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==
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[[File: Soldiers_Equipment_Long_War.png|left|224px|]]
 
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]
  
{{Template:REWRITE NEEDED (EU2012)}}
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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.
 
 
In Long War, all regular soldiers have 2 '''equipment''' slots from the start of the game. The [[Foundry_(Long_War)#General_Equipment_Upgrades|Tactical Rigging]] Foundry project increases this to 3 slots. The Jungle Scouts starting bonus from Brazil also increases this to 3 item slots for the early game [[Armor (Long War)|armors]] (Tac Vest, Tac Armor, Kestrel Armor, Phalanx Armor and Aurora), but this bonus does not stack with the bonus from the ''Tactical Rigging'' [[Foundry_(Long_War)|Foundry project]].
 
 
 
Long War added a lot of items for abilities that were previously only available as a perk, such as Battle Scanners. Most of these are also still available as a perk, though generally the perk provides additional bonuses now.
 
  
 
All equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien Grenades, once you have researched the ''Alien Grenades'' Foundry project.
 
All 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 1, and thus provides a -1 movement penalty, though some items weigh two, while a few items weigh nothing or even provide a movement bonus. Extra charges from perks such as ''Packmaster'', ''Grenadier'' and ''Smoke and Mirrors'' do not increase the weight and do not provide additional movement penalties.
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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.
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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.
  
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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==Passive Equipment==
  
A lot of items have an effect that lasts for one or more turns. All turns last until the start of the player's turn. Thus, an item that lasts for 1 turn and is activated during the player's turn, remains in effect for the remainder of that player's turn and the following Alien's turn. An item that lasts for 2 turns and is activated during the Aliens' turn, remains in effect for the remainder of that Aliens' turn, the following player's turn, and the following Aliens' turn.
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This equipment will grant soldiers benefits passively, without them having to perform any actions.
  
==Soldier equipment==
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===Platings===
===Protective gear===
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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.
In Long War, the aliens are even more deadly than in vanilla. Fortunately, you have access to a few protective items that can be worn in addition to regular armor, to provide a little more survivability. Note that Ceramic, Alloy and Chitin Plating can't stack with one another, and that none of these items can be equipped more than once.
 
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
|-
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|-  
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Health bonus (Long War)}}!!rowspan="2" {{Damage reduction (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
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!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Health bonus (LWR)}}!!rowspan="2" | [[File:Damage Reduction Long War.png|32px]]<br/>Base DR!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (LWR)}}
 
|-align="center"
 
|-align="center"
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
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|{{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:Ceramic Plates Long War.png|128px|link=Equipment (Long War)#Protective gear|Ceramic Plating]]<br />'''[[Equipment (Long War)#Protective gear|Ceramic Plating]]'''||All soldiers||-0.6||+2||1.0 || || || ||Can't stack with Alloy or Chitin Plating||colspan="8"|XCOM starts with an unlimited supply||
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|[[File:Ceramic Plates Long War.png|128px|link=Equipment (LWR)#Protective gear|Ceramic Plating]]<br />'''[[Equipment (LWR)#Protective gear|Ceramic Plating]]'''||Biosoldiers||0.6||+3|| || ||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|-align="center"
|[[File:Alloy Plating Long War.png|128px|link=Equipment (Long War)#Protective gear|Alloy Plating]]<br />'''[[Equipment (Long War)#Protective gear|Alloy Plating]]'''||All soldiers||-0.6||+4||1.0|| || || ||Can't stack with Ceramic or Chitin Plating||[[Research (Long War)#Materials and Aerospace|Alien Materials]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||14
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|[[File:Alloy Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Alloy Plating]]<br />'''[[Equipment (LWR)#Protective gear|Alloy Plating]]'''||Biosoldiers||Weightless||+5||+10|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||14
 
|-align="center"
 
|-align="center"
|[[File:Chittin Plating Long War.png|128px|link=Equipment (Long War)#Protective gear|Chitin Plating]]<br />'''[[Equipment (Long War)#Protective gear|Chitin Plating]]'''||All soldiers|| ||+2||1.0|| || || ||Reduces melee damage by 40%<br />Prevents strangulation<br />Can't stack with Ceramic or Alloy Plating||[[Research (Long War)#Alien Autopsies|Chryssalid Autopsy]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)||10 [[Alien Artifacts (Long War)#Aliens|Chryssalid Carcasses]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||32
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|[[File:Reinforced Armor Long War.png|128px|link=Equipment (LWR)#Protective gear|Reinforced Plating]]<br />'''[[Equipment (LWR)#Protective gear|Reinforced Plating]]'''||Biosoldiers||0.6||+5||+30||Reduces defense by 10 ||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(28)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28
 
|-align="center"
 
|-align="center"
|[[File:Reinforced Armor Long War.png|128px|link=Equipment (Long War)#Protective gear|Reinforced Armor]]<br />'''[[Equipment (Long War)#Protective gear|Reinforced Armor]]'''||All soldiers||-1.3||+3||2.0|| || || || ||[[Research (Long War)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|14<br />(21)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28
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|[[File:Chittin Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Chitin Plating]]<br />'''[[Equipment (LWR)#Protective gear|Chitin Plating]]'''||Biosoldiers||Weightless||+3||+20||Prevents strangulation<br>Reduces [[Other_Abilities_(LWR)#Corrosion|'''corrosion''']] duration to 1 turn||[[Research (LWR)#Alien Autopsies|Chryssalid Autopsy]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(154)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(21)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||4 [[Alien Artifacts (LWR)#Aliens|Chryssalid Carcasses]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||32
 
|-align="center"
 
|-align="center"
|[[File:Psi Screen Long War.png|128px|link=Equipment (Long War)#Protective gear|Psi Retaliator]]<br />'''[[Equipment (Long War)#Protective gear|Psi Retaliator]]'''||Psionic soldiers|| || ||1.0||+10||+10||{{ Neural Feedback (LWR) }} || ||[[Research (Long War)#Alien Autopsies|Mechtoid Autopsy]]<br />[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Elerium&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(18)||1 [[Alien Artifacts (Long War)#Aliens|Mechtoid Core]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||26
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|[[File:Impact Vest Long War.png|128px|link=Equipment (LWR)#Protective gear|Regenerative Plating]]<br />'''[[Equipment (LWR)#Protective gear|Regenerative Plating]]'''||Biosoldiers||Weightless||+1||+20||Resists 75% of Shred<br>Regenerates 1 HP anytime this units takes 3 or more damage||[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|28<br />(39)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(19)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||36
 
|-align="center"
 
|-align="center"
|[[File:Impact Vest Long War.png|128px|link=Equipment (Long War)#Protective gear|Regenerator Vest]]<br />'''[[Equipment (Long War)#Protective gear|Regenerator Vest]]'''||All soldiers||-0.6||+2|| || || ||{{ Repair Servos (LWR) }}|| ||[[Foundry (Long War)#General Equipment Upgrades|Experimental Warfare]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|18<br />(27)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(14)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||36
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|[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]<br />'''[[Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]'''
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|MECs<br />SHIVs
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||Weightless
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||+3
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||+10
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||Reduces [[Other_Abilities_(LWR)#Corrosion|'''corrosion''']] duration to 1 turn
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|[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]
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|35
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|title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)
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|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)
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|
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|title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(33)
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|
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|title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)
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|28
 
