Difference between revisions of "User:Ff03k64"
Line 46: | Line 46: | ||
|Defense|| +Defense || 3 - 5 || 6 - 8 || 9 - 10 | |Defense|| +Defense || 3 - 5 || 6 - 8 || 9 - 10 | ||
|- | |- | ||
− | |Focus|| +Will || 10 - 15 || 10 - 15 || 20 - 25 | + | |Focus *|| +Will || 10 - 15 || 10 - 15 || 20 - 25 |
|- | |- | ||
|Fire Control|| Do not take Overwatch shot below (x)% chance to hit || 25 || 50 || 75 | |Fire Control|| Do not take Overwatch shot below (x)% chance to hit || 25 || 50 || 75 | ||
Line 60: | Line 60: | ||
|Values inside ( ) are after GTS Project | |Values inside ( ) are after GTS Project | ||
|- | |- | ||
+ | |(*) tier 1 and tier 2 are actually the same in the table | ||
|} | |} | ||
Line 65: | Line 66: | ||
!Personal Combat Sim !! Effect | !Personal Combat Sim !! Effect | ||
|- | |- | ||
− | |Absorption Fields || | + | |Absorption Fields || |
|- | |- | ||
− | |Body Shield||The targeted enemy faces -20 aim and -50 crit chance against you. | + | |Body Shield|| The targeted enemy faces -20 aim and -50 crit chance against you. |
|- | |- | ||
− | |Combat Awareness|| When on Overwatch: +15 Defense, +1 Armor | + | |Combat Awareness|| When on Overwatch: +15 Defense, +1 Armor |
|- | |- | ||
|Combat Rush || | |Combat Rush || | ||
|- | |- | ||
− | |Damage Control || | + | |Damage Control || After taking damage, gain 2 armor through the end of the next turn; further hits refresh the timer |
|- | |- | ||
− | |Depth Perception|| When on higher elevation: +aim, -dodge on target | + | |Depth Perception|| When on higher elevation: +aim, -dodge on target |
|- | |- | ||
|Emergency Life Support || Forces the first killingblow to result In bleeding out and adds 2 turns bleedout timer. | |Emergency Life Support || Forces the first killingblow to result In bleeding out and adds 2 turns bleedout timer. | ||
Line 83: | Line 84: | ||
|Hyper-Reactive Pupils || +10 aim for next shot with primary weapon after a shot missed. | |Hyper-Reactive Pupils || +10 aim for next shot with primary weapon after a shot missed. | ||
|- | |- | ||
− | |Iron Skin || | + | |Iron Skin || |
|- | |- | ||
− | |Smart Macrophages || Immunity to Poison and Acid; +Wound Recovery | + | |Smart Macrophages || Immunity to Poison and Acid; +Wound Recovery |
|- | |- | ||
|} | |} |
Revision as of 17:22, 9 February 2017
This is where I am testing the equipment page.
I copy pasted the XCOM2 page and am editing from there. Once I get the xcom2 data off of it, I will post it on the proper page, but don't want to have it start with the inaccurate data on it. But i need to go to bed now, so not tonight.
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.
Name | Damage |
Range |
Radius |
Special properties | Prerequisites |
Cost | Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | |||||||
Frag Grenade |
2-5 | 10 | 3 | 9 Environmental Damage Shreds 1 Armor |
XCOM starts with an unlimited supply | ||||||
Plasma Grenade |
4-8 | 10 | 3 | 9 Environmental Damage Shreds 2 Armor |
Plasma Grenades | 10 | 1 | 0 | 1 | - | 5 |
Shaped Charge |
- | 3 | 2 | 100 Environmental Damage | - | 10 | - | - | - | - | - |
Flashbang Grenade |
- | 12 | 5 | Disorients enemies | XCOM starts with an unlimited supply | ||||||
Smoke Grenade |
- | 15 | 5 | Grants +20 Defense and negates flanking bonuses while in smoke | XCOM starts with an unlimited supply | ||||||
Smoke Bomb |
