Equipment (Long War)

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Long War Main Page
Soldiers Equipment Long War.png

In Long War, all regular soldiers have 2 equipment slots from the start of the game. The Tactical Rigging Foundry project increases this to 3 slots. The Jungle Scouts starting bonus from Brazil also increases this to 3 item slots for the early game armors (Tac Vest, Tac Armor, Kestrel Armor, Phalanx Armor and Aurora), but this bonus does not stack with the bonus from the Tactical Rigging Foundry project.

Long War added a lot of items for abilities that were previously only available as a perk, such as Battle Scanners. Most of these are also still available as a perk, though generally the perk provides additional bonuses now.

All equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien Grenades, once you have researched the Alien Grenades Foundry project.

All other items need to be produced first, and can only be equipped once per time they are produced. Note that producing consumables represents a production line for these consumables. You can still only equip it once for each time you have produced them, but using them during the mission does not expend them from your storage, and unless damaged, you can bring them again during the next mission.

Most items have a weight, which is represented as a movement penalty. The average item has a weight of 1, and thus provides a -1 movement penalty, though some items weigh two, while a few items weigh nothing or even provide a movement bonus. Extra charges from perks such as Packmaster, Grenadier and Smoke and Mirrors do not increase the weight and do not provide additional movement penalties.

You can choose to equip less than the maximum number of items by clicking on the empty hand icon. Since most items provide a movement penalty, this effectively gives you a small movement bonus.

A lot of items have an effect that lasts for one or more turns. All turns last until the start of the player's turn. Thus, an item that lasts for 1 turn and is activated during the player's turn, remains in effect for the remainder of that player's turn and the following Alien's turn. An item that lasts for 2 turns and is activated during the Aliens' turn, remains in effect for the remainder of that Aliens' turn, the following player's turn, and the following Aliens' turn.

Soldier equipment

Protective gear

In Long War, the aliens are even more deadly than in vanilla. Fortunately, you have access to a few protective items that can be worn in addition to regular armor, to provide a little more survivability. Note that Ceramic, Alloy and Chitin Plating can't stack with one another, and that none of these items can be equipped more than once.

Name Usable
by
Mobility Long War.png
Mob
Health Long War.png
HP
Damage reduction
DR
Defense Long War.png
Def
Will Long War.png
Will
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Ceramic Plating
Ceramic Plating
All soldiers -1 +1 Can't stack with Alloy or Chitin Plating XCOM starts with an unlimited supply
Alloy Plating
Alloy Plating
All soldiers -1 +2 Can't stack with Ceramic or Chitin Plating Alien Materials 15 35
(52)
8
(12)
0
(2)
7 days
(3.5 days)
14
Chitin Plating
Chitin Plating
All soldiers -2 +3 Reduces melee damage by 40%
Prevents strangulation
Can't stack with Ceramic or Alloy Plating
Chryssalid Autopsy 35 80
(120)
20
(30)
0
(4)
10 Chryssalid Carcasses 10 days
(5.0 days)
32
Reinforced Armor
Reinforced Armor
All soldiers -2 +1 1.0 -6 Improved Body Armor 18 70
(105)
14
(21)
0
(3)
7 days
(3.5 days)
28
Psi Screen
Psi Screen
Psionic soldiers -1 1.0 -12 Mechtoid Autopsy
Psi Warfare Systems
45 65
(97)
8
(12)
8
(12)
15
(18)
1 Mechtoid Core 10 days
(5.0 days)
26
Impact Vest
Impact Vest
Assaults -1 +1
Shock-Absorbent Armor
Mobile Power Armor
New Combat Systems
50 90
(135)
18
(27)
10
(15)
10
(14)
10 days
(5.0 days)
36
Chameleon Suit
Chameleon Suit
Scouts -1 +4 Improves the Lightning Reflexes perk:
Reduces hit chance of the first reaction shot by 95% instead of 90%
Reduces hit chance of further reaction shots by 85% instead of 70%
Grants immunity to critical hits from overwatch fire
Seeker Autopsy
New Combat Systems
35 65
(97)
8
(12)
20
(23)
7 days
(3.5 days)
26

Miscellaneous gear

In addition to the items above that mostly protect against physical attacks, there are also a few items that protect your soldiers against panic and psychic attack, as well as as items that help your soldiers with their mobility or experience. Note that none of these items can be equipped more than once.

