Difference between revisions of "Equipment (Long War)"
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|[[File:Core Armoring Long War.png|128px|link=Equipment (Long War)#MEC equipment|Core Armoring]]<br />'''[[Equipment (Long War)#MEC equipment|Core Armoring]]'''||MEC troopers<br />SHIV units||-1||+2|| || || ||[[File:ASSAULT RESILLIENCE.png|32px|link=Abilities List (Long War)#Normal Perks|Resilience]]<br />[[Abilities List (Long War)#Normal Perks|Resilience]]|| ||[[Foundry (Long War)|Mechanized Unit Defenses]]||15||title="Cost in Credits (Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(3)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days) | |[[File:Core Armoring Long War.png|128px|link=Equipment (Long War)#MEC equipment|Core Armoring]]<br />'''[[Equipment (Long War)#MEC equipment|Core Armoring]]'''||MEC troopers<br />SHIV units||-1||+2|| || || ||[[File:ASSAULT RESILLIENCE.png|32px|link=Abilities List (Long War)#Normal Perks|Resilience]]<br />[[Abilities List (Long War)#Normal Perks|Resilience]]|| ||[[Foundry (Long War)|Mechanized Unit Defenses]]||15||title="Cost in Credits (Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(3)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days) | ||
|-align="center" | |-align="center" | ||
− | |[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (Long War)#MEC equipment|Alloy Carbide Plating]]<br />'''[[Equipment (Long War)#MEC equipment|Alloy Carbide Plating]]'''||MEC troopers<br />SHIV units||-2||+4|| || || || | + | |[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (Long War)#MEC equipment|Alloy Carbide Plating]]<br />'''[[Equipment (Long War)#MEC equipment|Alloy Carbide Plating]]'''||MEC troopers<br />SHIV units||-2||+4|| || || ||<br />|| ||[[Foundry (Long War)|Mechanized Unit Defenses]]||35||title="Cost in Credits (Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys (Cost when building quickly)"|30<br />(45)|| ||title="Cost in Meld (Cost when building quickly)"|20<br />(23)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days) |
|-align="center" | |-align="center" | ||
|[[File:Battle Computer Long War.png|128px|link=Equipment (Long War)#MEC equipment|Battle Computer]]<br />'''[[Equipment (Long War)#MEC equipment|Battle Computer]]'''||MEC troopers<br />SHIV units||-1|| ||+8||+8||+8|| || ||[[Research (Long War)#Alien Autopsies|Sectopod Autopsy]]<br />[[Foundry (Long War)|MEC Warfare Systems]]||75||title="Cost in Credits (Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys (Cost when building quickly)"|30<br />(45)||title="Cost in Elerium (Cost when building quickly)"|10<br />(15)||title="Cost in Meld (Cost when building quickly)"|30<br />(38)||1 [[Alien Artifacts (Long War)#Alien Devices|UFO Flight Computer]]||title="Duration in days (Duration when building quickly)"|12 days<br />(6.0 days) | |[[File:Battle Computer Long War.png|128px|link=Equipment (Long War)#MEC equipment|Battle Computer]]<br />'''[[Equipment (Long War)#MEC equipment|Battle Computer]]'''||MEC troopers<br />SHIV units||-1|| ||+8||+8||+8|| || ||[[Research (Long War)#Alien Autopsies|Sectopod Autopsy]]<br />[[Foundry (Long War)|MEC Warfare Systems]]||75||title="Cost in Credits (Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys (Cost when building quickly)"|30<br />(45)||title="Cost in Elerium (Cost when building quickly)"|10<br />(15)||title="Cost in Meld (Cost when building quickly)"|30<br />(38)||1 [[Alien Artifacts (Long War)#Alien Devices|UFO Flight Computer]]||title="Duration in days (Duration when building quickly)"|12 days<br />(6.0 days) |
Revision as of 04:25, 6 August 2015
This page may be outdated. It is up-to-date for version b15e. The latest version is 1.0. |
In Long War, all regular soldiers have 2 equipment slots from the start of the game. The Tactical Rigging Foundry project increases this to 3 slots. The Jungle Scouts starting bonus from Brazil also increases this to 3 item slots for the early game armors (Tac Vest, Tac Armor, Kestrel Armor, Phalanx Armor and Aurora), but this bonus does not stack with the bonus from the Tactical Rigging Foundry project.
