Difference between revisions of "Equipment (LWR)"
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[[Long_War_Rebalance|Back To Main Page]] | [[Long_War_Rebalance|Back To Main Page]] | ||
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==In General== | ==In General== | ||
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[[File: Soldiers_Equipment_Long_War.png|left|224px|]] | [[File: Soldiers_Equipment_Long_War.png|left|224px|]] | ||
− | In Long War, all regular soldiers have 2 '''equipment''' | + | 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. |
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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 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. | ||
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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. | 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 | + | Most items have a weight, which is represented as a movement penalty. 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. Since most items provide a movement penalty, this effectively gives you a small movement bonus. | 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. | ||
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==Soldier equipment== | ==Soldier equipment== | ||
===Protective gear=== | ===Protective gear=== | ||
− | In Long War, the aliens | + | In Long War Rebalance, the aliens hits hard. Fortunately, you have access to significant protective items that can be worn in addition to regular armor, providing more survivability. A soldier can only equip one of these protective items at a time. |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name ( | + | !rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Health bonus (LWR)}}!!rowspan="2" {{Damage reduction (LWR)}}!!rowspan="2" {{Defense bonus (LWR)}}!!rowspan="2" {{Will bonus (LWR)}}!!rowspan="2" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (LWR)}} |
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|-align="center" | |-align="center" | ||
− | | | + | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}} |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Ceramic Plates Long War.png|128px|link=Equipment (LWR)#Protective gear|Ceramic Plating]]<br />'''[[Equipment (LWR)#Protective gear|Ceramic Plating]]'''||All soldiers||-0.6||+2||+1|| || || || ||colspan="8"|XCOM starts with an unlimited supply|| |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Alloy Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Alloy Plating]]<br />'''[[Equipment (LWR)#Protective gear|Alloy Plating]]'''||All soldiers||-0.6||+4||+1|| || || || ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title="Cost in Credits (Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||14 |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Chittin Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Chitin Plating]]<br />'''[[Equipment (LWR)#Protective gear|Chitin Plating]]'''||All soldiers|| ||+2||+1|| || || ||Reduces melee damage by 40%<br />Prevents strangulation||[[Research (LWR)#Alien Autopsies|Chryssalid Autopsy]]||35||title="Cost in Credits (Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys (Cost when building quickly)"|20<br />(30)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(4)||10 [[Alien Artifacts (LWR)#Aliens|Chryssalid Carcasses]]||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||32 |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Reinforced Armor Long War.png|128px|link=Equipment (LWR)#Protective gear|Reinforced Armor]]<br />'''[[Equipment (LWR)#Protective gear|Reinforced Armor]]'''||All soldiers||-1.2||+3||+2.5|| || || || ||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]||18||title="Cost in Credits (Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys (Cost when building quickly)"|14<br />(21)|| ||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)||28 |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Impact Vest Long War.png|128px|link=Equipment (LWR)#Protective gear|Regenerator Vest]]<br />'''[[Equipment (LWR)#Protective gear|Regenerator Vest]]'''||All soldiers||-0.6||+3|| || || ||{{ Repair Servos (LWR) }}|| ||[[Research (LWR)#Armor, MECs, and SHIVs|Mobile Power Armor]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||50||title="Cost in Credits (Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys (Cost when building quickly)"|18<br />(27)||title="Cost in Elerium (Cost when building quickly)"|10<br />(15)||title="Cost in Meld (Cost when building quickly)"|10<br />(14)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||36 |
|} | |} | ||
===Miscellaneous gear=== | ===Miscellaneous gear=== | ||
− | + | Unlike strictly protective items, these items offer a range of other benefits. | |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name ( | + | !rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Health bonus (LWR)}}!!rowspan="2" {{Will bonus (LWR)}}!!rowspan="2" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (LWR)}} |
+ | |-align="center" | ||
+ | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}} | ||
+ | |-align="center" | ||
+ | |[[File:Alien Trophy Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Alien Trophy]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Alien Trophy]]'''||All soldiers<br />MEC troopers|| || || ||{{ Steadfast (LWR) }}|| ||colspan="8"|XCOM starts with an unlimited supply|| | ||
|-align="center" | |-align="center" | ||
− | | | + | |[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Extrasensory Vest]]<br />'''[[Equipment (LWR)#Protective gear|Extrasensory Vest]]'''||All soldiers||-0.6|| || ||{{ Awareness (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits (Cost when building quickly)"|65<br />(97)|| ||title="Cost in Elerium (Cost when building quickly)"|8<br />(12)||title="Cost in Meld (Cost when building quickly)"|20<br />(23)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||26 |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Respirator Implant Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Respirator Implant]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Respirator Implant]]'''||All soldiers||+0.6|| || || ||+5 defense<br>Prevents strangulation<br />Prevents death on the first drop to 0 health per mission<br />Increases bleed timeout by 2 turns, and reveals the timer||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]||25||title="Cost in Credits (Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld (Cost when building quickly)"|8<br />(11)|| ||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||16 |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Walker Servos Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Walker Servos]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Walker Servos]]'''||All soldiers|| || || || ||Sets mobility to 8.7 at the beginning of any mission||[[Research (LWR)#Armor, MECs, and SHIVs|Advanced Power Armor]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title="Cost in Credits (Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(12)||title="Cost in Elerium (Cost when building quickly)"|4<br />(6)||title="Cost in Meld (Cost when building quickly)"|10<br />(14)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||32 |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Fuel