|-align="center"
 
|-align="center"
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (Long War)#Protective gear|Chameleon Suit]]<br />'''[[Equipment (Long War)#Protective gear|Chameleon Suit]]'''||All soldiers|| || || ||+5|| ||{{ Awareness (LWR) }} || ||[[Research (Long War)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|65<br />(97)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||26
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|[[File:Core Armoring Long War.png|128px|link=Equipment (LWR)#MEC equipment|Core Plating]]<br />'''[[Equipment (LWR)#MEC equipment|Core Plating]]'''
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|MECs<br />SHIVs
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||0.6
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||+6
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||+20
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||Resists 75% of Shred<br>Reduces [[Other_Abilities_(LWR)#Corrosion|'''corrosion''']] duration to 1 turn
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|[[Research (LWR)|Advanced Power Armor]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]
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|95
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|title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(68)
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|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|550<br />(825)
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|  
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|title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)
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|  
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|title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14.0&nbsp;days)
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|20
 
|}
 
|}
  
===Miscellaneous gear===
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===Scopes===
In addition to the items above that mostly protect against physical attacks, there are also a few items that protect your soldiers against panic and psychic attack, as well as items that help your soldiers with their mobility or experience. Note that none of these items can be equipped more than once.
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There are an array of accessories that make hitting enemies easier.
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Scopes apply their bonus to primary weapons only and each unit can only equip one at a time.
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Health bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
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!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Weight (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"
 
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
 
|-align="center"
 
|-align="center"
|[[File:Alien Trophy Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Alien Trophy]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Alien Trophy]]'''||All soldiers<br />MEC troopers|| || || ||{{ Steadfast (Long War) }}|| ||colspan="8"|XCOM starts with an unlimited supply||
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|{{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:Respirator Implant Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Respirator Implant]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Respirator Implant]]'''||All soldiers||+0.6||+1|| || ||Prevents strangulation<br />Grants +5 defence<br />Prevents mobility penalty and damage from acid<br />Prevents death on the first drop to 0 health per mission<br />Increases bleed timeout by 2 turns, and reveals the timer||[[Research (Long War)#Alien Autopsies|Seeker Autopsy]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||16
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|[[File:SCOPE Long War.png|128px|link=Equipment (LWR)#Weapon attachments|SCOPE]]<br />'''[[Equipment (LWR)#Weapon attachments|SCOPE]]'''||All Units||0.6||+10||+10|| || ||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(49)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(2&nbsp;days)||28||[[Equipment (LWR)#Weapon attachments|Neural Scope]] (1)
 
|-align="center"
 
|-align="center"
|[[File:Walker Servos Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Walker Servos]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Walker Servos]]'''||All soldiers|| || || || ||Sets soldiers mobility to 8.8||[[Research (Long War)#Armor, MECs, and SHIVs|Advanced Power Armor]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Elerium&#10;(Cost when building quickly)"|4<br />(6)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(14)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||32
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|[[File:Marksman Scope Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Marksman Scope]]<br />'''[[Equipment (LWR)#Weapon attachments|Marksman Scope]]'''||Scouts||Weightless|| || ||{{ Squadsight (LWR) }}||Can only be equipped with strike rifles||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(42)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||12||
 
|-align="center"
 
|-align="center"
|[[File:Fuel Cell Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Fuel Cell]]<br />'''[[Equipment (Long War)#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 (Long War)#Armor, MECs, and SHIVs|Antigrav Systems]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Elerium&#10;(Cost when building quickly)"|24<br />(36)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16
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|[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Illuminator Scope]]<br />'''[[Equipment (LWR)#Weapon attachments|Illuminator Scope]]'''||Soldiers||Weightless||+10||+50|| || ||colspan="8"|Looted from the Exalt headquarters<br />Provided by a Mexican starting bonus||200||
 
|-align="center"
 
|-align="center"
|[[File:Mind Shield Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Psi Frayer]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Psi Frayer]]'''||Psionic soldiers||-0.6|| ||+15||{{ Mind Fray (LWR) }}||Prevents strangulation<br />Grants 0.5 DR||[[Research (Long War)#Alien Autopsies|Sectoid Commander Autopsy]]<br />[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(17)||5 [[Alien Artifacts (Long War)#Aliens|Sectoid Commander Corpses]]||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10.0&nbsp;days)||80
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|[[File:Neural Gunlink Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Neural Scope]]<br />'''[[Equipment (LWR)#Weapon attachments|Neural Scope]]'''||Psionic soldiers||Weightless||+10||+10|| ||'''Psiscopic Vision''': Grants +20 aim if a psionic ally can also see the target||[[Research (LWR)#Xenology|Alien Biocybernetics]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(154)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(68)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28||
 
|}
 
|}
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===Weapon Attachments===
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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.
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Weight (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"
 +
|{{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:Laser Sight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Laser Sight]]<br />'''[[Equipment (LWR)#Weapon attachments|Laser Sight]]'''||All Units||Weightless|| ||+10|| || ||colspan="8"|XCOM starts with an unlimited supply||
 +
|-align="center"
 +
|[[File:Targeting Module Long War.png|128px|link=Equipment (LWR)#Weapon attachments|AR Targeter]]<br />'''[[Equipment (LWR)#Weapon attachments|AR Targeter]]'''||All Units||Weightless|| ||+10|| ||+1 base damage during critical hits||[[Research (LWR)#Xenology|Xenobiology]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(154)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||33
 
|-align="center"
 
|-align="center"
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
+
|[[File:Alloy Bipod Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Alloy Bipod]]<br />'''[[Equipment (LWR)#Weapon attachments|Alloy Bipod]]'''||Snipers<br />Scouts<br />Gunners<br />Rocketeers||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&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(84)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||10
 +
 
 
|-align="center"
 
|-align="center"
|[[File:Cognitive Enchancer Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Cognitive Enhancer]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Cognitive Enhancer]]'''||All soldiers<br />MEC troopers|| ||+5||+5||+5||+10||colspan="8"|Looted from the Exalt headquarters||200
+
|[[File:Mimic Beacon Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Prediction Computer]]<br />'''[[Equipment (LWR)#Weapon attachments|Prediction Computer]]'''||All Units||Weightless|| || ||{{ Reactive Slayer (LWR) }}||Grants +10 Defense||[[Research (LWR)#Weaponry|Advanced Gauss Weapons]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(2)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(19)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||60
 +
 
