Difference between revisions of "Equipment (Long War)"

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(b15 updates)
(b15 updates (engineers and time costs need to be looked over))
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|[[Image: Impact Vest Long War.png|center|128x64px]]'''Impact Vest''' || -1 || Assault || Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP. || 50 || Mobile Power Armor || 80 || 14 || 8 || 4 || 10 || -
 
|[[Image: Impact Vest Long War.png|center|128x64px]]'''Impact Vest''' || -1 || Assault || Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP. || 50 || Mobile Power Armor || 80 || 14 || 8 || 4 || 10 || -
 
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|[[Image: Mind Shield Long War.png|center|128x64px]]'''Mind Shield''' || -1 || Psionic || Provide +25 Will, Grants immunity to strangulation and panic, except Psi Panic || 55 || Sectoid Commander Autopsy<br />Psi Warfare Systems || 200 || 40 || 60 || 5 || 20 || 5x Sectoid Commander Corpse
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|[[Image: Mind Shield Long War.png|center|128x64px]]'''Mind Shield''' || -1 || Psionic || Confers +25 will, grants the Steadfast perk and immunity to strangulation || 55 || Sectoid Commander Autopsy<br />Psi Warfare Systems || 200 || 40 || 60 || 5 || 20 || 5x Sectoid Commander Corpse
 
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|[[Image: Psi Screen Long War.png|center|128x64px]]'''Psi Screen''' || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy<br />Psi Warfare Systems || 65 || 8 || 8 || 8 || 10 || 1x Mechtoid Core
 
|[[Image: Psi Screen Long War.png|center|128x64px]]'''Psi Screen''' || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy<br />Psi Warfare Systems || 65 || 8 || 8 || 8 || 10 || 1x Mechtoid Core
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| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
 
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|[[Image: AP Grenade Long War.png|center|128x64px]]'''AP Grenade''' || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored. || 0 || - || colspan="6" align="center" | N/A
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|[[Image: AP Grenade Long War.png|center|128x64px]]'''AP Grenade''' || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored.<br />Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project. || 0 || - || colspan="6" align="center" | N/A
 
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|[[Image: HE Grenade Long War.png|center|128x64px]]'''HE Grenade''' || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover.<br />AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project. || 0 || - || colspan="6" align="center" | N/A
 
|[[Image: HE Grenade Long War.png|center|128x64px]]'''HE Grenade''' || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover.<br />AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project. || 0 || - || colspan="6" align="center" | N/A
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|[[Image: Alien Grenade Long War.png|center|128x64px]]'''Alien Grenade''' || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover.<br /> Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan="6" align="center" | N/A
 
|[[Image: Alien Grenade Long War.png|center|128x64px]]'''Alien Grenade''' || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover.<br /> Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan="6" align="center" | N/A
 
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|[[Image: Flashbang Grenade Long War.png|center|128x64px]]'''Flashbang Grenade''' || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one alien turn.<br />Most synthetic/cybernetic and psionic enemies are immune.<br />Also removes overwatch on the turn it is used. || 0 || - || colspan="6" align="center" | N/A
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|[[Image: Flashbang Grenade Long War.png|center|128x64px]]'''Flashbang Grenade''' || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one alien turn. Most synthetic/cybernetic and psionic enemies are immune.<br />Also removes overwatch on the turn it is used. || 0 || - || colspan="6" align="center" | N/A
 
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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<br />New Combat Systems || 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 || 4 || 0 || 0 || 10 || 15x 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. Confers a -2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 2 || 2 || 1 || 7 || 1x Sectoid Corpse
 
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|[[Image: Ghost Grenade Long War.png|center|128x64px]]'''Ghost Grenade''' || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items still apply. || 50 || Seeker Autopsy<br />Psi Warfare Systems || 200 || 5 || 15 || 25 || 14 || 5x Seeker wreck
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|[[Image: Ghost Grenade Long War.png|center|128x64px]]'''Shadow Device''' || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items do not apply. || 50 || Seeker Autopsy<br />Psi Warfare Systems || 100 || 10 || 30 || 20 || 14 || 15x Seeker wreck
 
|}
 
|}
  
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| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
 
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|[[Image: Rocket Long War.png|center|128x64px]]'''Rocket''' || -2 || Rocketeer || Grants one additional rocket. || 0 || - || colspan="6" align="center" | N/A
+
|[[Image: Rocket Long War.png|center|128x64px]]'''Rocket''' || -2 || Rocketeer || Grants one additional rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan="6" align="center" | N/A
 
