Difference between revisions of "Equipment (LWR)"
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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)}} | |{{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 (LWR)#Protective gear|Ceramic Plating]]<br />'''[[Equipment (LWR)#Protective gear|Ceramic Plating]]'''|| | + | |[[File:Ceramic Plates Long War.png|128px|link=Equipment (LWR)#Protective gear|Ceramic Plating]]<br />'''[[Equipment (LWR)#Protective gear|Ceramic Plating]]'''||Biosoldiers||-0.6||+2||+1|| || ||colspan="8"|XCOM starts with an unlimited supply|| |
|-align="center" | |-align="center" | ||
− | |[[File:Alloy Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Alloy Plating]]<br />'''[[Equipment (LWR)#Protective gear|Alloy Plating]]'''|| | + | |[[File:Alloy Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Alloy Plating]]<br />'''[[Equipment (LWR)#Protective gear|Alloy Plating]]'''||Biosoldiers||-0.6||+4||+1|| || ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title="Cost in Credits (Cost when building quickly)"|70<br />(98)||title="Cost in Alien Alloys (Cost when building quickly)"|30<br />(42)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||14 |
|-align="center" | |-align="center" | ||
− | |[[File:Reinforced Armor Long War.png|128px|link=Equipment (LWR)#Protective gear|Reinforced Plating]]<br />'''[[Equipment (LWR)#Protective gear|Reinforced Plating]]'''|| | + | |[[File:Reinforced Armor Long War.png|128px|link=Equipment (LWR)#Protective gear|Reinforced Plating]]<br />'''[[Equipment (LWR)#Protective gear|Reinforced Plating]]'''||Biosoldiers||-0.6||+2||+2|| || ||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]||18||title="Cost in Credits (Cost when building quickly)"|70<br />(98)||title="Cost in Alien Alloys (Cost when building quickly)"|20<br />(28)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||28 |
|-align="center" | |-align="center" | ||
− | |[[File:Chittin Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Chitin Plating]]<br />'''[[Equipment (LWR)#Protective gear|Chitin Plating]]'''|| | + | |[[File:Chittin Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Chitin Plating]]<br />'''[[Equipment (LWR)#Protective gear|Chitin Plating]]'''||Biosoldiers|| ||+2||+1|| ||Reduces melee damage by 60%<br />Prevents strangulation||[[Research (LWR)#Alien Autopsies|Chryssalid Autopsy]]||35||title="Cost in Credits (Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys (Cost when building quickly)"|25<br />(35)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||10 [[Alien Artifacts (LWR)#Aliens|Chryssalid Carcasses]]||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||32 |
|-align="center" | |-align="center" | ||
− | |[[File:Impact Vest Long War.png|128px|link=Equipment (LWR)#Protective gear|Regenerative Plating]]<br />'''[[Equipment (LWR)#Protective gear|Regenerative Plating]]'''|| | + | |[[File:Impact Vest Long War.png|128px|link=Equipment (LWR)#Protective gear|Regenerative Plating]]<br />'''[[Equipment (LWR)#Protective gear|Regenerative Plating]]'''||Biosoldiers||-0.6|| || ||{{ Repair Servos (LWR) }}|| ||[[Research (LWR)#Armor, MECs, and SHIVs|Mobile Power Armor]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||50||title="Cost in Credits (Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys (Cost when building quickly)"|28<br />(39)||title="Cost in Elerium (Cost when building quickly)"|20<br />(28)||title="Cost in Meld (Cost when building quickly)"|10<br />(15)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||36 |
|} | |} | ||
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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)}} | |{{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:SCOPE Long War.png|128px|link=Equipment (LWR)#Weapon attachments|SCOPE]]<br />'''[[Equipment (LWR)#Weapon attachments|SCOPE]]'''|| | + | |[[File:SCOPE Long War.png|128px|link=Equipment (LWR)#Weapon attachments|SCOPE]]<br />'''[[Equipment (LWR)#Weapon attachments|SCOPE]]'''||Soldiers<br />SHIVs|| || ||+5||+10|| || ||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||15||title="Cost in Credits (Cost when building quickly)"|25<br />(35)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||28||[[Equipment (LWR)#Weapon attachments|Neural Gunlink]] (1) |
|-align="center" | |-align="center" | ||
|[[File:Marksman Scope Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Marksman Scope]]<br />'''[[Equipment (LWR)#Weapon attachments|Marksman Scope]]'''||Scouts|| || ||+5||+5||{{ Squadsight (LWR) }}{{ Executioner (LWR) }}||Can only be equipped with strike rifles||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||20||title="Cost in Credits (Cost when building quickly)"|30<br />(42)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||12|| | |[[File:Marksman Scope Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Marksman Scope]]<br />'''[[Equipment (LWR)#Weapon attachments|Marksman Scope]]'''||Scouts|| || ||+5||+5||{{ Squadsight (LWR) }}{{ Executioner (LWR) }}||Can only be equipped with strike rifles||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||20||title="Cost in Credits (Cost when building quickly)"|30<br />(42)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||12|| | ||
|-align="center" | |-align="center" | ||