Long War added a lot of items for abilities that were previously only available as a perk, such as Battle Scanners. Most of these are also still available as a perk, though generally the perk provides additional bonuses now.
All equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien Grenades, once you have researched the Alien Grenades Foundry project.
All other items need to be produced first, and can only be equipped once per time they are produced. Note that producing consumables represents a production line for these consumables. You can still only equip it once for each time you have produced them, but using them during the mission does not expend them from your storage, and unless damaged, you can bring them again during the next mission.
Most items have a weight, which is represented as a movement penalty. The average item has a weight of 1, and thus provides a -1 movement penalty, though some items weigh two, while a few items weigh nothing or even provide a movement bonus. Extra charges from perks such as Packmaster, Grenadier and Smoke and Mirrors do not increase the weight and do not provide additional movement penalties.
You can choose to equip less than the maximum number of items by clicking on the empty hand icon. Since most items provide a movement penalty, this effectively gives you a small movement bonus.
Soldier equipment
Protective gear
In Long War, the aliens are even more deadly than in vanilla. Fortunately, you have access to a few protective items that can be worn in addition to regular armor, to provide a little more survivability. Note that Ceramic, Alloy and Chitin Plating can't stack with one another, and that none of these items can be equipped more than once.
Name | Usable by |
Mob |
HP |
DR |
Def |
Will |
Bonus perk |
Special properties |
Prerequisites | Cost | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||
Ceramic Plating |
All soldiers | -1 | +1 | Can't stack with Alloy or Chitin Plating | XCOM starts with an unlimited supply | |||||||||||
Alloy Plating |
All soldiers | -1 | +2 | Can't stack with Ceramic or Chitin Plating | Alien Materials | 15 | 35 (52) |
8 (12) |
0 (2) |
7 days (3.5 days) | ||||||
Chitin Plating |
All soldiers | -2 | +3 | Reduces melee damage by 40% Prevents strangulation effect Can't stack with Ceramic or Alloy Plating |
Chryssalid Autopsy | 35 | 80 (120) |
20 (30) |
0 (4) |
10 Chryssalid Carcasses | 10 days (5.0 days) | |||||
Reinforced Armor |
All soldiers | -2 | +1 | 1.0 | -6 | Improved Body Armor | 18 | 70 (105) |
14 (21) |
0 (3) |
7 days (3.5 days) | |||||
Psi Screen |
Psionic soldiers | -1 | 1.0 | -12 | Mechtoid Autopsy Psi Warfare Systems |
45 | 65 (97) |
8 (12) |
8 (12) |
15 (18) |
1 Mechtoid Core | 10 days (5.0 days) | ||||
Impact Vest |
Assaults | -1 | +1 | Shock-Absorbent Armor |
Mobile Power Armor New Combat Systems |
50 | 90 (135) |
18 (27) |
10 (15) |
10 (14) |
10 days (5.0 days) | |||||
Chameleon Suit |
Scouts | -1 | +4 | Improves the Lightning Reflexes perk: Reduces hit chance of the first reaction shot by 95% Reduces hit chance of further reaction shots by 85% Immunity to critical hits from overwatch fire |
Seeker Autopsy New Combat Systems |
35 | 65 (97) |
8 (12) |
20 (23) |
7 days (3.5 days) |
Miscellaneous gear
In addition to the items above that mostly protect against physical attacks, there are also a few items that protect your soldiers against panic and psychic attack, as well as as items that help your soldiers with their mobility or experience. Note that none of these items can be equipped more than once.