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|[[Image: Shredder Rocket Long War.png|center|128x64px]]'''Shredder Rocket''' || -2 || Rocketeer || Grants one additional shredder rocket. || 0 || - || colspan="6" align="center" | N/A
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|[[Image: Shredder Rocket Long War.png|center|128x64px]]'''Shredder Rocket''' || -2 || Rocketeer || Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan="6" align="center" | N/A
 
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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 || Alien Materials<br />New Combat Systems || 30 || 3|| 0 || 0 || 5 || -
+
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]'''Armor Piercing Ammo''' || -1 || Gunner, Engineer, MECs, SHIVs || Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can't stack with some other specialized ammo. || 25 || Improved Body Armor<br />New Combat Systems || 50 || 12 || 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 || Improved Body Armor<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 (not including the sawed-off shotgun). || 35 || Alien Materials<br />New Combat Systems || 35 || 6 || 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 || Alien Materials<br />New Combat Systems || 35 || 3 || 0 || 0 || 5 || -
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|'''Flak Ammo''' || -1 || All || Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can't stack with some other specialized ammo. <br /><br />On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks. || 35 || Floater Autopsy<br />MEC Warfare Systems || 60 || 20 || 0 || 0 || 7 || -
 
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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 || New Combat Systems || 20 || 0 || 0 || 0 || 7 || -
+
|[[Image: Shredder Ammo.png|center|128x64px]]'''Shredder Ammo''' || -1 || Assault, Engineer || Grants the Shredder Ammunition perk. Can't stack with some other specialized ammo. || 30 || Alien Materials<br />New Combat Systems || 30 || 6 || 0 || 0 || 5 || -
 
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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 || -
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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 doubles the weapon's range penalty. || 25 || New Combat Systems || 30 || 0 || 0 || 0 || 7 || -
 
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|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]'''Enhanced Beam Optics''' || -1 || All || Increases Beam and Pulse weapon damage by 1. || 55 || Enhanced Laser|| 35 || 4 || 0 || 1 || 10 || -
+
|[[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 || 6 || 0 || 0 || 5 || -
 
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|[[Image: Plasma Stellerator Long War.png|center|128x64px]]'''Plasma Stellerator''' || -1 || All || Increases Plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 10 || 10 || 2 || 14 || -
+
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]'''Enhanced Beam Optics''' || -1 || All || Increases beam and pulse weapon damage by 1. || 55 || Enhanced Laser|| 35 || 8 || 0 || 1 || 10 || -
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|[[Image: Plasma Stellerator Long War.png|center|128x64px]]'''Plasma Stellerator''' || -1 || All || Increases plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 20 || 20 || 2 || 14 || -
 
|}
 
|}
  
 
===Optics and weapon attachments ===
 
===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.
+
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 the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.
 
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| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
 
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|[[Image: Laser Sight Long War.png|center|128x64px]]'''Laser Sight''' || -1 || All || Confers +5 Aim and +5 Critical Hit Chance after SCOPE Upgrade. Stacks with SCOPE. || 0 || - || colspan="6" align="center" | N/A
+
|[[Image: Laser Sight Long War.png|center|128x64px]]'''Laser Sight''' || -1 || All || Confers +4 aim and +4 critical chance after SCOPE upgrade. Can stack with other aim enhancing items. || 0 || - || colspan="6" align="center" | N/A
 
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|[[Image: SCOPE Long War.png|center|128x64px]]'''SCOPE''' || -1 || All || Increases aim by +10 for primary weapon and rocket launchers. . Receives +10% Crit chance with Foundry upgrade || 15 || Alien Weaponry || 80 || 0 || 0 || 0 || 7 || -
+
|[[Image: SCOPE Long War.png|center|128x64px]]'''SCOPE''' || -1 || All || Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Can't stack with Neural Gunlink or Illuminator Gunsight. || 15 || Alien Weaponry || 70 || 0 || 0 || 0 || 7 || -
 
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|[[Image: Targeting Module Long War.png|center|128x64px]]'''Targeting Module''' || -1 || All || Confers +8 Critical Hit Chance and +1 base damage when calculating critical hits 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 +8 critical hit chance and +1 base damage when calculating critical hits to a soldier's primary weapon. || 15 || Xenobiology || 50 || 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 />New Combat Systems || 60 || 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 || 30 || 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: Alloy Bipod Long War.png|center|128x64px]]'''Alloy Bipod''' || 0 || Sniper || Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items. || 25 || Alien Materials<br />New Combat Systems || 25 || 4 || 0 || 0 || 5 || -
 
