Equipment (LWR)

From UFOpaedia
Jump to navigation Jump to search

Back To Main Page

In General

Soldiers Equipment Long War.png

In Long War Rebalance, all regular soldiers have 2 equipment slots from the start of the game. The Tactical Rigging Foundry project increases this to 3 slots. Some armors and weapons may result in different slot counts, but a regular soldier can never equip more than 3 pieces of equipment at once.

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 reduces the mobility of the soldier that equips the item by the amount of weight. The average item has a weight of 0.6, and thus provides a -0.6 tile movement penalty. Some items weigh 1.2 or more, and 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. This can make the soldier faster at the expense of less equipment. This can be useful when moving items between soldiers, outfitting MECs/SHIVs, or selecting mutually exclusive items.

Passive Equipment

This equipment will grant soldiers benefits passively, without them having to perform any actions.

Platings

In Long War Rebalance, the aliens hits hard. Fortunately, you have access to platings that can be worn in addition to regular armor, providing more survivability. A unit can only equip one plating at a time.

Name Usable
by
Mobility Long War.png
Weight
Health Long War.png
HP
Damage Reduction Long War.png
Base DR
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Ceramic Plating
Ceramic Plating
Biosoldiers 0.6 +3 XCOM starts with an unlimited supply
Alloy Plating
Alloy Plating
Biosoldiers Weightless +5 +10 Alien Materials 15 70
(98)
40
(56)
0
(5)
7 days
(3.5 days)
14
Reinforced Plating
Reinforced Plating
Biosoldiers 0.6 +5 +25 Reduces defense by 10 Improved Body Armor 18 70
(98)
20
(28)
0
(5)
7 days
(3.5 days)
28
Chitin Plating
Chitin Plating
Biosoldiers Weightless +3 +20 Prevents strangulation
Reduces corrosion duration to 1 turn
Chryssalid Autopsy 35 110
(154)
15
(21)
0
(5)
4 Chryssalid Carcasses 10 days
(5.0 days)
32
Regenerative Plating
Regenerative Plating
Biosoldiers Weightless +1 +20 Resists 75% of Shred
Regenerates 1 HP anytime this units takes 3 or more damage
New Combat Systems 50 90
(126)
28
(39)
20
(28)
10
(19)
10 days
(5.0 days)
36
Alloy Carbide Plating
Alloy Carbide Plating
MECs
SHIVs
Weightless +3 +10 Reduces corrosion duration to 1 turn Mechanized Unit Defenses 35 70
(105)
30
(45)
20
(33)
10 days
(5.0 days)
28
Core Plating
Core Plating
MECs
SHIVs
0.6 +6 +20 Resists 75% of Shred
Reduces corrosion duration to 1 turn
Advanced Power Armor
Mechanized Unit Defenses
95 50
(68)
550
(825)
0
(5)
28 days
(14.0 days)
20

Scopes

There are an array of accessories that make hitting enemies easier.

Scopes apply their bonus to primary weapons only and each unit can only equip one at a time.

Name Usable
by
Mobility Long War.png
Weight
Aim Long War.png
Aim
Crit Long War.png
Crit
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Required
for
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
SCOPE
SCOPE
All Units 0.6 +10 +10 Alien Weaponry 15 35
(49)
0
(5)
10 days
(2 days)
28 Neural Scope (1)
Marksman Scope
Marksman Scope
Scouts Weightless Can only be equipped with strike rifles Alien Weaponry 20 30
(42)
0
(2)
7 days
(3.5 days)
12
Illuminator Scope
Illuminator Scope
Soldiers Weightless +10 +50 Looted from the Exalt headquarters
Provided by a Mexican starting bonus
200
Neural Scope
Neural Scope
Psionic soldiers Weightless +10 +10 Psiscopic Vision: Grants +20 aim if a psionic ally can also see the target Alien Biocybernetics
Psi Warfare Systems
40 110
(154)
25
(35)
20
(28)
45
(68)
7 days
(3.5 days)
28

Weapon Attachments

Like scopes, these attachments can improve a weapons ability to hit and crit enemy targets. Except for perk bonuses, they only affect primary weapons. Unlike scopes, you can equip multiple different weapon attachments on the same unit.