 +
 
 
|-align="center"
 
|-align="center"
|[[File:Neuroregulator Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Neuroregulator]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Neuroregulator]]'''||Psionic soldiers||+0.6|| || || ||+10||colspan="8"|Looted from the Exalt headquarters||200
+
|[[File:Battle Computer Long War.png|128px|link=Equipment (LWR)#MEC equipment|Battle Computer]]<br />'''[[Equipment (LWR)#MEC equipment|Battle Computer]]'''
 +
|MECs<br />SHIVs
 +
||1.3
 +
|| +15
 +
|| +15
 +
|
 +
||+15 Defense
 +
|[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]
 +
|75
 +
|title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(70)
 +
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(125)
 +
|title="Cost in Elerium&#10;(Cost when building quickly)"|90<br />(125)
 +
|title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(47)
 +
|1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]
 +
|title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9.0&nbsp;days)
 +
|100
 
|}
 
|}
  
===Weapon attachments===
+
===Ammunition Modifiers===
In Long War, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of items available to enhance your weapons' accuracy. With the exception of Rockets, these items apply their bonus to primary weapons only. Note that SCOPEs, Neural Gunlinks and Illuminator Gunsights can't stack with one another, and that none of these items can be equipped more than once.
+
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.  
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}!!rowspan="2" {{Required for combined (Long War)}}
+
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Aim bonus (LWR)}}!!rowspan="2" {{Damage bonus (LWR)}}!!rowspan="2" {{Crit chance (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
+
|{{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:Laser Sight Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Laser Sight]]<br />'''[[Equipment (Long War)#Weapon attachments|Laser Sight]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || || ||+20|| || ||colspan="8"|XCOM starts with an unlimited supply|| ||
+
|[[File:Hi Cap Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|High Cap Mags]]<br />'''[[Equipment (LWR)#Special ammunition|High Cap Mags]]'''||Biosoldiers||0.6|| || || || ||Non-electric primary weapons gain +1 ammo<br />Can't be equipped with Drum Mags||colspan="7"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|-align="center"
|[[File:Targeting Module Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Targeting Module]]<br />'''[[Equipment (Long War)#Weapon attachments|Targeting Module]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || || || || ||+2 crit damage||[[Research (Long War)#Xenology|Xenobiology]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20||
+
|[[File:Drum Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|Drum Mags]]<br />'''[[Equipment (LWR)#Special ammunition|Drum Mags]]'''||Non-Private biosoldiers<br>SMGs, Carbines, Assault Rifles, or Battle Rifles only||0.6||-5|| || || ||Non-electric primary weapons gain +2 ammo<br />Can't be equipped with High Cap Mags||colspan="7"|XCOM starts with an unlimited supply||
 +
 
 
|-align="center"
 
|-align="center"
|[[File:SCOPE Long War.png|128px|link=Equipment (Long War)#Weapon attachments|SCOPE]]<br />'''[[Equipment (Long War)#Weapon attachments|SCOPE]]'''||All soldiers<br />MEC troopers<br />SHIV units|||| ||+5||+5|| ||Can't stack with Neural Gunlink or Illuminator Gunsight||[[Research (Long War)#Materials and Aerospace|Alien Weaponry]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28||[[Foundry (Long War)#General Equipment Upgrades|SCOPE Upgrade]] (1)<br />[[Equipment (Long War)#Weapon attachments|Neural Gunlink]] (1)
+
|[[File:HEAT Ammo Long War.png|128px|link=Equipment (LWR)#SHIV modules|Heavy Mags]]<br />'''[[Equipment (LWR)#MEC equipment|Heavy Mags]]'''
 +
|MECs<br />SHIVs
 +
||1.3||
 +
|  
 +
|  
 +
|  
 +
|Grants +3 ammo
 +
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]
 +
|35
 +
|title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)
 +
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(84)
 +
|  
 +
|title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)
 +
|title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)
 +
|12
 +
 
 
|-align="center"
 
|-align="center"
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Neural Gunlink]]<br />'''[[Equipment (Long War)#Weapon attachments|Neural Gunlink]]'''||Psionic soldiers|| || ||+10||+10|| ||Can't stack with SCOPE or Illuminator Gunsight||[[Research (Long War)#Xenology|Alien Biocybernetics]]<br />[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Elerium&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(18)||1 [[Equipment (Long War)#Weapon attachments|SCOPE]]||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28||
+
|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Alloy Enhanced Rounds]]<br />'''[[Equipment (LWR)#Special ammunition|Alloy Enhanced Rounds]]'''||All Units<br>Ballistic/gauss primary weapons only||0.6||+5||+1|| || || ||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||8
 
|-align="center"
 
|-align="center"
|[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Illuminator Gunsight]]<br />'''[[Equipment (Long War)#Weapon attachments|Illuminator Gunsight]]'''||All soldiers<br />MEC troopers||-1|| ||+10|| ||{{ Executioner (Long War) }}||Can't stack with SCOPE or Neural Gunlink||colspan="8"|Looted from the Exalt headquarters<br />Provided by a Mexican starting bonus||200||
+
|[[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 Units<br>Laser/pulse primary weapons only||0.6|| ||+1||+5|| || ||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Lasers]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||14
 
|-align="center"
 
|-align="center"
|[[File:Marksman Scope Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Marksman's Scope]]<br />'''[[Equipment (Long War)#Weapon attachments|Marksman's Scope]]'''||Scouts|| || ||+10|| ||{{ Squadsight (Long War) }}||Only affects Strike Rifles<br />Cannot be used with other scopes||[[Research (Long War)#Materials and Aerospace|Alien Weaponry]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||12||
+
|[[File:Reaper Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Reaper Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Reaper Ammo]]'''||All Units<br>Laser/pulse primary weapons only||0.6|| || ||+30|| ||+3 crit damage<br>Primary weapon range penalties are doubled||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
 
|-align="center"
 
|-align="center"
|[[File:Alloy Bipod Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Alloy Bipod]]<br />'''[[Equipment (Long War)#Weapon attachments|Alloy Bipod]]'''||Snipers<br />Gunners<br />Rocketeers<br />Scouts|| || || || ||{{ Platform Stability(LWR)}} || ||[[Research (Long War)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(6)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||10||
+
|[[File:Plasma Stellerator Long War.png|128px|link=Equipment (LWR)#Special ammunition|Plasma Stellerator]]<br />'''[[Equipment (LWR)#Special ammunition|Plasma Stellerator]]'''||All Units<br>Plasma primary weapons only||0.6||+10|| || ||{{ Gun Slayer (LWR) }}||+1 Penetration||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Plasma]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|230<br />(322)||title="Cost in Meld&#10;(Cost when building quickly)"|80<br />(117)||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14.0&nbsp;days)||50
 
|}
 
|}
  
===Special ammunition===
+
===Ballistic/Gauss 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.
+
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'''.
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Weight (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"
 +
|{{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"
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}
+
|[[File:Breaching Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Breaching Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Breaching Ammo]]'''||Biosoldiers with Shotguns||0.6|| || ||The primary weapon gains 4 penetration when used against targets with the '''Hardened''' perk||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(49)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||14
 
|-align="center"
 
|-align="center"
|[[File:Hi Cap Mags Long War.png|128px|link=Equipment (Long War)#Special ammunition|Hi Cap Mags]]<br />'''[[Equipment (Long War)#Special ammunition|Hi Cap Mags]]'''||All soldiers|| || ||Primary weapon gains +1 ammo<br />Can't stack with Drum Mags||colspan="7"|XCOM starts with an unlimited supply||
+
|[[File:Shredder Ammo.png|128px|link=Equipment (LWR)#Special ammunition|Shredder Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Shredder Ammo]]'''||Infantry<br>Medics<br>Assaults<br>Engineers<br>Scouts||0.6|| ||{{ Shredder (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||12
 
|-align="center"
 