Name Usable
by
Mobility Long War.png
Mob
Health Long War.png
HP
Will Long War.png
Will
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Alien Trophy
Alien Trophy
All soldiers
MEC troopers
-1
Steadfast
XCOM starts with an unlimited supply
Respirator Implant
Respirator Implant
All soldiers +1 Prevents strangulation
Prevents mobility penalty and damage from acid
Prevents death on the first drop to 0 health per mission
Increases bleed timeout by 2 turns, and reveals the timer
Seeker Autopsy 25 40
(60)
8
(11)
5 days
(2.5 days)
16
Walker Servos
Walker Servos
All soldiers +2 Advanced Power Armor
Advanced Servomotors
45 80
(120)
8
(12)
4
(6)
10
(14)
10 days
(5.0 days)
32
Fuel Cell
Fuel Cell
All soldiers
SHIV units
-2 Increases flight fuel by 6
Double fuel with the Advanced Flight foundry project
Antigrav Systems 60 40
(60)
8
(12)
24
(36)
0
(3)
7 days
(3.5 days)
16
Mind Shield
Mind Shield
Psionic soldiers -1 +25
Steadfast
Prevents strangulation Sectoid Commander Autopsy
Psi Warfare Systems
65 200
(300)
20
(30)
60
(90)
10
(17)
5 Sectoid Commander Corpses 20 days
(10.0 days)
80
Cognitive Enhancer
Cognitive Enhancer
All soldiers
MEC troopers
-1 +5 Increases XP gained by 20% Looted from the Exalt headquarters 200
Neuroregulator
Neuroregulator
Psionic soldiers -1 +10 Increases Psi XP gained by 50% Looted from the Exalt headquarters 200

Weapon attachments

In Long War, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of items available to enhance your weapons' accuracy. With the exception of the Marksman's Scope, these items apply their bonus to both primary and secondary weapons. Note that SCOPEs, Neural Gunlinks and Illuminator Gunsights can't stack with one another, and that none of these items can be equipped more than once.

Name Usable
by
Mobility Long War.png
Mob
Will Long War.png
Will
Aim Long War.png
Aim
Crit Long War.png
Crit
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Required
for
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Laser Sight
Laser Sight
All soldiers
MEC troopers
SHIV units
-1 +4 +4 crit chance with the SCOPE foundry project XCOM starts with an unlimited supply
Targeting Module
Targeting Module
All soldiers
MEC troopers
SHIV units
-1 +8 +1.5 crit damage Xenobiology 15 50
(75)
0
(3)
7 days
(3.5 days)
20
SCOPE
SCOPE
All soldiers
MEC troopers
SHIV units
-1 +8 +8 crit chance with the SCOPE foundry project
Can't stack with Neural Gunlink or Illuminator Gunsight
Alien Weaponry 15 70
(105)
0
(3)
7 days
(3.5 days)
28 SCOPE Upgrade (1)
Neural Gunlink (1)
Neural Gunlink
Neural Gunlink
Psionic soldiers -1 -12 +12 +12 Can't stack with SCOPE or Illuminator Gunsight Alien Biocybernetics
Psi Warfare Systems
40 70
(105)
6
(9)
8
(12)
15
(18)
1 SCOPE 7 days
(3.5 days)
28
Illuminator Gunsight
Illuminator Gunsight
All soldiers -1 +12 +12
Executioner
Can't stack with SCOPE or Neural Gunlink Looted from the Exalt headquarters
Provided by a Mexican starting bonus
200
Marksman's Scope
Marksman's Scope
Scouts -1
Squad sight
Only affects Marksman and Strike Rifles Alien Weaponry 20 30
(45)
0
(2)
7 days
(3.5 days)
12
Alloy Bipod
Alloy Bipod
Snipers +6 +6 New Combat Systems 25 25
(37)
4
(6)
0
(2)
5 days
(2.5 days)
10