Name Usable
by
Mobility Long War.png
Weight
Aim Long War.png
Aim
Crit Long War.png
Crit
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Laser Sight
Laser Sight
All Units Weightless +10 XCOM starts with an unlimited supply
AR Targeter
AR Targeter
All Units Weightless +10 +1 base damage during critical hits Xenobiology 15 110
(154)
0
(5)
7 days
(3.5 days)
33
Alloy Bipod
Alloy Bipod
Snipers
Scouts
Gunners
Rocketeers
0.6 Alien Materials
New Combat Systems
25 25
(37)
60
(84)
0
(5)
5 days
(2.5 days)
10
Prediction Computer
Prediction Computer
All Units Weightless Grants +10 Defense Advanced Gauss Weapons 75 150
(210)
2
(2)
25
(35)
10
(19)
14 days
(7.0 days)
60


Battle Computer
Battle Computer
MECs
SHIVs
1.3 +15 +15 +15 Defense Sectopod Autopsy
MEC Warfare Systems
75 50
(70)
90
(125)
90
(125)
30
(47)
1 UFO Flight Computer 18 days
(9.0 days)
100

Ammunition Modifiers

In addition to attaching unique items to your weapons, you can augment your ammo sources increasing damage, capacity, and offering other benefits. You can only equip one ammo capacity increasing item at a time.

Ammunition modifiers only affect primary weapons.

Name Usable
by
Mobility Long War.png
Weight
Aim Long War.png
Aim
Damage Long War.png
Damage
Crit Long War.png
Crit
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Duration in days
High Cap Mags
High Cap Mags
Biosoldiers 0.6 Non-electric primary weapons gain +1 ammo
Can't be equipped with Drum Mags
XCOM starts with an unlimited supply
Drum Mags
Drum Mags
Non-Private biosoldiers
SMGs, Carbines, Assault Rifles, or Battle Rifles only
0.6 -5 Non-electric primary weapons gain +2 ammo
Can't be equipped with High Cap Mags
XCOM starts with an unlimited supply
Heavy Mags
Heavy Mags
MECs
SHIVs
1.3 Grants +3 ammo Alien Materials 35 80
(112)
60
(84)
0
(5)
5 days
(2.5 days)
12
Alloy Enhanced Rounds
Alloy Enhanced Rounds
All Units
Ballistic/gauss primary weapons only
0.6 +5 +1 Enhanced Ballistics 15 20
(28)
10
(14)
0
(5)
5 days
(2.5 days)
8
Enhanced Beam Optics
Enhanced Beam Optics
All Units
Laser/pulse primary weapons only
0.6 +1 +5 Enhanced Lasers 30 20
(28)
10
(14)
0
(5)
10 days
(5.0 days)
14
Reaper Ammo
Reaper Ammo
All Units
Laser/pulse primary weapons only
0.6 +30 +3 crit damage
Primary weapon range penalties are doubled
Supercapacitors 70 100
(140)
60
(84)
80
(112)
0
(5)
7 days
(3.5 days)
20
Plasma Stellerator
Plasma Stellerator
All Units
Plasma primary weapons only
0.6 +10 +1 Penetration Enhanced Plasma 75 100
(140)
230
(322)
80
(117)
28 days
(14.0 days)
50

Ballistic/Gauss Special Ammunition

In addition to augmenting your ammo sources, you can also change them with one of the following ammo types. Only one ammo type can be equipped at a time.

All special ammunition is restricted to Ballistic and Gauss weapons only.

