Difference between revisions of "Equipment (Long War)"
m (Replaced Alien Materials with Improved Body Armor for Reinforced Armor prerequisites.) |
m (Added New Combat Systems to Chameleon Suit, Armor Piercing Ammo, Breaching Ammo, Alloy Bipod, Shredder Ammo, Reaper Rounds, Smartgun Kit, Chem Grenade and Impact Vest prerequisites.) |
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|[[Image: Reinforced Armor Long War.png|center|128x64px]]'''Reinforced Armor''' || -2 || All || Confers +1 Armor HP and +1 Damage Reduction, but -7 to Defense. Can stack with plating items. || 15 || Improved Body Armor || 90 || 10 || 0 || 0 || 7 || - | |[[Image: Reinforced Armor Long War.png|center|128x64px]]'''Reinforced Armor''' || -2 || All || Confers +1 Armor HP and +1 Damage Reduction, but -7 to Defense. Can stack with plating items. || 15 || Improved Body Armor || 90 || 10 || 0 || 0 || 7 || - | ||
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− | |[[Image: Chameleon Suit Long War.png|center|128x64px]]'''Chameleon Suit''' || -1 || Scout || Grants +5 Defense and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy || 80 || 0 || 5 || 12 || 7 || - | + | |[[Image: Chameleon Suit Long War.png|center|128x64px]]'''Chameleon Suit''' || -1 || Scout || Grants +5 Defense and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy<br />New Combat Systems || 80 || 0 || 5 || 12 || 7 || - |
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|[[Image: Respirator Implant Long War.png|center|128x64px]]'''Respirator Implant''' || -1 || All || Grants immunity to strangulation and partial immunity to acid. || 15 || Seeker Autopsy || 15 || 0 || 0 || 0 || 3 || - | |[[Image: Respirator Implant Long War.png|center|128x64px]]'''Respirator Implant''' || -1 || All || Grants immunity to strangulation and partial immunity to acid. || 15 || Seeker Autopsy || 15 || 0 || 0 || 0 || 3 || - | ||
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|[[Image: Smoke Grenade Long War.png|center|128x64px]]'''Smoke Grenade''' || -1 || All || Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. || 0 || - || colspan="6" align="center" | N/A | |[[Image: Smoke Grenade Long War.png|center|128x64px]]'''Smoke Grenade''' || -1 || All || Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. || 0 || - || colspan="6" align="center" | N/A | ||
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− | |[[Image: Chem Grenade Long War.png|center|128x64px]]'''Chem Grenade''' || -1 || All || Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 40 || Thin Man Autopsy || 120 || 2 || 0 || 0 || 10 || 3x Thin Man Corpse | + | |[[Image: Chem Grenade Long War.png|center|128x64px]]'''Chem Grenade''' || -1 || All || Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 40 || Thin Man Autopsy<br />New Combat Systems || 120 || 2 || 0 || 0 || 10 || 3x Thin Man Corpse |
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|[[Image: Psi Grenade Long War.png|center|128x64px]]'''Psi Grenade''' || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. Confers a 2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 1 || 1 || 1 || 7 || 1x Sectoid Corpse | |[[Image: Psi Grenade Long War.png|center|128x64px]]'''Psi Grenade''' || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. Confers a 2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 1 || 1 || 1 || 7 || 1x Sectoid Corpse | ||
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|[[Image: Hi Cap Mags Long War.png|center|128x64px]]'''Hi Cap Mags''' || -1 || All || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || 0 || - || colspan="6" align="center" | N/A | |[[Image: Hi Cap Mags Long War.png|center|128x64px]]'''Hi Cap Mags''' || -1 || All || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || 0 || - || colspan="6" align="center" | N/A | ||
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− | |[[Image: Shredder Ammo.png|center|128x64px]]'''Shredder Ammo''' || -1 || Assault || Grants the Shredder Ammunition perk. || 30 || Experimental Warfare || 30 || 3|| 0 || 0 || 5 || - | + | |[[Image: Shredder Ammo.png|center|128x64px]]'''Shredder Ammo''' || -1 || Assault || Grants the Shredder Ammunition perk. || 30 || Experimental Warfare<br />New Combat Systems || 30 || 3|| 0 || 0 || 5 || - |
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− | |[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]'''Armor Piercing Ammo''' || -1 || Gunner || Reduces enemy damage reduction (including that from cover) by 1.66 || 25 || Experimental Warfare || 25 || 3 || 0 || 0 || 5 || - | + | |[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]'''Armor Piercing Ammo''' || -1 || Gunner || Reduces enemy damage reduction (including that from cover) by 1.66 || 25 || Experimental Warfare<br />New Combat Systems || 25 || 3 || 0 || 0 || 5 || - |
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− | |[[Image: Breaching Ammo Long War.png|center|128x64px]]'''Breaching Ammo''' || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. || 35 || Experimental Warfare || 35 || 3 || 0 || 0 || 5 || - | + | |[[Image: Breaching Ammo Long War.png|center|128x64px]]'''Breaching Ammo''' || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. || 35 || Experimental Warfare<br />New Combat Systems || 35 || 3 || 0 || 0 || 5 || - |
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− | |[[Image: Reaper Rounds Long War.png|center|128x64px]]'''Reaper Rounds''' || -1 || All || Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon's effective range. || 25 || Experimental Warfare || 20 || 0 || 0 || 0 || 7 || - | + | |[[Image: Reaper Rounds Long War.png|center|128x64px]]'''Reaper Rounds''' || -1 || All || Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon's effective range. || 25 || Experimental Warfare<br />New Combat Systems || 20 || 0 || 0 || 0 || 7 || - |