Name | Usable by |
Mob |
HP |
Will |
Bonus perk |
Special properties |
Prerequisites | Cost | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||
Alien Trophy |
All soldiers MEC troopers |
-1 | Steadfast |
XCOM starts with an unlimited supply | ||||||||||
Respirator Implant |
All soldiers | +1 | Prevents Strangulation Prevents mobility penalty and damage from acid Prevents death on the first drop to 0 health per mission Increases bleed timeout by 2 turns, and reveals the timer |
Seeker Autopsy | 25 | 40 (60) |
4 (7) |
5 days (2.5 days) | ||||||
Walker Servos |
All soldiers | +2 | Advanced Power Armor Advanced Servomotors |
45 | 80 (120) |
8 (12) |
4 (6) |
10 (14) |
10 days (5.0 days) | |||||
Fuel Cell |
All soldiers SHIV units |
-2 | Increases flight fuel by 6 Double fuel with the Advanced Flight foundry project |
Antigrav Systems | 60 | 40 (60) |
8 (12) |
24 (36) |
0 (3) |
7 days (3.5 days) | ||||
Mind Shield |
Psionic soldiers | -1 | +25 | Steadfast |
Prevents Strangulation | Sectoid Commander Autopsy Psi Warfare Systems |
65 | 200 (300) |
20 (30) |
60 (90) |
10 (17) |
5 Sectoid Commander Corpses | 20 days (10.0 days) | |
Cognitive Enhancer |
All soldiers MEC troopers |
-1 | +5 | Increases XP gained by 20% | Looted from the Exalt headquarters | |||||||||
Neuroregulator |
Psionic soldiers | -1 | +10 | Increases Psi XP gained by 50% | Looted from the Exalt headquarters |
Weapon attachments
In Long War, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of items available to enhance your weapons' accuracy. With the exception of the Marksman's Scope, these items apply their bonus to both primary and secondary weapons. Note that SCOPEs, Neural Gunlinks and Illuminator Gunsights can't stack with one another, and that none of these items can be equipped more than once.
Name | Usable by |
Mob |
Will |
Aim |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | Required for | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||
Laser Sight |
All soldiers MEC troopers SHIV units |
-1 | +4 | +4 crit chance with the SCOPE foundry project | XCOM starts with an unlimited supply | |||||||||||
Targeting Module |
All soldiers MEC troopers SHIV units |
-1 | +8 | +1.5 crit damage | Xenobiology | 15 | 50 (75) |
0 (3) |
7 days (3.5 days) |
|||||||
SCOPE |
All soldiers MEC troopers SHIV units |
-1 | +8 | +8 crit chance with the SCOPE foundry project Can't stack with Neural Gunlink or Illuminator Gunsight |
Alien Weaponry | 15 | 70 (105) |
0 (3) |
7 days (3.5 days) |
SCOPE Upgrade (1) Neural Gunlink (1) | ||||||
Neural Gunlink |
Psionic soldiers | -1 | -12 | +12 | +12 | Can't stack with SCOPE or Illuminator Gunsight | Alien Biocybernetics Psi Warfare Systems |
40 | 70 (105) |
6 (9) |
8 (12) |
15 (18) |
1 SCOPE | 7 days (3.5 days) |
||
Illuminator Gunsight |
All soldiers | -1 | +12 | +12 | Executioner |
Can't stack with SCOPE or Neural Gunlink | Looted from the Exalt headquarters Provided by a Mexican starting bonus |
|||||||||
Marksman's Scope |
Scouts | -1 | Squadsight |
Only affects Marksman and Strike Rifles | Alien Weaponry | 20 | 30 (45) |
0 (2) |
7 days (3.5 days) |
|||||||
Alloy Bipod |
Snipers | +6 | +6 | Experimental Warfare New Combat Systems |
25 | 25 (37) |
4 (6) |
0 (2) |
5 days (2.5 days) |
Special ammunition
In addition to attaching unique items to your weapons, you can also replace the standard ammunition and clips with more specialized ammunition and clips, to further enhance your attacks. Unlike weapon attachments, special ammunition only applies to your primary weapon, and most special ammunition only works with specific weapon types. Note that Hi Cap and Drum Mags can't stack with one another, that Shredder, Armor Piercing and Flak Ammo can't stack with one another, and that none of these items can be equipped more than once.
