Equipment (Long War)
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 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
Items for XCom operatives | ||||||||||
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Name | Weight | Classes | Research | Effect | Cost | |||||
Other | ||||||||||
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 | 0 | 10 | - |
Smartgun Kit | 1 | Gunner | Experimental Warfare | Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots. | 55 | 0 | 0 | 0 | 7 | - |
Walker Servos | 0 | Assault | Advanced Servomotors | Grants +2 Mobility. | 55 | 5 | 2 | 2 | 7 | - |
Protective Items | ||||||||||
Ceramic Plating | 1 | All | - | Provides +1 Armor HP. Cannot be stacked with other plating items. | - | |||||
Alloy Plating | 1 | All | Alien Materials | Provides +2 Armor HP. Cannot be stacked with other plating items. | 50 | 5 | 0 | 0 | 6 | - |
Chitin Plating | 2 | All | Chryssalid Autopsy | Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. | 100 | 20 | 0 | 0 | 10 | 10x Chryssalid Carcass |
Reinforced Armor | 2 | All | Alien Materials | Confers +1 Armor HP and +1 Damage Reduction, but -7 Defense. Can stack with plating items. | 70 | 10 | 0 | 0 | 6 | - |
Chameleon Suit | 1 | All | Seeker Autopsy | Grants +7 Defense . | 51 | 3 | 2 | 5 | 7 | - |
Respirator Implant | 1 | All | Seeker Autopsy | Grants immunity to strangulation and partial immunity to acid. | 15 | 0 | 0 | 0 | 3 | - |
Impact Vest | 1 | Assault | Mobile Power Armor | Grants the Shock-Absorbent Armor perk. | 100 | 10 | 5 | 5 | 10 | - |
Mind Shield | 1 | Psionic | Sectoid Commander Autopsy | Provide +25 Will, Grants immunity to strangulation and panic, except Psi Panic | 200 | 20 | 30 | 5 | 20 | 5x Sectoid Commander Corpse |
Psi Screen | 1 | Psionic | Mechtoid Autopsy | Provide +1 DR vs. Psionic, but draws -15 Will when equipped | 85 | 10 | 5 | 10 | 10 | 1x Mechtoid Core |
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. Most 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 3-7 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 for performing actions other than hunkering down. All targets (also including robots) also suffer aim and damage reduction penalties. | 20 | 0 | 0 | 0 | ? | 3x Thin Man Corpse |
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. Confers a 2 Will penalty when equipped. | 50 | 3 | 1 | 2 | 7 | - |
Ghost Grenade | 1 | Psionic | Xenopsionics | Grants stealth to units in an area for one turn. | 150 | 5 | 15 | 10 | 14 | - |
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. | 25 | 5 | 0 | 0 | ? | - |
Breaching Ammo | 1 | Assault | Experimental Warfare | Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. | 35 | 5 | 0 | 0 | ? | - |
Reaper Rounds | 1 | All | Experimental Warfare | Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon's effective range. | 20 | 0 | 0 | 0 | ? | - |
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 | 0 | 6 | - |
Targeting Module | 1 | All | Xenobiology | Provides +7 Critical Hit Chance to a soldiers primary weapon. | 20 | 0 | 0 | 0 | 7 | - |
Illuminator Gunsight | 0 | Scout | Experimental Warfare | Confers Executioner perk. | 60 | 0 | 0 | 1 | 7 | - |
Marksman Scope | 0 | Scout | Experimental Warfare | Grants Sharpshooter perk. | ? | ? | ? | ? | ? | - |
Alloy Bipod | 0 | Gunner | Experimental Warfare | Confers Platform Stability perk. | 25 | 3 | 0 | 0 | ? | - |
Neural Gunlink | 1 | Psionic | Xenopsionics | Grants +10 Aim, but -15 Will. Stacks with SCOPE and Laser Sight. | ? | ? | ? | ? | ? | ? |