Special ammunition

In addition to attaching unique items to your weapons, you can also replace the standard ammunition and clips with more specialized ammunition and clips, to further enhance your attacks. Unlike weapon attachments, special ammunition only applies to your primary weapon, and most special ammunition only works with specific weapon types. Note that Hi Cap and Drum Mags can't stack with one another, that Shredder, Armor Piercing and Flak Ammo can't stack with one another, and that none of these items can be equipped more than once.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Duration in days
Hi Cap Mags
Hi Cap Mags
All soldiers
MEC troopers
SHIV units
-1 Primary weapon gains +1 ammo
Can't stack with Drum Mags
XCOM starts with an unlimited supply
Drum Mags
Drum Mags
Assaults
Infantry
Engineers
Medics
Scouts
-2 -4 Primary weapon gains +2 ammo
Only affects Carbines, Assault Rifles and Battle Rifles
Can't stack with Hi Cap Mags
XCOM starts with an unlimited supply
Breaching Ammo
Breaching Ammo
Assaults -1 Negates more effective target DR from Shotguns
Does not affect Sawed-off Shotguns
New Combat Systems 35 35
(52)
6
(9)
0
(2)
5 days
(2.5 days)
14
Shredder Ammo
Shredder Ammo
Assaults
Engineers
-1 Primary weapon applies the Shredded effect on hits:
Target receives 50% more damage for 2 turns
Can't stack with Armor Piercing or Flak Ammo
New Combat Systems 30 30
(45)
6
(9)
0
(2)
5 days
(2.5 days)
12
Armor Piercing Ammo
Armor Piercing Ammo
Engineers
Gunners
MEC troopers
SHIV units
-1 Primary weapon ignores 2 of target DR
Does not affect Shotguns
Can't stack with Shredder or Flak Ammo
Improved Body Armor
New Combat Systems
25 50
(75)
12
(18)
0
(3)
7 days
(3.5 days)
20
Flak Ammo
Flak Ammo
All soldiers
MEC troopers
SHIV units
-1 Primary weapon and rockets gain +20% damage to flying units
Collateral Damage gains +20% damage and can target flying units
Bonus damage is at least +2 and applies after DR is applied
Can't stack with Shredder or Armor Piercing Ammo
Floater Autopsy
MEC Warfare Systems
35 60
(90)
20
(30)
0
(3)
7 days
(3.5 days)
24
Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Duration in days
Alloy Jacketed Rounds
Alloy Jacketed Rounds
All soldiers
MEC troopers
SHIV units
-1 Primary weapon and rockets gain +1 damage
Only affects Ballistic and Gauss weapons
Enhanced Ballistics 15 20
(30)
6
(9)
0
(2)
5 days
(2.5 days)
8
Enhanced Beam Optics
Enhanced Beam Optics
All soldiers
MEC troopers
SHIV units
-1 Primary weapon gains +1 damage
Only affects Beam and Pulse Laser weapons
Enhanced Lasers 30 35
(52)
8
(12)
0
(2)
10 days
(5.0 days)
14
Reaper Pack
Reaper Pack
All soldiers -1 Primary weapon gains +16 crit chance
Primary weapon's range penalty is doubled
Only affects Beam and Pulse Laser weapons
Supercapacitors 70 50
(75)
10
(15)
0
(3)
7 days
(3.5 days)
20
Plasma Stellerator
Plasma Stellerator
All soldiers
MEC troopers
SHIV units
-1 Primary weapon gains +1 damage
Only affects Plasma weapons
Enhanced Plasma 75 125
(187)
20
(30)
20
(30)
5
(10)
14 days
(7.0 days)
50

Explosives

Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. These are the right tools for the job. Keep in mind that in Long War, explosives in general have received an overhaul. Unlike vanilla, where explosives dealt a fixed amount of damage to all enemies within the blast radius, in Long War, explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take. This also applies to destructible environment, which is a little more durable in general compared to vanilla.

Even though Engineers can pick the Fire Rocket perk, they cannot equip these additional rockets, restricting them to the single rocket that's provided by the perk. Rocketeers can only pick up either rocket once, but they can pick up both rockets, though it could be wise to reserve one slot for an aim boosting item.

While not as much as rockets, grenades have also received a bit of an overhaul, and the Engineering class has several perks dedicated to lobbing explosive grenades. They still always hit their target, making them more reliable than rockets, especially in the early game, though they can't keep up with range and damage output. Note that soldiers can pick up the same type of grenade more than once.