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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 || Alien Materials<br />New Combat Systems || 25 || 2 || 0 || 0 || 5 || -
+
|[[Image: Neural Gunlink Long War.png|center|128x64px]]'''Neural Gunlink''' || -1 || Psionic || Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Can't stack with SCOPE or Illuminator Gunsight. || 40 || Alien Biocybernetics<br />Psi Warfare Systems || 70 || 6 || 8 || 8 || 7 || 1x SCOPE
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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
 
 
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{| class="wikitable" width="80%"
 
{| class="wikitable" width="80%"
!colspan="12" | Items for XCom operatives
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!colspan="12" | Miscellaneous Items
 
|-
 
|-
 
!rowspan="2" width="6%" | Name !! rowspan="2" width="1%" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" width="2%" | Classes !! rowspan="2" width="16%" | Effect !! colspan="2" width="8%" | Prerequisites !! colspan="6" width="14%" | Cost
 
!rowspan="2" width="6%" | Name !! rowspan="2" width="1%" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" width="2%" | Classes !! rowspan="2" width="16%" | Effect !! colspan="2" width="8%" | Prerequisites !! colspan="6" width="14%" | Cost
 
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| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
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!colspan="12" | Miscellaneous Items
 
 
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|[[Image: Alien Trophy Long War.png|center|128x64px]]'''Alien Trophy''' || -1 || All || Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic || 0 || -  || colspan="6" align="center" | N/A
 
|[[Image: Alien Trophy Long War.png|center|128x64px]]'''Alien Trophy''' || -1 || All || Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic || 0 || -  || colspan="6" align="center" | N/A
 
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|[[Image: Medkit Long War.png|center|128x64px]]'''Medikit''' || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || 0 || - || colspan="6" align="center" | N/A
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|[[Image: Medkit Long War.png|center|128x64px]]'''Medikit''' || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) || 0 || - || colspan="6" align="center" | N/A
 
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|[[Image: Combat Stims Long War.png|center|128x64px]]'''Combat Stims''' || -1 || All || Strengthens user's will, grants 40% damage reduction, increased mobility and immunity to critical hits for the next 2 turns || 40 || Muton Berserker Autopsy ||  180 || 0 || 0 || 2 || 10 || 1x Berserker corpse
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|[[Image: Combat Stims Long War.png|center|128x64px]]'''Combat Stims''' || -1 || All || Grants Adrenaline Surge perk for the duration of battle, strengthens the user's will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns || 40 || Muton Berserker Autopsy ||  120 || 0 || 0 || 2 || 10 || 1x Berserker corpse
 
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|[[Image: Arc Thrower Long War.png|center|128x64px]]'''Arc Thrower''' || -2 || All ||  Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. <br> Upgraded: 58%/58%/56%/55%/49%/43% || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -
+
|[[Image: Arc Thrower Long War.png|center|128x64px]]'''Arc Thrower''' || -2 || All ||  Stun device, carries one charge per mission. Standard: 54%/48%/42%/29%. <br /><br />Upgraded: 57%/57%/57%/54%/48%/42%. || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -
 
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|[[Image: Fuel Cell Long War.png|center|128x64px]]'''Fuel Cell''' || -2 || All || Confers additional flight fuel for Archangel and Seraph armors. || 60 ||  Antigrav Systems || 50 || 4 || 15 || 0 || 7 || -
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|[[Image: Fuel Cell Long War.png|center|128x64px]]'''Fuel Cell''' || -2 || All || Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs. || 60 ||  Antigrav Systems || 40 || 6 || 24 || 0 || 7 || -
 
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|[[Image: Walker Servos Long War.png|center|128x64px]]'''Walker Servos'''|| +2 || All ||  Grants +2 Mobility. ||45 || Advanced Power Armor<br />Advanced Servomotors || 100 || 5 || 5 || 5 || 10 || -
+
|[[Image: Walker Servos Long War.png|center|128x64px]]'''Walker Servos'''|| +2 || All ||  Grants +2 mobility. ||45 || Advanced Power Armor<br />Advanced Servomotors || 80 || 8 || 4 || 4 || 10 || -
 
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| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
 
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|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]'''Illuminator Gunsight''' || -1 || All || Confers Executioner perk and +10% to both Aim and Critical Chance.  || 0 || EXALT Base Assault Loot ||  colspan="6" align="center" | N/A
+
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]'''Illuminator Gunsight''' || -1 || All || Confers Executioner perk and +12 to both aim and critical hit chance. Can't stack with SCOPE or Neural Gunlink.  || 0 || EXALT Base Assault Loot ||  colspan="6" align="center" | N/A
 