|-align="center"
|[[File:Drum Mags Long War.png|128px|link=Equipment (Long War)#Special ammunition|Drum Mags]]<br />'''[[Equipment (Long War)#Special ammunition|Drum Mags]]'''||All soldiers (except Rookies)||-0.6|| ||Primary weapon gains +2 ammo<br />Only affects [[Primary Weapons (Long War)#Carbines|Carbines]], [[Primary Weapons (Long War)#Assault Rifles|Assault Rifles]] and [[Primary Weapons (Long War)#Battle Rifles|Battle Rifles]]<br />Can't stack with Hi Cap Mags<br />Only affects Ballistic and Gauss weapons<br />Grants Flush||colspan="7"|XCOM starts with an unlimited supply||
+
|[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]'''||Biosoldiers with a SAW/LMG/AR/Carbine/SMG/BR<br>MECs<br>SHIVs||0.6|| ||{{Penetrator (LWR)}}|| ||[[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&#10;(Cost when building quickly)"|20<br />(25)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(21)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
 
|-align="center"
 
|-align="center"
|[[File:HEAT Ammo Long War.png|128px|link=Equipment (Long War)#SHIV modules|Ammo Module]]<br />'''[[Equipment (Long War)#SHIV modules|Ammo Module]]'''||MEC troopers<br />SHIV units||-0.6|| ||Primary weapon gains +1 ammo || ||35||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||14
+
|[[File:Flak Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Flak Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Flak Ammo]]'''||All Units||0.6||-5|| ||Shots from the primary weapon ignore the 30 defense bonus flying targets receive<br>Non-reaction standard shots from the primary weapon deal 1 damage to all flying units within 4 tiles of the primary target||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(28)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||24
 +
|}
 +
 
 +
===Non-Weapon Passive Equipment===
 +
These items offer a range of benefits not directly related to the primary weapon.
 +
 
 +
{|class="wikitable" width="100%"
 +
|-
 +
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Aim bonus (LWR)}}!!rowspan="2" {{Will bonus (LWR)}}!!rowspan="2" {{Defense 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"
 
|-align="center"
|[[File:Breaching Ammo Long War.png|128px|link=Equipment (Long War)#Special ammunition|Breaching Ammo]]<br />'''[[Equipment (Long War)#Special ammunition|Breaching Ammo]]'''||All soldiers||-0.6||-20||Negates effects of Hardened perk<br />Does not affect [[Secondary Weapons (Long War)#Sawed-off Shotgun|Sawed-off Shotgun]]<br />Only affects Ballistic and Gauss weapons||[[Research (Long War)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||14
+
|{{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:Shredder Ammo.png|128px|link=Equipment (Long War)#Special ammunition|Shredder Ammo]]<br />'''[[Equipment (Long War)#Special ammunition|Shredder Ammo]]'''||Scouts<br />Infantry<br />Assaults<br />Medics<br />Engineers||-0.6|| ||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<br />Only affects Ballistic and Gauss weapons||[[Research (Long War)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||12
+
|[[File:Alien Trophy Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Alien Trophy]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Alien Trophy]]'''||Soldiers||Weightless|| || || ||{{ Steadfast (LWR) }}|| Increases XP gained by 20%<br>Grants 30 defense vs psionic attacks || ||colspan="8"|XCOM starts with an unlimited supply
 
|-align="center"
 
|-align="center"
|[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (Long War)#Special ammunition|Armor Piercing Ammo]]<br />'''[[Equipment (Long War)#Special ammunition|Armor Piercing Ammo]]'''||All soldiers<br />MEC troopers<br />SHIV units||-0.6|| ||Primary weapon ignores 2 of target DR<br />Only affects Carbines, Assault Rifles and Battle Rifles<br />Can't stack with Shredder or Flak Ammo<br />Only affects Ballistic and Gauss weapons||[[Research (Long War)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]<br />[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|12<br />(18)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
+
|[[File:Rocket Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Shaped Charges]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Shaped Charges]]'''||Rocketeers||0.6|| || || || || Grants +30% weapon damage and +1 penetration to all rockets || || colspan="8"|XCOM starts with an unlimited supply
 
|-align="center"
 
|-align="center"
|[[File:Flak Ammo Long War.png|128px|link=Equipment (Long War)#Special ammunition|Flak Ammo]]<br />'''[[Equipment (Long War)#Special ammunition|Flak Ammo]]'''||All soldiers<br />MEC troopers<br />SHIV units||-0.6|| ||Primary weapon applies bonus +4 damage before DR against flying units<br />Can't stack with Shredder or Armor Piercing Ammo<br />Only affects Ballistic and Gauss weapons||[[Research (Long War)#Alien Autopsies|Floater Autopsy]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||24
+
|[[File:Tactical Sensors Long War.png|128px|link=Equipment (LWR)#MEC equipment|Proximity Sensor]]<br />'''[[Equipment (LWR)#MEC equipment|Proximity Sensor]]'''||Biosoldiers||Weightless|| || || ||{{ Tracker (LWR) }}||Displays a 12 tile radius radar at all times that only shows cloaked seekers<br>Provides a direction alert to the soldier at the start of each turn if a '''Seeker''' is within 12 tiles || ||35||title="Cost in Credits&#10;(Cost when building quickly)"|15<br />(21)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|4&nbsp;days<br />(2.0&nbsp;days)||7
|-
+
|-align="center"
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
|[[File:Respirator Implant Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Respirator Implant]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Respirator Implant]]'''||Biosoldiers||Weightless|| || || || ||Grants +1.3 mobility<br>Prevents strangulation<br />Automatic bleed out on first drop<br />Increases bleed out time by 2 turns<br>Reveals the bleed out timer||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|40<br />(65)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||16
 +
|-align="center"
 +
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Chameleon Vest]]<br />'''[[Equipment (LWR)#Protective gear|Chameleon Vest]]'''||Biosoldiers||0.6|| || || ||{{ Shadowstep (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(49)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(84)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||26
 +
|-align="center"
 +
|[[File:Walker Servos Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Walker Servos]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Walker Servos]]'''||Biosoldiers||2.0|| || || || ||Set the soldier's mobility to 9.3 and ignore all mobility altering effects||[[Research (LWR)#Armor, MECs, and SHIVs|Advanced Power Armor]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|180<br />(252)||title="Cost in Elerium&#10;(Cost when building quickly)"|4<br />(6)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(19)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||32
 
|-align="center"
 
|-align="center"
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}
+
|[[File:Cognitive Enchancer Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]'''||Soldiers||0.6|| ||+10|| ||{{ Awareness (LWR) }}||Increases XP gained by 35%<br>10% chance for any '''[[Other_Abilities_(LWR)#Idle|idle-ending]]''' action to cost 0 AP||colspan="8"|Looted from the Exalt headquarters||200
 
|-align="center"
 
|-align="center"
|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (Long War)#Special ammunition|Alloy Jacketed Rounds]]<br />'''[[Equipment (Long War)#Special ammunition|Alloy Jacketed Rounds]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || ||Primary weapon and rockets gain +1 damage<br />Only affects Ballistic and Gauss weapons||[[Foundry (Long War)#General Weapon Upgrades|Enhanced Ballistics]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||8
+
|[[File:Neuroregulator Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Neuroregulator]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Neuroregulator]]'''||Psionic soldiers||Weightless|| ||+10||+10|| ||Grants +1.3 mobility<br>Increases Psi XP gained by 100%||colspan="8"|Looted from the Exalt headquarters||200
 
