Difference between revisions of "Equipment (Long War)"

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m (Updated entry for Reinforced Armor to reflect recent changes to the item. It only gives +1 Armor HP, rather than +2 now.)
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!colspan="8" | Items for XCom operatives
 
!colspan="8" | Items for XCom operatives
 
|-
 
|-
!rowspan="2" | Name !! rowspan="2" | Weight !! 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>
 
|-
 
|-
|Alien Trophy || 1 || - || 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" | -
 
|-
 
|-
|Battle scanner || 1 || - || 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 || - || Provides +1 Armor HP || colspan="4" align="center" | -
+
|Ceramic plating || 1 || All || - || Provides +1 Armor HP || colspan="4" align="center" | -
 
|-
 
|-
|AP grenade || 1 || - || 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" | -
 
|-
 
|-
|Flashbang grenade || 1 || - ||  Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.|| colspan="4" align="center" | -
+
|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.|| colspan="4" align="center" | -
 
|-
 
|-
|Smoke grenade || 1 || - || Confers +20 Defense to units in radius for two turns. || colspan="4" align="center" | -
+
|Smoke grenade || 1 || All || - || Confers +20 Defense to units in radius for two turns. || colspan="4" align="center" | -
 
|-
 
|-
|HE grenade || 1 || - || Deals 1-5 damage to units in blast radius and destroys cover || colspan="4" align="center" | -
+
|HE grenade || 1 || All || - || Deals 1-5 damage to units in blast radius and destroys cover || colspan="4" align="center" | -
 
|-
 
|-
|Hi cap mags || 1 || - || +1 ammo capacity || colspan="4" align="center" | -
+
|Hi cap mags || 1 || All || - || +1 ammo capacity || colspan="4" align="center" | -
 
|-
 
|-
|Laser sight || 1 || - || +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. || colspan="4" align="center" | -
+
|Laser sight || 1 || All || - || +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. || colspan="4" align="center" | -
 
|-
 
|-
|Medikit || 1 || - || Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || colspan="4" align="center" | -
+
|Medikit || 1 || All || - || Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || colspan="4" align="center" | -
 
|-
 
|-
|Rocket || 2 || - || Allows a [[Rocketeer (Long War)|Rocketeer]] to fire one additional rocket. || colspan="4" align="center" | -
+
|Rocket || 2 || Rocketeer || - || Grants one additional rocket. || colspan="4" align="center" | -
 
|-
 
|-
|Shredder rocket || 2 || - || Allows a [[Rocketeer (Long War)|Rocketeer]] to fire one additional shredder rocket. || colspan="4" align="center" | -
+
|Shredder rocket || 2 || Rocketeer || - || Grants one additional shredder rocket. || colspan="4" align="center" | -
 
|-
 
|-
|Arc Thrower || 2 || Xenoneurology || Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% || 100 || 0 || 0 || 10
+
|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
 
|-
 
|-
|S.C.O.P.E. || 1 || Alien Weaponry || Increases aim by +10. Can be used with laser sight for a total of +15 aim. || 80 || 0 || 0 || 6
+
|S.C.O.P.E. || 1 || All || Alien Weaponry || Increases aim by +10. Can be used with laser sight for a total of +15 aim. || 80 || 0 || 0 || 6
 
|-
 
|-
|Reinforced Armor || 2 || Alien Materials || Confers +1 Armor HP as well as +1 Damage reduction, and -7 Defense. Can stack with Alloy Plating. || 70 || 0 || 10 || 6
+
|Reinforced Armor || 2 || All || Alien Materials || Confers +1 Armor HP as well as +1 Damage reduction, and -7 Defense. Can stack with Alloy Plating. || 70 || 0 || 10 || 6
 
|-
 
|-
|Alloy Plating || 1 || Alien Materials || Provides +2 Armor HP. || 50 || 0 || 5 || 6
+
|Alloy Plating || 1 || All || Alien Materials || Provides +2 Armor HP. || 50 || 0 || 5 || 6
 