- | 15 | 6 | Grants +20 Defense and negates flanking bonuses while in smoke | Smoke Bombs | 10 | - | - | - | - | 10 |
Battle Scanners |
- | 28 | 12 | Detects enemies in an area Reveals disguised Faceless and burrowed Chryssalids |
Battlescanners | 10 | 0 | 1 | 0 | 1x Drone Wreck | 5 |
Incendiary Grenade |
4-9 | 10 | 1 | 75% chance of setting enemies and terrain on fire | Incendiary Grenades | 10 | 1 | - | 1 | 1x ADVENT Officer Corpse | 5 |
Incendiary Bomb |
4-9 | 10 | 2 | 85% chance of setting enemies and terrain on fire | Incendiary Bombs | 20 | 1 | 2 | 1 | 2x ADVENT Officer Corpse | 15 |
Acid Grenade |
1-3 | 10 | 1 | Shreds 4 Armor Inflicts Rupture (1 damage) Creates acid pools, inflicting Acid on enemies inside |
Acid Grenades | 10 | 1 | - | 1 | 1x Archon Corpse | 5 |
Acid Bomb |
1-4 | 10 | 2 | Shreds 5 Armor Inflicts Rupture (1 damage) Creates acid pools, inflicting Acid on enemies inside |
Acid Bombs | 20 | 1 | 2 | 1 | 2x Archon Corpse | 15 |
Gas Grenade |
1-3 | 10 | 5 | Creates poison gas cloud, poisoning enemies inside Ignores Armor |
Gas Grenades | 10 | 1 | - | 1 | 1x Viper Corpse | 5 |
Gas Bomb |
1-4 | 10 | 6 | Creates poison gas cloud, poisoning enemies inside Ignores Armor |
Gas Bombs | 20 | 1 | 2 | 1 | 2x Viper Corpse | 15 |
EMP Grenade |
4-8 | 12 | 4 | Only damages Robotic units Reduces Hack Defense by 10 Ignores Armor |
EMP Grenades | 10 | 1 | - | 1 | 1x Drone Wreck | 5 |
EMP Bomb |
6-12 | 12 | 5 | Only damages Robotic units Reduces Hack Defense by 15 Ignores Armor |
EMP Bombs | 20 | 1 | 2 | 1 | 1x ADVENT Mec Wreck | 15 |
Proximity Mine |
4-9 | 14 | 3 | Explodes when an enemy moves within blast radius 9 Environmental Damage Shreds 1 Armor |
Proximity Mine | 40 | - | 10 | 1 | 1x Sectopod Wreck | 15 |
Mimic Beacon |
- | 10 | 1 | Creates a decoy soldier | Mimic Beacon | 60 | - | - | 1 | 1x Gatekeeper Shell | 50 |
Frost Bomb |
- | 10 | 2 | Freezes enemies | Frost Bombs | Granted on project completion | - |
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.
Armor
Armor items are utility slot items that improve survivability. Soldiers can only carry one vest and one plating.
Vests
Name | Health Bonus |
Special properties | Prerequisites |
Cost | Black Market Value | |||
---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Corpses | |||||
Nanoscale Vest |
2 | -25 chance to be critically hit | Hybrid Materials | 5 | 1 | 0 | - | 5 |
Hazmat Vest |
3 | Immunity to fire, acid and poison | Hazmat Vests | 15 | 1 | 0 | - | 5 |
Tactical Vest |
3 | +1 Armor | Tactical Vests | 20 | 2 | 0 | 1x Muton Corpse | 10 |
Stasis Vest |
5 | Restores 2 HP per turn, up to 8 total | Stasis Vests | 20 | 2 | 2 | 1x ADVENT Shieldbearer Corpse | 10 |
Hellweave Vest |
6 | Deals 2-4 damage and inflicts burning to melee attackers | Hellweave | 30 | 3 | 3 | 1x Berserker Corpse | 15 |
Chameleon Suit |
0 | Reduces the soldier's infiltration time | Chameleon Suits | 25 | 0 | 2 | 1x Faceless Corpse | 8 |
Plating
Name | Health Bonus |
Prerequisites |
Cost | Black Market Value | |
---|---|---|---|---|---|
Alloys |
Corpses | ||||
Ceramic Plating |
+2 Ablative | XCOM starts with an unlimited supply | |||
Alloy Plating |
+3 Ablative | Alloy Plating | 1 | 1x ADVENT Trooper Corpse | 5 |
Chitin Plating |
+4 Ablative | Chitin Plating | 2 | 1x Chryssalid Corpse | 10 |
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.
