, Muton Autopsy || 2 || 1500 || 25 || 3 || - || - || 1 Muton Corpse || Tactical Vest 
+
|-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''']]
| Stasis Vests || Hybrid Materials, ADVENT Shieldbearer Autopsy || 3 || 1500 || 35 || 3 || - || 1 || 1 Shieldbearer Corpse || Stasis Vest
+
|style="border-right-width: 2px"| 8 || 1800 || 80 || 6 || 10
|-
+
|style="border-right-width: 2px"| 1 || [[Weapons_(LW2)#Heavy_Weapons|'''Plasma Blaster''']]
| 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
 
|-
 
| 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
 
|-
 
| 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
 
|-
 
| 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
 
|-
 
| 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.
+
== 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 11:52, 13 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.
  • 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
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

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

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
XCOM2 TECH ExperimentalArmor.png
Hazmat Vests
Hybrid Materials
Alien Biotech
- 1200 20 - - - Hazmat Vest
XCOM2 TECH ExperimentalArmor.png
Tactical Vests
Hybrid Materials
Muton Autopsy
2 1500 25 3 - 1x Muton Corpse Tactical Vest
XCOM2 TECH ExperimentalArmor.png
Stasis Vests
Hybrid Materials
ADVENT Shieldbearer Autopsy
3 1500 35 3 1 1x ADVENT Shieldbearer Corpse Stasis Vest
XCOM2 TECH ExperimentalArmor.png
Hellweave
Hybrid Materials
Berserker Autopsy
4 1500 30 4 1 1x Berserker Corpse Hellweave Vest
XCOM2 TECH ExperimentalArmor.png
Chameleon Suits
Hybrid Materials
Faceless Autopsy
2 1500 30 2 1 1x Faceless Corpse Chameleon Suit
XCOM2 TECH ExperimentalArmor.png
Alloy Plating
Hybrid Materials
ADVENT Trooper Autopsy
2 1200 10 3 - 1x ADVENT Trooper Corpse Alloy Plating
XCOM2 TECH ExperimentalArmor.png
Chitin Plating
Hybrid Materials
Chryssalid Autopsy
4 1500 20 4 - 1x Chryssalid Corpse Chitin Plating
XCOM2 TECH ExperimentalArmor.png
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
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
XCOM2 TECH Experimental Ammo.png
Talon Rounds
Hybrid Materials
Sectoid Autopsy
1 1200 20 2 - 1 1x Sectoid Corpse Talon Rounds
XCOM2 TECH Experimental Ammo.png
Redscreen Rounds
Hybrid Materials
ADVENT Robotics
1 1200 5 - - 1 1x Drone Wreck Redscreen Rounds
XCOM2 TECH Experimental Ammo.png
Venom Rounds
Hybrid Materials
Viper Autopsy
3 1500 50 2 - 1 1x Viper Corpse Venom Rounds
XCOM2 TECH Experimental Ammo.png
Shredder Rounds
Hybrid Materials
ADVENT Turret Breakdown
3 1500 20 2 - 1 1x ADVENT Turret Wreck Shredder Rounds
XCOM2 TECH Experimental Ammo.png
Needle Rounds
Hybrid Materials
ADVENT Shieldbearer Autopsy
3 1500 20 2 - 1 1x ADVENT Shieldbearer Corpse Needle Rounds
XCOM2 TECH Experimental Ammo.png
Flechette Rounds
Hybrid Materials
Archon Autopsy
4 1500 20 2 - 1 1x Archon Corpse Flechette Rounds
XCOM2 TECH Experimental Ammo.png
Stiletto Rounds
Hybrid Materials
Faceless Autopsy
3 1200 20 2 - 1 1x Faceless Corpse Stiletto Rounds
XCOM2 TECH Experimental Ammo.png
Bluescreen Rounds