Name | Usable by |
Mob |
Aim |
Special properties |
Prerequisites | Cost | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
Hi Cap Mags |
All soldiers MEC troopers SHIV units |
-1 | Primary weapon gains +1 ammo Can't stack with Drum Mags |
XCOM starts with an unlimited supply | |||||||
Drum Mags |
Assaults Infantry Engineers Medics Scouts |
-2 | -4 | Primary weapon gains +2 ammo Only affects Carbines, Assault Rifles and Battle Rifles Can't stack with Hi Cap Mags |
XCOM starts with an unlimited supply | ||||||
Breaching Ammo |
Assaults | -1 | Negates more effective target DR from Shotguns Does not affect Sawed-off Shotguns |
Experimental Warfare New Combat Systems |
35 | 35 (52) |
6 (9) |
0 (2) |
5 days (2.5 days) | ||
Shredder Ammo |
Assaults Engineers |
-1 | Primary weapon applies the Shredded effect on hits: Target receives 50% more damage for 1 turn Can't stack with Armor Piercing or Flak Ammo |
Experimental Warfare New Combat Systems |
30 | 30 (45) |
6 (9) |
0 (2) |
5 days (2.5 days) | ||
Armor Piercing Ammo |
Engineers Gunners MEC troopers SHIV units |
-1 | Primary weapon ignores 2 of target DR Does not affect Shotguns Can't stack with Shredder or Flak Ammo |
Improved Body Armor New Combat Systems |
25 | 50 (75) |
12 (18) |
0 (3) |
7 days (3.5 days) | ||
Flak Ammo |
All soldiers MEC troopers SHIV units |
-1 | Primary weapon and rockets gain +20% damage to flying units Collateral Damage gains +20% damage and can target flying units Bonus damage is at least +2 and applies after DR is applied Can't stack with Shredder or Armor Piercing Ammo |
Floater Autopsy MEC Warfare Systems |
35 | 60 (90) |
20 (30) |
0 (3) |
7 days (3.5 days) | ||
Name | Usable by |
Mob |
Aim |
Special properties |
Prerequisites | Cost | |||||
Alloy Jacketed Rounds |
All soldiers MEC troopers SHIV units |
-1 | Primary weapon gains +1 damage Only affects Ballistic and Gauss weapons |
Enhanced Ballistics | 15 | 20 (30) |
6 (9) |
0 (2) |
5 days (2.5 days) | ||
Enhanced Beam Optics |
All soldiers MEC troopers SHIV units |
-1 | Primary weapon gains +1 damage Only affects Beam and Pulse Laser weapons |
Enhanced Lasers | 30 | 35 (52) |
8 (12) |
0 (2) |
10 days (5.0 days) | ||
Reaper Pack |
All soldiers | -1 | Primary weapon gains +16 crit chance Primary weapon's range penalty is doubled Only affects Beam and Pulse Laser weapons |
Supercapacitors | 70 | 50 (75) |
10 (15) |
0 (3) |
7 days (3.5 days) | ||
Plasma Stellerator |
All soldiers MEC troopers SHIV units |
-1 | Primary weapon gains +1 damage Only affects Plasma weapons |
Enhanced Plasma | 75 | 125 (187) |
20 (30) |
20 (30) |
5 (10) |
14 days (7.0 days) |
Explosives
Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. These are the right tools for the job. Keep in mind that in Long War, explosives in general have received an overhaul. Unlike vanilla, where explosives dealt a fixed amount of damage to all enemies within the blast radius, in Long War, explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take. This also applies to destructible environment, which is a little more durable in general compared to vanilla.
Even though Engineers can pick the Fire Rocket perk, they cannot equip these additional rockets, restricting them to the single rocket that's provided by the perk. Rocketeers can only pick up either rocket once, but they can pick up both rockets, though it could be wise to reserve one slot for an aim boosting item.
While not as much as rockets, grenades have also received a bit of an overhaul, and the Engineering class has several perks dedicated to lobbing explosive grenades. They still always hit their target, making them more reliable than rockets, especially in the early game, though they can't keep up with range and damage output. Note that soldiers can pick up the same type of grenade more than once.