|-align="center"
 
|-align="center"
|[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (Long War)#Special ammunition|Enhanced Beam Optics]]<br />'''[[Equipment (Long War)#Special ammunition|Enhanced Beam Optics]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || ||Primary weapon gains +1 damage<br />Only affects Beam and Pulse Laser weapons||[[Foundry (Long War)#General Weapon Upgrades|Enhanced Lasers]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||14
+
|[[File:Fuel Cell Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Conduit]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Conduit]]'''||Psionic Soldiers||0.6|| |||| || ||+1 damage to all weapons and equipment<br>Provides a will/3% (max 50%) chance for '''[[Other_Abilities_(LWR)#Idle|idle-ending]]''' actions to cost 0 AP||Psi Warfare Systems||60||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Elerium&#10;(Cost when building quickly)"|24<br />(36)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||1 [[Alien Artifacts (LWR)#Aliens|Outsider Shard]]||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16
 
|-align="center"
 
|-align="center"
|[[File:Reaper Rounds Long War.png|128px|link=Equipment (Long War)#Special ammunition|Reaper Pack]]<br />'''[[Equipment (Long War)#Special ammunition|Reaper Pack]]'''||All soldiers|| || ||Primary weapon gains +40 crit chance<br />Primary weapon's range penalty is doubled<br />Only affects Beam and Pulse Laser weapons||[[Foundry (Long War)#Aerospace Improvements|Supercapacitors]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
+
|[[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|| ||+20|| || ||Resets the cooldown of Mind Fray after use<br>Prevents strangulation||[[Research (LWR)#Alien Autopsies|Sectoid Commander Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(280)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Elerium&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(19)||5 [[Alien Artifacts (LWR)#Aliens|Sectoid Commander Corpses]]||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10.0&nbsp;days)||80
 
|-align="center"
 
|-align="center"
|[[File:Plasma Stellerator Long War.png|128px|link=Equipment (Long War)#Special ammunition|Plasma Stellerator]]<br />'''[[Equipment (Long War)#Special ammunition|Plasma Stellerator]]'''||All soldiers<br />MEC troopers<br />SHIV units||-0.6|| ||Primary weapon gains +2 damage<br />Only affects Plasma weapons<br />Grants 50% bonus damage against units with distortion||[[Foundry (Long War)#General Weapon Upgrades|Enhanced Plasma]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||50
+
|[[File:Psi Screen Long War.png|128px|link=Equipment (LWR)#Protective gear|Psi Defender]]<br />'''[[Equipment (LWR)#Protective gear|Psi Defender]]'''||Psionic soldiers||0.6|| || || || ||+35% DR when protected by cover<br>+35 Crit Resistance when protected by cover||[[Research (LWR)#Alien Interrogations|Sectoid Commander Interrogation]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|220<br />(308)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||1 [[Alien Artifacts (LWR)#Aliens|Mechtoid Core]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||26
|}
 
  
===Explosives===
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|-align="center"
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.
+
|[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (LWR)#MEC equipment|Incinerator Amp]]<br />'''[[Equipment (LWR)#MEC equipment|Incinerator Amp]]'''||MECs||0.6|| || || || ||Grants +1 charge to the Flamethrower<br>Increases Flamethrower damage by +3<br>Targets damaged by a Flamethrower receive +20 [[Other Abilities (LWR)#Shred|'''Shred''']]||[[Research (LWR)#Xenology|Alien Biocybernetics]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Jellied Elerium]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(19)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||36
 +
|-align="center"
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|[[File:The Thumper Long War.png|128px|link=Equipment (LWR)#MEC equipment|The Thumper]]<br />'''[[Equipment (LWR)#MEC equipment|The Thumper]]'''||MECs||0.6|| || || || ||Increases [[Weapons_(LWR)#MEC secondary weapons|Kinetic Strike Module]] damage by 16||[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav Systems]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|2<br />(7)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28
  
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.
+
===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.
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!{{Item name (Long War)}}!!{{Usable by (Long War)}}!!{{Mobility bonus (Long War)}}!!{{Weapon damage (Long War)}}!!{{Weapon range (Long War)}}!!{{Blast radius (Long War)}}!!{{Special properties (Long War)}}!!{{Item source (Long War)}}
+
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Aim bonus (LWR)}}!!rowspan="2" {{Will bonus (LWR)}}!!rowspan="2" {{Defense 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"
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|{{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:Autoloader Long War.png|128px|link=Equipment (LWR)#SHIV modules|Anti-Armor Motor]]<br />'''[[Equipment (LWR)#SHIV modules|Anti-Armor Motor]]'''||SHIVs||0.6|| || || ||{{ Critical System Targeting (LWR) }}|| ||[[Foundry (LWR)#SHIV-Specific Upgrades|SHIV Advancements I]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|165<br />(231)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||14
 +
|-align="center"
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|[[File:Holo Targeter Long War.png|128px|link=Equipment (LWR)#SHIV modules|Holo Charger]]<br />'''[[Equipment (LWR)#MEC equipment|Holo Charger]]'''||SHIVs||1.3|| || || ||{{ Holo Rounds (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Drone Autopsy]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|0<br />(0)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16
 +
|-align="center"
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|[[File:Adaptive Tracking Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Infrared Module]]<br />'''[[Equipment (LWR)#SHIV modules|Infrared Module]]'''||SHIVs||1.3|| || || ||{{ Vital Point Targeting (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(2)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16
 
|-align="center"
 
|-align="center"
|[[File:Rocket Long War.png|128px|link=Equipment (Long War)#Explosives|Rocket]]<br />'''[[Equipment (Long War)#Explosives|Rocket]]'''||Rocketeers||-2|| || || ||Provides an extra regular rocket||XCOM starts with an unlimited supply
+
|[[File:Smartshell Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Burst Fire Module]]<br />'''[[Equipment (LWR)#SHIV modules|Burst Fire Module]]'''||SHIVs||0.6||+10|| || ||{{ Burst (LWR) }}||+10 crit||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(35)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||10
 
|-align="center"
 
|-align="center"
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (Long War)#Explosives|Shredder Rocket]]<br />'''[[Equipment (Long War)#Explosives|Shredder Rocket]]'''||Rocketeers||-2|| || || ||Provides an extra shredder rocket||XCOM starts with an unlimited supply
+
|[[File:Damage Control Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Shielding Module]]<br />'''[[Equipment (LWR)#SHIV modules|Shielding Module]]'''||SHIVs||1.3|| || || ||{{ Absorption Fields (LWR) }}|| ||[[Research (LWR)#Alien Interrogations|Muton Interrogation]]<br>New Combat Systems||55||title="Cost in Credits&#10;(Cost when building quickly)"|12<br />(4)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(33)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||20
 
|-align="center"
 