Cell Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Fuel Cell]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Fuel Cell]]'''||All soldiers<br />SHIV units||+2.5|| || || ||Increases flight fuel by 14<br />Double fuel with the ''Advanced Flight'' Foundry project||[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav Systems]]||60||title="Cost in Credits (Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(12)||title="Cost in Elerium (Cost when building quickly)"|24<br />(36)||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)||16 |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Mind Shield Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Psi Frayer]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Psi Frayer]]'''||Psionic soldiers||-0.6|| ||+15||{{ Mind Fray (LWR) }}||Prevents strangulation||[[Research (LWR)#Alien Autopsies|Sectoid Commander Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||65||title="Cost in Credits (Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys (Cost when building quickly)"|20<br />(30)||title="Cost in Elerium (Cost when building quickly)"|60<br />(90)||title="Cost in Meld (Cost when building quickly)"|10<br />(17)||5 [[Alien Artifacts (LWR)#Aliens|Sectoid Commander Corpses]]||title="Duration in days (Duration when building quickly)"|20 days<br />(10.0 days)||80 |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Psi Screen Long War.png|128px|link=Equipment (LWR)#Protective gear|Psi Retaliator]]<br />'''[[Equipment (LWR)#Protective gear|Psi Screen]]'''||Psionic soldiers|| || ||+10||{{ Neural Feedback (LWR) }}||+0.5 Damage Resistance||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||45||title="Cost in Credits (Cost when building quickly)"|65<br />(97)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(12)||title="Cost in Elerium (Cost when building quickly)"|8<br />(12)||title="Cost in Meld (Cost when building quickly)"|15<br />(18)||1 [[Alien Artifacts (LWR)#Aliens|Mechtoid Core]]||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||26 |
|-align="center" | |-align="center" | ||
− | |[[File:Cognitive Enchancer Long War.png|128px|link=Equipment ( | + | |[[File:Cognitive Enchancer Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]'''||All soldiers<br />MEC troopers|| || ||+10|| ||+5 aim, crit, and defense<br>Increases XP gained by 100%||colspan="8"|Looted from the Exalt headquarters||200 |
|-align="center" | |-align="center" | ||
− | |[[File:Neuroregulator Long War.png|128px|link=Equipment ( | + | |[[File:Neuroregulator Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Neuroregulator]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Neuroregulator]]'''||Psionic soldiers||+0.6|| ||+10|| ||Increases Psi XP gained by 100%||colspan="8"|Looted from the Exalt headquarters||200 |
|} | |} | ||
===Weapon attachments=== | ===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 | + | In Long War Rebalance, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of items available to enhance your weapons. |
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+ | These items apply their bonus to primary weapons only. Note that Scopes, Neural Gunlinks, Marksman Scopes, and Illuminator Gunsights can't stack with one another. | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name ( | + | !rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Aim bonus (LWR)}}!!rowspan="2" {{Crit chance (LWR)}}!!rowspan="2" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (LWR)}}!!rowspan="2" {{Required for combined (LWR)}} |
|-align="center" | |-align="center" | ||
− | |{{Research required ( | + | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}} |
|-align="center" | |-align="center" | ||
− | |[[File:Laser Sight Long War.png|128px|link=Equipment ( | + | |[[File:Laser Sight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Laser Sight]]<br />'''[[Equipment (LWR)#Weapon attachments|Laser Sight]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || ||+15|| || ||colspan="8"|XCOM starts with an unlimited supply|| || |
|-align="center" | |-align="center" | ||
− | |[[File:Targeting Module Long War.png|128px|link=Equipment ( | + | |[[File:Targeting Module Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Targeting Module]]<br />'''[[Equipment (LWR)#Weapon attachments|Targeting Module]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || ||+10|| ||+1 damage during critical hits||[[Research (LWR)#Xenology|Xenobiology]]||15||title="Cost in Credits (Cost when building quickly)"|50<br />(75)|| || ||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)||20|| |
|-align="center" | |-align="center" | ||
− | |[[File:SCOPE Long War.png|128px|link=Equipment ( | + | |[[File:SCOPE Long War.png|128px|link=Equipment (LWR)#Weapon attachments|SCOPE]]<br />'''[[Equipment (LWR)#Weapon attachments|SCOPE]]'''||All soldiers<br />MEC troopers<br />SHIV units|| ||+5||+10|| || ||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||15||title="Cost in Credits (Cost when building quickly)"|70<br />(105)|| || ||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)||28||[[Foundry (LWR)#General Equipment Upgrades|SCOPE Upgrade]] (1)<br />[[Equipment (LWR)#Weapon attachments|Neural Gunlink]] (1) |
|-align="center" | |-align="center" | ||
− | |[[File:Neural Gunlink Long War.png|128px|link=Equipment ( | + | |[[File:Neural Gunlink Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Neural Gunlink]]<br />'''[[Equipment (LWR)#Weapon attachments|Neural Gunlink]]'''||Psionic soldiers|| ||+15||+15|| || ||[[Research (LWR)#Xenology|Alien Biocybernetics]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||40||title="Cost in Credits (Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys (Cost when building quickly)"|6<br />(9)||title="Cost in Elerium (Cost when building quickly)"|8<br />(12)||title="Cost in Meld (Cost when building quickly)"|15<br />(18)||1 [[Equipment (LWR)#Weapon attachments|SCOPE]]||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||28|| |
|-align="center" | |-align="center" | ||
− | |[[File:Illuminator Gunsight Long War.png|128px|link=Equipment ( | + | |[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]<br />'''[[Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]'''||All soldiers||-0.6||+10|| ||{{ Executioner (LWR) }}|| ||colspan="8"|Looted from the Exalt headquarters<br />Provided by a Mexican starting bonus||200|| |
|-align="center" | |-align="center" | ||
− | |[[File:Marksman Scope Long War.png|128px|link=Equipment ( | + | |[[File:Marksman Scope Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Marksman's Scope]]<br />'''[[Equipment (LWR)#Weapon attachments|Marksman's Scope]]'''||Scouts|| ||+5||+5||{{ Squadsight (LWR) }}||Reduces the squadsight penalty to -2 aim per tile further than 20 tiles (from -3 aim per tile)<br>Can only be equipped with strike rifles||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||20||title="Cost in Credits (Cost when building quickly)"|30<br />(45)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||12|| |
|-align="center" | |-align="center" | ||