Name | Usable by |
Mob |
Dmg |
Weapon range |
Blast radius |
Special properties |
Source |
---|---|---|---|---|---|---|---|
Rocket |
Rocketeers | -2 | Provides an extra regular rocket | XCOM starts with an unlimited supply | |||
Shredder Rocket |
Rocketeers | -2 | Provides an extra shredder rocket | XCOM starts with an unlimited supply | |||
AP Grenade |
All soldiers | -1 | 2-6 (4) |
15 | 5.6 | Can be equipped multiple times per soldier Units with cover towards the center are unaffected +50% damage with the Alien Grenades foundry project +1 charge with the Packmaster perk +1 charge with the Grenadier perk |
XCOM starts with an unlimited supply |
HE Grenade |
All soldiers | -1 | 1-5 (3) |
15 | 5.6 | Can be equipped multiple times per soldier Effective at destroying cover +40% radius with the Alien Grenades foundry project +1 charge with the Packmaster perk +1 charge with the Grenadier perk |
XCOM starts with an unlimited supply |
Alien Grenade |
All soldiers | -1 | 3-7 (5) |
15 | 5.6 | Can be equipped multiple times per soldier Effective at destroying cover +1 charge with the Packmaster perk +1 charge with the Grenadier perk |
The Alien Grenades foundry project provides an unlimited supply |
Support grenades
Like explosive grenades, support grenades have also received a few more perks to enhance them, and while the Grenadier perk doesn't increase the number of support grenades carried, it's range bonus does affect both explosive and support grenades. While Battle Scanners and Mimic Beacons aren't called grenades, they are affected by these perks, and are thus included here. Note that soldiers can pick up the same type of grenade more than once. To keep the table size a bit practical, the effects of Disorient, Concealment and Acid are described here instead:
Disorient: Units that are Disoriented immediately cancel Overwatch and Suppression. In addition, their mobility is reduced by 40%, they receive a -50 penalty to aim, and the range of their explosives and thrown devices is severely reduced.
Concealment: Units that are Concealed gain a +20 bonus to defense. In addition, these units do not provide aim and crit chance bonuses to other units for being exposed or flanked, though they are still considered exposed or flanked for the purpose of perks.
Acid: Acid lasts for 2 to 4 turns and deals 1 damage per action other than Hunker Down. In addition, their mobility is reduced by 25%, their damage reduction is reduced by 50%, they receive a -20 penalty to aim and the range of their explosives and thrown devices is severely reduced. Zombies, robotic units and units that have a Respirator Implant or Medikit equipped negate the damage and penalty to mobility.
Name | Usable by |
Mob |
Will |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||
Flashbang Grenade |
All soldiers | -1 | 15 | 4.0 | Can be equipped multiple times per soldier Disorients enemy units within the area of effect for 1 turn Does not affect allies, Sectoid Commanders, Ethereals or robotic units Can't stack with Psi Grenades +1 charge with the Packmaster perk +1 charge with the Smoke and Mirrors perk |
XCOM starts with an unlimited supply | ||||||||
Smoke Grenade |
All soldiers | -1 | 15 | 5.6 | Can be equipped multiple times per soldier Spawns a smoke cloud at the target location for 2 turns Provides concealment for all units within the cloud +1 charge with the Packmaster perk +1 charge with the Smoke and Mirrors perk |
XCOM starts with an unlimited supply | ||||||||
Battle Scanner |
Engineers Scouts |
-1 | 27 | 30.0 | Can be equipped multiple times per soldier Spawns a scanner at the target location for 2 turns Reveals the area, including stealthed units within the area +1 charge with the Packmaster perk +1 charge with the Smoke and Mirrors perk |
XCOM starts with an unlimited supply | ||||||||
Chem Grenade |
All soldiers | -1 | 15 | 4.0 | Can be equipped multiple times per soldier Spawns a chemical cloud at the target location for 2 turns Applies acid to all units within the cloud or entering the cloud Does not affect Thin Men or Chryssalids +1 charge with the Packmaster perk +1 charge with the Smoke and Mirrors perk |
