Difference between revisions of "Equipment (Long War)"

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== Soldier Equipment==
 
== Soldier Equipment==
 
{| class="wikitable"
 
{| class="wikitable"
!colspan="8" | Items for XCom operatives
+
!colspan="9" | Items for XCom operatives
 
|-
 
|-
 
!rowspan="2" | Name !! rowspan="2" | Weight !! rowspan="2" | Classes !! rowspan="2" | Research !! rowspan="2" | Effect !! colspan="4" | Cost
 
!rowspan="2" | Name !! rowspan="2" | Weight !! rowspan="2" | Classes !! rowspan="2" | Research !! rowspan="2" | Effect !! colspan="4" | Cost
 
|-
 
|-
 
| § || [[Elerium (EU2012)| E ]] || [[Alien Alloys (EU2012)| A ]] || <span style="text-decoration:underline" title="Time (days)"> T </span>
 
| § || [[Elerium (EU2012)| E ]] || [[Alien Alloys (EU2012)| A ]] || <span style="text-decoration:underline" title="Time (days)"> T </span>
 +
|-
 +
!colspan="9" | Miscellaneous Items
 
|-
 
|-
 
|Alien Trophy || 1 || All || - || Grants immunity to panic, except Psi Panic || colspan="4" align="center" | -
 
|Alien Trophy || 1 || All || - || Grants immunity to panic, except Psi Panic || colspan="4" align="center" | -
 +
|-
 +
|Medikit || 1 || All || - || Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || colspan="4" align="center" | -
 +
|-
 +
|Rocket || 2 || Rocketeer || - || Grants one additional rocket. || colspan="4" align="center" | -
 +
|-
 +
|Shredder Rocket || 2 || Rocketeer || - || Grants one additional shredder rocket. || colspan="4" align="center" | -
 +
|-
 +
|Arc Thrower || 2 || All || Xenoneurology || Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% || 100 || 0 || 0 || 10
 +
|-
 +
|Smartgun Kit || 1 || Gunner || Experimental Warfare || Grants the Advanced Fire Control perk. || ? || ? || ? || ?
 +
|-
 +
|Alloy Bipod || 0 || Gunner || Experimental Warfare || Confers Platform Stability perk. || ? || ? || ? || ?
 +
|-
 +
|Chameleon Suit || 1 || All || Seeker Autopsy || Grants +7 Defense once per mission. || ? || ? || ? || ?
 +
|-
 +
!colspan="9" | Protective Items
 +
|-
 +
|Ceramic Plating || 1 || All || - || Provides +1 Armor HP. Cannot be stacked with Chitin Plating. || colspan="4" align="center" | -
 +
|-
 +
|Chitin Plating || 1 || All || Chryssalid Autopsy || Increases Health by 3, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with Ceramic Plating. || ? || ? || ? || ?
 +
|-
 +
|Reinforced Armor || 2 || All || Alien Materials || Confers +1 Armor HP and +1 Damage Reduction, but -7 Defense. Can stack with Alloy Plating. || 70 || 0 || 10 || 6
 +
|-
 +
|Alloy Plating || 1 || All || Alien Materials || Provides +2 Armor HP. || 50 || 0 || 5 || 6
 +
|-
 +
!colspan="9" | Thrown Devices
 
|-
 
|-
 
|Battle Scanner || 1 || All || - || Can be thrown to provide vision for two turns. || colspan="4" align="center" | -
 
|Battle Scanner || 1 || All || - || Can be thrown to provide vision for two turns. || colspan="4" align="center" | -
 
|-
 
|-
|Ceramic Plating || 1 || All || - || Provides +1 Armor HP || colspan="4" align="center" | -
+
|Mimic Beacon || 1 || All || ? || When thrown, the mimic beacon generates a unique audio signal that can cause unseen aliens to advance towards it. Has no effect on aliens that have already seen your agents. || colspan="4" align="center" | -
 +
|-
 +
!colspan="9" | Grenades
 
|-
 
|-
 
|AP Grenade || 1 || All || - || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || colspan="4" align="center" | -
 