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|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]'''Cognitive Enhancer''' || -1 || All|| Confers +20% Experience. || 0 || EXALT Base Assault Loot ||  colspan="6" align="center" | N/A
 
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]'''Cognitive Enhancer''' || -1 || All|| Confers +20% Experience. || 0 || EXALT Base Assault Loot ||  colspan="6" align="center" | N/A
 
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|[[Image: Neuroregulator Long War.png|center|128x64px]]'''Neuroregulator''' || -1 || Psionic || Confers +20% Psi XP || 0 || EXALT Base Assault Loot ||  colspan="6" align="center" | N/A
+
|[[Image: Neuroregulator Long War.png|center|128x64px]]'''Neuroregulator''' || -1 || Psionic || Confers +30% (?) Psi XP and +10 will. || 0 || EXALT Base Assault Loot ||  colspan="6" align="center" | N/A
 
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| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
 
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|[[Image: Alloy Belt Long War.png|center|128x64px]]'''Alloy Belt''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Extra Conditioning perk. || 20 ||  Alien Materials || 40 || 20 || 0 || 0 || 7 || -
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|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]'''Alloy Carbide Plating''' || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants Extra Conditioning perk. || 35 ||  Heavy Floater Autopsy<br />MEC Warfare Systems || 70 || 32 || 0 || 16 || 10 || -
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|[[Image: HEAT Ammo Long War.png|center|128x64px]]'''HEAT Ammo''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 3 || 0 || 0 || 5 || -
 
|-align=center
 
|[[Image: Smartshell Pod Long War.png|center|128x64px]]'''Smartshell Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +5 aim . || 20 ||  Experimental Warfare || 30 || 0 || 0 || 0 || 7 || -
 
|-align=center
 
|[[Image: Counterfire Pod Long War.png|center|128x64px]]'''Counterfire Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. || 40 ||  Mechtoid Autopsy || 120 || 0 || 0 || 0 || 10
 
|-align=center
 
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]'''Adaptive Tracking Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 55 || 0 || 0 || 0 || 7 || -
 
 
|-align=center
 
|-align=center
|[[Image: Damage Control Pod Long War.png|center|128x64px]]'''Damage Control Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  SHIV Defenses  || 65 || 5 || 2 || 0 || 10 || -
+
|[[Image: HEAT Ammo Long War.png|center|128x64px]]'''HEAT Ammo''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 6 || 0 || 0 || 5 || -
 
|-align=center
 
|-align=center
|[[Image: Holo Targeter Long War.png|center|128x64px]]'''Holo-Targeter''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +5 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -
+
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]'''Adaptive Tracking Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 40 || 0 || 0 || 0 || 7 || -
 
|-align=center
 
|-align=center
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]'''Weapon Supercooler''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light 'Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 130 || 10 || 5 || 0 || 10 || -
+
|[[Image: Counterfire Pod Long War.png|center|128x64px]]'''Counterfire Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. || 40 || Mechtoid Autopsy || 70 || 0 || 0 || 0 || 10
 
|-align=center
 
|-align=center
|[[Image: Autosentry Turret Long War.png|center|128x64px]]'''Autosentry Turret''' || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy || 75 || 5 || 0 || 0 || 10 || -
+
|[[Image: Damage Control Pod Long War.png|center|128x64px]]'''Damage Control Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  SHIV Defenses || 50 || 10 || 5 || 10 || 10 || -
 
|-align=center
 
|-align=center
|[[Image: Core Armoring Long War.png|center|128x64px]]'''Core Armoring''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || 15 || SHIV Defenses || 35 || 5 || 0 || 0 || 7 || -
+
|[[Image: Smartshell Pod Long War.png|center|128x64px]]'''Smartshell Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +4 aim. || 20 ||  Experimental Warfare || 25 || 0 || 0 || 0 || 7 || -
 
|-align=center
 
|-align=center
|[[Image: Tactical Sensors Long War.png|center|128x64px]]'''Tactical Sensors''' || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy<br />MEC Warfare Systems || 65 || 0 || 0 || 0 || 7 || 1x UFO Flight Computer
+
|[[Image: Autoloader_Long_War.png|center|128x64px]]'''Advanced Suppression Module''' || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Danger Zone perk. || 40 ||  SHIV Suppression  || 35 || 0 || 0 || 0 || 10 || -
|}
 
 
 
=== Damage Enhancing Equipment ===
 
Looking for an extra punch? Look no further, equip one of these and invite the aliens to a dance.
 