Thin Man Autopsy New Combat Systems |
40 | 120 (180) |
4 (6) |
0 (5) |
15 Thin Man Corpses | 10 days (5.0 days) | ||
Psi Grenade |
Psionic soldiers | -1 | -2 | 15 | 6.4 | Can be equipped multiple times per soldier Disorients enemy units within the area of effect for 1 turn Does not affect allies, Sectoid Commanders, Ethereals or robotic units Can't stack with Flashbang Grenades +1 charge with the Packmaster perk +1 charge with the Smoke and Mirrors perk |
Psi Warfare Systems | 25 | 50 (75) |
2 (3) |
2 (3) |
1 (4) |
1 Sectoid Corpse | 7 days (3.5 days) |
Mimic Beacon |
Psionic soldiers | -1 | -10 | 27 | 28.8 | Can be equipped multiple times per soldier Spawns a beacon at the target location for 2 turns Aliens must succeed a will check or move towards the beacon The will check's difficulty scales with the throwing soldier's will Does not affect allies, Exalt or robotic units +1 charge with the Packmaster perk +1 charge with the Smoke and Mirrors perk |
Alien Communications Psi Warfare Systems |
75 | 150 (225) |
2 (3) |
25 (37) |
25 (30) |
1 Sectoid Corpse | 14 days (7.0 days) |
Utility devices
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges. Thus, these items grant the most varied effects. Note that soldiers can equip more than one Medikit or Arc Thrower, but not more than one of each other item.
Name | Usable by |
Mob |
Will |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | Required for | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||
Medikit |
All soldiers | -1 | 3 | Can be equipped multiple times per soldier Prevents mobility penalty and damage from acid when equipped Can be used on self or nearby soldier to remove acid and heal 3 hp Alternatively, it can be used to stabilize a critically wounded soldier Doubles healing with the Improved Medikit foundry project +1 charge with the Packmaster perk +1 charge with the Field Medic perk |
XCOM starts with an unlimited supply | ||||||||||
Motion Tracker |
All soldiers SHIV units |
-1 | 35.0 | 3 charges. When used, displays a radar with color signals: * Blue: Friendly units * White: Human civilians * Red: Aliens and gene modded Exalt * Yellow: Meld canisters * Green: Bombs and power nodes Covert operatives also see hackable radar arrays as Green +1 charge with the Packmaster perk |
10 | 20 (30) |
0 (2) |
5 days (2.5 days) |
|||||||
Arc Thrower |
All soldiers | -2 | 5 | Chance to hit: 29/42/48/54% on 4/3/2/1 HP Can be equipped multiple times per soldier Can be used to stun enemies, to capture them and their weapons Increased chance with the Improved Arc Thrower foundry project Does not affect Chryssalids, Zombies or robotic units +1 charge with the Packmaster perk +2 charges with the Repair perk |
Xenoneurology | 20 | 100 (150) |
0 (4) |
10 days (5.0 days) |
Electro Pulse (1) | |||||
Combat Stims |
All soldiers | -1 | 3 | Gain Adrenaline Surge (+10 aim, +10 crit chance) when equipped Can be used on self to become Stimmed for 2 turns: Increases mobility and will, reduces damage received by 40%, and grants immunity to crits while in cover and not flanked |
Berserker Autopsy | 45 | 120 (180) |
4 (9) |
1 Berserker Corpse | 10 days (5.0 days) |
|||||
Shadow Device |
Psionic soldiers | -1 | -10 | 15 | 4.0 | Confers temporary stealth on all friendly units in blast radius Stealth lasts until the start of the unit's next turn Attacks from stealth receive a substantial bonus to critical chance Does not affect Seekers or units with Mimetic Skin |
Seeker Autopsy Psi Warfare Systems |
60 | 150 (225) |
10 (15) |
30 (45) |
40 (45) |
15 Seeker Wrecks | 14 days (7.0 days) |
MEC and SHIV equipment
MEC equipment
One of the main features of Long War is the versatility of mechanized units. Not only do you have eight different classes of MEC troopers at your disposal, you also have the option to fully kit them with items that can supplement or completely change their role on the battlefield. Note that none of these items can be equipped more than once, but MEC troopers can also equip several of the items listed above for regular soldiers.