|AP Grenade || 1 || All || - || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || colspan="4" align="center" | -
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|HE Grenade || 1 || All || - || Deals 1-5 damage to units in blast radius and can destroy cover || colspan="4" align="center" | -
 
|HE Grenade || 1 || All || - || Deals 1-5 damage to units in blast radius and can destroy cover || colspan="4" align="center" | -
 
|-
 
|-
|Hi Cap Mags || 1 || All || - || +1 ammo capacity || colspan="4" align="center" | -
+
|Alien Grenade || 1 || All || Alien Grenades || Deals ?-? damage to units in blast radius and can destroy cover  Replaces HE Grenade via Foundry Project.|| colspan="4" align="center" | -
 
|-
 
|-
|Laser Sight || 1 || All || - || +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. || colspan="4" align="center" | -
+
|Chem Grenade || 1 || All || Thin Man Autopsy || Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage each turn; hunkering down can reduce damage. All targets (also including robots) also suffer aim and damage reduction penalties. || ? || ? || ? || ?
 
|-
 
|-
|Medikit || 1 || All || - || Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || colspan="4" align="center" | -
+
|Psi Grenade || 1 || Psionic || Xenopsionics || Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in a wider blast radius than flashbangs for one turn. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. || ? || ? || ? || ?
 
|-
 
|-
|Rocket || 2 || Rocketeer || - || Grants one additional rocket. || colspan="4" align="center" | -
+
|Ghost Grenade || 1 || Psionic || Xenopsionics || Grants stealth to units in an area for one turn. || ? || ? || ? || ?
|-
 
|Shredder Rocket || 2 || Rocketeer || - || Grants one additional shredder rocket. || colspan="4" align="center" | -
 
|-
 
|Arc Thrower || 2 || All || Xenoneurology || Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% || 100 || 0 || 0 || 10
 
|-
 
|SCOPE || 1 || All || Alien Weaponry || Increases aim by +10. Can be used with laser sight for a total of +15 aim. +10% Crit chance with Foundry upgrade || 80 || 0 || 0 || 6
 
 
|-
 
|-
|Reinforced Armor || 2 || All || Alien Materials || Confers +1 Armor HP and +1 Damage Reduction, but -7 Defense. Can stack with Alloy Plating. || 70 || 0 || 10 || 6
+
!colspan="9" | Ammunition
 
|-
 
|-
|Alloy Plating || 1 || All || Alien Materials || Provides +2 Armor HP. || 50 || 0 || 5 || 6
+
|Hi Cap Mags || 1 || All || - || +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || colspan="4" align="center" | -
|-
 
|Targeting Module || 1 || All || Xenobiology || Provides +7 Critical Hit Chance to a soldiers primary weapon. || ? || ? || ? || ?
 
|-
 
|Illuminator Gunsight || 0 || Scout || Experimental Warfare || Confers Executioner perk. || ? || ? || ? || ?
 
 
|-
 
|-
 
|Shredder Ammo || 1 || Assault || Experimental Warfare || Grants the Shredder Ammunition perk. || ? || ? || ? || ?
 
|Shredder Ammo || 1 || Assault || Experimental Warfare || Grants the Shredder Ammunition perk. || ? || ? || ? || ?
|-
 
|Smartgun Kit || 1 || Gunner || Experimental Warfare || Grants the Advanced Fire Control perk. || ? || ? || ? || ?
 
 
|-
 
|-
 
|Armor Piercing Ammo || 1 || Gunner || Experimental Warfare || Reduces enemy damage reduction (including that from cover) by 1. || ? || ? || ? || ?
 
|Armor Piercing Ammo || 1 || Gunner || Experimental Warfare || Reduces enemy damage reduction (including that from cover) by 1. || ? || ? || ? || ?
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|Breaching Ammo || 1 || Assault || Experimental Warfare || Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. || ? || ? || ? || ?
 
|Breaching Ammo || 1 || Assault || Experimental Warfare || Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. || ? || ? || ? || ?
 