− | |[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]<br />'''[[Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]'''|| | + | |[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]<br />'''[[Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]'''||Biosoldiers|| ||+1||+15|| || || ||colspan="8"|Looted from the Exalt headquarters<br />Provided by a Mexican starting bonus||200|| |
|-align="center" | |-align="center" | ||
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Neural Gunlink]]<br />'''[[Equipment (LWR)#Weapon attachments|Neural Gunlink]]'''||Psionic soldiers|| || ||+10||+20|| || ||[[Research (LWR)#Xenology|Alien Biocybernetics]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||40||title="Cost in Credits (Cost when building quickly)"|300<br />(420)||title="Cost in Alien Alloys (Cost when building quickly)"|25<br />(35)||title="Cost in Elerium (Cost when building quickly)"|20<br />(28)||title="Cost in Meld (Cost when building quickly)"|45<br />(50)||1 [[Equipment (LWR)#Weapon attachments|SCOPE]]||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||28|| | |[[File:Neural Gunlink Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Neural Gunlink]]<br />'''[[Equipment (LWR)#Weapon attachments|Neural Gunlink]]'''||Psionic soldiers|| || ||+10||+20|| || ||[[Research (LWR)#Xenology|Alien Biocybernetics]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||40||title="Cost in Credits (Cost when building quickly)"|300<br />(420)||title="Cost in Alien Alloys (Cost when building quickly)"|25<br />(35)||title="Cost in Elerium (Cost when building quickly)"|20<br />(28)||title="Cost in Meld (Cost when building quickly)"|45<br />(50)||1 [[Equipment (LWR)#Weapon attachments|SCOPE]]||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||28|| | ||
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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)}} | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}} | ||
|-align="center" | |-align="center" | ||
− | |[[File:Laser Sight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Laser Sight]]<br />'''[[Equipment (LWR)#Weapon attachments|Laser Sight]]'''|| | + | |[[File:Laser Sight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Laser Sight]]<br />'''[[Equipment (LWR)#Weapon attachments|Laser Sight]]'''||Soldiers<br />SHIVs|| || ||+15|| || ||colspan="8"|XCOM starts with an unlimited supply|| || |
|-align="center" | |-align="center" | ||
− | |[[File:Targeting Module Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Targeting Module]]<br />'''[[Equipment (LWR)#Weapon attachments|Targeting Module]]'''|| | + | |[[File:Targeting Module Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Targeting Module]]<br />'''[[Equipment (LWR)#Weapon attachments|Targeting Module]]'''||Soldiers<br />SHIVs|| || ||+10|| ||+1 damage during critical hits||[[Research (LWR)#Xenology|Xenobiology]]||15||title="Cost in Credits (Cost when building quickly)"|110<br />(154)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||33|| |
|-align="center" | |-align="center" | ||
− | |[[File:Alloy Bipod Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Alloy Bipod]]<br />'''[[Equipment (LWR)#Weapon attachments|Alloy Bipod]]'''|| | + | |[[File:Alloy Bipod Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Alloy Bipod]]<br />'''[[Equipment (LWR)#Weapon attachments|Alloy Bipod]]'''||Biosoldiers||-0.6|| || ||{{ Platform Stability (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits (Cost when building quickly)"|25<br />(37)||title="Cost in Alien Alloys (Cost when building quickly)"|60<br />(84)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||10|| |
|} | |} | ||
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|[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]'''||Soldiers with Assault Rifles, Carbines, SMGs, or Battle Rifles<br>MECs<br>SHIVs||-0.6|| || ||Primary weapons gain +2 penetration||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits (Cost when building quickly)"|20<br />(25)||title="Cost in Alien Alloys (Cost when building quickly)"|45<br />(63)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||20 | |[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]'''||Soldiers with Assault Rifles, Carbines, SMGs, or Battle Rifles<br>MECs<br>SHIVs||-0.6|| || ||Primary weapons gain +2 penetration||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits (Cost when building quickly)"|20<br />(25)||title="Cost in Alien Alloys (Cost when building quickly)"|45<br />(63)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||20 | ||
|-align="center" | |-align="center" | ||
− | |[[File:Flak Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Flak Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Flak Ammo]]'''|| | + | |[[File:Flak Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Flak Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Flak Ammo]]'''||Soldiers<br />SHIVs||-0.6||-5|| ||Shots from the primary weapon ignore the 30 defense bonus flying targets receive||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits (Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys (Cost when building quickly)"|20<br />(28)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||24 |
|} | |} | ||
