Difference between revisions of "User:Ff03k64"

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(Created page with "'''This is where I am testing the equipment page.''' ''' I copy pasted the XCOM2 page and am editing from there. ''' ''' Vests and plating are accurate for LW2, but shoul...")
 
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{{UtilityItems_(LW2)}}
 
{{UtilityItems_(LW2)}}
 
[[Category: Long War 2]]
 
[[Category: Equipment_(LW2)]]
 

Revision as of 06:21, 9 February 2017

This is where I am testing the equipment page.

I copy pasted the XCOM2 page and am editing from there.

Vests and plating are accurate for LW2, but should get any proving ground costs listed (if any)




All soldiers have three slots that can carry a utility item. Special armor suits such as EXO and Spider Suits Have a heavy weapon slot instead of one utility slot.

Grenades

Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.

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

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

Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control. Avatars and the Warlock are immune to Flashbangs, but can still be frozen.

Armor

Armor items are utility slot items that improve survivability. Soldiers can only carry one vest and one plating.

Vests

Name Health Bonus
Health Bonus
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Corpses
Corpses
XCOM2 Inv Nano Fiber Vest.png
Nanoscale Vest
2 -25 chance to be critically hit Hybrid Materials 5 1 0 - 5
XCOM2 Inv Hazmat Vest.png
Hazmat Vest
3 Immunity to fire, acid and poison Hazmat Vests 15 1 0 - 5
XCOM2 Inv Armor Harness.png
Tactical Vest
3 +1 Armor Tactical Vests 20 2 0 1x Muton Corpse 10
XCOM2 Inv Stasis Vest.png
Stasis Vest
5 Restores 2 HP per turn, up to 8 total Stasis Vests 20 2 2 1x ADVENT Shieldbearer Corpse 10
XCOM2 Inv Hellweave.png
Hellweave Vest
6 Deals 2-4 damage and inflicts burning to melee attackers Hellweave 30 3 3 1x Berserker Corpse 15
LW2 Inv Tarantula Suit 512.png
Chameleon Suit
0 Reduces the soldier's infiltration time Chameleon Suits 25 0 2 1x Faceless Corpse 8

Plating

Name Health Bonus
Health Bonus
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Alien Alloys
Alloys
Corpses
Corpses
XCOM2 Inv Flame Sealant.png
Ceramic Plating
+2 Ablative XCOM starts with an unlimited supply
XCOM2 Inv Nano Fiber Sark.png
Alloy Plating
+3 Ablative Alloy Plating 1 1x ADVENT Trooper Corpse 5
XCOM2 Inv Heat Absorption.png
Chitin Plating
+4 Ablative Chitin Plating 2 1x Chryssalid Corpse 10
LW2 Inv Power Armor512.png
Carapace Plating
+5 Ablative Carapace Plating 3 1x Muton Elite Corpse 12

Ammunition

Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm.

Ammunition Abilities Requirements
Bluescreen Rounds +5 damage against robotic enemies and disables shields Bluescreen Protocol (PG) to unlock manufacturing
A.P. Rounds Negates 5 points of armor for this soldier Experimental Ammo (PG)
Tracer Rounds +10 Aim Experimental Ammo (PG)
Dragon Rounds +1 damage, chance to inflict burning Experimental Ammo (PG)
Talon Rounds +20% critical chance, +1 critical damage Experimental Ammo (PG)
Venom Rounds +1 damage, chance to poison the target Experimental Ammo (PG)

Personal Combat Sims

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

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

Utility

Name Effect Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
XCOM2 Inv Medkit.png
Medikits
Heals 4 HP on use. Can be used with Medical Protocol. XCOM starts with an unlimited supply
XCOM2 Inv MedkitMK2.png
Nanomedikits
Heals 6 HP on use. Can be used with Medical Protocol. Battlefield Medicine 10 1 - - 5
XCOM2 Inv Skulljack.png
Skulljack
Enables enemy Skulljacking, instantly killing the target and gaining a bonus. If Skullmining has been completed, grants +25 Hacking. Skulljack 20 - - 1x ADVENT Officer Corpse -
XCOM2 Inv MindShield.png
Mindshield
Protects against negative mental effects from enemy abilities, like panic or mind control. Sectoid Autopsy 10 1 - 1x Sectoid Corpse 10
XCOM2 Inv Neurowhip.png
Neurowhip
Grants 10 Psi Offense, but reduces Will by 10. Psionics 20 3 - 1x Sectoid Corpse 10
XCOM2 Inv Combat Stims.png
Overdrive Serum
Grants bonus mobility and damage reduction for 2 turns when used. Using does not take an action. Berserker Autopsy 3 - - - -