Name Usable
by
Mobility Long War.png
Mob
Weapon damage
Dmg
Weapon
range
Blast
radius
Special
properties
Source
Rocket
Rocket
Rocketeers -2 Provides an extra regular rocket XCOM starts with an unlimited supply
Shredder Rocket
Shredder Rocket
Rocketeers -2 Provides an extra shredder rocket XCOM starts with an unlimited supply
AP Grenade
AP Grenade
All soldiers -1 2-6
(4)
15 5.6 Can be equipped multiple times per soldier
Units with cover towards the center are unaffected
+50% damage with the Alien Grenades foundry project
+1 charge with the Packmaster perk
+1 charge with the Grenadier perk
XCOM starts with an unlimited supply
HE Grenade
HE Grenade
All soldiers -1 1-5
(3)
15 5.6 Can be equipped multiple times per soldier
Effective at destroying cover
+40% radius with the Alien Grenades foundry project
+1 charge with the Packmaster perk
+1 charge with the Grenadier perk
XCOM starts with an unlimited supply
Alien Grenade
Alien Grenade
All soldiers -1 3-7
(5)
15 5.6 Can be equipped multiple times per soldier
Effective at destroying cover
+1 charge with the Packmaster perk
+1 charge with the Grenadier perk
The Alien Grenades foundry project provides an unlimited supply

Support grenades

Like explosive grenades, support grenades have also received a few more perks to enhance them, and while the Grenadier perk doesn't increase the number of support grenades carried, it's range bonus does affect both explosive and support grenades. While Battle Scanners and Mimic Beacons aren't called grenades, they are affected by these perks, and are thus included here. Note that soldiers can pick up the same type of grenade more than once. To keep the table size a bit practical, the effects of Disorient, Smoke and Acid are described here instead:

Disorient: Units that are Disoriented immediately cancel Overwatch and Suppression. In addition, their mobility is reduced by 40%, they receive a -50 penalty to aim, and the range of their explosives and thrown devices is severely reduced.

Smoke: Units that are covered by Smoke gain a +20 bonus to defense. In addition, these units do not provide aim and crit chance bonuses to other units for being exposed or flanked, though they are still considered exposed or flanked for the purpose of perks.

Acid: Acid lasts for 2 to 4 turns and deals 1 damage per action other than Hunker Down. In addition, their mobility is reduced by 25%, their damage reduction is reduced by 50% (if their damage reduction is less than 6, it's reduced by 3, to a minimum of 0), they receive a -20 penalty to aim and the range of their explosives and thrown devices is severely reduced. Zombies, robotic units and units that have a Respirator Implant or Medikit equipped negate the damage and penalty to mobility.

Name Usable
by
Mobility Long War.png
Mob
Will Long War.png
Will
Weapon
range
Blast
radius
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Flashbang Grenade
Flashbang Grenade
All soldiers -1 15 4.0 Can be equipped multiple times per soldier
Disorients enemy units within the area of effect for 1 turn
Does not affect allies, Sectoid Commanders, Ethereals or robotic units
Can't stack with Psi Grenades
+1 charge with the Packmaster perk
+1 charge with the Smoke and Mirrors perk
XCOM starts with an unlimited supply
Smoke Grenade
Smoke Grenade
All soldiers -1 15 5.6 Can be equipped multiple times per soldier
Spawns a smoke cloud at the target location for 2 turns
Provides concealment for all units within the cloud
+1 charge with the Packmaster perk
+1 charge with the Smoke and Mirrors perk
XCOM starts with an unlimited supply
Battle Scanner
Battle Scanner
Engineers
Scouts
-1 27 30.0 Can be equipped multiple times per soldier
Spawns a scanner at the target location for 2 turns
Reveals the area, including stealthed units within the area
+1 charge with the Packmaster perk
+1 charge with the Smoke and Mirrors perk
XCOM starts with an unlimited supply
Chem Grenade
Chem Grenade
All soldiers -1 15 4.0 Can be equipped multiple times per soldier
Spawns a chemical cloud at the target location for 2 turns
Applies acid to all units within the cloud or entering the cloud
Does not affect Thin Men or Chryssalids
+1 charge with the Packmaster perk
+1 charge with the Smoke and Mirrors perk
Thin Man Autopsy
New Combat Systems
40 120
(180)
4
(6)
0
(5)
15 Thin Man Corpses 10 days
(5.0 days)
48
Psi Grenade
Psi Grenade
Psionic soldiers -1 -2 15 6.4 Can be equipped multiple times per soldier
Disorients enemy units within the area of effect for 1 turn
Does not affect allies, Sectoid Commanders, Ethereals or robotic units
Can't stack with Flashbang Grenades
+1 charge with the Packmaster perk
+1 charge with the Smoke and Mirrors perk
Psi Warfare Systems 25 50
(75)
2
(3)
2
(3)
1
(4)
1 Sectoid Corpse 7 days
(3.5 days)
20
Mimic Beacon
Mimic Beacon
Psionic soldiers -1 -10 27 28.8 Can be equipped multiple times per soldier
Spawns a beacon at the target location for 2 turns
Aliens must succeed a will check or move towards the beacon
The will check's difficulty scales with the throwing soldier's will
Does not affect allies, Exalt or robotic units
+1 charge with the Packmaster perk
+1 charge with the Smoke and Mirrors perk
Alien Communications
Psi Warfare Systems
75 150
(225)
2
(3)
25
(37)
25
(30)
1 Sectoid Corpse 14 days
(7.0 days)
60