 
 
{| class="wikitable" width="80%"
 
|-
 
!colspan="13" | Damage Enhancing Equipment
 
|-
 
!rowspan="2" width="6%" | Name !! rowspan="2" width="1%" | MEC !! rowspan="2" width="1%" | SHIV !! rowspan="2" width="1%" | {{Mobility (Long War)}}'''Mob''' !!  rowspan="2" width="14%" | Effect !!colspan="2" width="10%" | Prerequisites !! colspan="6" width="12%" | Cost
 
 
|-align=center
 
|-align=center
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
+
|[[Image: Autosentry Turret Long War.png|center|128x64px]]'''Autosentry Turret''' || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 60 || 8 || 0 || 0 || 10 || -
 
|-align=center
 
|-align=center
|[[Image: Depleted Elerium Rounds Long War.png|center|128x64px]]'''Depleted Elerium Rounds''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. || 15 ||  Enhanced Ballistics || 50 || 5 || 1 || 0 || 7 || -
+
|[[Image: Core Armoring Long War.png|center|128x64px]]'''Core Armoring''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || 15 || SHIV Defenses || 30 || 10 || 0 || 0 || 7 || -
 
|-align=center
 
|-align=center
|[[Image: Laser Pumper Long War.png|center|128x64px]]'''Laser Pumper''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1. || 55 ||  Enhanced Lasers|| 75 || 10 || 5 || 0 || 10 || -
+
|[[Image: Holo Targeter Long War.png|center|128x64px]]'''Holo-Targeter''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +4 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -
 
|-align=center
 
|-align=center
|[[Image: Zevatron Booster Long War.png|center|128x64px]]'''Zevatron Booster''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Particle Cannon and Superheavy Plasma damage by 1. || 135 || Vehicular Plasma Weapons<br />Enchanced Plasma || 180 || 20 || 20 || 20 || 14 || -
+
|[[Image: Tactical Sensors Long War.png|center|128x64px]]'''Tactical Sensors''' || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 || Mechtoid Autopsy<br />MEC Warfare Systems || 75 || 0 || 0 || 0 || 5 || 1x UFO Flight Computer
 
|-align=center
 
|-align=center
|[[Image: The Thumper Long War.png|center|128x64px]]'''The Thumper''' || {{Yes Icon}} || {{No Icon}} || -1 || Increases Kinetic Strike Damage by 3. || 70 || Antigrav Systems<br />MEC Warfare Systems || 85 || 20 || 15 || 1 || 12 || -
+
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]'''Weapon Supercooler''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light 'Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 120 || 10 || 5 || 0 || 10 || -
 
 
|}
 
|}
  
Line 263: Line 242:
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
 
|-align=center
 
|-align=center
|[[Image: Autoloader Long War.png|center|128x64px]]'''Autoloader''' || {{Yes Icon}} || {{Yes Icon}} || -1 ||Confers 1 additional shot or burst to primary weapon. Stacks with Lock'N'Load.  || 10 ||  - || 30 || 0 || 0 || 0 || 7 || -
+
|[[Image: Autoloader_Long_War.png|center|128x64px]]'''Incinerator Module''' || {{Yes Icon}} || {{No Icon}} || -1 || Increases flamethrower damage by +3. || 45 || Jellied Elerium<br />MEC Warfare Systems || 90 || 20 || 20 || 10 || 12 || -
|-align=center
 
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]'''Alloy Carbide Plating''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases both DR and HP of the equipped unit by +1. || 35 || Heavy Floater Autopsy<br />MEC Warfare Systems || 90 || 10 || 0 || 20 || 10 || -
 
 
|-align=center
 
|-align=center
|[[Image: Weapon Gyros Long War.png|center|128x64px]]'''Weapon Gyros''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +5 aim and +5 crit. || 12 || Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -
+
|[[Image: The Thumper Long War.png|center|128x64px]]'''The Thumper''' || {{Yes Icon}} || {{No Icon}} || -1 || Increases kinetic strike module damage by +3. || 70 || Antigrav Systems<br />MEC Warfare Systems || 70 || 30 || 20 || 1 || 12 || -
 
|-align=center
 
|-align=center
|[[Image: Battle Computer Long War.png|center|128x64px]]'''Battle Computer''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +10 aim, crit chance and defence. || 75 ||  Sectopod Autopsy<br />MEC Warfare Systems || 300 || 25 || 5 || 45 || 12 || 1x UFO Flight Computer
+
|[[Image: Battle Computer Long War.png|center|128x64px]]'''Battle Computer''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +8 aim, critical hit chance, and defense. || 75 ||  Sectopod Autopsy<br />MEC Warfare Systems || 250 || 30 || 10 || 50 || 12 || 1x UFO Flight Computer
 