− | |[[File:Alloy Bipod Long War.png|128px|link=Equipment ( | + | |[[File:Alloy Bipod Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Alloy Bipod]]<br />'''[[Equipment (LWR)#Weapon attachments|Alloy Bipod]]'''||All soldiers||-0.6|| || ||{{ Platform Stability (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits (Cost when building quickly)"|25<br />(37)||title="Cost in Alien Alloys (Cost when building quickly)"|4<br />(6)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)|| ||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||10|| |
|} | |} | ||
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{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name ( | + | !rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Aim bonus (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (LWR)}} |
|-align="center" | |-align="center" | ||
− | |{{Research required ( | + | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}} |
|-align="center" | |-align="center" | ||
− | |[[File:Hi Cap Mags Long War.png|128px|link=Equipment ( | + | |[[File:Hi Cap Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|Hi Cap Mags]]<br />'''[[Equipment (LWR)#Special ammunition|Hi Cap Mags]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon gains +1 ammo<br />Can't stack with Drum Mags||colspan="7"|XCOM starts with an unlimited supply|| |
|-align="center" | |-align="center" | ||
− | |[[File:Drum Mags Long War.png|128px|link=Equipment ( | + | |[[File:Drum Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|Drum Mags]]<br />'''[[Equipment (LWR)#Special ammunition|Drum Mags]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-2||-4||Primary weapon gains +2 ammo<br />Only affects [[Primary Weapons (LWR)#Carbines|Carbines]], [[Primary Weapons (LWR)#Assault Rifles|Assault Rifles]] and [[Primary Weapons (LWR)#Battle Rifles|Battle Rifles]]<br />Can't stack with Hi Cap Mags||colspan="7"|XCOM starts with an unlimited supply|| |
|-align="center" | |-align="center" | ||
− | |[[File:Breaching Ammo Long War.png|128px|link=Equipment ( | + | |[[File:Breaching Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Breaching Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Breaching Ammo]]'''||Assaults||-1|| ||Negates more effective target DR from [[Primary Weapons (LWR)#Shotguns|Shotguns]]<br />Does not affect [[Secondary Weapons (LWR)#Sawed-off Shotgun|Sawed-off Shotgun]]||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits (Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys (Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||14 |
|-align="center" | |-align="center" | ||
− | |[[File:Shredder Ammo.png|128px|link=Equipment ( | + | |[[File:Shredder Ammo.png|128px|link=Equipment (LWR)#Special ammunition|Shredder Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Shredder Ammo]]'''||Assaults<br />Engineers||-1|| ||Primary weapon applies the Shredded effect on hits:<br />Target receives 50% more damage for 2 turns<br />Can't stack with Armor Piercing or Flak Ammo||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||30||title="Cost in Credits (Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys (Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||12 |
|-align="center" | |-align="center" | ||
− | |[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment ( | + | |[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]'''||Engineers<br />Gunners<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon ignores 2 of target DR<br />Does not affect [[Primary Weapons (LWR)#Shotguns|Shotguns]]<br />Can't stack with Shredder or Flak Ammo||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits (Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys (Cost when building quickly)"|12<br />(18)|| ||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)||20 |
|-align="center" | |-align="center" | ||
− | |[[File:Flak Ammo Long War.png|128px|link=Equipment ( | + | |[[File:Flak Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Flak Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Flak Ammo]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon and rockets gain +20% damage to flying units<br />Collateral Damage gains +20% damage and can target flying units<br />Bonus damage is at least +2 and applies after DR is applied<br />Can't stack with Shredder or Armor Piercing Ammo||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits (Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys (Cost when building quickly)"|20<br />(30)|| ||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)||24 |
|- | |- | ||
− | !rowspan="2" {{Item name ( | + | !rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Aim bonus (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (LWR)}} |
|-align="center" | |-align="center" | ||
− | |{{Research required ( | + | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}} |
|-align="center" | |-align="center" | ||
− | |[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment ( | + | |[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]<br />'''[[Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon and rockets gain +1 damage<br />Only affects Ballistic and Gauss weapons||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]]||15||title="Cost in Credits (Cost when building quickly)"|20<br />(30)||title="Cost in Alien Alloys (Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||8 |
|-align="center" | |-align="center" | ||
− | |[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment ( | + | |[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]<br />'''[[Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon gains +1 damage<br />Only affects Beam and Pulse Laser weapons||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Lasers]]||30||title="Cost in Credits (Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||14 |
|-align="center" | |-align="center" | ||
− | |[[File:Reaper Rounds Long War.png|128px|link=Equipment ( | + | |[[File:Reaper Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Reaper Pack]]<br />'''[[Equipment (LWR)#Special ammunition|Reaper Pack]]'''||All soldiers||-1|| ||Primary weapon gains +16 crit chance<br />Primary weapon's range penalty is doubled<br />Only affects Beam and Pulse Laser weapons||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors]]||70||title="Cost in Credits (Cost when building quickly)"|50<br />(75)|| ||title="Cost in Elerium (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)||20 |
|-align="center" | |-align="center" | ||
− | |[[File:Plasma Stellerator Long War.png|128px|link=Equipment ( | + | |[[File:Plasma Stellerator Long War.png|128px|link=Equipment (LWR)#Special ammunition|Plasma Stellerator]]<br />'''[[Equipment (LWR)#Special ammunition|Plasma Stellerator]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon gains +1 damage<br />Only affects Plasma weapons||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Plasma]]||75||title="Cost in Credits (Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys (Cost when building quickly)"|20<br />(30)||title="Cost in Elerium (Cost when building quickly)"|20<br />(30)||title="Cost in Meld (Cost when building quickly)"|5<br />(10)||title="Duration in days (Duration when building quickly)"|14 days<br />(7.0 days)||50 |
|} | |} | ||
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{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !{{Item name ( | + | !{{Item name (LWR)}}!!{{Usable by (LWR)}}!!{{Mobility bonus (LWR)}}!!{{Weapon damage (LWR)}}!!{{Weapon range (LWR)}}!!{{Blast radius (LWR)}}!!{{Special properties (LWR)}}!!{{Item source (LWR)}} |