Hybrid Materials
Bluescreen Protocol
5 1200 20 2 5 1 1x ADVENT MEC Wreck Bluescreen Rounds
XCOM2 TECH Experimental Ammo.png
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
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
XCOM2 TECH Experimental Grenade.png
Battlescanners
Hybrid Materials
ADVENT Robotics
2 1200 25 5 2 1 1x Drone Wreck Battlescanner
XCOM2 TECH Plasma Grenade Project.png
Plasma Grenades
Hybrid Materials
Muton Autopsy
3 1200 75 10 20 1 1x Muton Corpse Plasma Grenade
XCOM2 TECH Advanced Grenade Project.png
Advanced Grenades
Plasma Grenade
Andromedon Autopsy
3 1200 - - - 1 - Bombs
Mimic Beacons
Proximity Mines
XCOM2 TECH Experimental Grenade.png
Smoke Bombs
Advanced Grenades 5 1200 25 3 - 1 - Smoke Bomb
XCOM2 TECH Experimental Grenade.png
Incendiary Grenades
Hybrid Materials
ADVENT Officer Autopsy
3 1200 20 2 - 1 1x ADVENT Officer Corpse Incendiary Grenade
Incendiary Bombs
XCOM2 TECH Experimental Grenade.png
Incendiary Bombs
Advanced Grenades
Incendiary Grenades
5 1500 30 4 3 1 1x ADVENT Officer Corpse Incendiary Bomb
XCOM2 TECH Experimental Grenade.png
Acid Grenades
Hybrid Materials
Archon Autopsy
3 1200 20 2 - 1 1x Archon Corpse Acid Grenade
Acid Bombs
XCOM2 TECH Experimental Grenade.png
Acid Bombs
Advanced Grenades
Acid Grenades
5 1500 30 4 3 1 1x Archon Corpse Acid Bomb
XCOM2 TECH Experimental Grenade.png
Gas Grenades
Hybrid Materials
Viper Autopsy
3 1200 20 2 - 1 1x Viper Corpse Gas Grenade
Gas Bombs
XCOM2 TECH Experimental Grenade.png
Gas Bombs
Advanced Grenades
Gas Grenades
5 1500 30 4 3 1 1x Viper Corpse Gas Bomb
XCOM2 TECH Experimental Grenade.png
EMP Grenades
Hybrid Materials
Bluescreen Protocol
3 1200 20 2 - 1 1x Drone Wreck EMP Grenade
EMP Bombs
XCOM2 TECH Experimental Grenade.png
EMP Bombs
Advanced Grenades
EMP Grenades
5 1500 30 4 3 1 1x ADVENT MEC Wreck EMP Bomb
XCOM2 TECH Experimental Grenade.png
Mimic Beacons
Advanced Grenades
Psionic Gate
7 2500 150 30 50 3 1x Gatekeeper Shell Mimic Beacon
XCOM2 TECH Experimental Grenade.png
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
Research
Engineers and Scientists needed each
Staff
Research Points
Points
Supplies
Supplies
Alien Alloys
Alien Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
XCOM2 TECH Heavy Weapons Project.png
Shredstorm Cannons
Advanced Coilguns
Battle Armor
7 1800 60 10 10 1 Shredstorm Cannon
XCOM2 TECH AdvHeavy Weapons Project.png
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
Research
Engineers and Scientists needed each
Staff
Research Points
Points
Supplies
Supplies
Alien Alloys
Alien Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
XCOM 2 IC BoltCaster.png
Bolt Caster
Experimental Weapons - 600 35 - - - Bolt Caster
XCOM 2 IC HunterPistol.png
Shadowkeeper
Experimental Weapons - 600 25 - - - Shadowkeeper
XCOM 2 IC HuntingAxe.png
Hunter's Axe
Experimental Weapons - 600 30 - - - Hunter's Axe
XCOM 2 IC FrostBomb.png
Frost Bomb
Experimental Weapons - 600 25 - - - Frost Bomb
XCOM 2 TECH SerpentArmor.png
Serpent Suit
Viper King Autopsy 4 1200 50 5 5 1 Serpent Suit
Serpent Armor
XCOM 2 TECH RageSuit.png
R.A.G.E. Suit
Berserker Queen Autopsy 4 1500 50 5 5 1 R.A.G.E. Suit