|-align=center
 
|-align=center
|[[Image: Elerium Turbos Long War.png|center|128x64px]]'''Elerium Turbos''' || {{Yes Icon}} || {{Yes Icon}} || +2 || Increases SHIV/MEC mobility by 2 points. || 45 ||  Elerium<br />Advanced Servomotors || 30 || 8 || 15 || 20 || 7 || -
+
|[[Image: Elerium Turbos Long War.png|center|128x64px]]'''Elerium Turbos''' || {{No Icon}} || {{Yes Icon}} || +2 || Increases SHIV mobility by 2 points. || 45 ||  Elerium<br />Advanced Servomotors || 30 || 12 || 16 || 0 || 7 || -
 
 
 
|}
 
|}

Revision as of 03:41, 4 March 2015

This page may be outdated. It is up-to-date for version b14. The latest version is 1.0.
Soldiers Equipment Long War.png
Long War Main Page

In Long War all soldiers have 2 item slots from the start of the game.

  • Consumable equipment that is in store from the start of the game can be used on all soldiers, so you get an unlimited storage. These items have no cost (N/A). Consumable items that have to be produced can be equipped on one soldier per mission. So they remain in your stores even when used on a mission, but are good for only one use per mission. This can be increased to multiple uses for a single item mission by perks that grant multiple charges. It is also possible to produce an item multiple times to equip it on multiple soldiers or even on multiple slots on a single soldier. These consumable items includes Mimic Beacons, Chem, Psi and Ghost Grenades, Combat Stims and Arc Throwers. The exception to this is the alien grenade, which replaces the HE grenade and thus can be equipped on all soldiers each mission, even multiple times per soldier.
  • 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.

Protective Items
Name Mobility
Mob
Classes Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Ceramic Plates Long War.png
Ceramic Plates
-1 All Provides +1 Armor HP. Cannot be stacked with other plating items. 0 - N/A
Alloy Plating Long War.png
Alloy Plating
-1 All Provides +2 Armor HP. Cannot be stacked with other plating items. 15 Alien Materials 35 8 0 0 7 -
Chittin Plating Long War.png
Chitin Plating
-2 All Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. 35 Chryssalid Autopsy 80 20 0 0 10 10x Chryssalid Carcass
Reinforced Armor Long War.png
Reinforced Armor
-2 All Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items. 15 Improved Body Armor 70 14 0 0 7 -
Chameleon Suit Long War.png
Chameleon Suit
-1 Scout Grants +4 Defense, grants immunity to overwatch crits, and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). 35 Seeker Autopsy
New Combat Systems
65 0 8 10 7 -
Respirator Implant Long War.png
Respirator Implant
-1 All Grants immunity to strangulation, partial immunity to acid, causes the first death for the soldier to instead automatically be a critical wound, adds 2 turns to that soldier's bleed out timer, and reveals the bleed out timer. It does not prevent will loss from critical wounds. 15 Seeker Autopsy 50 0 0 0 5 -
Impact Vest Long War.png
Impact Vest
-1 Assault Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP. 50 Mobile Power Armor 80 14 8 4 10 -
Mind Shield Long War.png
Mind Shield
-1 Psionic Confers +25 will, grants the Steadfast perk and immunity to strangulation 55 Sectoid Commander Autopsy
Psi Warfare Systems
200 40 60 5 20 5x Sectoid Commander Corpse
Psi Screen Long War.png
Psi Screen
-1 Psionic Confers +1 DR, but draws -12 Will when equipped 45 Mechtoid Autopsy
Psi Warfare Systems
65 8 8 8 10 1x Mechtoid Core

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.

Thrown Devices
Name Mobility
Mob
Classes Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Battle Scanner Long War.png
Battle Scanner
-1 All Can be thrown to provide vision for two turns. Reveals cloaked targets 0 - N/A
Mimic Beacon Long War.png
Mimic Beacon
-1 Psionic When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. High will soldiers or aliens have a greater chance to succeed or resist respectively. Does not affect Mechanical units. One use. -10 will when equipped. 35 Alien Communications
Psi Warfare Systems
150 2 24 12 7 1x Sectoid Corpse

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.