|-align="center" | |-align="center" | ||
− | |[[File:Rocket Long War.png|128px|link=Equipment ( | + | |[[File:Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Rocket]]<br />'''[[Equipment (LWR)#Explosives|Rocket]]'''||Rocketeers||-2|| || || ||Provides an extra regular rocket||XCOM starts with an unlimited supply |
|-align="center" | |-align="center" | ||
− | |[[File:Shredder Rocket Long War.png|128px|link=Equipment ( | + | |[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Shredder Rocket]]<br />'''[[Equipment (LWR)#Explosives|Shredder Rocket]]'''||Rocketeers||-2|| || || ||Provides an extra shredder rocket||XCOM starts with an unlimited supply |
|-align="center" | |-align="center" | ||
− | |[[File:AP Grenade Long War.png|128px|link=Equipment ( | + | |[[File:AP Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|AP Grenade]]<br />'''[[Equipment (LWR)#Explosives|AP Grenade]]'''||All soldiers||-1||title="Minimum to maximum damage (Average damage)"|2-6<br />(4)||15||5.6||Can be equipped multiple times per soldier<br />Units with cover towards the center are unaffected<br />+50% damage with the ''Alien Grenades'' Foundry project<br />+1 charge with the Packmaster perk<br />+1 charge with the Grenadier perk||XCOM starts with an unlimited supply |
|-align="center" | |-align="center" | ||
− | |[[File:HE Grenade Long War.png|128px|link=Equipment ( | + | |[[File:HE Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|HE Grenade]]<br />'''[[Equipment (LWR)#Explosives|HE Grenade]]'''||All soldiers||-1||title="Minimum to maximum damage (Average damage)"|1-5<br />(3)||15||5.6||Can be equipped multiple times per soldier<br />Effective at destroying cover<br />+40% radius with the ''Alien Grenades'' Foundry project<br />+1 charge with the Packmaster perk<br />+1 charge with the Grenadier perk||XCOM starts with an unlimited supply |
|-align="center" | |-align="center" | ||
− | |[[File:Alien Grenade Long War.png|128px|link=Equipment ( | + | |[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Alien Grenade]]<br />'''[[Equipment (LWR)#Explosives|Alien Grenade]]'''||All soldiers||-1||title="Minimum to maximum damage (Average damage)"|3-7<br />(5)||15||5.6||Can be equipped multiple times per soldier<br />Effective at destroying cover<br />+1 charge with the Packmaster perk<br />+1 charge with the Grenadier perk||The ''Alien Grenades'' Foundry project provides an unlimited supply |
|} | |} | ||
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{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name ( | + | !rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Will bonus (LWR)}}!!rowspan="2" {{Weapon range (LWR)}}!!rowspan="2" {{Blast radius (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (LWR)}} |
|-align="center" | |-align="center" | ||
− | |{{Research required ( | + | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}} |
|-align="center" | |-align="center" | ||
− | |[[File:Flashbang Grenade Long War.png|128px|link=Equipment ( | + | |[[File:Flashbang Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Flashbang Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Flashbang Grenade]]'''||All soldiers||-1|| ||15||4.0||Can be equipped multiple times per soldier<br />Disorients enemy units within the area of effect for 1 turn<br />Does not affect allies, Sectoid Commanders, Ethereals or robotic units<br />Can't stack with Psi Grenades<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||colspan="8"|XCOM starts with an unlimited supply|| |
|-align="center" | |-align="center" | ||
− | |[[File:Smoke Grenade Long War.png|128px|link=Equipment ( | + | |[[File:Smoke Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Smoke Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Smoke Grenade]]'''||All soldiers||-1|| ||15||5.6||Can be equipped multiple times per soldier<br />Spawns a smoke cloud at the target location for 2 turns<br />Provides concealment for all units within the cloud<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||colspan="8"|XCOM starts with an unlimited supply|| |
|-align="center" | |-align="center" | ||
− | |[[File:Battle Scanner Long War.png|128px|link=Equipment ( | + | |[[File:Battle Scanner Long War.png|128px|link=Equipment (LWR)#Support grenades|Battle Scanner]]<br />'''[[Equipment (LWR)#Support grenades|Battle Scanner]]'''||Engineers<br />Scouts||-1|| ||27||30.0||Can be equipped multiple times per soldier<br />Spawns a scanner at the target location for 2 turns<br />Reveals the area, including stealthed units within the area<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||colspan="8"|XCOM starts with an unlimited supply|| |
|-align="center" | |-align="center" | ||
− | |[[File:Chem Grenade Long War.png|128px|link=Equipment ( | + | |[[File:Chem Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Chem Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Chem Grenade]]'''||All soldiers||-1|| ||15||4.0||Can be equipped multiple times per soldier<br />Spawns a chemical cloud at the target location for 2 turns<br />Applies acid to all units within the cloud or entering the cloud<br />Does not affect Thin Men or Chryssalids<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||40||title="Cost in Credits (Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys (Cost when building quickly)"|4<br />(6)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||15 [[Alien Artifacts (LWR)#Aliens|Thin Man Corpses]]||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||48 |
|-align="center" | |-align="center" | ||
− | |[[File:Psi Grenade Long War.png|128px|link=Equipment ( | + | |[[File:Psi Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Psi Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Psi Grenade]]'''||Psionic soldiers||-1||-2||15||6.4||Can be equipped multiple times per soldier<br />Disorients enemy units within the area of effect for 1 turn<br />Does not affect allies, Sectoid Commanders, Ethereals or robotic units<br />Can't stack with Flashbang Grenades<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||25||title="Cost in Credits (Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys (Cost when building quickly)"|2<br />(3)||title="Cost in Elerium (Cost when building quickly)"|2<br />(3)||title="Cost in Meld (Cost when building quickly)"|1<br />(4)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||20 |
|-align="center" | |-align="center" | ||
− | |[[File:Mimic Beacon Long War.png|128px|link=Equipment ( | + | |[[File:Mimic Beacon Long War.png|128px|link=Equipment (LWR)#Support grenades|Mimic Beacon]]<br />'''[[Equipment (LWR)#Support grenades|Mimic Beacon]]'''||Psionic soldiers||-1||-10||27||28.8||Can be equipped multiple times per soldier<br />Spawns a beacon at the target location for 2 turns<br />Aliens must succeed a will check or move towards the beacon<br />The will check's difficulty scales with the throwing soldier's will<br />Does not affect allies, Exalt or robotic units<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||[[Research (LWR)#Xenology|Alien Communications]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||75||title="Cost in Credits (Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys (Cost when building quickly)"|2<br />(3)||title="Cost in Elerium (Cost when building quickly)"|25<br />(37)||title="Cost in Meld (Cost when building quickly)"|25<br />(30)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title="Duration in days (Duration when building quickly)"|14 days<br />(7.0 days)||60 |