Utility devices

Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges. Thus, these items grant the most varied effects. Note that soldiers can equip more than one Medikit or Arc Thrower, but not more than one of each other item.

Name Usable
by
Mobility Long War.png
Mob
Will Long War.png
Will
Weapon
range
Blast
radius
Special
properties
Prerequisites Cost Sell
value
Required
for
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Medikit
Medikit
All soldiers -1 3 Can be equipped multiple times per soldier
Prevents mobility penalty and damage from acid when equipped
Can be used on self or nearby soldier to remove acid and heal 3 hp
Alternatively, it can be used to stabilize a critically wounded soldier
Doubles healing with the Improved Medikit foundry project
+1 charge with the Packmaster perk
+1 charge with the Field Medic perk
XCOM starts with an unlimited supply
Motion Tracker
Motion Tracker
All soldiers
SHIV units
-1 35.0 3 charges. When used, displays a radar with color signals:
* Blue: Friendly units
* White: Human civilians
* Red: Aliens and gene modded Exalt
* Yellow: Meld canisters
* Green: Bombs and power nodes
Covert operatives also see hackable radar arrays as Green
+1 charge with the Packmaster perk
10 20
(30)
0
(2)
5 days
(2.5 days)
8
Arc Thrower
Arc Thrower
All soldiers -2 5 Can be equipped multiple times per soldier
Can be used to repair SHIVS and MECs with the Field Repairs foundry project
Can be used to stun enemies, to capture them and their weapons
Chance of success is 54/48/42/29% on targets with 1/2/3/4+ hp
Increased chance with the Improved Arc Thrower foundry project:
57/54/48/42/29% on targets with 3-/4/5/6/7+ hp
Does not affect Chryssalids, Zombies or robotic units
+1 charge with the Packmaster perk
+2 charges with the Repair perk
Xenoneurology 20 100
(150)
0
(4)
10 days
(5.0 days)
40 Electro Pulse (1)
Combat Stims
Combat Stims
All soldiers -1 3 Gain Adrenaline Surge (+10 aim, +10 crit chance) when equipped
Can be used on self to become Stimmed for 2 turns:
Increases mobility and will, reduces damage received by 40%,
and grants immunity to crits while in cover and not flanked
Berserker Autopsy 45 120
(180)
4
(9)
1 Berserker Corpse 10 days
(5.0 days)
48
Shadow Device
Shadow Device
Psionic soldiers -1 -10 15 4.0 Stealths friendly units within the area of effect for 1 turn
Attacks gain a solid bonus to crit chance, but break stealth
Does not affect enemies, panicked units or units with the Concealment perk
Seeker Autopsy
Psi Warfare Systems
60 150
(225)
10
(15)
30
(45)
40
(45)
15 Seeker Wrecks 14 days
(7.0 days)
60

MEC and SHIV equipment

MEC equipment

One of the main features of Long War is the versatility of mechanized units. Not only do you have eight different classes of MEC troopers at your disposal, you also have the option to fully kit them with items that can supplement or completely change their role on the battlefield. Note that none of these items can be equipped more than once, but MEC troopers can also equip several of the items listed above for regular soldiers.