|-align="center"
|[[File:AP Grenade Long War.png|128px|link=Equipment (Long War)#Explosives|AP Grenade]]<br />'''[[Equipment (Long War)#Explosives|AP Grenade]]'''||All soldiers||-1||title="Minimum to maximum damage&#10;(Average damage)"|2-6<br />(4)||12.5 tiles||1 tile||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
+
|[[File:Autosentry Turret Long War.png|128px|link=Equipment (LWR)#SHIV modules|Retaliatory Sensor]]<br />'''[[Equipment (LWR)#SHIV modules|Retaliatory Sensor]]'''||SHIVs||1.3|| || || ||{{ Reactive Targeting Sensors (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||24
 
|-align="center"
 
|-align="center"
|[[File:HE Grenade Long War.png|128px|link=Equipment (Long War)#Explosives|HE Grenade]]<br />'''[[Equipment (Long War)#Explosives|HE Grenade]]'''||All soldiers||-1||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)||7.5 tiles||2 tiles||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
+
|[[File:Weapon Supercooler Long War.png|128px|link=Equipment (LWR)#SHIV modules|Weapon Supercooler]]<br />'''[[Equipment (LWR)#SHIV modules|Weapon Supercooler]]'''||SHIVs||2.0|| || || ||{{ Light 'Em Up (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|35<br />(49)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48
 
|-align="center"
 
|-align="center"
|[[File:Alien Grenade Long War.png|128px|link=Equipment (Long War)#Explosives|Alien Grenade]]<br />'''[[Equipment (Long War)#Explosives|Alien Grenade]]'''||All soldiers||-1||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)||10 tiles||2 tiles||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
+
|[[File:Elerium Turbos Long War.png|128px|link=Equipment (LWR)#SHIV modules|Elerium Turbos]]<br />'''[[Equipment (LWR)#SHIV modules|Elerium Turbos]]'''||SHIVs||Weightless|| || || || ||Grants +2.0 mobility<br>Doubles the effect '''tiles moved''' has on Ram damage||[[Research (LWR)#Materials and Aerospace|Elerium]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|12<br />(18)||title="Cost in Elerium&#10;(Cost when building quickly)"|16<br />(24)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||12
 +
 
 
|}
 
|}
  
===Support grenades===
+
==Active Equipment==
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.
+
This equipment has limited uses and often needs to be used (activated) to have an effect.  
  
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.
+
===Large Equipment (MEC)===
  
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.
+
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.
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2"|Base<br>charges!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 +
|-align="center"
 +
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|-align="center"
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
+
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MECs||0.6||title="Average damage&#10;(Minimum to maximum damage)"|8<br />(7-9)||8|| || 2 ||Bypasses all DR<br>35% chance for a 60 will test for panic<br />Will test 80 with ''Jellied Elerium''<br />AOE is a cone shape||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(12)|| ||title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days<br />(8.5&nbsp;days)||15
 
|-align="center"
 
|-align="center"
|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Flashbang Grenade]]<br />'''[[Equipment (Long War)#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||
+
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MECs||1.3|| ||self||2||2||Heals 3 HP in an area||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(19)|| ||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10&nbsp;days)||36
 
|-align="center"
 
|-align="center"
|[[File:Smoke Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Smoke Grenade]]<br />'''[[Equipment (Long War)#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||
+
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module'''||MECs||0.6||title="Average damage&#10;(Minimum to maximum damage)"|20<br>(17-23)||melee|| ||1 per turn||Melee weapon||[[Research (LWR)#Main Research|Alien Biocybernetics]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(12)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||30
 
|-align="center"
 
|-align="center"
|[[File:Battle Scanner Long War.png|128px|link=Equipment (Long War)#Support grenades|Battle Scanner]]<br />'''[[Equipment (Long War)#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||
+
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MECs||1.3||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||8||3||2||Cannot be equipped with '''Advanced Launcher'''||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(19)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||45
 
|-align="center"
 
|-align="center"
|[[File:Chem Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Chem Grenade]]<br />'''[[Equipment (Long War)#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 (Long War)#Alien Autopsies|Thin Man Autopsy]]<br />[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(6)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||15 [[Alien Artifacts (Long War)#Aliens|Thin Man Corpses]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48
+
|[[File:Grenade Launcher Long War.png|128px|Advanced Launcher]]<br />'''Advanced Launcher'''||MECs||1.3||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||8||3||3||Cannot be equipped with '''Grenade Launcher''' ||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]<br>[[Research (LWR)#Interrogations|Heavy Floater Interrogation]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(224)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(116)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(33)|| ||title="Duration in days&#10;(Duration when building quickly)"|32&nbsp;days<br />(16&nbsp;days)||90
 
|-align="center"
 
|-align="center"
|[[File:Psi Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Psi Grenade]]<br />'''[[Equipment (Long War)#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 (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Meld&#10;(Cost when building quickly)"|1<br />(4)||1 [[Alien Artifacts (Long War)#Aliens|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
+
|[[File:Proximity Mine Launcher Long War.png|128px|Gravity Mine Launcher]]<br />'''Gravity Mine Launcher'''||MECs||1.3||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||10||4||2||Reduces defense of units within radius by 20<br>Starting a turn in gravity well damages 10% of current HP (bypasses DR)<br>Detonates at the end of XCOM's '''next''' turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(12)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||54
 
|-align="center"
 
|-align="center"
|[[File:Mimic Beacon Long War.png|128px|link=Equipment (Long War)#Support grenades|Mimic Beacon]]<br />'''[[Equipment (Long War)#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 (Long War)#Xenology|Alien Communications]]<br />[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Meld&#10;(Cost when building quickly)"|25<br />(30)||1 [[Alien Artifacts (Long War)#Aliens|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||60
+
|[[File:Electro Pulse Long War.png|128px|Electropulse]]<br />'''Electropulse'''||MECs||0.6||title="Average damage&#10;(Minimum to maximum damage)"|2<br />(1-3)||self||14||unlimited||Affects only enemy units<br>Clears overwatch on all enemies affected<br>3 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(26)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||24
 
|}
 
|}
  
===Utility devices===
+
===Rocket Launchers===
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.
+
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: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}!!rowspan="2" {{Required for combined (Long War)}}
+
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 
|-align="center"
 
|-align="center"
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
+
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|-align="center"
|[[File:Medkit Long War.png|128px|link=Equipment (Long War)#Utility devices|Medikit]]<br />'''[[Equipment (Long War)#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|| ||
+
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]<br />'''Rocket Launcher'''||Rocketeers||0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||1||18||5||2 turn cooldown||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|-align="center"
|[[File:Motion Tracker Long War.png|128px|link=Equipment (Long War)#Utility devices|Motion Tracker]]<br />'''[[Equipment (Long War)#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&#10;(Cost when building quickly)"|20<br />(30)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||8||
+
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]<br />'''Recoilless Rifle'''||Rocketeers||0.6||title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)||2||18||5||-50% scatter<br>2 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30
 
|-align="center"
 
|-align="center"
|[[File:Arc Thrower Long War.png|128px|link=Equipment (Long War)#Utility devices|Arc Thrower]]<br />'''[[Equipment (Long War)#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 (Long War)#Xenology|Xenoneurology]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||40||[[Secondary Weapons (Long War)#MEC secondary weapons|Electro Pulse]] (1)
+
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]<br />'''Blaster Launcher'''||Rocketeers||0.6||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||1||18||5||Requires 2 AP to fire<br>2 turn cooldown<br>Can path around obstacles<br>No Scatter||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(89)||2 UFO Flight Computers<br />1 Fusion Core||title="Duration in days&#10;(Duration when building quickly)"|42&nbsp;days<br />(21&nbsp;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: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]). Throw distance is also increased by various perks and is decreased by Red Fog.
 +
 