|} | |} | ||
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{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name ( | + | !rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Will bonus (LWR)}}!!rowspan="2" {{Weapon range (LWR)}}!!rowspan="2" {{Blast radius (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (LWR)}}!!rowspan="2" {{Required for combined (LWR)}} |
|-align="center" | |-align="center" | ||
− | |{{Research required ( | + | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}} |
|-align="center" | |-align="center" | ||
− | |[[File:Medkit Long War.png|128px|link=Equipment ( | + | |[[File:Medkit Long War.png|128px|link=Equipment (LWR)#Utility devices|Medikit]]<br />'''[[Equipment (LWR)#Utility devices|Medikit]]'''||All soldiers||-1|| ||3|| ||Can be equipped multiple times per soldier<br />Prevents mobility penalty and damage from acid when equipped<br />Can be used on self or nearby soldier to remove acid and heal 3 hp<br />Alternatively, it can be used to stabilize a critically wounded soldier<br />Doubles healing with the ''Improved Medikit'' Foundry project<br />+1 charge with the Packmaster perk<br />+1 charge with the Field Medic perk||colspan="8"|XCOM starts with an unlimited supply|| || |
|-align="center" | |-align="center" | ||
− | |[[File:Motion Tracker Long War.png|128px|link=Equipment ( | + | |[[File:Motion Tracker Long War.png|128px|link=Equipment (LWR)#Utility devices|Motion Tracker]]<br />'''[[Equipment (LWR)#Utility devices|Motion Tracker]]'''||All soldiers<br />SHIV units||-1|| || ||35.0||3 charges. When used, displays a radar with color signals:<br />* Blue: Friendly units<br />* White: Human civilians<br />* Red: Aliens and gene modded Exalt<br />* Yellow: Meld canisters<br />* Green: Bombs and power nodes<br />Covert operatives also see hackable radar arrays as Green<br />+1 charge with the Packmaster perk|| ||10||title="Cost in Credits (Cost when building quickly)"|20<br />(30)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)|| ||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||8|| |
|-align="center" | |-align="center" | ||
− | |[[File:Arc Thrower Long War.png|128px|link=Equipment ( | + | |[[File:Arc Thrower Long War.png|128px|link=Equipment (LWR)#Utility devices|Arc Thrower]]<br />'''[[Equipment (LWR)#Utility devices|Arc Thrower]]'''||All soldiers||-2|| ||5|| ||Can be equipped multiple times per soldier<br />Can be used to repair SHIVS and MECs with the ''Field Repairs'' Foundry project<br />Can be used to stun enemies, to capture them and their weapons<br />Chance of success is 54/48/42/29% on targets with 1/2/3/4+ hp<br />Increased chance with the ''Improved Arc Thrower'' Foundry project:<br />57/54/48/42/29% on targets with 3-/4/5/6/7+ hp<br />Does not affect Chryssalids, Zombies or robotic units<br />+1 charge with the Packmaster perk<br />+2 charges with the Repair perk||[[Research (LWR)#Xenology|Xenoneurology]]||20||title="Cost in Credits (Cost when building quickly)"|100<br />(150)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(4)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||40||[[Secondary Weapons (LWR)#MEC secondary weapons|Electro Pulse]] (1) |
|-align="center" | |-align="center" | ||
− | |[[File:Combat Stims Long War.png|128px|link=Equipment ( | + | |[[File:Combat Stims Long War.png|128px|link=Equipment (LWR)#Utility devices|Combat Stims]]<br />'''[[Equipment (LWR)#Utility devices|Combat Stims]]'''||All soldiers||-1|| || || ||Gain [[Abilities List (LWR)#Adrenaline Surge|Adrenaline Surge]] (+10 aim, +10 crit chance) when equipped<br />Can be used on self to become Stimmed for 2 turns:<br />Increases mobility (+4), reduces damage received by 40%,<br />and grants immunity to crits while in cover and not flanked||[[Research (LWR)#Alien Autopsies|Berserker Autopsy]]||45||title="Cost in Credits (Cost when building quickly)"|120<br />(180)|| || ||title="Cost in Meld (Cost when building quickly)"|4<br />(9)||1 [[Alien Artifacts (LWR)#Aliens|Berserker Corpse]]||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||48|| |
|-align="center" | |-align="center" | ||
− | |[[File:Ghost Grenade Long War.png|128px|link=Equipment ( | + | |[[File:Ghost Grenade Long War.png|128px|link=Equipment (LWR)#Utility devices|Shadow Device]]<br />'''[[Equipment (LWR)#Utility devices|Shadow Device]]'''||Psionic soldiers||-1||-10||15||4.0||Stealths friendly units within the area of effect for 1 turn<br />Attacks gain a solid bonus to crit chance, but break stealth<br />Does not affect enemies, panicked units or units with the Concealment perk||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||60||title="Cost in Credits (Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(15)||title="Cost in Elerium (Cost when building quickly)"|30<br />(45)||title="Cost in Meld (Cost when building quickly)"|40<br />(45)||15 [[Alien Artifacts (LWR)#Aliens|Seeker Wrecks]]||title="Duration in days (Duration when building quickly)"|14 days<br />(7.0 days)||60|| |
|} | |} | ||
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{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name ( | + | !rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Health bonus (LWR)}}!!rowspan="2" {{Defense bonus (LWR)}}!!rowspan="2" {{Aim bonus (LWR)}}!!rowspan="2" {{Crit chance (LWR)}}!!rowspan="2" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (LWR)}} |
|-align="center" | |-align="center" | ||
− | |{{Research required ( | + | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}} |
|-align="center" | |-align="center" | ||
− | |[[File:Holo Targeter Long War.png|128px|link=Equipment ( | + | |[[File:Holo Targeter Long War.png|128px|link=Equipment (LWR)#MEC equipment|Holo-Targeter]]<br />'''[[Equipment (LWR)#MEC equipment|Holo-Targeter]]'''||MEC troopers<br />SHIV units||-1|| || ||+4|| ||{{ Holo-Targeting (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Drone Autopsy]]||15||title="Cost in Credits (Cost when building quickly)"|40<br />(60)|| || ||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)||16 |
|-align="center" | |-align="center" | ||
− | |[[File:Core Armoring Long War.png|128px|link=Equipment ( | + | |[[File:Core Armoring Long War.png|128px|link=Equipment (LWR)#MEC equipment|Core Armoring]]<br />'''[[Equipment (LWR)#MEC equipment|Core Armoring]]'''||MEC troopers<br />SHIV units||-1||+2|| || || ||{{ Resilience (LWR) }}|| ||[[Foundry (LWR)#General Mechanical Unit Upgrades|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)||20 |
|-align="center" | |-align="center" | ||
− | |[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment ( | + | |[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]<br />'''[[Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]'''||MEC troopers<br />SHIV units||-2||+4|| || || || || ||[[Foundry (LWR)#General Mechanical Unit Upgrades|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)||28 |
|-align="center" | |-align="center" | ||