|-
 
|-
|Targeting Module || 1 || Xenobiology || Provides +7 Critical Hit Chance to a soldiers primary weapon. || ? || ? || ? || ?
+
|Targeting Module || 1 || All || Xenobiology || Provides +7 Critical Hit Chance to a soldiers primary weapon. || ? || ? || ? || ?
 +
|-
 +
|Illuminator Gunsight || 0 || Scout || Experimental Warfare || Grants Executioner perk. || ? || ? || ? || ?
 +
|-
 +
|Shredder Ammo || 1 || Assault || Experimental Warfare || Grants Shredder Ammo perk. || ? || ? || ? || ?
 +
|-
 +
|Smartgun Kit || 1 || Gunner || Experimental Warfare || Grants Advanced Fire Control. || ? || ? || ? || ?
 +
|-
 +
|Armor Piercing Ammo || 1 || Gunner || Experimental Warfare || Reduces enemy damage reduction by 1. || ? || ? || ? || ?
 +
|-
 +
|Breaching Ammo || 1 || Assault || Experimental Warfare || Reduces enemy damage reduction with shotguns. || ? || ? || ? || ?
 +
|-
 +
|Alloy Bipod || 0 || Gunner || Experimental Warfare || Grants Platform Stability perk. || ? || ? || ? || ?
 +
|-
 +
|Chameleon Suit || 1 || All || Seeker Autopsy || Grants +7 Defense once per mission. || ? || ? || ? || ?
 +
|-
 +
|Reaper Rounds || 1 || All || Experimental Warfare || 20% extra damage against organic targets for conventional and gauss weapons. || ? || ? || ? || ?
 +
|-
 +
|Marksman Scope || 0 || Scout || Experimental Warfare || Grants Sharpshooter perk. || ? || ? || ? || ?
 
|}
 
|}
  

Revision as of 20:01, 11 July 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.

Soldier Equipment

Items for XCom operatives
Name Weight Classes Research Effect Cost
§  E   A   T 
Alien Trophy 1 All - Grants immunity to panic, except Psi Panic -
Battle scanner 1 All - Can be thrown to provide vision for two turns. -
Ceramic plating 1 All - Provides +1 Armor HP -
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. -
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 destroys cover -
Hi cap mags 1 All - +1 ammo capacity -
Laser sight 1 All - +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. -
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
S.C.O.P.E. 1 All Alien Weaponry Increases aim by +10. Can be used with laser sight for a total of +15 aim. 80 0 0 6
Reinforced Armor 2 All Alien Materials Confers +1 Armor HP as well as +1 Damage reduction, and -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
Targeting Module 1 All Xenobiology Provides +7 Critical Hit Chance to a soldiers primary weapon. ? ? ? ?
Illuminator Gunsight 0 Scout Experimental Warfare Grants Executioner perk. ? ? ? ?
Shredder Ammo 1 Assault Experimental Warfare Grants Shredder Ammo perk. ? ? ? ?
Smartgun Kit 1 Gunner Experimental Warfare Grants Advanced Fire Control. ? ? ? ?
Armor Piercing Ammo 1 Gunner Experimental Warfare Reduces enemy damage reduction by 1. ? ? ? ?
Breaching Ammo 1 Assault Experimental Warfare Reduces enemy damage reduction with shotguns. ? ? ? ?
Alloy Bipod 0 Gunner Experimental Warfare Grants Platform Stability perk. ? ? ? ?
Chameleon Suit 1 All Seeker Autopsy Grants +7 Defense once per mission. ? ? ? ?
Reaper Rounds 1 All Experimental Warfare 20% extra damage against organic targets for conventional and gauss weapons. ? ? ? ?
Marksman Scope 0 Scout Experimental Warfare Grants Sharpshooter perk. ? ? ? ?

MEC and SHIV Equipment

Items for mechanized units
Name MEC SHIV Weight Research Effect Cost
§  E   A   T 
Autoloader Y Y 1 - Grants Lock N' Load perk, allowing for additional shots to be fired before reloading is required. ? ? ? ?
Weapon Gyros Y Y 1 Alien Weaponry Provides 5 additional points of aim to primary weapon. ? ? ? ?
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. ? ? ? ?
Adaptive Tracking Pods N Y ? Experimental Warfare Grants the Opportunist perk. ? ? ? ?
Holo-Targeter Y Y ? Drone Autopsy Grants Holo-Targeting perk. ? ? ? ?