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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)}} | |{{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:Alien Trophy Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Alien Trophy]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Alien Trophy]]'''|| | + | |[[File:Alien Trophy Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Alien Trophy]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Alien Trophy]]'''||Soldiers|| || || ||{{ Steadfast (LWR) }}|| || ||colspan="8"|XCOM starts with an unlimited supply |
|-align="center" | |-align="center" | ||
− | |[[File:Tactical Sensors Long War.png|128px|link=Equipment (LWR)#MEC equipment|Proximity Sensor]]<br />'''[[Equipment (LWR)#MEC equipment|Proximity Sensor]]'''|| | + | |[[File:Tactical Sensors Long War.png|128px|link=Equipment (LWR)#MEC equipment|Proximity Sensor]]<br />'''[[Equipment (LWR)#MEC equipment|Proximity Sensor]]'''||Biosoldiers|| || ||+5||{{ Tracker (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits (Cost when building quickly)"|70<br />(98)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||30 |
|-align="center" | |-align="center" | ||
− | |[[File:Respirator Implant Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Respirator Implant]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Respirator Implant]]'''|| | + | |[[File:Respirator Implant Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Respirator Implant]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Respirator Implant]]'''||Biosoldiers||+0.6|| ||+5|| ||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 (Cost when building quickly)"|40<br />(56)|| || ||title="Cost in Meld (Cost when building quickly)"|40<br />(45)|| ||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||16 |
|-align="center" | |-align="center" | ||
− | |[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Extrasensory Vest]]<br />'''[[Equipment (LWR)#Protective gear|Extrasensory Vest]]'''|| | + | |[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Extrasensory Vest]]<br />'''[[Equipment (LWR)#Protective gear|Extrasensory Vest]]'''||Biosoldiers|| || || ||{{ Awareness (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits (Cost when building quickly)"|35<br />(49)|| ||title="Cost in Elerium (Cost when building quickly)"|30<br />(42)||title="Cost in Meld (Cost when building quickly)"|30<br />(35)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||26 |
|-align="center" | |-align="center" | ||
− | |[[File:Walker Servos Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Walker Servos]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Walker Servos]]'''|| | + | |[[File:Walker Servos Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Walker Servos]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Walker Servos]]'''||Biosoldiers|| || || || ||Set the 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 (Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(12)||title="Cost in Elerium (Cost when building quickly)"|4<br />(6)||title="Cost in Meld (Cost when building quickly)"|10<br />(14)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||32 |
|-align="center" | |-align="center" | ||
− | |[[File:Cognitive Enchancer Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]'''|| | + | |[[File:Cognitive Enchancer Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]'''||Soldiers|| ||+10||+5|| ||Increases XP gained by 50%||colspan="8"|Looted from the Exalt headquarters||200 |
|-align="center" | |-align="center" | ||
|[[File:Neuroregulator Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Neuroregulator]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Neuroregulator]]'''||Psionic soldiers||+1.3||+10||+10|| ||Increases Psi XP gained by 100%||colspan="8"|Looted from the Exalt headquarters||200 | |[[File:Neuroregulator Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Neuroregulator]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Neuroregulator]]'''||Psionic soldiers||+1.3||+10||+10|| ||Increases Psi XP gained by 100%||colspan="8"|Looted from the Exalt headquarters||200 | ||
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|[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Javelin Rocket]]<br />'''[[Equipment (LWR)#Explosives|Javelin Rocket]]'''||Rocketeers||-0.6||200% Weapon Damage||20||2||Provides a Javelin rocket<br>-30% Scatter<br>'''[[Other Abilities (LWR)#Shred|Shreds]]''' any unit it hits<br>No environmental damage||XCOM starts with an unlimited supply | |[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Javelin Rocket]]<br />'''[[Equipment (LWR)#Explosives|Javelin Rocket]]'''||Rocketeers||-0.6||200% Weapon Damage||20||2||Provides a Javelin rocket<br>-30% Scatter<br>'''[[Other Abilities (LWR)#Shred|Shreds]]''' any unit it hits<br>No environmental damage||XCOM starts with an unlimited supply | ||
|-align="center" | |-align="center" | ||
− | |[[File:AP Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|AP Grenade]]<br />'''[[Equipment (LWR)#Explosives|AP Grenade]]'''|| | + | |[[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 (Minimum to maximum damage)"|3<br />(2-4)||10||2||'''[[Other Abilities (LWR)#Shred|Shreds]]''' any unit it hits<br>Cover blocks the effect<br>+2 penetration||XCOM starts with an unlimited supply |
|-align="center" | |-align="center" | ||
