|
|
Line 189: |
Line 189: |
| |[[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 | | |[[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 |
| |-align=center | | |-align=center |
− | |[[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 and +5 will. || 0 || EXALT Base Assault Loot || colspan="6" align="center" | N/A |
| |-align=center | | |-align=center |
− | |[[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 | + | |[[Image: Neuroregulator Long War.png|center|128x64px]]'''Neuroregulator''' || -1 || Psionic || Confers +50% Psi XP and +10 will. || 0 || EXALT Base Assault Loot || colspan="6" align="center" | N/A |
| |} | | |} |
| | | |
Revision as of 05:01, 9 March 2015
This page may be outdated. It is up-to-date for version b15. The latest version is 1.0.
|
In Long War all soldiers have 2 item slots from the start of the game. This can be upgraded to 3 item slots once the Tactical Rigging foundry project is completed.
- 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 include mimic beacons, chem and psi 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 |
Mob |
Classes |
Effect |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
Other
|
Ceramic Plates |
-1 |
All |
Provides +1 Armor HP. Cannot be stacked with other plating items. |
0 |
- |
N/A
|
Alloy Plating |
-1 |
All |
Provides +2 Armor HP. Cannot be stacked with other plating items. |
15 |
Alien Materials |
35 |
8 |
0 |
0 |
7 |
-
|
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 |
-2 |
All |
Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items. |
18 |
Improved Body Armor |
70 |
14 |
0 |
0 |
7 |
-
|
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 |
-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. |
25 |
Seeker Autopsy |
50 |
0 |
0 |
0 |
5 |
-
|
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 |
-1 |
Psionic |
Confers +25 will, grants the Steadfast perk and immunity to strangulation |
65 |
Sectoid Commander Autopsy Psi Warfare Systems |
200 |
40 |
60 |
5 |
20 |
5x Sectoid Commander Corpse
|
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 |
Mob |
Classes |
Effect |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
Other
|
Battle Scanner |
-1 |
All |
Can be thrown to provide vision for two turns. Reveals cloaked targets |
0 |
- |
N/A
|
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. |
75 |
Alien Communications Psi Warfare Systems |
150 |
2 |
24 |
12 |
14 |
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 |
Mob |
Classes |
Effect |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
Other
|
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 |
-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 |
-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 |
-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 |
-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 |
-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 |
-1 |
Psionic |
Has the same effect as a flashbang grenade, but has a larger area of effect. Cannot carry these and flashbangs at the same time. Confers a -2 Will penalty when equipped. |
25 |
Xenopsionics |
50 |
2 |
2 |
1 |
7 |
1x Sectoid Corpse
|
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. |
60 |
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 |
Mob |
Classes |
Effect |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
Other
|
Rocket |
-2 |
Rocketeer |
Grants one additional rocket. Grants +1 mobility after firing the rocket. |
0 |
- |
N/A
|
Shredder Rocket |
-2 |
Rocketeer |
Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. |
0 |
- |
N/A
|
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 |
-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 |
7 |
-
|
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 |
-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 |
-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 |
-1 |
All |
Increases ballistic and gauss weapon damage by 1. |
15 |
Enhanced Ballistics |
20 |
6 |
0 |
0 |
5 |
-
|
Enhanced Beam Optics |
-1 |
All |
Increases beam and pulse weapon damage by 1. |
55 |
Enhanced Laser |
35 |
8 |
0 |
1 |
10 |
-
|
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 |
Mob |
Classes |
Effect |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
Other
|
Laser Sight |
-1 |
All |
Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Can stack with other aim enhancing items. |
0 |
- |
N/A
|
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 |
-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'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 |
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 |
-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 |
Mob |
Classes |
Effect |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
Other
|
Alien Trophy |
-1 |
All |
Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic |
0 |
- |
N/A
|
Medikit |
-1 |
All |
Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) |
0 |
- |
N/A
|
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. |
45 |
Muton Berserker Autopsy |
120 |
0 |
0 |
2 |
10 |
1x Berserker corpse
|
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 |
-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 |
+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 |
Mob |
Classes |
Effect |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
Other
|
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 Enhancer |
-1 |
All |
Confers +20% experience and +5 will. |
0 |
EXALT Base Assault Loot |
N/A
|
Neuroregulator |
-1 |
Psionic |
Confers +50% 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 |
Mob |
Effect |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
Other
|
Alloy Carbide Plating |
|
|
-2 |
Grants Extra Conditioning perk. |
35 |
Heavy Floater Autopsy MEC Warfare Systems |
70 |
32 |
0 |
16 |
10 |
-
|
HEAT Ammo |
|
|
-1 |
Grants HEAT Ammo perk, providing additional damage against mechanized units. |
15 |
Alien Materials |
30 |
6 |
0 |
0 |
5 |
-
|
Adaptive Tracking Pod |
|
|
-1 |
Grants the Advanced Fire Control perk. |
20 |
Experimental Warfare |
40 |
0 |
0 |
0 |
7 |
-
|
Counterfire Pod |
|
|
-1 |
Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. |
40 |
Mechtoid Autopsy |
70 |
0 |
0 |
0 |
10
|
Damage Control Pod |
|
|
-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 |
|
|
-1 |
Grants the Flush ability and provides +4 aim. |
20 |
Experimental Warfare |
25 |
0 |
0 |
0 |
7 |
-
|
Advanced Suppression Module |
|
|
-1 |
Confers the Danger Zone perk. |
40 |
SHIV Suppression |
35 |
0 |
0 |
0 |
7 |
-
|
Autosentry Turret |
|
|
-1 |
Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. |
35 |
Cyberdisc Autopsy |
60 |
8 |
0 |
0 |
10 |
-
|
Core Armoring |
|
|
-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 |
|
|
-1 |
Grants Holo-Targeting perk and provides +4 aim. |
15 |
Drone Autopsy |
40 |
0 |
0 |
0 |
7 |
-
|
Tactical Sensors |
|
|
-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 |
10 |
1x UFO Flight Computer
|
Weapon Supercooler |
|
|
-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 |
Mob |
Effect |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
Other
|
Incinerator Module |
|
|
-1 |
Increases flamethrower damage by +3. |
45 |
Jellied Elerium MEC Warfare Systems |
90 |
20 |
20 |
10 |
7 |
-
|
The Thumper |
|
|
-1 |
Increases kinetic strike module damage by +3. |
70 |
Antigrav Systems MEC Warfare Systems |
70 |
30 |
20 |
1 |
7 |
-
|
Battle Computer |
|
|
-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 |
|
|
+2 |
Increases SHIV mobility by 2 points. |
45 |
Elerium Advanced Servomotors |
30 |
12 |
16 |
0 |
7 |
-
|
See also