 +
{|class="wikitable" width="100%"
 +
|-
 +
!{{Item name (LWR)}}!!{{Usable by (LWR)}}!!{{Weight (LWR)}}!!{{Weapon damage (LWR)}}!!{{Weapon range (LWR)}}!!{{Blast radius (LWR)}}!!{{Special properties (LWR)}}!!{{Item source (LWR)}}
 +
|-align="center"
 +
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Javelin Rocket]]<br />'''[[Equipment (LWR)#Explosives|Javelin Rocket]]'''||Rocketeers||0.6|| ||18||1||Provides a Javelin rocket<br>Applies '''[[Other Abilities (LWR)#Shred|Explosive Shred]]''' to any unit it damages<br>Deals +50% weapon damage<br>Reduces scatter by 80%<br>No environmental damage||XCOM starts with an unlimited supply
 +
|-align="center"
 +
|[[File:AP Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|AP Grenade]]<br />'''[[Equipment (LWR)#Explosives|AP Grenade]]'''||Biosoldiers||0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||10||1.5||Applies '''[[Other Abilities (LWR)#Shred|Explosive Shred]]''' to any unit it damages<br>Cover blocks the effect<br>+2 penetration||XCOM starts with an unlimited supply
 
|-align="center"
 
|-align="center"
|[[File:Combat Stims Long War.png|128px|link=Equipment (Long War)#Utility devices|Combat Stims]]<br />'''[[Equipment (Long War)#Utility devices|Combat Stims]]'''||All soldiers||-1|| || || ||Gain [[Abilities List (Long War)#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 (Long War)#Alien Autopsies|Berserker Autopsy]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|4<br />(9)||1 [[Alien Artifacts (Long War)#Aliens|Berserker Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48||
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|[[File:HE Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|HE Grenade]]<br />'''[[Equipment (LWR)#Explosives|HE Grenade]]'''||Biosoldiers||0.6||title="Average damage&#10;(Minimum to maximum damage)"|5<br />(4-6)||8||3|| ||XCOM starts with an unlimited supply
 
|-align="center"
 
|-align="center"
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (Long War)#Utility devices|Shadow Device]]<br />'''[[Equipment (Long War)#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 (Long War)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|40<br />(45)||15 [[Alien Artifacts (Long War)#Aliens|Seeker Wrecks]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||60||
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|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Alien Grenade]]<br />'''[[Equipment (LWR)#Explosives|Alien Grenade]]'''||Biosoldiers||0.6||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||10||2||Can't be equipped with Plasma Grenades||The ''Alien Grenades'' Foundry project provides an unlimited supply.
 
|-align="center"
 
|-align="center"
|[[File:Tactical_Sensors_Long_War.png|128px|link=Equipment (Long War)#Utility devices|Proximity Sensor]]<br />'''[[Equipment (Long War)#Utility devices|Proximity Sensor]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || || || ||Grants {{ Tracker (LWR) }}<br />+5 defence||Available at game start||XX||title="Cost in Credits&#10;(Cost when building quickly)"|XX<br />(XX)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|XX<br />(XX)||title="Cost in Elerium&#10;(Cost when building quickly)"|XX<br />(XX)||title="Cost in Meld&#10;(Cost when building quickly)"|XX<br />(XX)|| ||title="Duration in days&#10;(Duration when building quickly)"|XX&nbsp;days<br />(7.0&nbsp;days)||XX||
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|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Plasma Grenade]]<br />'''[[Equipment (LWR)#Explosives|Plasma Grenade]]'''||Biosoldiers||0.6||title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)||10||2||Can't be equipped with Alien Grenades||The ''Condensed Plasma'' Foundry project allows production.
 
|}
 
|}
  
==MEC and SHIV equipment==
+
===Support grenades===
===MEC equipment===
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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.  
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.
 
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Health bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
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!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Weight (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
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|{{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 (Long War)#MEC equipment|Holo-Targeter]]<br />'''[[Equipment (Long War)#MEC equipment|Holo-Targeter]]'''||MEC troopers<br />SHIV units||-1|| || ||+4|| ||{{ Holo-Targeting (Long War) }}|| ||[[Research (Long War)#Alien Autopsies|Drone Autopsy]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16
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|[[File:Smoke Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Smoke Grenade]]<br />'''[[Equipment (LWR)#Support grenades|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<br>Does not trigger reaction fire<br />Grants [[Other_Abilities_(LWR)#Smoke_.28In_Smoke.29|'''In Smoke''']] to all units within the smoke||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|-align="center"
|[[File:Core Armoring Long War.png|128px|link=Equipment (Long War)#MEC equipment|Core Armoring]]<br />'''[[Equipment (Long War)#MEC equipment|Core Armoring]]'''||MEC troopers<br />SHIV units||-1||+2|| || || ||{{ Resilience (Long War) }}|| ||[[Foundry (Long War)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
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|[[File:Chem Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Acid Grenade]]<br />'''[[Equipment (LWR)#Support grenades|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<br />Applies [[Other_Abilities_(LWR)#Corrosion|'''Corrosion''']] to all units within the cloud or entering the cloud||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(168)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(5)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||60 [[Alien Artifacts (LWR)#Aliens|Thin Man Corpses]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48
 
|-align="center"
 
|-align="center"
|[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (Long War)#MEC equipment|Alloy Carbide Plating]]<br />'''[[Equipment (Long War)#MEC equipment|Alloy Carbide Plating]]'''||MEC troopers<br />SHIV units||-2||+4|| || || || || ||[[Foundry (Long War)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||28
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|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Concussion Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Concussion Grenade]]'''||Biosoldiers||0.6||10||2||Cover blocks the effect<br />[[Other_Abilities_(LWR)#Disoriented|'''Disorients''']] enemies<br />Does not affect robotic units<br />Can't be equipped with Psi Grenades||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|-align="center"
|[[File:Battle Computer Long War.png|128px|link=Equipment (Long War)#MEC equipment|Battle Computer]]<br />'''[[Equipment (Long War)#MEC equipment|Battle Computer]]'''||MEC troopers<br />SHIV units||-1|| ||+8||+8||+8|| || ||[[Research (Long War)#Alien Autopsies|Sectopod Autopsy]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(38)||1 [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computer]]||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||100
+
|[[File:Psi Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Psi Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Psi Grenade]]'''||Psionic soldiers||0.6||10||3||Cover blocks the effect<br />[[Other_Abilities_(LWR)#Disoriented|'''Disorients''']] enemies<br />Does not affect robotic units<br />Can't be equipped with Concussion Grenades||[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(19)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
 
|-align="center"
 
|-align="center"
|[[File:Tactical Sensors Long War.png|128px|link=Equipment (Long War)#MEC equipment|Tactical Sensors]]<br />'''[[Equipment (Long War)#MEC equipment|Tactical Sensors]]'''||MEC troopers||-1|| || || || ||{{ Tactical Sense (Long War) }}|| ||[[Research (Long War)#Alien Autopsies|Mechtoid Autopsy]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(13)||1 [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computer]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||30
 