− | |[[File:HE Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|HE Grenade]]<br />'''[[Equipment (LWR)#Explosives|HE Grenade]]'''|| | + | |[[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 (Minimum to maximum damage)"|6<br />(5-7)||8||2|| ||XCOM starts with an unlimited supply |
|-align="center" | |-align="center" | ||
− | |[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Alien Grenade]]<br />'''[[Equipment (LWR)#Explosives|Alien Grenade]]'''|| | + | |[[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 (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:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Plasma Grenade]]<br />'''[[Equipment (LWR)#Explosives|Plasma Grenade]]'''|| | + | |[[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 (Minimum to maximum damage)"|10<br />(8-12)||10||2||+3 penetration<br>Can't be equipped with Alien Grenades||Must be researched and produced |
|} | |} | ||
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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)}} | |{{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:Smoke Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Smoke Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Smoke Grenade]]'''|| | + | |[[File:Smoke Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Smoke Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Smoke Grenade]]'''||Biosoldiers||-0.6||10||3.5||Creates a 7x7 tile cloud of smoke (missing 3 tiles from each corner) through 2 enemy turns<br />Grants [[Cover_(LWR)#Smoke|'''In Smoke''']] to all units within the smoke||colspan="8"|XCOM starts with an unlimited supply|| |
|-align="center" | |-align="center" | ||
− | |[[File:Chem Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Acid Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Acid Grenade]]'''|| | + | |[[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 this unit's next 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 (Cost when building quickly)"|120<br />(168)||title="Cost in Alien Alloys (Cost when building quickly)"|4<br />(5)||title="Cost in Elerium (Cost when building quickly)"|30<br />(42)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||15 [[Alien Artifacts (LWR)#Aliens|Thin Man Corpses]]||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||48 |
|-align="center" | |-align="center" | ||
− | |[[File:Flashbang Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Concussion Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Concussion Grenade]]'''|| | + | |[[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||3||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:Psi Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Psi Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Psi Grenade]]'''||Psionic soldiers|| ||12||5||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 (Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(14)||title="Cost in Elerium (Cost when building quickly)"|10<br />(14)||title="Cost in Meld (Cost when building quickly)"|10<br />(15)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||20 | |[[File:Psi Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Psi Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Psi Grenade]]'''||Psionic soldiers|| ||12||5||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 (Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(14)||title="Cost in Elerium (Cost when building quickly)"|10<br />(14)||title="Cost in Meld (Cost when building quickly)"|10<br />(15)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||20 | ||
Line 213: | Line 213: | ||
|[[File:Battle Scanner Long War.png|128px|link=Equipment (LWR)#Support grenades|Battle Scanner (2-Pack)]]<br />'''[[Equipment (LWR)#Support grenades|Battle Scanner (2-Pack)]]'''||Scouts|| ||12||12||Spawns a battle scanner at the target location through 2 enemy turns<br>Grants +5 aim against any enemy within the area<br />Reveals the area, including stealthed units||colspan="8"|XCOM starts with an unlimited supply|| | |[[File:Battle Scanner Long War.png|128px|link=Equipment (LWR)#Support grenades|Battle Scanner (2-Pack)]]<br />'''[[Equipment (LWR)#Support grenades|Battle Scanner (2-Pack)]]'''||Scouts|| ||12||12||Spawns a battle scanner at the target location through 2 enemy turns<br>Grants +5 aim against any enemy within the area<br />Reveals the area, including stealthed units||colspan="8"|XCOM starts with an unlimited supply|| | ||
|-align="center" | |-align="center" | ||
− | |[[File:Medkit Long War.png|128px|link=Equipment (LWR)#Utility devices|Medikit]]<br />'''[[Equipment (LWR)#Utility devices|Medikit]]'''|| | + | |[[File:Medkit Long War.png|128px|link=Equipment (LWR)#Utility devices|Medikit]]<br />'''[[Equipment (LWR)#Utility devices|Medikit]]'''||Biosoldiers|| ||2||Single Target||Can be used on self or nearby soldier to remove acid and heal 3 HP<br />Can be used to stabilize a critically wounded soldier<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:Combat Stims Long War.png|128px|link=Equipment (LWR)#Utility devices|Combat Stims]]<br />'''[[Equipment (LWR)#Utility devices|Combat Stims]]'''|| | + | |[[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 4 turns<br />||[[Research (LWR)#Alien Autopsies|Berserker Autopsy]]||45||title="Cost in Credits (Cost when building quickly)"|120<br />(180)|| || ||title="Cost in Meld (Cost when building quickly)"|4<br />(9)||1 [[Alien Artifacts (LWR)#Aliens|Berserker Corpse]]||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||48 |