Name | Effect | Prerequisites |
Cost | Black Market Value | ||||
---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | ||||
A.P. Rounds |
Shots ignore 2 armor. | Alien Biotech | 10 | 1 | 0 | 0 | - | 5 |
Tracer Rounds |
Shots gain +5 aim. | Hybrid Materials | 10 | 0 | 1 | 0 | - | 5 |
Talon Rounds |
Shots gain +10 critical chance and +1 damage on critical hits. | Talon Rounds | 10 | 1 | 0 | 0 | 1x Sectoid Corpse | 5 |
Venom Rounds |
Shots gain +1 damage and have 50% chance of poisoning the target. | Venom Rounds | 10 | 0 | 1 | 0 | 1x Viper | 5 |
Bluescreen Rounds |
Shots gain +3 damage to robotic units and remove some defensive shields. | Bluescreen Rounds | 10 | 0 | 1 | 0 | 1x ADVENT MEC Wreck | 5 |
Redscreen Rounds |
Shots lower Hack Defense by 25 with every hit. | Redscreen Rounds | 5 | 0 | 0 | 0 | 1x Drone Wreck | 5 |
Shredder Rounds |
Shots shred 2 armor. | Shredder Rounds | 10 | 1 | 1 | 0 | 1x ADVENT Turret Wreck | 5 |
Needle Rounds |
Shots gain +1 damage and an additional +1 against organic ADVENT units. | Needle Rounds | 10 | 1 | 0 | 0 | 1x Faceless Corpse | 5 |
Stiletto Rounds |
Shots gain +1 damage and an additional +1 against organic alien units. | Stiletto Rounds | 10 | 1 | 0 | 0 | 1x ADVENT Shieldbearer Corpse | 5 |
Flechette Rounds |
Shots gain +1 damage and an additional +1 to unarmored targets. | Flechette Rounds | 10 | 1 | 0 | 0 | 1x Chryssalid Corpse | 5 |
Dragon Rounds |
Shots gain +1 damage and have 50% chance of setting the target on fire. | Dragon Rounds | 10 | 1 | 0 | 1 | 1x Muton Elite Corpse | 10 |
Personal Combat Sims
- trying to figure out whats in the game by looking through the scripts (have not seen all of these during play yet)
Personal Combat Sim | Effect | Basic | Advanced | Superior |
---|---|---|---|---|
Agility | +Dodge | 6 - 10 | 12 - 16 | 17 - 20 |
Conditioning | +Health | 1 | 2 | 3 |
Defense | +Defense | 3 - 5 | 6 - 8 | 9 - 10 |
Focus * | +Will | 10 - 15 | 10 - 15 | 20 - 25 |
Fire Control | Do not take Overwatch shot below (x)% chance to hit | 25 | 50 | 75 |
Hacking | +Hacking | 5 - 7 | 8 - 11 | 12 - 15 |
Perception | +Aim | 3 - 4 | 5 - 6 | 7 - 8 |
Psi | +PsiOffense | 3 - 5 | 6 - 8 | 9 - 10 |
Speed | +Mobility | 1 | 2 | 3 |
Values inside ( ) are after GTS Project | ||||
(*) tier 1 and tier 2 are actually the same in the table |
Personal Combat Sim | Effect |
---|---|
Absorption Fields | |
Body Shield | The targeted enemy faces -20 aim and -50 crit chance against you. |
Combat Awareness | When on Overwatch: +15 Defense, +1 Armor |
Combat Rush | |
Damage Control | After taking damage, gain 2 armor through the end of the next turn; further hits refresh the timer |
Depth Perception | When on higher elevation: +aim, -dodge on target |
Emergency Life Support | Forces the first killingblow to result In bleeding out and adds 2 turns bleedout timer. |
Fire Control | |
Hyper-Reactive Pupils | +10 aim for next shot with primary weapon after a shot missed. |
Iron Skin | |
Smart Macrophages | Immunity to Poison and Acid; +Wound Recovery |
Utility
Name | Effect | Prerequisites |
Cost | Black Market Value | ||||
---|---|---|---|---|---|---|---|---|
Supplies |
Elerium Crystals |
Elerium Cores |
Corpses | |||||
Medikits |
Heals 4 HP on use. Can be used with Medical Protocol. | XCOM starts with an unlimited supply | ||||||
Nanomedikits |
Heals 6 HP on use. Can be used with Medical Protocol. | Battlefield Medicine | 10 | 1 | - | - | 5 | |
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 | - | |
Mindshield |
Protects against negative mental effects from enemy abilities, like panic or mind control. | Sectoid Autopsy | 10 | 1 | - | 1x Sectoid Corpse | 10 | |
Neurowhip |
Grants 10 Psi Offense, but reduces Will by 10. | Psionics | 20 | 3 | - | 1x Sectoid Corpse | 10 | |
Overdrive Serum |
Grants bonus mobility and damage reduction for 2 turns when used. Using does not take an action. | Berserker Autopsy | 3 | - | - | - | - |