Difference between revisions of "Equipment (LWR)"

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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 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.
 
 
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.
 
 
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.
 
 
==Soldier equipment==
 
===Protective gear===
 
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%"
 
|-
 
!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)}}
 
|-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"
 
|[[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||
 
|-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
 
|-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
 
|-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
 
|-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
 
|-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
 
|-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
 
|}
 
 
===Miscellaneous gear===
 
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.
 
 
{|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)}}
 
|-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"
 
|[[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||
 
|-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
 
|-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
 
|-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
 
|-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
 
|}
 
 
{|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)}}
 
|-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"
 
|[[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
 
|-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
 
|}
 
 
===Weapon attachments===
 
In Long War, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of items available to enhance your weapons' 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.
 
 
{|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)}}
 
|-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"
 
|[[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|| ||
 
|-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||
 
|-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)
 
|-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||
 
|-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||
 
|-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||
 
|-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||
 
|}
 
 
===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.
 
 
{|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)}}
 
|-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)}}
 
|-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||
 
|-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||
 
|-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
 
|-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
 
|-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
 
|-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
 
|-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
 
|-
 
!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)}}
 
|-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)}}
 
|-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
 
|-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
 
|-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
 
|-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
 
|}
 
 
===Explosives===
 
Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. These are the right tools for the job. Keep in mind that in Long War, explosives in general have received an overhaul. Unlike vanilla, where explosives dealt a fixed amount of damage to all enemies within the blast radius, in Long War, explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take. This also applies to destructible environment, which is a little more durable in general compared to vanilla.
 
 
Even though Engineers can pick the Fire Rocket perk, they cannot equip these additional rockets, restricting them to the single rocket that's provided by the perk. Rocketeers can only pick up either rocket once, but they can pick up both rockets, though it could be wise to reserve one slot for an aim boosting item.
 
 
While not as much as rockets, grenades have also received a bit of an overhaul, and the Engineering class has several perks dedicated to lobbing explosive grenades. They still always hit their target, making them more reliable than rockets, especially in the early game, though they can't keep up with range and damage output. Note that soldiers can pick up the same type of grenade more than once.
 
 
{|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)}}
 
|-align="center"
 
|[[File:Rocket Long War.png|128px|link=Equipment (Long War)#Explosives|Rocket]]<br />'''[[Equipment (Long War)#Explosives|Rocket]]'''||Rocketeers||-1.2|| || || ||Provides 2 extra regular rockets||XCOM starts with an unlimited supply
 
|-align="center"
 
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (Long War)#Explosives|Shredder Rocket]]<br />'''[[Equipment (Long War)#Explosives|Javelin Rocket]]'''||Rocketeers||-1.2|| || || ||Provides 2 Javelin rockets<br />Javelin rockets deal double base damage<br />Apply Shred<br />80% less scatter<br />20% explosive radius<br />Damage through cover||XCOM starts with an unlimited supply
 
|-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
 
|-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
 
|-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
 
|}
 
 
===Support grenades===
 
Like explosive grenades, support grenades have also received a few more perks to enhance them, and while the Grenadier perk doesn't increase the number of support grenades carried, its range bonus does affect both explosive and support grenades. While Battle Scanners and Mimic Beacons aren't called grenades, they are affected by these perks, and are thus included here. Note that soldiers can pick up the same type of grenade more than once. To keep the table size a bit practical, the effects of Disorient, Smoke and Acid are described here instead:
 
 
Disorient: Units that are Disoriented immediately cancel Overwatch and Suppression. In addition, their mobility is reduced by 40%, they receive a -50 penalty to aim, and the range of their explosives and thrown devices is severely reduced.
 
 
Smoke: Units that are covered by Smoke gain a +20 bonus to defense. In addition, these units do not suffer the increased critical chance when fired at when exposed or flanked, though they are still considered exposed or flanked for the purpose of perks.
 
 
Acid: Acid lasts for 2 to 4 turns and deals 1 damage per action other than Hunker Down or ending the soldier's turn. In addition, their mobility is reduced by 25%, their damage reduction is reduced by 50% (if their damage reduction is less than 6, it's reduced by 3, to a minimum of 0), they receive a -20 penalty to aim and the range of their explosives and thrown devices is severely reduced. Zombies, robotic units and units that have a Respirator Implant or Medikit equipped negate the damage and penalty to mobility.
 
 
{|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)}}
 
|-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"
 
|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Concussion  Grenade]]<br />'''[[Equipment (Long War)#Support grenades|Concussion Grenade]]'''||All soldiers||-0.6|| ||12.5 tiles||4.0||Can be equipped multiple times per soldier<br />Disorients enemy units within the area of effect for 1 turn<br />Inflict -20 defence, -20 will, -70% mobility, -50 aim, -50 AoE range, double scatter<br /> Cancels overwatch and supression<br />Does not affect robotic units<br />Can't stack with Psi Grenades<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|[[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|| ||12.5 tiles||3.0||Can be equipped multiple times per soldier<br />Spawns a smoke cloud at the target location for 2 turns<br />Provides +30 defence, -15 aim to units in smoke<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|[[File:Battle Scanner Long War.png|128px|link=Equipment (Long War)#Support grenades|Battle Scanner]]<br />'''[[Equipment (Long War)#Support grenades|Battle Scanner]]'''||Scouts||-0.6|| ||XX tiles||7.5||Spawns a scanner at the target location for 2 turns<br />Reveals the area, including stealthed units within the area<br />Shots at enemies in range of scanner grant +5 aim||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|[[File:Chem Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Acid Grenade]]<br />'''[[Equipment (Long War)#Support grenades|Acid Grenade]]'''||All soldiers||-0.6|| ||12.5 tiles||3.0||Can be equipped multiple times per soldier<br />Spawns a chemical cloud at the target location for 2 turns<br />Applies corrosion to all units within the cloud or entering the cloud<br />Applies -20 aim, -20% mobility<br />Affects all units<br />Effect is indefinite<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
 
|-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|| || ||15 tiles||6 tiles||Can be equipped multiple times per soldier<br />Disorients enemy units within the area of effect for 1 turn<br />Inflict -20 defence, -20 will, -70% mobility, -50 aim, -50 AoE range, double scatter<br /> Cancels overwatch and supression<br />Does not affect robotic units<br />Can't stack with Concussion 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
 
|-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||-0.6|| ||8 tiles||12.5||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
 
|}
 
 
===Utility devices===
 
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges. Thus, these items grant the most varied effects. Note that soldiers can equip more than one Medikit or Arc Thrower, but not more than one of each other item.
 
 
{|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)}}
 
|-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"
 
|[[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|| ||
 
|-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||
 
|-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)
 
|-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||
 
|-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||
 
|-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||
 
|}
 
 
==MEC and SHIV equipment==
 
===MEC equipment===
 
One of the main features of Long War is the versatility of mechanized units. Not only do you have eight different classes of MEC troopers at your disposal, you also have the option to fully kit them with items that can supplement or completely change their role on the battlefield. Note that none of these items can be equipped more than once, but MEC troopers can also equip several of the items listed above for regular soldiers.
 
 
{|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)}}
 
|-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"
 
|[[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
 
|-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
 
|-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
 
|-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
 
|-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===
 
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.
 
 
{|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)}}
 
|-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)}}
 
|-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
 
|-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
 
|-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
 
|-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
 
|-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
 
|-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
 
|}
 
 
==See also==
 
{{Loadout (LWR) Navbar}}
 
[[Category: Long War Rebalance]]
 
[[Category: Loadout (LWR)]]
 

Revision as of 00:53, 19 August 2020

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