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|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]'''Alloy-Jacketed Rounds''' || -1 || All || Increases Ballistic and Gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 3 || 0 || 0 || 5 || - | |[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]'''Alloy-Jacketed Rounds''' || -1 || All || Increases Ballistic and Gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 3 || 0 || 0 || 5 || - | ||
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|[[Image: Targeting Module Long War.png|center|128x64px]]'''Targeting Module''' || -1 || All || Confers +7 Critical Hit Chance to a soldier's primary weapon. || 15 || Xenobiology || 20 || 0 || 0 || 0 || 7 || - | |[[Image: Targeting Module Long War.png|center|128x64px]]'''Targeting Module''' || -1 || All || Confers +7 Critical Hit Chance to a soldier's primary weapon. || 15 || Xenobiology || 20 || 0 || 0 || 0 || 7 || - | ||
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− | |[[Image: Smartgun Kit Long War.png|center|128x64px]]'''Smartgun Kit''' || -1 || Gunner || Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots. || 30 || Alien Computers<br />Experimental Warfare || 60 || 0 || 0 || 0 || 7 || - | + | |[[Image: Smartgun Kit Long War.png|center|128x64px]]'''Smartgun Kit''' || -1 || Gunner || Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots. || 30 || Alien Computers<br />Experimental Warfare<br />New Combat Systems || 60 || 0 || 0 || 0 || 7 || - |
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|[[Image: Marksman Scope Long War.png|center|128x64px]]'''Marksman's Scope''' || -1 || Scout || Grants Squadsight to scouts (useful only when they equip Marksman's/Strike Rifles). || 20 || Alien Weaponry || 35 || 0 || 0 || 0 || 7 || - | |[[Image: Marksman Scope Long War.png|center|128x64px]]'''Marksman's Scope''' || -1 || Scout || Grants Squadsight to scouts (useful only when they equip Marksman's/Strike Rifles). || 20 || Alien Weaponry || 35 || 0 || 0 || 0 || 7 || - | ||
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− | |[[Image: Alloy Bipod Long War.png|center|128x64px]]'''Alloy Bipod''' || 0 || Gunner || Confers Platform Stability perk. (Shots taken before any costly actions have +10 Aim and +10% critical chance.) || 25 || Experimental Warfare || 25 || 2 || 0 || 0 || 5 || - | + | |[[Image: Alloy Bipod Long War.png|center|128x64px]]'''Alloy Bipod''' || 0 || Gunner || Confers Platform Stability perk. (Shots taken before any costly actions have +10 Aim and +10% critical chance.) || 25 || Experimental Warfare<br />New Combat Systems || 25 || 2 || 0 || 0 || 5 || - |
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|[[Image: Neural Gunlink Long War.png|center|128x64px]]'''Neural Gunlink''' || -1 || Psionic || Grants +10 Aim and +10 Crit Chance to primary weapon and rockets launchers, but -12 Will Penalty. Stacks with SCOPE and Laser Sight. || 40 || Alien Biocybernetics<br />Psi Warfare Systems || 75 || 3 || 8 || 8 || 7 || 1x SCOPE | |[[Image: Neural Gunlink Long War.png|center|128x64px]]'''Neural Gunlink''' || -1 || Psionic || Grants +10 Aim and +10 Crit Chance to primary weapon and rockets launchers, but -12 Will Penalty. Stacks with SCOPE and Laser Sight. || 40 || Alien Biocybernetics<br />Psi Warfare Systems || 75 || 3 || 8 || 8 || 7 || 1x SCOPE |
Revision as of 15:20, 4 January 2015
This page may be outdated. It is up-to-date for version b14. The latest version is 1.0. |
In Long War all soldiers have 2 item slots from the start of the game.
- Each carried item has weight, and reduces the soldier's mobility by 1 per weight (a soldier's base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). Items with increased charges from perks such as Packmaster do not have increased weight.
- An item slot can be cleared with the "empty hand" button in the item slot.
Note that many items listed require Foundry projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn without ending the turn (e.g. a Support may throw a Smoke Grenade and then perform another action).
Soldier Equipment
Protective Items
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.
Thrown Devices
There is nothing new in this category on first glance yet you will probably want to bring at least one Battle Scanner on missions since they not only reveal pods but also cloaked enemies. That makes them a lifesaver against Seeker swarms.
Grenades
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer.
Ammunition and damage enhancing equipment
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons' damage reduction ability, so in essence you will inflict always a -2 to the enemy's damage reduction.
Optics and weapon attachments
Since aliens (and Exalt agents ) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that all optics stack with one another, so a combination of Laser Sight + Scope + Neural Gunlink will net you +25 Aim and Critical Chance.
Miscellaneous Items
Various items and curiosities that could make your life easier or harder, depending on how you use them.
EXALT HQ Loot
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt.
MEC and SHIV Equipment
Perk Granting Equipment
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.
Damage Enhancing Equipment
Looking for an extra punch? Look no further, equip one of these and invite the aliens to a dance.
Miscellaneous Equipment
Here you will find various items designed to give your mechanized units more pronounced attributes.