− | |[[File:Battle Computer Long War.png|128px|link=Equipment ( | + | |[[File:Battle Computer Long War.png|128px|link=Equipment (LWR)#MEC equipment|Battle Computer]]<br />'''[[Equipment (LWR)#MEC equipment|Battle Computer]]'''||MEC troopers<br />SHIV units||-1|| ||+8||+8||+8|| || ||[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|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 (LWR)#Alien devices|UFO Flight Computer]]||title="Duration in days (Duration when building quickly)"|12 days<br />(6.0 days)||100 |
|-align="center" | |-align="center" | ||
− | |[[File:Tactical Sensors Long War.png|128px|link=Equipment ( | + | |[[File:Tactical Sensors Long War.png|128px|link=Equipment (LWR)#MEC equipment|Tactical Sensors]]<br />'''[[Equipment (LWR)#MEC equipment|Tactical Sensors]]'''||MEC troopers||-1|| || || || ||{{ Tactical Sense (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits (Cost when building quickly)"|75<br />(112)|| || ||title="Cost in Meld (Cost when building quickly)"|10<br />(13)||1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||30 |
|-align="center" | |-align="center" | ||
− | |[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment ( | + | |[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (LWR)#MEC equipment|Incinerator Module]]<br />'''[[Equipment (LWR)#MEC equipment|Incinerator Module]]'''||MEC troopers||-1|| || || || || ||Increases [[Secondary Weapons (Long_War)#MEC secondary weapons|Flamethrower]] damage by 3||[[Research (LWR)#Xenology|Alien Biocybernetics]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Jellied Elerium]]||45||title="Cost in Credits (Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys (Cost when building quickly)"|20<br />(30)||title="Cost in Elerium (Cost when building quickly)"|20<br />(30)||title="Cost in Meld (Cost when building quickly)"|10<br />(14)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||36 |
|-align="center" | |-align="center" | ||
− | |[[File:The Thumper Long War.png|128px|link=Equipment ( | + | |[[File:The Thumper Long War.png|128px|link=Equipment (LWR)#MEC equipment|The Thumper]]<br />'''[[Equipment (LWR)#MEC equipment|The Thumper]]'''||MEC troopers||-1|| || || || || ||Increases [[Secondary Weapons (Long_War)#MEC secondary weapons|Kinetic Strike Module]] damage by 3||[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav Systems]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||70||title="Cost in Credits (Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys (Cost when building quickly)"|20<br />(30)||title="Cost in Elerium (Cost when building quickly)"|20<br />(30)||title="Cost in Meld (Cost when building quickly)"|2<br />(5)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||28 |
|} | |} | ||
Line 228: | Line 224: | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name ( | + | !rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Aim bonus (LWR)}}!!rowspan="2" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (LWR)}} |
|-align="center" | |-align="center" | ||
− | |{{Research required ( | + | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}} |
|-align="center" | |-align="center" | ||
− | |[[File:HEAT Ammo Long War.png|128px|link=Equipment ( | + | |[[File:HEAT Ammo Long War.png|128px|link=Equipment (LWR)#SHIV modules|HEAT Ammo]]<br />'''[[Equipment (LWR)#SHIV modules|HEAT Ammo]]'''||SHIV units||-1|| ||{{ HEAT Ammo (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title="Cost in Credits (Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys (Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||12 |
|-align="center" | |-align="center" | ||
− | |[[File:Autoloader Long War.png|128px|link=Equipment ( | + | |[[File:Autoloader Long War.png|128px|link=Equipment (LWR)#SHIV modules|Advanced Suppression Module]]<br />'''[[Equipment (LWR)#SHIV modules|Advanced Suppression Module]]'''||SHIV units||-1|| ||{{ Danger Zone (LWR) }}|| ||[[Foundry (LWR)#SHIV-Specific Upgrades|SHIV Suppression]]||20||title="Cost in Credits (Cost when building quickly)"|35<br />(52)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||14 |
|-align="center" | |-align="center" | ||
− | |[[File:Adaptive Tracking Pod Long War.png|128px|link=Equipment ( | + | |[[File:Adaptive Tracking Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Adaptive Tracking Pod]]<br />'''[[Equipment (LWR)#SHIV modules|Adaptive Tracking Pod]]'''||SHIV units||-1|| ||{{ Advanced Fire Control (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title="Cost in Credits (Cost when building quickly)"|40<br />(60)|| || ||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)||16 |
|-align="center" | |-align="center" | ||
− | |[[File:Smartshell Pod Long War.png|128px|link=Equipment ( | + | |[[File:Smartshell Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Smartshell Pod]]<br />'''[[Equipment (LWR)#SHIV modules|Smartshell Pod]]'''||SHIV units||-1||+4||{{ Flush (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title="Cost in Credits (Cost when building quickly)"|25<br />(37)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||10 |
|-align="center" | |-align="center" | ||
− | |[[File:Damage Control Pod Long War.png|128px|link=Equipment ( | + | |[[File:Damage Control Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Damage Control Pod]]<br />'''[[Equipment (LWR)#SHIV modules|Damage Control Pod]]'''||SHIV units||-1|| ||{{ Damage Control (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Heavy Floater Autopsy]]||55||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 Elerium (Cost when building quickly)"|5<br />(7)||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)||20 |
|-align="center" | |-align="center" | ||
− | |[[File:Autosentry Turret Long War.png|128px|link=Equipment ( | + | |[[File:Autosentry Turret Long War.png|128px|link=Equipment (LWR)#SHIV modules|AutoSentry Turret]]<br />'''[[Equipment (LWR)#SHIV modules|AutoSentry Turret]]'''||SHIV units||-1|| ||{{ Sentinel (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]||35||title="Cost in Credits (Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(3)||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||24 |
|-align="center" | |-align="center" | ||
− | |[[File:Weapon Supercooler Long War.png|128px|link=Equipment ( | + | |[[File:Weapon Supercooler Long War.png|128px|link=Equipment (LWR)#SHIV modules|Weapon Supercooler]]<br />'''[[Equipment (LWR)#SHIV modules|Weapon Supercooler]]'''||SHIV units||-1|| ||{{ Light Em Up (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]||55||title="Cost in Credits (Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(15)||title="Cost in Elerium (Cost when building quickly)"|5<br />(7)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||48 |
|-align="center" | |-align="center" | ||
− | |[[File:Elerium Turbos Long War.png|128px|link=Equipment ( | + | |[[File:Elerium Turbos Long War.png|128px|link=Equipment (LWR)#SHIV modules|Elerium Turbos]]<br />'''[[Equipment (LWR)#SHIV modules|Elerium Turbos]]'''||SHIV units||+2|| || || ||[[Research (LWR)#Materials and Aerospace|Elerium]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title="Cost in Credits (Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys (Cost when building quickly)"|12<br />(18)||title="Cost in Elerium (Cost when building quickly)"|16<br />(24)||title="Cost in Meld (Cost when building quickly)"|0<br />(2)||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||12 |
|} | |} | ||
Revision as of 13:43, 24 October 2020
In General
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.