Name | Usable by |
Mob |
HP |
Def |
Aim |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||
Holo-Targeter |
MEC troopers SHIV units |
-1 | +4 | Holo-Targeting |
Drone Autopsy | 15 | 40 (60) |
0 (3) |
7 days (3.5 days) | |||||||
Core Armoring |
MEC troopers SHIV units |
-1 | +2 | Resilience |
Mechanized Unit Defenses | 15 | 50 (75) |
10 (15) |
0 (3) |
7 days (3.5 days) | ||||||
Alloy Carbide Plating |
MEC troopers SHIV units |
-2 | +4 | Mechanized Unit Defenses | 35 | 70 (105) |
30 (45) |
20 (23) |
10 days (5.0 days) | |||||||
Battle Computer |
MEC troopers SHIV units |
-1 | +8 | +8 | +8 | Sectopod Autopsy MEC Warfare Systems |
75 | 250 (375) |
30 (45) |
10 (15) |
30 (38) |
1 UFO Flight Computer | 12 days (6.0 days) | |||
Tactical Sensors |
MEC troopers | -1 | Tactical Sense |
Mechtoid Autopsy MEC Warfare Systems |
35 | 75 (112) |
10 (13) |
1 UFO Flight Computer | 10 days (5.0 days) | |||||||
Incinerator Module |
MEC troopers | -1 | Increases Flamethrower damage by 3 | Alien Biocybernetics Jellied Elerium |
45 | 90 (135) |
20 (30) |
20 (30) |
10 (14) |
7 days (3.5 days) | ||||||
The Thumper |
MEC troopers | -1 | Increases Kinetic Strike Module damage by 3 | Antigrav Systems MEC Warfare Systems |
70 | 70 (105) |
20 (30) |
20 (30) |
2 (5) |
7 days (3.5 days) |
SHIV modules
While SHIVs cannot go up in rank, and thus cannot earn any perks, they can equip a varied amount of modules that grant different perks, allowing them to fill in for whichever role you need them to. Note that none of these items can be equipped more than once, but SHIV units can also equip several of the items listed above for regular soldiers and MEC troopers.
Name | Usable by |
Mob |
Aim |
Bonus perk |
Special properties |
Prerequisites | Cost | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
HEAT Ammo |
SHIV units | -1 | HEAT Ammo |
Alien Materials | 15 | 30 (45) |
6 (9) |
0 (2) |
5 days (2.5 days) | |||
Advanced Suppression Module |
SHIV units | -1 | Danger Zone |
SHIV Suppression | 20 | 35 (52) |
0 (2) |
7 days (3.5 days) | ||||
Adaptive Tracking Pod |
SHIV units | -1 | Advanced Fire Control |
Experimental Warfare | 20 | 40 (60) |
0 (3) |
7 days (3.5 days) | ||||
Smartshell Pod |
SHIV units | -1 | +4 | Flush |
Experimental Warfare | 20 | 25 (37) |
0 (2) |
7 days (3.5 days) | |||
Damage Control Pod |
SHIV units | -1 | Damage Control |
Heavy Floater Autopsy MEC Warfare Systems |
55 | 50 (75) |
10 (15) |
5 (7) |
20 (23) |
10 days (5.0 days) | ||
AutoSentry Turret |
SHIV units | -1 | Sentinel |
Cyberdisc Autopsy | 35 | 60 (90) |
8 (12) |
0 (3) |
10 days (5.0 days) | |||
Weapon Supercooler |
SHIV units | -1 | Light 'Em Up |
Sectopod Autopsy | 55 | 120 (180) |
10 (15) |
5 (7) |
0 (5) |
10 days (5.0 days) | ||
Elerium Turbos |
SHIV units | +2 | Elerium Advanced Servomotors |
45 | 30 (45) |
12 (18) |
16 (24) |
0 (2) |
7 days (3.5 days) |