|-align="center" | |-align="center" | ||
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (LWR)#Utility devices|Elerium Emitter]]<br />'''[[Equipment (LWR)#Utility devices|Elerium Emitter]]'''||Psionic soldiers||-0.6||6||1.5||2 charges<br>'''Stealths''' friendly units through 1 enemy turn or until the unit moves or acts<br />Does not affect enemies, panicked units, this unit, or units with the Concealment perk||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||60||title="Cost in Credits (Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(15)||title="Cost in Elerium (Cost when building quickly)"|30<br />(45)||title="Cost in Meld (Cost when building quickly)"|40<br />(45)||15 [[Alien Artifacts (LWR)#Aliens|Seeker Wrecks]]||title="Duration in days (Duration when building quickly)"|14 days<br />(7.0 days)||60 | |[[File:Ghost Grenade Long War.png|128px|link=Equipment (LWR)#Utility devices|Elerium Emitter]]<br />'''[[Equipment (LWR)#Utility devices|Elerium Emitter]]'''||Psionic soldiers||-0.6||6||1.5||2 charges<br>'''Stealths''' friendly units through 1 enemy turn or until the unit moves or acts<br />Does not affect enemies, panicked units, this unit, or units with the Concealment perk||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||60||title="Cost in Credits (Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(15)||title="Cost in Elerium (Cost when building quickly)"|30<br />(45)||title="Cost in Meld (Cost when building quickly)"|40<br />(45)||15 [[Alien Artifacts (LWR)#Aliens|Seeker Wrecks]]||title="Duration in days (Duration when building quickly)"|14 days<br />(7.0 days)||60 |
Revision as of 20:15, 18 May 2021
In General
In Long War Rebalance, all regular soldiers have 2 equipment slots from the start of the game. The Tactical Rigging Foundry project increases this to 3 slots.
All equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien Grenades, once you have researched the Alien Grenades Foundry project.
All other items need to be produced first, and can only be equipped once per time they are produced. Note that producing consumables represents a production line for these consumables. You can still only equip it once for each time you have produced them, but using them during the mission does not expend them from your storage, and unless damaged, you can bring them again during the next mission.
Most items have a weight, which is represented as a movement penalty. The average item has a weight of 0.6, and thus provides a -0.6 tile movement penalty. Some items weigh 1.2 or more, and a few items weigh nothing or even provide a movement bonus. Extra charges from perks such as Packmaster, Grenadier and Smoke and Mirrors do not increase the weight and do not provide additional movement penalties.
You can choose to equip less than the maximum number of items by clicking on the empty hand icon. Since most items provide a movement penalty, this effectively gives you a small movement bonus.
Soldier Equipment
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 soldier can only equip one plating at a time.
Name | Usable by |
Mob |
HP |
Base DR |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||
Ceramic Plating |
Biosoldiers | -0.6 | +2 | +1 | XCOM starts with an unlimited supply | ||||||||||
Alloy Plating |
Biosoldiers | -0.6 | +4 | +1 | Alien Materials | 15 | 70 (98) |
30 (42) |
0 (5) |
7 days (3.5 days) |
14 | ||||
Reinforced Plating |
Biosoldiers | -0.6 | +2 | +2 | Improved Body Armor | 18 | 70 (98) |
20 (28) |
0 (5) |
7 days (3.5 days) |
28 | ||||
Chitin Plating |
Biosoldiers | +2 | +1 | Reduces melee damage by 60% Prevents strangulation |
Chryssalid Autopsy | 35 | 80 (112) |
25 (35) |
0 (5) |
10 Chryssalid Carcasses | 10 days (5.0 days) |
32 | |||
Regenerative Plating |
Biosoldiers | -0.6 | Mobile Power Armor New Combat Systems |
50 | 90 (126) |
28 (39) |
20 (28) |
10 (15) |
10 days (5.0 days) |
36 |
Sightings
In Long War Rebalance, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of accessories that make this job easier.
Weapon sightings apply their bonus to primary weapons only and each unit can only equip one at a time.
Name | Usable by |
Mob |
Damage |
Aim |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value |
Required for | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||
SCOPE |
Soldiers SHIVs |
+5 | +10 | Alien Weaponry | 15 | 25 (35) |
0 (5) |
7 days (3.5 days) |
28 | Neural Gunlink (1) | |||||||
Marksman Scope |
Scouts | +5 | +5 | Can only be equipped with strike rifles | Alien Weaponry | 20 | 30 (42) |
0 (2) |
7 days (3.5 days) |
12 | |||||||
Illuminator Gunsight |
Biosoldiers | +1 | +15 | Looted from the Exalt headquarters Provided by a Mexican starting bonus |
200 | ||||||||||||
Neural Gunlink |
Psionic soldiers | +10 | +20 | Alien Biocybernetics Psi Warfare Systems |
40 | 300 (420) |
25 (35) |
20 (28) |
45 (50) |
1 SCOPE | 7 days (3.5 days) |
28 |
Weapon Attachments
Like weapon sightings, these attachments can improve a weapons ability to hit and crit enemy targets. Except for perk bonuses, they only affect primary weapons.