|-
 
|-
|Alloy Bipod || 0 || Gunner || Experimental Warfare || Confers Platform Stability perk. || ? || ? || ? || ?
+
|Reaper Rounds || 1 || All || Experimental Warfare || Increases Ballistic and Gauss weapon damage by 20%(?), but halves the weapon's effective range. || ? || ? || ? || ?
 +
|-
 +
|Alloy-Jacketed Rounds || 1 || All || Enhanced Ballistics || Increases Ballistic and Gauss weapon damage by 1. || ? || ? || ? || ?
 
|-
 
|-
|Chameleon Suit || 1 || All || Seeker Autopsy || Grants +7 Defense once per mission. || ? || ? || ? || ?
+
!colspan="9" | Gunsights and Optics
 
|-
 
|-
|Reaper Rounds || 1 || All || Experimental Warfare || Increases Ballistic and Gauss weapon damage by 20%(?), but halves the weapon's effective range. || ? || ? || ? || ?
+
|Laser Sight || 1 || All || - || +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. || colspan="4" align="center" | -
 
|-
 
|-
|Marksman Scope || 0 || Scout || Experimental Warfare || Grants Sharpshooter perk. || ? || ? || ? || ?
+
|SCOPE || 1 || All || Alien Weaponry || Increases aim by +10. Can be used with laser sight for a total of +15 aim. +10% Crit chance with Foundry upgrade || 80 || 0 || 0 || 6
 
|-
 
|-
|Alloy-Jacketed Rounds || 1 || All || Enhanced Ballistics || Increases Ballistic and Gauss weapon damage by 1. || ? || ? || ? || ?
+
|Targeting Module || 1 || All || Xenobiology || Provides +7 Critical Hit Chance to a soldiers primary weapon. || ? || ? || ? || ?
 
|-
 
|-
|Chitin Plating || 1 || All || Chryssalid Autopsy || Increases Health by 3, reduces melee damage taken, and grants immunity to Seeker strangulation attack. || ? || ? || ? || ?
+
|Illuminator Gunsight || 0 || Scout || Experimental Warfare || Confers Executioner perk. || ? || ? || ? || ?
 
|-
 
|-
|Chem Grenade || 1 || All || Thin Man Autopsy || Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage each turn; hunkering down can reduce damage. All targets (also including robots) also suffer aim and damage reduction penalties. || ? || ? || ? || ?
+
|Marksman Scope || 0 || Scout || Experimental Warfare || Grants Sharpshooter perk. || ? || ? || ? || ?
 
|-
 
|-
 
|Neural Gunlink || 1 || Psionic || Xenopsionics || Grants +10 Aim, but -15 Will. Stacks with SCOPE and Laser Sight. || ? || ? || ? || ?
 
|Neural Gunlink || 1 || Psionic || Xenopsionics || Grants +10 Aim, but -15 Will. Stacks with SCOPE and Laser Sight. || ? || ? || ? || ?
 
|-
 
|-
|Psi Grenade || 1 || Psionic || Xenopsionics || Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in a wider blast radius than flashbangs for one turn. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. || ? || ? || ? || ?
 
|-
 
|Ghost Grenade || 1 || Psionic || Xenopsionics || Grants stealth to units in an area for one turn. || ? || ? || ? || ?
 
 
|}
 
|}
  
 
== MEC and SHIV Equipment ==
 
== MEC and SHIV Equipment ==
 
{| class="wikitable"
 
{| class="wikitable"
!colspan="8" | Items for mechanized units
+
!colspan="10" | Items for mechanized units
 
|-
 
|-
 
!rowspan="2" | Name !! rowspan="2" | MEC !! rowspan="2" | SHIV !! rowspan="2" | Weight !! rowspan="2" | Research !!  rowspan="2" | Effect !! colspan="4" | Cost
 