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 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. Since most items provide a movement penalty, this effectively gives you a small movement bonus.
Soldier equipment
Protective gear
In Long War Rebalance, the aliens hits hard. Fortunately, you have access to significant protective items that can be worn in addition to regular armor, providing more survivability. A soldier can only equip one of these protective items at a time.
Name | Usable by |
Mob |
HP |
Base DR |
Def |
Will |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||
Ceramic Plating |
All soldiers | -0.6 | +2 | +1 | XCOM starts with an unlimited supply | ||||||||||||
Alloy Plating |
All soldiers | -0.6 | +4 | +1 | Alien Materials | 15 | 35 (52) |
8 (12) |
0 (2) |
7 days (3.5 days) |
14 | ||||||
Chitin Plating |
All soldiers | +2 | +1 | Reduces melee damage by 40% Prevents strangulation |
Chryssalid Autopsy | 35 | 80 (120) |
20 (30) |
0 (4) |
10 Chryssalid Carcasses | 10 days (5.0 days) |
32 | |||||
Reinforced Armor |
All soldiers | -1.2 | +3 | +2.5 | Improved Body Armor | 18 | 70 (105) |
14 (21) |
0 (3) |
7 days (3.5 days) |
28 | ||||||
Regenerator Vest |
All soldiers | -0.6 | +3 | Mobile Power Armor New Combat Systems |
50 | 90 (135) |
18 (27) |
10 (15) |
10 (14) |
10 days (5.0 days) |
36 |
Miscellaneous gear
Unlike strictly protective items, these items offer a range of other benefits.
Name | Usable by |
Mob |
HP |
Will |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||
Alien Trophy |
All soldiers MEC troopers |
XCOM starts with an unlimited supply | |||||||||||||
Extrasensory Vest |
All soldiers | -0.6 | Seeker Autopsy New Combat Systems |
35 | 65 (97) |
8 (12) |
20 (23) |
7 days (3.5 days) |
26 | ||||||
Respirator Implant |
All soldiers | +0.6 | +5 defense Prevents strangulation 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) |
8 (11) |
5 days (2.5 days) |
16 | ||||||
Walker Servos |
All soldiers | Sets mobility to 8.7 at the beginning of any mission | Advanced Power Armor Advanced Servomotors |
45 | 80 (120) |
8 (12) |
4 (6) |
10 (14) |
10 days (5.0 days) |
32 | |||||
Fuel Cell |
All soldiers SHIV units |
+2.5 | Increases flight fuel by 14 Double fuel with the Advanced Flight Foundry project |
Antigrav Systems | 60 | 40 (60) |
8 (12) |
24 (36) |
0 (3) |
7 days (3.5 days) |
16 | ||||
Psi Frayer |
Psionic soldiers | -0.6 | +15 | 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) |
80 | ||
Psi Screen |
Psionic soldiers | +10 | +0.5 Damage Resistance | Mechtoid Autopsy Psi Warfare Systems |
45 | 65 (97) |
8 (12) |
8 (12) |
15 (18) |
1 Mechtoid Core | 10 days (5.0 days) |
26 | |||
Cognitive Enhancer |
All soldiers MEC troopers |
+10 | +5 aim, crit, and defense Increases XP gained by 100% |
Looted from the Exalt headquarters | 200 | ||||||||||
Neuroregulator |
Psionic soldiers | +0.6 | +10 | Increases Psi XP gained by 100% | Looted from the Exalt headquarters | 200 |
Weapon attachments
In Long War Rebalance, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of items available to enhance your weapons.
These items apply their bonus to primary weapons only. Note that Scopes, Neural Gunlinks, Marksman Scopes, and Illuminator Gunsights can't stack with one another.