Name | Usable by |
Mob |
Aim |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value |
Required for | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||
Laser Sight |
Soldiers SHIVs |
+15 | XCOM starts with an unlimited supply | |||||||||||||
Targeting Module |
Soldiers SHIVs |
+10 | +1 damage during critical hits | Xenobiology | 15 | 110 (154) |
0 (5) |
7 days (3.5 days) |
33 | |||||||
Alloy Bipod |
Biosoldiers | -0.6 | Alien Materials New Combat Systems |
25 | 25 (37) |
60 (84) |
0 (5) |
5 days (2.5 days) |
10 |
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 |
Mob |
Damage |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
High Cap Mags |
Soldiers, MECs, and SHIVs | Non-electric primary weapons gain +1 ammo Can't be equipped with Drum Mags |
XCOM starts with an unlimited supply | |||||||||||
Drum Mags |
Non-Private soldiers SMGs, Carbines, Assault Rifles, or Battle Rifles only |
-1.3 | Non-electric primary weapons gain +2 ammo Can't be equipped with High Cap Mags |
XCOM starts with an unlimited supply | ||||||||||
Alloy Jacketed Rounds |
Soldiers, MECs, and SHIVs Ballistic/gauss primary weapons only |
+1 | Enhanced Ballistics | 15 | 20 (28) |
20 (28) |
0 (5) |
5 days (2.5 days) |
8 | |||||
Enhanced Beam Optics |
Soldiers, MECs, and SHIVs Laser/pulse primary weapons only |
+1 | Enhanced Lasers | 30 | 20 (28) |
10 (14) |
0 (5) |
10 days (5.0 days) |
14 | |||||
Reaper Ammo |
Soldiers, MECs, and SHIVs Laser/pulse primary weapons only |
+20 | +2 damage during critical hits Primary weapon range penalties are doubled |
Supercapacitors | 70 | 100 (140) |
40 (56) |
0 (5) |
7 days (3.5 days) |
20 | ||||
Plasma Stellerator |
Soldiers, MECs, and SHIVs Plasma primary weapons only |
+2 | Enhanced Plasma | 75 | 100 (140) |
120 (168) |
10 (15) |
28 days (14.0 days) |
50 |
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 |
Mob |
Aim |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Breaching Ammo |
Soldiers with Shotguns | -0.6 | -10 | Primary weapons bypass DR from hardened Primary weapon only |
Alien Materials New Combat Systems |
35 | 35 (49) |
40 (56) |
0 (5) |
5 days (2.5 days) |
14 | ||
Shredder Ammo |
Infantry Medics Assaults Engineers Scouts |
-0.6 | Alien Materials | 30 | 120 (168) |
20 (28) |
0 (5) |
5 days (2.5 days) |
12 | ||||
Armor Piercing Ammo |
Soldiers with Assault Rifles, Carbines, SMGs, or Battle Rifles MECs SHIVs |
-0.6 | Primary weapons gain +2 penetration | Improved Body Armor New Combat Systems |
25 | 20 (25) |
45 (63) |
0 (5) |
7 days (3.5 days) |
20 | |||
Flak Ammo |
Soldiers SHIVs |
-0.6 | -5 | Shots from the primary weapon ignore the 30 defense bonus flying targets receive | Floater Autopsy MEC Warfare Systems |
35 | 90 (126) |
20 (28) |
0 (5) |
7 days (3.5 days) |
24 |
Miscellaneous gear
Unlike strictly protective items, these items offer a range of other benefits.