!rowspan="2" | Name !! rowspan="2" | MEC !! rowspan="2" | SHIV !! rowspan="2" | Weight !! rowspan="2" | Research !!  rowspan="2" | Effect !! colspan="4" | Cost
Line 84: Line 101:
 
| § || [[Elerium (EU2012)| E ]] || [[Alien Alloys (EU2012)| A ]] || <span style="text-decoration:underline" title="Time (days)"> T </span>
 
| § || [[Elerium (EU2012)| E ]] || [[Alien Alloys (EU2012)| A ]] || <span style="text-decoration:underline" title="Time (days)"> T </span>
 
|-
 
|-
|Autoloader || Y || Y || 1 || - || Grants Lock N' Load perk, allowing for additional shots to be fired before reloading is required. || ? || ? || ? || ?
+
!colspan="10" | Miscellaneous Equipment
 
|-
 
|-
 
|Weapon Gyros || Y || Y || 1 || Alien Weaponry || Provides 5 additional points of aim to primary weapon. || ? || ? || ? || ?
 
|Weapon Gyros || Y || Y || 1 || Alien Weaponry || Provides 5 additional points of aim to primary weapon. || ? || ? || ? || ?
 +
|-
 +
!colspan="10" | Perk Granting Equipment
 +
|-
 +
|Autoloader || Y || Y || 1 || - || Grants Lock N' Load perk, allowing for additional shots to be fired before reloading is required. || ? || ? || ? || ?
 
|-
 
|-
 
|HEAT Ammo || N || Y || 1 || Alien Materials || Grants HEAT Ammo perk, providing additional damage against mechanized units. || ? || ? || ? || ?
 
|HEAT Ammo || N || Y || 1 || Alien Materials || Grants HEAT Ammo perk, providing additional damage against mechanized units. || ? || ? || ? || ?
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|-
 
|-
 
|Holo-Targeter || Y || Y || ? || Drone Autopsy || Grants Holo-Targeting perk. || ? || ? || ? || ?
 
|Holo-Targeter || Y || Y || ? || Drone Autopsy || Grants Holo-Targeting perk. || ? || ? || ? || ?
 +
|-
 +
|Autosentry Turret || N || Y || ? || Cyberdisc Autopsy  || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || ? || ? || ? || ?
 +
|-
 +
!colspan="10" | Damage Enhancing Equipment
 
|-
 
|-
 
|Depleted Elerium Rounds || Y || Y || ? || Enhanced Ballistics || Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. || ? || ? || ? || ?
 
|Depleted Elerium Rounds || Y || Y || ? || Enhanced Ballistics || Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. || ? || ? || ? || ?
|-
 
|Autosentry Turret || N || Y || ? || Cyberdisc Autopsy  || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || ? || ? || ? || ?
 
 
|}
 
|}
  
 
[[Category: Long War]]
 
[[Category: Long War]]

Revision as of 08:23, 2 August 2014

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). An item slot can be cleared with the "empty hand" button in the item slot. Items with increased charges from perks such as Packmaster do not have increased weight.

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 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