Name Usable
by
Mobility Long War.png
Weight
Aim Long War.png
Aim
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Duration in days
Breaching Ammo
Breaching Ammo
Biosoldiers with Shotguns 0.6 The primary weapon gains 4 penetration when used against targets with the Hardened perk Alien Materials
New Combat Systems
35 35
(49)
8
(11)
0
(5)
5 days
(2.5 days)
14
Shredder Ammo
Shredder Ammo
Infantry
Medics
Assaults
Engineers
Scouts
0.6 Alien Materials 30 50
(75)
5
(7)
0
(5)
5 days
(2.5 days)
12
Armor Piercing Ammo
Armor Piercing Ammo
Biosoldiers with a SAW/LMG/AR/Carbine/SMG/BR
MECs
SHIVs
0.6 Improved Body Armor
New Combat Systems
25 20
(25)
15
(21)
0
(5)
7 days
(3.5 days)
20
Flak Ammo
Flak Ammo
All Units 0.6 -5 Shots from the primary weapon ignore the 30 defense bonus flying targets receive
Non-reaction standard shots from the primary weapon deal 1 damage to all flying units within 4 tiles of the primary target
Floater Autopsy
New Combat Systems
65 90
(126)
20
(28)
0
(5)
7 days
(3.5 days)
24

Non-Weapon Passive Equipment

These items offer a range of benefits not directly related to the primary weapon.

Name Usable
by
Mobility Long War.png
Weight
Aim Long War.png
Aim
Will Long War.png
Will
Defense Long War.png
Def
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Alien Trophy
Alien Trophy
Soldiers Weightless Increases XP gained by 20%
Grants 30 defense vs psionic attacks
XCOM starts with an unlimited supply
Shaped Charges
Shaped Charges
Rocketeers 0.6 Grants +30% weapon damage and +1 penetration to all rockets XCOM starts with an unlimited supply
Proximity Sensor
Proximity Sensor
Biosoldiers Weightless
Tracker
Displays a 12 tile radius radar at all times that only shows cloaked seekers
Provides a direction alert to the soldier at the start of each turn if a Seeker is within 12 tiles
35 15
(21)
0
(5)
4 days
(2.0 days)
7
Respirator Implant
Respirator Implant
Biosoldiers Weightless Grants +1.3 mobility
Prevents strangulation
Automatic bleed out on first drop
Increases bleed out time by 2 turns
Reveals the bleed out timer
Seeker Autopsy 25 40
(60)
40
(65)
5 days
(2.5 days)
16
Chameleon Vest
Chameleon Vest
Biosoldiers 0.6 Seeker Autopsy
New Combat Systems
35 35
(49)
90
(126)
60
(84)
7 days
(3.5 days)
26
Walker Servos
Walker Servos
Biosoldiers 2.0 Set the soldier's mobility to 9.3 and ignore all mobility altering effects Advanced Power Armor
Advanced Servomotors
45 60
(90)
180
(252)
4
(6)
10
(19)
10 days
(5.0 days)
32
Cognitive Enhancer
Cognitive Enhancer
Soldiers 0.6 +10 Increases XP gained by 35%
10% chance for any idle-ending action to cost 0 AP
Looted from the Exalt headquarters 200
Neuroregulator
Neuroregulator
Psionic soldiers Weightless +10 +10 Grants +1.3 mobility
Increases Psi XP gained by 100%
Looted from the Exalt headquarters 200
Conduit
Conduit
Psionic Soldiers 0.6 +1 damage to all weapons and equipment
Provides a will/3% (max 50%) chance for idle-ending actions to cost 0 AP
Psi Warfare Systems 60 40
(60)
8
(12)
24
(36)
0
(5)
1 Outsider Shard 7 days
(3.5 days)
16
Psi Frayer
Psi Frayer
Psionic soldiers 0.6 +20 Resets the cooldown of Mind Fray after use
Prevents strangulation
Sectoid Commander Autopsy
Psi Warfare Systems
65 200
(280)
20
(28)
90
(126)
10
(19)
5 Sectoid Commander Corpses 20 days
(10.0 days)
80
Psi Defender
Psi Defender
Psionic soldiers 0.6 +35% DR when protected by cover
+35 Crit Resistance when protected by cover
Sectoid Commander Interrogation
Psi Warfare Systems
45 220
(308)
5
(7)
10
(14)
0
(5)
1 Mechtoid Core 10 days
(5.0 days)
26
Incinerator Amp
Incinerator Amp
MECs 0.6 Grants +1 charge to the Flamethrower
Increases Flamethrower damage by +3
Targets damaged by a Flamethrower receive +20 Shred
Alien Biocybernetics
Jellied Elerium
75 40
(56)
20
(28)
10
(19)
7 days
(3.5 days)
36
The Thumper
The Thumper
MECs 0.6 Increases Kinetic Strike Module damage by 14 Antigrav Systems
MEC Warfare Systems
70 70
(105)
20
(30)
20
(30)
2
(7)
7 days
(3.5 days)
28