R.A.G.E. Armor
XCOM 2 TECH IcarusArmor.png
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
Research
Engineers and Scientists needed each
Staff
Research Points
Points
Supplies
Supplies
Alien Alloys
Alien Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
XCOM 2 TECH SPARK.png
Mechanized Warfare
ADVENT Robotics 3 1800 100 10 5 1 SPARK
SPARK
XCOM 2 TECH SPARK.png
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
Research
Engineers and Scientists needed each
Staff
Research Points
Points
Supplies
Supplies
Elerium Cores
Elerium Cores
Items
Items
XCOM2 TECH Modular Weapons.png
Scopes
Modular Weapons 1 1000 30 1 3x Scopes Scope
Advanced Scopes
XCOM2 TECH Modular Weapons.png
Advanced Scopes
Scopes 2 1600 60 1 3x Advanced Scopes Advanced Scope
Elite Scopes
XCOM2 TECH Modular Weapons.png
Elite Scopes
Advanced Scopes 3 2400 90 1 3x Elite Scopes Elite Scope
XCOM2 TECH Modular Weapons.png
Laser Sights
Modular Weapons 1 1000 20 1 3x Laser Sights Laser Sight
Advanced Laser Sights
XCOM2 TECH Modular Weapons.png
Advanced Laser Sights
Laser Sights 2 1600 40 1 3x Advanced Laser Sights Advanced Laser Sight
Elite Laser Sights
XCOM2 TECH Modular Weapons.png
Elite Laser Sights
Advanced Laser Sights 3 2400 60 1 3x Elite Laser Sights Elite Laser Sight
XCOM2 TECH Modular Weapons.png
Stocks
Modular Weapons 1 1000 20 1 3x Stocks Stock
Advanced Stocks
XCOM2 TECH Modular Weapons.png
Advanced Stocks
Stocks 2 1600 40 1 3x Advanced Stocks Advanced Stock
Elite Stocks
XCOM2 TECH Modular Weapons.png
Elite Stocks
Advanced Stocks 3 2400 60 1 3x Elite Stocks Elite Stock
XCOM2 TECH Modular Weapons.png
Expanded Mags
Modular Weapons 1 1000 20 1 3x Expanded Mags Expanded Mags
Advanced Expanded Mags
XCOM2 TECH Modular Weapons.png
Advanced Expanded Mags
Expanded Mags 2 1600 40 1 3x Advanced Expanded Mags Advanced Expanded Mags
Elite Expanded Mags
XCOM2 TECH Modular Weapons.png
Elite Expanded Mags
Advanced Expanded Mags 3 2400 60 1 3x Elite Expanded Mags Elite Expanded Mags
XCOM2 TECH Modular Weapons.png
Hair Triggers
Modular Weapons 1 1000 20 1 3x Hair Triggers Hair Trigger
Advanced Hair Triggers
XCOM2 TECH Modular Weapons.png
Advanced Hair Triggers
Hair Triggers 2 1600 40 1 3x Advanced Hair Triggers Advanced Hair Trigger
Elite Hair Triggers
XCOM2 TECH Modular Weapons.png
Elite Hair Triggers
Advanced Hair Triggers 3 2400 60 1 3x Elite Hair Triggers Elite Hair Trigger
XCOM2 TECH Modular Weapons.png
Autoloaders
Modular Weapons 1 1000 20 1 3x Autoloaders Autoloader
Advanced Autoloaders
XCOM2 TECH Modular Weapons.png
Advanced Autoloaders
Autoloaders 2 1600 40 1 3x Advanced Autoloader Advanced Autoloader
Elite Autoloaders
XCOM2 TECH Modular Weapons.png
Elite Autoloaders
Advanced Autoloaders 3 2400 60 1 3x Elite Autoloaders Elite Autoloader
XCOM2 TECH Modular Weapons.png
Suppressors
Modular Weapons 1 1000 30 1 3x Suppressors Suppressor
Advanced Suppressors
XCOM2 TECH Modular Weapons.png
Advanced Suppressors
Suppressors 2 1600 60 1 3x Advanced Suppressors Advanced Suppressor
Elite Suppressors
XCOM2 TECH Modular Weapons.png
Elite Suppressors
Advanced Suppressors 3 2400 90 1 3x Elite Suppressors Elite Suppressor