Items for XCom operatives
Name Weight Classes Research Effect Cost
§  E   A   T 
Miscellaneous Items
Alien Trophy 1 All - Grants immunity to panic, except Psi Panic -
Medikit 1 All - Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) -
Rocket 2 Rocketeer - Grants one additional rocket. -
Shredder Rocket 2 Rocketeer - Grants one additional shredder rocket. -
Arc Thrower 2 All Xenoneurology Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% 100 0 0 10
Smartgun Kit 1 Gunner Experimental Warfare Grants the Advanced Fire Control perk. ? ? ? ?
Alloy Bipod 0 Gunner Experimental Warfare Confers Platform Stability perk. ? ? ? ?
Chameleon Suit 1 All Seeker Autopsy Grants +7 Defense once per mission. ? ? ? ?
Protective Items
Ceramic Plating 1 All - Provides +1 Armor HP. Cannot be stacked with Chitin Plating. -
Chitin Plating 1 All Chryssalid Autopsy Increases Health by 3, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with Ceramic Plating. ? ? ? ?
Reinforced Armor 2 All Alien Materials Confers +1 Armor HP and +1 Damage Reduction, but -7 Defense. Can stack with Alloy Plating. 70 0 10 6
Alloy Plating 1 All Alien Materials Provides +2 Armor HP. 50 0 5 6
Thrown Devices
Battle Scanner 1 All - Can be thrown to provide vision for two turns. -
Mimic Beacon 1 All ? When thrown, the mimic beacon generates a unique audio signal that can cause unseen aliens to advance towards it. Has no effect on aliens that have already seen your agents. -
Grenades
AP Grenade 1 All - Deals 2-6 damage to units not in cover relative to the center of the blast radius. -
Flashbang Grenade 1 All - Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.
Synthetic/cybernetic and psionic enemies are immune.
-
Smoke Grenade 1 All - Confers +20 Defense to units in radius for two turns. -
HE Grenade 1 All - Deals 1-5 damage to units in blast radius and can destroy cover -
Alien Grenade 1 All Alien Grenades Deals ?-? damage to units in blast radius and can destroy cover Replaces HE Grenade via Foundry Project. -
Chem Grenade 1 All Thin Man Autopsy Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage each turn; hunkering down can reduce damage. All targets (also including robots) also suffer aim and damage reduction penalties. ? ? ? ?
Psi Grenade 1 Psionic Xenopsionics Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in a wider blast radius than flashbangs for one turn. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. ? ? ? ?
Ghost Grenade 1 Psionic Xenopsionics Grants stealth to units in an area for one turn. ? ? ? ?
Ammunition
Hi Cap Mags 1 All - +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. -
Shredder Ammo 1 Assault Experimental Warfare Grants the Shredder Ammunition perk. ? ? ? ?
Armor Piercing Ammo 1 Gunner Experimental Warfare Reduces enemy damage reduction (including that from cover) by 1. ? ? ? ?
Breaching Ammo 1 Assault Experimental Warfare Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. ? ? ? ?
Reaper Rounds 1 All Experimental Warfare Increases Ballistic and Gauss weapon damage by 20%(?), but halves the weapon's effective range. ? ? ? ?
Alloy-Jacketed Rounds 1 All Enhanced Ballistics Increases Ballistic and Gauss weapon damage by 1. ? ? ? ?
Gunsights and Optics
Laser Sight 1 All - +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. -
SCOPE 1 All Alien Weaponry Increases aim by +10. Can be used with laser sight for a total of +15 aim. +10% Crit chance with Foundry upgrade 80 0 0 6
Targeting Module 1 All Xenobiology Provides +7 Critical Hit Chance to a soldiers primary weapon. ? ? ? ?
Illuminator Gunsight 0 Scout Experimental Warfare Confers Executioner perk. ? ? ? ?
Marksman Scope 0 Scout Experimental Warfare Grants Sharpshooter perk. ? ? ? ?
Neural Gunlink 1 Psionic Xenopsionics Grants +10 Aim, but -15 Will. Stacks with SCOPE and Laser Sight. ? ? ? ?

MEC and SHIV Equipment

Items for mechanized units
Name MEC SHIV Weight Research Effect Cost
§  E   A   T 
Miscellaneous Equipment
Weapon Gyros Y Y 1 Alien Weaponry Provides 5 additional points of aim to primary weapon. ? ? ? ?
Perk Granting Equipment
Autoloader Y Y 1 - Grants Lock N' Load perk, allowing for additional shots to be fired before reloading is required. ? ? ? ?
HEAT Ammo N Y 1 Alien Materials Grants HEAT Ammo perk, providing additional damage against mechanized units. ? ? ? ?
Alloy Belt Y Y 1 Alien Materials Grants Extra Conditioning perk. ? ? ? ?
Smartshell Pods N Y ? Experimental Warfare Grants the Flush ability and provides +5% aim . ? ? ? ?
Adaptive Tracking Pods N Y ? Experimental Warfare Grants the Advanced Fire Control perk. ? ? ? ?
Holo-Targeter Y Y ? Drone Autopsy Grants Holo-Targeting perk. ? ? ? ?
Autosentry Turret N Y ? Cyberdisc Autopsy Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. ? ? ? ?
Damage Enhancing Equipment
Depleted Elerium Rounds Y Y ? Enhanced Ballistics Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. ? ? ? ?