|-align="center"
 
|[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (Long War)#MEC equipment|Incinerator Module]]<br />'''[[Equipment (Long War)#MEC equipment|Incinerator Module]]'''||MEC troopers||-1|| || || || || ||Increases [[Secondary Weapons (Long_War)#MEC secondary weapons|Flamethrower]] damage by 3||[[Research (Long War)#Xenology|Alien Biocybernetics]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|Jellied Elerium]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(14)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||36
 
|-align="center"
 
|[[File:The Thumper Long War.png|128px|link=Equipment (Long War)#MEC equipment|The Thumper]]<br />'''[[Equipment (Long War)#MEC equipment|The Thumper]]'''||MEC troopers||-1|| || || || || ||Increases [[Secondary Weapons (Long_War)#MEC secondary weapons|Kinetic Strike Module]] damage by 3||[[Research (Long War)#Armor, MECs, and SHIVs|Antigrav Systems]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|2<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28
 
 
|}
 
|}
  
===SHIV modules===
+
===Utility devices===
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.
+
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges.
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Weight (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}
+
|{{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:HEAT Ammo Long War.png|128px|link=Equipment (Long War)#SHIV modules|HEAT Ammo]]<br />'''[[Equipment (Long War)#SHIV modules|HEAT Ammo]]'''||SHIV units||-0.6|| ||{{ HEAT Ammo (Long War) }}|| ||[[Research (Long War)#Materials and Aerospace|Alien Materials]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||12
+
|[[File:Battle Scanner Long War.png|128px|link=Equipment (LWR)#Support grenades|Battle Scanner]]<br />'''[[Equipment (LWR)#Support grenades|Battle Scanner]]'''||Scouts||0.6||12||12||Spawns a battle scanner at the target location until end of turn<br>Grants +15 aim/crit against any enemy (even those not in view) within the area<br />Reveals the area (including stealthed units)||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|-align="center"
|[[File:Autoloader Long War.png|128px|link=Equipment (Long War)#SHIV modules|Advanced Suppression Module]]<br />'''[[Equipment (Long War)#SHIV modules|Advanced Suppression Module]]'''||SHIV units||-0.6|| ||{{ Danger Zone (Long War) }}|| ||[[Foundry (Long War)#SHIV-Specific Upgrades|SHIV Suppression]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||14
+
|[[File:Medkit Long War.png|128px|link=Equipment (LWR)#Utility devices|Medikit]]<br />'''[[Equipment (LWR)#Utility devices|Medikit]]'''||Biosoldiers||0.6||2||Single Biosoldier||Removes acid and heals 5 HP<br />Works on any biosoldier<br>Can stabilize (and with a perk, revive) a critically wounded MEC or biosoldier<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:Adaptive Tracking Pod Long War.png|128px|link=Equipment (Long War)#SHIV modules|Adaptive Tracking Pod]]<br />'''[[Equipment (Long War)#SHIV modules|Adaptive Tracking Pod]]'''||SHIV units||-0.6|| ||{{ Advanced Fire Control (Long War) }}|| ||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16
+
|[[File:Combat Stims Long War.png|128px|link=Equipment (LWR)#Utility devices|Combat Stims]]<br />'''[[Equipment (LWR)#Utility devices|Combat Stims]]'''||Biosoldiers||0.6||Self||Self||Use on self (0 AP cost) to become [[Other_Abilities_(LWR)#Stimmed|'''Stimmed''']] for 3 turns<br />||[[Research (LWR)#Alien Autopsies|Berserker Autopsy]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|4<br />(10)||1 [[Alien Artifacts (LWR)#Aliens|Berserker Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48
 
|-align="center"
 
|-align="center"
|[[File:Smartshell Pod Long War.png|128px|link=Equipment (Long War)#SHIV modules|Smartshell Pod]]<br />'''[[Equipment (Long War)#SHIV modules|Smartshell Pod]]'''||SHIV units||-0.6||+4||{{ Flush (Long War) }}|| ||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(37)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||10
+
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (LWR)#Utility devices|Shadow Device]]<br />'''[[Equipment (LWR)#Utility devices|Shadow Device]]'''||Biosoldiers||0.6||6||2||3 charges<br>[[Other_Abilities_(LWR)#Hidden|'''Shadows''']] 1 friendly unit through 1 enemy turn or until the unit acts<br />Does not affect enemies, this unit, units in One For All, 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&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|40<br />(61)||15 [[Alien Artifacts (LWR)#Aliens|Seeker Wrecks]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||60
 
|-align="center"
 
|-align="center"
|[[File:Damage Control Pod Long War.png|128px|link=Equipment (Long War)#SHIV modules|Damage Control Pod]]<br />'''[[Equipment (Long War)#SHIV modules|Damage Control Pod]]'''||SHIV units||-0.6|| ||{{ Damage Control (Long War) }}|| ||[[Research (Long War)#Alien Autopsies|Heavy Floater Autopsy]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||20
+
|[[File:Motion Tracker Long War.png|128px|link=Equipment (LWR)#SHIV modules|Motion Tracker]]<br />'''[[Equipment (LWR)#SHIV modules|Motion Tracker]]'''||SHIVs||0.6|| || ||2 charges (3 with Elerium Batteries)<br>When used, displays a 24 tile radius radar<br> '''Blue''': XCOM, '''White''': Civilians, '''Red''': Enemies, '''Yellow''': Meld, '''Green''': Bombs/Nodes<br>Can display cloaked units|| ||10||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(35)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||8
|-align="center"
+
 
|[[File:Autosentry Turret Long War.png|128px|link=Equipment (Long War)#SHIV modules|AutoSentry Turret]]<br />'''[[Equipment (Long War)#SHIV modules|AutoSentry Turret]]'''||SHIV units||-0.6|| ||{{ Sentinel (Long War) }}|| ||[[Research (Long War)#Alien Autopsies|Cyberdisc Autopsy]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||24
+
 
|-align="center"
 
|[[File:Weapon Supercooler Long War.png|128px|link=Equipment (Long War)#SHIV modules|Weapon Supercooler]]<br />'''[[Equipment (Long War)#SHIV modules|Weapon Supercooler]]'''||SHIV units||-0.6|| ||{{ Light Em Up (Long War) }}|| ||[[Research (Long War)#Alien Autopsies|Sectopod Autopsy]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48
 
|-align="center"
 
|[[File:Elerium Turbos Long War.png|128px|link=Equipment (Long War)#SHIV modules|Elerium Turbos]]<br />'''[[Equipment (Long War)#SHIV modules|Elerium Turbos]]'''||SHIV units||+2|| || || ||[[Research (Long War)#Materials and Aerospace|Elerium]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|12<br />(18)||title="Cost in Elerium&#10;(Cost when building quickly)"|16<br />(24)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||12
 
 
|}
 
|}
  

Latest revision as of 01:16, 15 April 2024

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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 +30 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 16 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 Motor
Anti-Armor Motor
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 2 Heals 3 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 20
(17-23)
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 1.3 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 5
(4-6)
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 9
(8-10)
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