SHIV Only Passive Equipment

The SHIVs have a large selection of small slot equipment to choose from that can significantly alter how they perform during missions.

Name Usable
by
Mobility Long War.png
Weight
Aim Long War.png
Aim
Will Long War.png
Will
Defense Long War.png
Def
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Anti-Armor Module
Anti-Armor Module
SHIVs 0.6 SHIV Advancements I 20 165
(231)
0
(5)
7 days
(3.5 days)
14
Holo Charger
Holo Charger
SHIVs 1.3 Drone Autopsy 10 20
(28)
0
(0)
10
(14)
0
(5)
7 days
(3.5 days)
16
Infrared Module
Infrared Module
SHIVs 1.3 Experimental Warfare 20 140
(210)
2
(2)
0
(5)
7 days
(3.5 days)
16
Burst Fire Module
Burst Fire Module
SHIVs 0.6 +10 +10 crit Experimental Warfare 20 25
(35)
0
(5)
7 days
(3.5 days)
10
Shielding Module
Shielding Module
SHIVs 1.3 Muton Interrogation
New Combat Systems
55 12
(4)
20
(28)
20
(28)
20
(33)
10 days
(5.0 days)
20
Retaliatory Sensor
Retaliatory Sensor
SHIVs 1.3 Cyberdisc Autopsy 35 60
(84)
8
(11)
0
(5)
10 days
(5.0 days)
24
Weapon Supercooler
Weapon Supercooler
SHIVs 2.0 Sectopod Autopsy 55 120
(180)
10
(15)
35
(49)
0
(5)
10 days
(5.0 days)
48
Elerium Turbos
Elerium Turbos
SHIVs Weightless Grants +2.0 mobility
Doubles the effect tiles moved has on Ram damage
Elerium
Advanced Servomotors
45 30
(45)
12
(18)
16
(24)
0
(5)
7 days
(3.5 days)
12

Active Equipment

This equipment has limited uses and often needs to be used (activated) to have an effect.

Large Equipment (MEC)

MECs have a variety of options for their large equipment slots, which are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.

