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Equipment (LW2)

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Long War 2 Main Page

In Long War 2, soldier equipment has been changed from vanilla:

  • Every soldier starts with 3 utility slots.
  • Each item equipped reduces Mobility by 1.
  • Light and Heavy Armor have 1 less utility slot. Heavy Armor gets a Heavy Weapon slot instead.
  • Starting items are unlimited and don't need to be purchased individually.
  • Grenades do not have a limit per soldier, but they have a 1 turn cooldown after throwing one.
  • Grenadiers have an extra slot for a grenade, that also reduces Mobility. They also do not have a cooldown for launching grenades.

Protective Gear

These items improve soldier's survivability through various means. Soldiers can only carry one Plating item and one Vest item at a time.

Plating

These items grant Ablative Health, which cannot be healed during a mission after being lost, but losing them does not count towards taking a wound and does not incur recovery time after the battle. A soldier can equip only one Plating at a time.

Name Health Bonus
Health Bonus
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Alien Alloys
Alloys
Corpses
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

Vests

These items provide bonus Health and an additional perk. A soldier can equip only one Vest at a time.

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

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

Grenades

Grenades can be carried by any class, but Grenadiers particularly excel with them: they can launch them with extended range and radius with their Grenade Launchers, they have an extra equipment slot that can only be used for a grenade, and they get perks to further increase their effectiveness.

Name Grenade damage
Damage
Range
Range
Radius
Radius
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
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 -

Special Ammo

Special Ammo can be equipped to provide additional effects when shooting the soldier's primary weapon or an equipped pistol. A soldier can equip only one Ammo at a time.

Name Effect Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
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

Miscellaneous

These items provide utility in various other ways.

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

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 - - - -

Personal Combat Sims

Values inside ( ) are after the Integrated Warfare GTS project, which adds a flat +1 for Conditioning and Speed PCS chips, and does +25% rounded off the base value of other PCS chips.
More info is needed on how this Project affects the various sims

Icon Personal Combat Sim Effect Basic Advanced Superior
Agility +Dodge 10-15 (12-18) 15-20 (18-25) 20-25 (25-31)
Conditioning +Health 1 (2) 2 (3) 3 (4)
Defense +Defense 3-5 6-8 9-10
Focus +Will 10-15 (12-18) 15-20 (18-25) 20-25 (25-31)
Fire Control Do not take Overwatch shot below (x)% chance to hit 25 50 75
Hacking +Hacking 5-7 (6-8) 8-11 (10-13) 12-15 (15-18)
Perception +Aim 3-4 5-6 7-8
Psi +PsiOffense 3-5 6-8 9-10
Speed +Mobility 1 (2) 2 (3) 3 (4)


Icon Personal Combat Sim Effect
Impact Fields Activate a force field that reduces incoming damage by 33% for two turns. Six-turn cooldown (including the turn in which it was activated). Uses one action and doesn't automatically end your turn. Armor-Piercing weapons do not mitigate this effect.
Body Shield A targeted enemy receives -20 aim and -50 critical chance against the soldier.
Combat Awareness Gain 15 defense and an armor point when in overwatch.
Combat Rush Combat Rush triggers when you kill an enemy unit and provides allies within seven tiles +10 aim, +10 critical chance and +1 mobility. The effect lasts until the end of the following turn after the kill. It can only trigger every five turns.
Damage Control Your armor hardens temporarily after an impact. After taking damage, gain two armor through the end of the next turn. Taking multiple hits on successive turns extends the timer.
Depth Perception Gain 5 aim and reduce enemies' dodge by 25 when at a higher elevation than your target.
Emergency Life Support Emergency Life Support make the first check for bleeding out each mission an automatic success. Adds two turns to the bleedout timer.
Hyper-Reactive Pupils Gain +10 aim for your next shot with your primary weapon after a miss. Bonus applies until the next time you hit a target or the mission ends. Area-of-Effect-based shots do not induce the bonus.
Iron Skin Incoming melee damage is reduced by 3.
Smart Macrophages When calculating post-mission wound recovery time, the number of hit points lost during a battle is reduced by one. You are immune to poison and acid.