Name | Usable by |
Mob |
Will |
Def |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||
Alien Trophy |
Soldiers | XCOM starts with an unlimited supply | |||||||||||||
Proximity Sensor |
Biosoldiers | +5 | Mechtoid Autopsy MEC Warfare Systems |
35 | 70 (98) |
0 (5) |
10 days (5.0 days) |
30 | |||||||
Respirator Implant |
Biosoldiers | +0.6 | +5 | Prevents strangulation Automatic bleed out on first drop Increases bleed out time by 2 turns Reveals the bleed out timer |
Seeker Autopsy | 25 | 40 (56) |
40 (45) |
5 days (2.5 days) |
16 | |||||
Extrasensory Vest |
Biosoldiers | Seeker Autopsy New Combat Systems |
35 | 35 (49) |
30 (42) |
30 (35) |
7 days (3.5 days) |
26 | |||||||
Walker Servos |
Biosoldiers | Set the mobility to 9.3 and ignore all mobility altering effects | Advanced Power Armor Advanced Servomotors |
45 | 80 (120) |
8 (12) |
4 (6) |
10 (14) |
10 days (5.0 days) |
32 | |||||
Cognitive Enhancer |
Soldiers | +10 | +5 | Increases XP gained by 50% | Looted from the Exalt headquarters | 200 | |||||||||
Neuroregulator |
Psionic soldiers | +1.3 | +10 | +10 | Increases Psi XP gained by 100% | Looted from the Exalt headquarters | 200 | ||||||||
Conduit |
Psionic Soldiers | +40% weapon damage to all explosives +20% DR when protected by cover 10% chance for any action to cost 0 AP |
Psi Warfare Systems | 60 | 40 (60) |
8 (12) |
24 (36) |
0 (3) |
1 Outsider Shard | 7 days (3.5 days) |
16 | ||||
Psi Frayer |
Psionic soldiers | +10 | Triples the damage of Mind Fray Prevents strangulation |
Sectoid Commander Autopsy Psi Warfare Systems |
65 | 200 (280) |
20 (28) |
90 (126) |
10 (15) |
5 Sectoid Commander Corpses | 20 days (10.0 days) |
80 | |||
Psi Retaliator |
Psionic soldiers | +15 | Triples the activation rate of Countercharge Allows Countercharge to activate when not at full HP +30 Crit Resistance |
Mechtoid Autopsy Psi Warfare Systems |
45 | 65 (97) |
8 (12) |
8 (12) |
15 (18) |
1 Mechtoid Core | 10 days (5.0 days) |
26 |
Active Equipment
This equipment has limited uses and often needs to be used (activated) to have an effect.
Explosives
Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. These are the right tools for the job.
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, where each point above or below 6HP increases or decreases the range by 4%, respectively. A soldier with 10HP, for example, will gain a +16% throw range bonus. Throw distance is also increased by various perks and is decreased by Red Fog.
Rockets gain an extra charge with the Shock and Awe perk.
Name | Usable by |
Mob |
Dmg |
Weapon range |
Blast radius |
Special properties |
Source |
---|---|---|---|---|---|---|---|
Rocket |
Rocketeers | -0.6 | 100% Weapon Damage | 20 | 5 | Provides a regular rocket | XCOM starts with an unlimited supply |
Javelin Rocket |
Rocketeers | -0.6 | 200% Weapon Damage | 20 | 2 | Provides a Javelin rocket -30% Scatter Shreds any unit it hits No environmental damage |
XCOM starts with an unlimited supply |
AP Grenade |
Biosoldiers | -0.6 | 3 (2-4) |
10 | 2 | Shreds any unit it hits Cover blocks the effect +2 penetration |
XCOM starts with an unlimited supply |
HE Grenade |
Biosoldiers | -0.6 | 6 (5-7) |
8 | 2 | XCOM starts with an unlimited supply | |
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 |
Biosoldiers | -0.6 | 10 (8-12) |
10 | 2 | +3 penetration Can't be equipped with Alien Grenades |
Must be researched and produced |
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 |
Mob |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||
Smoke Grenade |
Biosoldiers | -0.6 | 10 | 3.5 | Creates a 7x7 tile cloud of smoke (missing 3 tiles from each corner) through 2 enemy turns Grants In Smoke to all units within the smoke |
XCOM starts with an unlimited supply | ||||||||
Acid Grenade |
Biosoldiers | -0.6 | 10 | 2.5 | Creates a 5x5 tile cloud of acid (missing a tile from each corner) until end of this unit's next 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) |
15 Thin Man Corpses | 10 days (5.0 days) |
48 |
Concussion Grenade |
Biosoldiers | -0.6 | 10 | 3 | 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 |
Psionic soldiers | 12 | 5 | 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 (15) |
1 Sectoid Corpse | 7 days (3.5 days) |
20 | |
Mimic Beacon |
Psionic soldiers | -0.6 | 10 | 8 | Spawns a beacon at the target location through 2 enemy turns Aliens must succeed a will check or move towards the beacon The will check's difficulty scales with the throwing soldier's will Does not affect allies or robotic units |
Alien Communications Psi Warfare Systems |
75 | 150 (210) |
2 (2) |
25 (35) |
25 (30) |
1 Sectoid Corpse | 14 days (7.0 days) |
60 |
Utility devices
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges.