Name | Usable by |
Mob |
Aim |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value |
Required for | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||
Laser Sight |
All soldiers MEC troopers SHIV units |
+15 | XCOM starts with an unlimited supply | |||||||||||||
Targeting Module |
All soldiers MEC troopers SHIV units |
+10 | +1 damage during critical hits | Xenobiology | 15 | 50 (75) |
0 (3) |
7 days (3.5 days) |
20 | |||||||
SCOPE |
All soldiers MEC troopers SHIV units |
+5 | +10 | Alien Weaponry | 15 | 70 (105) |
0 (3) |
7 days (3.5 days) |
28 | SCOPE Upgrade (1) Neural Gunlink (1) | ||||||
Neural Gunlink |
Psionic soldiers | +15 | +15 | Alien Biocybernetics Psi Warfare Systems |
40 | 70 (105) |
6 (9) |
8 (12) |
15 (18) |
1 SCOPE | 7 days (3.5 days) |
28 | ||||
Illuminator Gunsight |
All soldiers | -0.6 | +10 | Looted from the Exalt headquarters Provided by a Mexican starting bonus |
200 | |||||||||||
Marksman's Scope |
Scouts | +5 | +5 | Reduces the squadsight penalty to -2 aim per tile further than 20 tiles (from -3 aim per tile) Can only be equipped with strike rifles |
Alien Weaponry | 20 | 30 (45) |
0 (2) |
7 days (3.5 days) |
12 | ||||||
Alloy Bipod |
All soldiers | -0.6 | Alien Materials New Combat Systems |
25 | 25 (37) |
4 (6) |
0 (2) |
5 days (2.5 days) |
10 |
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 | Sell value | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
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 Shotgun |
Alien Materials New Combat Systems |
35 | 35 (52) |
6 (9) |
0 (2) |
5 days (2.5 days) |
14 | ||
Shredder Ammo |
Assaults Engineers |
-1 | Primary weapon applies the Shredded effect on hits: Target receives 50% more damage for 2 turns Can't stack with Armor Piercing or Flak Ammo |
Alien Materials New Combat Systems |
30 | 30 (45) |
6 (9) |
0 (2) |
5 days (2.5 days) |
12 | ||
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) |
20 | ||
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) |
24 | ||
Name | Usable by |
Mob |
Aim |
Special properties |
Prerequisites | Cost | Sell value | |||||
Alloy Jacketed Rounds |
All soldiers MEC troopers SHIV units |
-1 | Primary weapon and rockets gain +1 damage Only affects Ballistic and Gauss weapons |
Enhanced Ballistics | 15 | 20 (30) |
6 (9) |
0 (2) |
5 days (2.5 days) |
8 | ||
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) |
14 | ||
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) |
20 | ||
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) |
50 |
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, its 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, Smoke 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.
Smoke: Units that are covered by Smoke gain a +20 bonus to defense. In addition, these units do not suffer the increased critical chance when fired at when 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 or ending the soldier's turn. In addition, their mobility is reduced by 25%, their damage reduction is reduced by 50% (if their damage reduction is less than 6, it's reduced by 3, to a minimum of 0), 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 | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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) |
48 | ||
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) |
20 |
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) |
60 |
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 | Sell value |
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) |
8 | |||||||
Arc Thrower |
All soldiers | -2 | 5 | Can be equipped multiple times per soldier Can be used to repair SHIVS and MECs with the Field Repairs Foundry project Can be used to stun enemies, to capture them and their weapons Chance of success is 54/48/42/29% on targets with 1/2/3/4+ hp Increased chance with the Improved Arc Thrower Foundry project: 57/54/48/42/29% on targets with 3-/4/5/6/7+ hp 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) |
40 | Electro Pulse (1) | |||||
Combat Stims |
All soldiers | -1 | Gain Adrenaline Surge (+10 aim, +10 crit chance) when equipped Can be used on self to become Stimmed for 2 turns: Increases mobility (+4), 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) |
48 | ||||||
Shadow Device |
Psionic soldiers | -1 | -10 | 15 | 4.0 | Stealths friendly units within the area of effect for 1 turn Attacks gain a solid bonus to crit chance, but break stealth Does not affect enemies, panicked units or units with the Concealment perk |
Seeker Autopsy Psi Warfare Systems |
60 | 150 (225) |
10 (15) |
30 (45) |
40 (45) |
15 Seeker Wrecks | 14 days (7.0 days) |
60 |
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 | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||
Holo-Targeter |
MEC troopers SHIV units |
-1 | +4 | Template:Holo-Targeting (LWR) | Drone Autopsy | 15 | 40 (60) |
0 (3) |
7 days (3.5 days) |
16 | |||||||
Core Armoring |
MEC troopers SHIV units |
-1 | +2 | Template:Resilience (LWR) | Mechanized Unit Defenses | 15 | 50 (75) |
10 (15) |
0 (3) |
7 days (3.5 days) |
20 | ||||||
Alloy Carbide Plating |
MEC troopers SHIV units |
-2 | +4 | Mechanized Unit Defenses | 35 | 70 (105) |
30 (45) |
20 (23) |
10 days (5.0 days) |
28 | |||||||
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) |
100 | |||
Tactical Sensors |
MEC troopers | -1 | Template:Tactical Sense (LWR) | Mechtoid Autopsy MEC Warfare Systems |
35 | 75 (112) |
10 (13) |
1 UFO Flight Computer | 10 days (5.0 days) |
30 | |||||||
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) |
36 | ||||||
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) |
28 |
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 | Sell value | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
HEAT Ammo |
SHIV units | -1 | Template:HEAT Ammo (LWR) | Alien Materials | 15 | 30 (45) |
6 (9) |
0 (2) |
5 days (2.5 days) |
12 | |||
Advanced Suppression Module |
SHIV units | -1 | SHIV Suppression | 20 | 35 (52) |
0 (2) |
7 days (3.5 days) |
14 | |||||
Adaptive Tracking Pod |
SHIV units | -1 | Template:Advanced Fire Control (LWR) | Experimental Warfare | 20 | 40 (60) |
0 (3) |
7 days (3.5 days) |
16 | ||||
Smartshell Pod |
SHIV units | -1 | +4 | Experimental Warfare | 20 | 25 (37) |
0 (2) |
7 days (3.5 days) |
10 | ||||
Damage Control Pod |
SHIV units | -1 | Heavy Floater Autopsy | 55 | 50 (75) |
10 (15) |
5 (7) |
20 (23) |
10 days (5.0 days) |
20 | |||
AutoSentry Turret |
SHIV units | -1 | Cyberdisc Autopsy | 35 | 60 (90) |
8 (12) |
0 (3) |
10 days (5.0 days) |
24 | ||||
Weapon Supercooler |
SHIV units | -1 | Template:Light Em Up (LWR) | Sectopod Autopsy | 55 | 120 (180) |
10 (15) |
5 (7) |
0 (5) |
10 days (5.0 days) |
48 | ||
Elerium Turbos |
SHIV units | +2 | Elerium Advanced Servomotors |
45 | 30 (45) |
12 (18) |
16 (24) |
0 (2) |
7 days (3.5 days) |
12 |
See also
Long War Rebalance: Loadout | ||||
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