Name Usable
by
Mobility Long War.png
Weight
Weapon damage
Dmg
Weapon
range
Blast
radius
Base
charges
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Flamethrower
Flamethrower
MECs 0.6 8
(7-9)
8 2 Bypasses all DR
35% chance for a 60 will test for panic
Will test 80 with Jellied Elerium
AOE is a cone shape
MEC Warfare Systems 35 50
(75)
5
(7)
30
(45)
5
(12)
17 days
(8.5 days)
15
Restorative Mist
Restorative Mist
MECs 1.3 self 2 1 Heals 4 HP in an area Thin Man Autopsy
MEC Warfare Systems
45 60
(90)
5
(7)
40
(60)
10
(19)
20 days
(10 days)
36
Kinetic Strike Module
Kinetic Strike Module
MECs 0.6 16
(14-18)
melee 1 per turn Melee weapon Alien Biocybernetics 30 50
(75)
15
(22)
10
(15)
5
(12)
16 days
(8 days)
30
Grenade Launcher
Grenade Launcher
MECs 0.6 8
(7-9)
8 3 2 Cannot be equipped with Advanced Launcher MEC Warfare Systems 50 75
(112)
40
(60)
5
(7)
10
(19)
16 days
(8 days)
45
Advanced Launcher
Advanced Launcher
MECs 1.3 12
(10-14)
8 3 3 Cannot be equipped with Grenade Launcher MEC Warfare Systems
Heavy Floater Interrogation
100 150
(224)
80
(116)
10
(14)
20
(33)
32 days
(16 days)
90
Gravity Mine Launcher
Gravity Mine Launcher
MECs 1.3 10
(8-12)
10 4 2 Reduces defense of units within radius by 20
Starting a turn in gravity well damages 10% of current HP (bypasses DR)
Detonates at the end of XCOM's next turn
Advanced Gauss Weapons
MEC Warfare Systems
55 90
(135)
30
(45)
10
(15)
5
(12)
25 days
(12.5 days)
54
Electropulse
Electropulse
MECs 0.6 2
(1-3)
self 14 unlimited Affects only enemy units
Clears overwatch on all enemies affected
3 turn cooldown
Electromagnetic Pulse Weapons
MEC Warfare Systems
75 40
(60)
15
(22)
50
(75)
15
(26)
25 days
(12.5 days)
24

Rocket Launchers

Each rocket launcher is fitted with at least 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown is the maximum possible scatter which is 2 standard deviations. Soldier aim does *not* affect rocket scatter but soldier base HP can lower scatter (see: Effects of Attributes).

Name Usable
by
Mobility Long War.png
Weight
Weapon damage
Dmg
Weapon
ammo
Weapon
range
Blast
radius
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Rocket Launcher
Rocket Launcher
Rocketeers 0.6 6
(5-7)
1 18 5 2 turn cooldown XCOM starts with an unlimited supply
Recoilless Rifle
Recoilless Rifle
Rocketeers 0.6 9
(8-10)
2 18 5 -50% scatter
2 turn cooldown
Advanced Gauss Weapons 45 100
(150)
75
(112)
10
(15)
0
(5)
23 days
(11.5 days)
30
Blaster Launcher
Blaster Launcher
Rocketeers 0.6 12
(10-14)
1 18 5 Requires 2 AP to fire
2 turn cooldown
Can path around obstacles
No Scatter
Fusion Weapons 110 600
(900)
130
(195)
70
(105)
60
(89)
2 UFO Flight Computers
1 Fusion Core
42 days
(21 days)
180

Explosives

Sometimes, the best answer is to blow up the enemy. These are the right tools for the job.

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 (down to 50% damage at the periphery).

Grenades gain an extra charge with the Packmaster perk and the Grenadier perk.

Throw range of all grenades is modified by base (non-armor) soldier HP (see: Effects of Attributes). Throw distance is also increased by various perks and is decreased by Red Fog.

Name Usable
by
Mobility Long War.png
Weight
Weapon damage
Dmg
Weapon
range
Blast
radius
Special
properties
Source
Javelin Rocket
Javelin Rocket
Rocketeers 0.6 18 1 Provides a Javelin rocket
Applies Explosive Shred to any unit it damages
Deals +50% weapon damage
Reduces scatter by 80%
No environmental damage
XCOM starts with an unlimited supply
AP Grenade
AP Grenade
Biosoldiers 0.6 3
(2-4)
10 1.5 Applies Explosive Shred to any unit it damages
Cover blocks the effect
+2 penetration
XCOM starts with an unlimited supply
HE Grenade
HE Grenade
Biosoldiers 0.6 6
(5-7)
8 3 XCOM starts with an unlimited supply
Alien Grenade
Alien Grenade
Biosoldiers 0.6 7
(6-8)
10 2 Can't be equipped with Plasma Grenades The Alien Grenades Foundry project provides an unlimited supply.
Plasma Grenade
Plasma Grenade
Biosoldiers 0.6 10
(8-12)
10 2 Can't be equipped with Alien Grenades The Condensed Plasma Foundry project allows production.