Name Usable
by
Mobility Long War.png
Mob
Health Long War.png
HP
Defense Long War.png
Def
Aim Long War.png
Aim
Crit Long War.png
Crit
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Holo-Targeter
Holo-Targeter
MEC troopers
SHIV units
-1 +4
Holo-Targeting
Drone Autopsy 15 40
(60)
0
(3)
7 days
(3.5 days)
16
Core Armoring
Core Armoring
MEC troopers
SHIV units
-1 +2
Resilience
Mechanized Unit Defenses 15 50
(75)
10
(15)
0
(3)
7 days
(3.5 days)
20
Alloy Carbide Plating
Alloy Carbide Plating
MEC troopers
SHIV units
-2 +4 Mechanized Unit Defenses 35 70
(105)
30
(45)
20
(23)
10 days
(5.0 days)
28
Battle Computer
Battle Computer
MEC troopers
SHIV units
-1 +8 +8 +8 Sectopod Autopsy
MEC Warfare Systems
75 250
(375)
30
(45)
10
(15)
30
(38)
1 UFO Flight Computer 12 days
(6.0 days)
100
Tactical Sensors
Tactical Sensors
MEC troopers -1
Tactical Sense
Mechtoid Autopsy
MEC Warfare Systems
35 75
(112)
10
(13)
1 UFO Flight Computer 10 days
(5.0 days)
30
Incinerator Module
Incinerator Module
MEC troopers -1 Increases Flamethrower damage by 3 Alien Biocybernetics
Jellied Elerium
45 90
(135)
20
(30)
20
(30)
10
(14)
7 days
(3.5 days)
36
The Thumper
The Thumper
MEC troopers -1 Increases Kinetic Strike Module damage by 3 Antigrav Systems
MEC Warfare Systems
70 70
(105)
20
(30)
20
(30)
2
(5)
7 days
(3.5 days)
28

SHIV modules

While SHIVs cannot go up in rank, and thus cannot earn any perks, they can equip a varied amount of modules that grant different perks, allowing them to fill in for whichever role you need them to. Note that none of these items can be equipped more than once, but SHIV units can also equip several of the items listed above for regular soldiers and MEC troopers.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Duration in days
HEAT Ammo
HEAT Ammo
SHIV units -1
HEAT Ammo
Alien Materials 15 30
(45)
6
(9)
0
(2)
5 days
(2.5 days)
12
Advanced Suppression Module
Advanced Suppression Module
SHIV units -1
Danger Zone
SHIV Suppression 20 35
(52)
0
(2)
7 days
(3.5 days)
14
Adaptive Tracking Pod
Adaptive Tracking Pod
SHIV units -1
Advanced Fire Control
Experimental Warfare 20 40
(60)
0
(3)
7 days
(3.5 days)
16
Smartshell Pod
Smartshell Pod
SHIV units -1 +4
Flush
Experimental Warfare 20 25
(37)
0
(2)
7 days
(3.5 days)
10
Damage Control Pod
Damage Control Pod
SHIV units -1
Damage Control
Heavy Floater Autopsy
MEC Warfare Systems
55 50
(75)
10
(15)
5
(7)
20
(23)
10 days
(5.0 days)
20
AutoSentry Turret
AutoSentry Turret
SHIV units -1
Sentinel
Cyberdisc Autopsy 35 60
(90)
8
(12)
0
(3)
10 days
(5.0 days)
24
Weapon Supercooler
Weapon Supercooler
SHIV units -1
Light 'Em Up
Sectopod Autopsy 55 120
(180)
10
(15)
5
(7)
0
(5)
10 days
(5.0 days)
48
Elerium Turbos
Elerium Turbos
SHIV units +2 Elerium
Advanced Servomotors
45 30
(45)
12
(18)
16
(24)
0
(2)
7 days
(3.5 days)
12

See also

Loadout Long War.jpg Long War: Loadout
Weapons
Weapons Thumbnail Long War.png
Weapons
Assault Rifle Long War.png
Primary
Weapons
Pistol Long War.png
Secondary
Weapons
Armor
Armor Thumbnail Long War.png
Armor
Chameleon Suit Long War.png
Leather Jacket
Tac vest Long War.png
Tac Vest
Tac Armor Long War.png
Tac Armor
Phalanx armor Long War.png
Phalanx Armor
Kestrel armor Long War.png
Kestrel Armor
Carapace armor Long War .png
Carapace Armor
Aurora armor Long War.png
Aurora Armor
Banshee armor Long War.png
Banshee Armor
Corsair armor Long War.png
Corsair Armor
Aegis armor Long War.png
Aegis Armor
Titan armor Long War.png
Titan Armor
Seraphim armor Long War.png
Seraph Armor
Archangel armor Long War.png
Archangel Armor
Shadow armor Long War.png
Shadow Armor
Vortex armor Long War.png
Vortex Armor
Inv Mec1.png
MEC-1
Inv Mec2.png
MEC-2
Inv Mec3.png
MEC-3
Equipment
Equipment Thumbnail Long War.png

Equipment