Grenades
Name Mobility
Mob
Classes Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
AP Grenade Long War.png
AP Grenade
-1 All Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored.
Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project.
0 - N/A
HE Grenade Long War.png
HE Grenade
-1 All Deals 1-5 damage to units in blast radius and can destroy cover.
AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project.
0 - N/A
Alien Grenade Long War.png
Alien Grenade
-1 All Deals 3-7 damage to units in blast radius and can destroy cover.
Replaces HE Grenade via Foundry Project.
0 Alien Grenades N/A
Flashbang Grenade Long War.png
Flashbang Grenade
-1 All Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one alien turn. Most synthetic/cybernetic and psionic enemies are immune.
Also removes overwatch on the turn it is used.
0 - N/A
Smoke Grenade Long War.png
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 - N/A
Chem Grenade Long War.png
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
New Combat Systems
120 4 0 0 10 15x Thin Man Corpse
Psi Grenade Long War.png
Psi Grenade
-1 Psionic Has the same effect as a flashbang grenade, but has a larger area of effect. Confers a -2 Will penalty when equipped. 25 Xenopsionics 50 2 2 1 7 1x Sectoid Corpse
Ghost Grenade Long War.png
Shadow Device
-1 Psionic Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items do not apply. 50 Seeker Autopsy
Psi Warfare Systems
100 10 30 20 14 15x Seeker wreck

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.

Ammunition and damage enhancing equipment
Name Mobility
Mob
Classes Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Rocket Long War.png
Rocket
-2 Rocketeer Grants one additional rocket. Grants +1 mobility after firing the rocket. 0 - N/A
Shredder Rocket Long War.png
Shredder Rocket
-2 Rocketeer Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. 0 - N/A
Hi Cap Mags Long War.png
Hi Cap Mags
-1 All Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. 0 - N/A
Armor Piercing Ammo Long War.png
Armor Piercing Ammo
-1 Gunner, Engineer, MECs, SHIVs Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can't stack with some other specialized ammo. 25 Improved Body Armor
New Combat Systems
50 12 0 0 5 -
Breaching Ammo Long War.png
Breaching Ammo
-1 Assault Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun). 35 Alien Materials
New Combat Systems
35 6 0 0 5 -
Flak Ammo -1 All Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can't stack with some other specialized ammo.

On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks.
35 Floater Autopsy
MEC Warfare Systems
60 20 0 0 7 -
Shredder Ammo.png
Shredder Ammo
-1 Assault, Engineer Grants the Shredder Ammunition perk. Can't stack with some other specialized ammo. 30 Alien Materials
New Combat Systems
30 6 0 0 5 -
Reaper Rounds Long War.png
Reaper Rounds
-1 All Increases critical hit chance of ballistic and gauss weapons by 20%, but doubles the weapon's range penalty. 25 New Combat Systems 30 0 0 0 7 -
Alloy Jacketed Rounds Long War.png
Alloy-Jacketed Rounds
-1 All Increases ballistic and gauss weapon damage by 1. 15 Enhanced Ballistics 20 6 0 0 5 -
Enchanced Beam Optics Long War.png
Enhanced Beam Optics
-1 All Increases beam and pulse weapon damage by 1. 55 Enhanced Laser 35 8 0 1 10 -
Plasma Stellerator Long War.png
Plasma Stellerator
-1 All Increases plasma weapon damage by 1. 75 Enhanced Plasma 125 20 20 2 14 -

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 the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.

Optics and weapon attachments
Name Mobility
Mob
Classes Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Laser Sight Long War.png
Laser Sight
-1 All Confers +4 aim and +4 critical chance after SCOPE upgrade. Can stack with other aim enhancing items. 0 - N/A
SCOPE Long War.png
SCOPE
-1 All Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Can't stack with Neural Gunlink or Illuminator Gunsight. 15 Alien Weaponry 70 0 0 0 7 -
Targeting Module Long War.png
Targeting Module
-1 All Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier's primary weapon. 15 Xenobiology 50 0 0 0 7 -
Marksman Scope Long War.png
Marksman's Scope
-1 Scout Grants Squadsight to scouts (useful only when they equip marksman's/strike rifles). 20 Alien Weaponry 30 0 0 0 7 -
Alloy Bipod Long War.png
Alloy Bipod
0 Sniper Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items. 25 Alien Materials
New Combat Systems
25 4 0 0 5 -
Neural Gunlink Long War.png
Neural Gunlink
-1 Psionic Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Can't stack with SCOPE or Illuminator Gunsight. 40 Alien Biocybernetics
Psi Warfare Systems
70 6 8 8 7 1x SCOPE

Miscellaneous Items

Various items and curiosities that could make your life easier or harder, depending on how you use them.

Miscellaneous Items
Name Mobility
Mob
Classes Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Alien Trophy Long War.png
Alien Trophy
-1 All Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic 0 - N/A
Medkit Long War.png
Medikit
-1 All Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) 0 - N/A
Combat Stims Long War.png
Combat Stims
-1 All Grants Adrenaline Surge perk for the duration of battle, strengthens the user's will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns 40 Muton Berserker Autopsy 120 0 0 2 10 1x Berserker corpse
Arc Thrower Long War.png
Arc Thrower
-2 All Stun device, carries one charge per mission. Standard: 54%/48%/42%/29%.