Name | Usable by |
Mob |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||
Battle Scanner (2-Pack) |
Scouts | 12 | 12 | Spawns a battle scanner at the target location through 2 enemy turns Grants +5 aim against any enemy within the area Reveals the area, including stealthed units |
XCOM starts with an unlimited supply | |||||||||
Medikit |
Biosoldiers | 2 | Single Target | Can be used on self or nearby soldier to remove acid and heal 3 HP Can be used to stabilize a critically wounded soldier +1 charge with the Packmaster perk +1 charge with the Field Medic perk |
XCOM starts with an unlimited supply | |||||||||
Combat Stims |
Biosoldiers | -0.6 | Self | Self | Use on self (0 AP cost) to become Stimmed for 4 turns |
Berserker Autopsy | 45 | 120 (180) |
4 (9) |
1 Berserker Corpse | 10 days (5.0 days) |
48 | ||
Elerium Emitter |
Psionic soldiers | -0.6 | 6 | 1.5 | 2 charges Stealths friendly units through 1 enemy turn or until the unit moves or acts Does not affect enemies, panicked units, this unit, or units with the Concealment perk |
Seeker Autopsy Psi Warfare Systems |
60 | 150 (225) |
10 (15) |
30 (45) |
40 (45) |
15 Seeker Wrecks | 14 days (7.0 days) |
60 |
MEC and SHIV equipment
Mechanized units have a lot of versatility. A lot of that versatility comes from the items listed below.
Note that none of these items can be equipped more than once, but MECs and SHIVs can equip several of the items listed above for regular soldiers.
MEC and SHIV
Name | Usable by |
Mob |
HP |
Def |
Aim |
Crit |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||
Ammo Module |
MECs SHIVs |
-0.6 | Grants +1 ammo | Alien Materials | 35 | 80 (112) |
60 (84) |
0 (5) |
5 days (2.5 days) |
12 | ||||||
Alloy Carbide Plating |
MECs SHIVs |
+5 | Can't be equipped with Core Plating | Mechanized Unit Defenses | 35 | 70 (105) |
30 (45) |
20 (23) |
10 days (5.0 days) |
28 | ||||||
Core Plating |
MECs SHIVs |
-0.6 | +4 | Grants +2 damage resistance Can't be equipped with Alloy Carbide Plating |
Advanced Power Armor Mechanized Unit Defenses |
95 | 50 (68) |
380 (532) |
0 (5) |
28 days (14.0 days) |
20 | |||||
Battle Computer |
MECs SHIVs |
-0.6 | +10 | +10 | +10 | Sectopod Autopsy MEC Warfare Systems |
75 | 250 (350) |
90 (125) |
90 (125) |
30 (35) |
1 UFO Flight Computer | 18 days (9.0 days) |
100 |
MEC Only
Name | Usable by |
Mob |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||
Incinerator Module |
MECs | -0.6 | Grants +1 charge to the Flamethrower Increases Flamethrower damage by 5 |
Alien Biocybernetics Jellied Elerium |
75 | 40 (56) |
20 (28) |
10 (15) |
7 days (3.5 days) |
36 | ||
The Thumper |
MECs | -0.6 | Increases Kinetic Strike Module penetration by 10 | Antigrav Systems MEC Warfare Systems |
70 | 70 (105) |
20 (30) |
20 (30) |
2 (5) |
7 days (3.5 days) |
28 |
SHIV Only
Name | Usable by |
Mob |
Aim |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Motion Tracker |
SHIVs | 1 charge (2 with Elerium Batteries) When used, displays a 26.6 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 | ||||||
Targeting Motor |
SHIVs | +10 | SHIV Suppression | 20 | 165 (231) |
0 (5) |
7 days (3.5 days) |
14 | |||||
Holo Charger |
SHIVs | -0.6 | Drone Autopsy | 15 | 90 (126) |
30 (42) |
10 (14) |
0 (5) |
7 days (3.5 days) |
16 | |||
Adaptive Tracking Pod |
SHIVs | +10 | Experimental Warfare | 20 | 40 (60) |
2 (2) |
0 (5) |
7 days (3.5 days) |
16 | ||||
Smartshell Pod |
SHIVs | +10 | Experimental Warfare | 20 | 25 (35) |
0 (5) |
7 days (3.5 days) |
10 | |||||
Shielding Pod |
SHIVs | Muton Interrogation New Combat Systems |
55 | 50 (70) |
80 (112) |
80 (112) |
80 (85) |
10 days (5.0 days) |
20 | ||||
AutoSentry Turret |
SHIVs | Cyberdisc Autopsy | 35 | 60 (84) |
8 (11) |
0 (5) |
10 days (5.0 days) |
24 | |||||
Weapon Supercooler |
SHIVs | -0.6 | Sectopod Autopsy | 55 | 120 (180) |
10 (15) |
5 (7) |
0 (5) |
10 days (5.0 days) |
48 | |||
Elerium Turbos |
SHIVs | +2.6 | Elerium Advanced Servomotors |
45 | 30 (45) |
12 (18) |
16 (24) |
0 (2) |
7 days (3.5 days) |
12 |
See also
Long War Rebalance: Loadout | ||||
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