Support grenades

Support grenades deal no damage but can still be extremely effective. All of these items gain an extra charge with the Packmaster perk and the Smoke and Mirrors perk, and their throw range is modified by HP in the same manner as explosive grenades.

Name Usable
by
Mobility Long War.png
Weight
Weapon
range
Blast
radius
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Smoke Grenade
Smoke Grenade
Biosoldiers 0.6 14 2.5 Creates a 5x5 tile cloud of smoke (missing a tile from each corner) through 1 enemy turn
Does not trigger reaction fire
Grants In Smoke to all units within the smoke
XCOM starts with an unlimited supply
Acid Grenade
Acid Grenade
Biosoldiers 0.6 10 2.5 Creates a 5x5 tile cloud of acid (missing a tile from each corner) until end of turn
Applies Corrosion to all units within the cloud or entering the cloud
Thin Man Autopsy
New Combat Systems
40 120
(168)
4
(5)
30
(42)
0
(5)
60 Thin Man Corpses 10 days
(5.0 days)
48
Concussion Grenade
Concussion Grenade
Biosoldiers 0.6 10 2 Cover blocks the effect
Disorients enemies
Does not affect robotic units
Can't be equipped with Psi Grenades
XCOM starts with an unlimited supply
Psi Grenade
Psi Grenade
Psionic soldiers 0.6 10 3 Cover blocks the effect
Disorients enemies
Does not affect robotic units
Can't be equipped with Concussion Grenades
Psi Warfare Systems 25 50
(70)
10
(14)
10
(14)
10
(19)
1 Sectoid Corpse 7 days
(3.5 days)
20

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.

Name Usable
by
Mobility Long War.png
Weight
Weapon
range
Blast
radius
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Battle Scanner
Battle Scanner
Scouts 0.6 12 12 Spawns a battle scanner at the target location until end of turn
Grants +15 aim/crit against any enemy (even those not in view) within the area
Reveals the area (including stealthed units)
XCOM starts with an unlimited supply
Medikit
Medikit
Biosoldiers 0.6 2 Single Biosoldier Removes acid and heals 5 HP
Works on any biosoldier
Can stabilize (and with a perk, revive) a critically wounded MEC or biosoldier
+1 charge with the Packmaster perk
+1 charge with the Field Medic perk
XCOM starts with an unlimited supply
Combat Stims
Combat Stims
Biosoldiers 0.6 Self Self Use on self (0 AP cost) to become Stimmed for 3 turns
Berserker Autopsy 45 120
(180)
4
(10)
1 Berserker Corpse 10 days
(5.0 days)
48
Shadow Device
Shadow Device
Biosoldiers 0.6 6 2 3 charges
Shadows 1 friendly unit through 1 enemy turn or until the unit acts
Does not affect enemies, this unit, units in One For All, or units with the Concealment perk
Seeker Autopsy
Psi Warfare Systems
60 150
(225)
10
(15)
30
(45)
40
(61)
15 Seeker Wrecks 14 days
(7.0 days)
60
Motion Tracker
Motion Tracker
SHIVs 0.6 2 charges (3 with Elerium Batteries)
When used, displays a 24 tile radius radar
Blue: XCOM, White: Civilians, Red: Enemies, Yellow: Meld, Green: Bombs/Nodes
Can display cloaked units
10 25
(35)
0
(5)
5 days
(2.5 days)
8


See also

Loadout Long War.jpg Long War Rebalance: Loadout 
Weapons
Weapons Thumbnail Long War.png
Weapons
Assault Rifle Long War.png
Primary
Weapons
Pistol Long War.png
Secondary
Weapons
Armor
Armor Thumbnail Long War.png
Armor
Equipment
Equipment Thumbnail Long War.png

Equipment