Upgraded: 57%/57%/57%/54%/48%/42%.
20 Xenoneurology 100 0 0 0 10 -
Fuel Cell Long War.png
Fuel Cell
-2 All Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs. 60 Antigrav Systems 40 6 24 0 7 -
Walker Servos Long War.png
Walker Servos
+2 All Grants +2 mobility. 45 Advanced Power Armor
Advanced Servomotors
80 8 4 4 10 -

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.

EXALT HQ Loot
Name Mobility
Mob
Classes Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Illuminator Gunsight Long War.png
Illuminator Gunsight
-1 All Confers Executioner perk and +12 to both aim and critical hit chance. Can't stack with SCOPE or Neural Gunlink. 0 EXALT Base Assault Loot N/A
Cognitive Enchancer Long War.png
Cognitive Enhancer
-1 All Confers +20% Experience. 0 EXALT Base Assault Loot N/A
Neuroregulator Long War.png
Neuroregulator
-1 Psionic Confers +30% (?) Psi XP and +10 will. 0 EXALT Base Assault Loot N/A

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.

Perk Granting Equipment
Name MEC SHIV Mobility
Mob
Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Alloy Carbide Plating Long War.png
Alloy Carbide Plating
Yes Yes -2 Grants Extra Conditioning perk. 35 Heavy Floater Autopsy
MEC Warfare Systems
70 32 0 16 10 -
HEAT Ammo Long War.png
HEAT Ammo
No Yes -1 Grants HEAT Ammo perk, providing additional damage against mechanized units. 15 Alien Materials 30 6 0 0 5 -
Adaptive Tracking Pod Long War.png
Adaptive Tracking Pod
No Yes -1 Grants the Advanced Fire Control perk. 20 Experimental Warfare 40 0 0 0 7 -
Counterfire Pod Long War.png
Counterfire Pod
No Yes -1 Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. 40 Mechtoid Autopsy 70 0 0 0 10
Damage Control Pod Long War.png
Damage Control Pod
No Yes -1 Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. 25 SHIV Defenses 50 10 5 10 10 -
Smartshell Pod Long War.png
Smartshell Pod
No Yes -1 Grants the Flush ability and provides +4 aim. 20 Experimental Warfare 25 0 0 0 7 -
Autoloader Long War.png
Advanced Suppression Module
No Yes -1 Confers the Danger Zone perk. 40 SHIV Suppression 35 0 0 0 10 -
Autosentry Turret Long War.png
Autosentry Turret
No Yes -1 Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. 35 Cyberdisc Autopsy 60 8 0 0 10 -
Core Armoring Long War.png
Core Armoring
No Yes -1 Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. 15 SHIV Defenses 30 10 0 0 7 -
Holo Targeter Long War.png
Holo-Targeter
Yes Yes -1 Grants Holo-Targeting perk and provides +4 aim. 15 Drone Autopsy 40 0 0 0 7 -
Tactical Sensors Long War.png
Tactical Sensors
Yes No -1 Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20) 35 Mechtoid Autopsy
MEC Warfare Systems
75 0 0 0 5 1x UFO Flight Computer
Weapon Supercooler Long War.png
Weapon Supercooler
No Yes -1 Grants Light 'Em Up perk, allowing a second shot or action after firing the main weapon as the first action. 55 Sectopod Autopsy 120 10 5 0 10 -

Miscellaneous Equipment

Here you will find various items designed to give your mechanized units more pronounced attributes.

Miscellaneous Equipment
Name MEC SHIV Mobility
Mob
Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Autoloader Long War.png
Incinerator Module
Yes No -1 Increases flamethrower damage by +3. 45 Jellied Elerium
MEC Warfare Systems
90 20 20 10 12 -
The Thumper Long War.png
The Thumper
Yes No -1 Increases kinetic strike module damage by +3. 70 Antigrav Systems
MEC Warfare Systems
70 30 20 1 12 -
Battle Computer Long War.png
Battle Computer
Yes Yes -1 Provides +8 aim, critical hit chance, and defense. 75 Sectopod Autopsy
MEC Warfare Systems
250 30 10 50 12 1x UFO Flight Computer
Elerium Turbos Long War.png
Elerium Turbos
No Yes +2 Increases SHIV mobility by 2 points. 45 Elerium
Advanced Servomotors
30 12 16 0 7 -

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