Equipment (LWR)

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In General

Soldiers Equipment Long War.png

In Long War Rebalance, all regular soldiers have 2 equipment slots from the start of the game. The Tactical Rigging Foundry project increases this to 3 slots.

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.

Passive Equipment

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

Platings

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

Name Usable
by
Mobility Long War.png
Mob
Health Long War.png
HP
Damage Reduction Long War.png
Base DR
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Ceramic Plating
Ceramic Plating
Biosoldiers -0.6 +2 +15 +20 Crit Resistance XCOM starts with an unlimited supply
Alloy Plating
Alloy Plating
Biosoldiers +3 +20 +20 Crit Resistance Alien Materials 15 70
(98)
35
(49)
0
(5)
7 days
(3.5 days)
14
Reinforced Plating
Reinforced Plating
Biosoldiers -1.3 +4 +35 +20 Crit Resistance Improved Body Armor 18 70
(98)
20
(28)
0
(5)
7 days
(3.5 days)
28
Chitin Plating
Chitin Plating
Biosoldiers +2 +30 +20 Crit Resistance
Incoming melee attacks graze
Prevents strangulation
Reduces corrosion duration to 1 turn
Chryssalid Autopsy 35 80
(112)
15
(21)
0
(5)
10 Chryssalid Carcasses 10 days
(5.0 days)
32
Regenerative Plating
Regenerative Plating
Biosoldiers -0.6 +35 +20 Crit Resistance
Regenerates 1 HP anytime this units takes 3 or more damage
New Combat Systems 50 90
(126)
28
(39)
20
(28)
10
(15)
10 days
(5.0 days)
36
Alloy Carbide Plating
Alloy Carbide Plating
MECs
SHIVs
+4 +10 +20 Crit Resistance
Reduces corrosion duration to 1 turn
Mechanized Unit Defenses 35 70
(105)
30
(45)
20
(23)
10 days
(5.0 days)
28
Core Plating
Core Plating
MECs
SHIVs
-0.6 +5 +30 +20 Crit Resistance
Reduces corrosion duration to 1 turn
Advanced Power Armor
Mechanized Unit Defenses
95 50
(68)
550
(825)
0
(5)
28 days
(14.0 days)
20

Scopes

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

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

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

Weapon Attachments

Like scopes, these attachments can improve a weapons ability to hit and crit enemy targets. Except for perk bonuses, they only affect primary weapons.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Crit Long War.png
Crit
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Laser Sight
Laser Sight
All Units +10 XCOM starts with an unlimited supply
AR Targeter
AR Targeter
All Units +15 +1 base damage during critical hits Xenobiology 15 160
(224)
0
(5)
7 days
(3.5 days)
33
Alloy Bipod
Alloy Bipod
Snipers
Scouts
Gunners
Rocketeers
Alien Materials
New Combat Systems
25 25
(37)
60
(84)
0
(5)
5 days
(2.5 days)
10
Prediction Computer
Prediction Computer
All Units Grants +10 Defense
Grants +20 aim to reaction fire from the primary weapon
Advanced Gauss Weapons 75 150
(210)
2
(2)
25
(35)
10
(15)
14 days
(7.0 days)
60


Ammunition Modifiers

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

Ammunition modifiers only affect primary weapons.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Damage Long War.png
Damage
Crit Long War.png
Crit
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Duration in days
High Cap Mags
High Cap Mags
Biosoldiers Non-electric primary weapons gain +1 ammo
Can't be equipped with Drum Mags
XCOM starts with an unlimited supply
Drum Mags
Drum Mags
Non-Private biosoldiers
SMGs, Carbines, Assault Rifles, or Battle Rifles only
-1.3 Non-electric primary weapons gain +2 ammo
Can't be equipped with High Cap Mags
XCOM starts with an unlimited supply
Heavy Mags
Heavy Mags
MECs
SHIVs
-0.6 Grants +1 ammo Alien Materials 35 80
(112)
60
(84)
0
(5)
5 days
(2.5 days)
12
Alloy Jacketed Rounds
Alloy Jacketed Rounds
All Units
Ballistic/gauss primary weapons only
+5 +1 +1 Penetration Enhanced Ballistics 15 20
(28)
50
(70)
0
(5)
5 days
(2.5 days)
8
Enhanced Beam Optics
Enhanced Beam Optics
All Units
Laser/pulse primary weapons only
+5 +1 +1 base damage during critical hits Enhanced Lasers 30 20
(28)
40
(56)
0
(5)
10 days
(5.0 days)
14
Reaper Ammo
Reaper Ammo
All Units
Laser/pulse primary weapons only
+3 (crit dmg only) +30 Primary weapon range penalties are doubled Supercapacitors 70 100
(140)
60
(84)
80
(112)
0
(5)
7 days
(3.5 days)
20
Plasma Stellerator
Plasma Stellerator
All Units
Plasma primary weapons only
+10 +1 Penetration Enhanced Plasma 75 100
(140)
230
(322)
80
(85)
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
Mobility Long War.png
Mob
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Duration in days
Breaching Ammo
Breaching Ammo
Biosoldiers with Shotguns Primary weapons bypass the DR from hardened Alien Materials
New Combat Systems
35 35
(49)
8
(11)
0
(5)
5 days
(2.5 days)
14
Shredder Ammo
Shredder Ammo
Infantry
Medics
Assaults
Engineers
Scouts
-0.6 Alien Materials 30 50
(75)
5
(7)
0
(5)
5 days
(2.5 days)
12
Armor Piercing Ammo
Armor Piercing Ammo
Biosoldiers with a SAW/LMG/AR/Carbine/SMG/BR
MECs
SHIVs
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
Flak Ammo
All Units Shots from the primary weapon ignore half of 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
Mobility Long War.png
Mob
Aim Long War.png
Aim
Will Long War.png
Will
Defense Long War.png
Def
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Alien Trophy
Alien Trophy
Soldiers Increases XP gained by 15% XCOM starts with an unlimited supply
Shaped Charges
Shaped Charges
Rocketeers Grants +1 damage and +2 pen to all rockets XCOM starts with an unlimited supply
Proximity Sensor
Proximity Sensor
Biosoldiers +5
Tracker
35 15
(21)
0
(5)
4 days
(2.0 days)
7
Respirator Implant
Respirator Implant
Biosoldiers +1.3 Prevents strangulation
Automatic bleed out on first drop
Increases bleed out time by 2 turns
Reveals the bleed out timer
Seeker Autopsy 25 20
(30)
20
(25)
5 days
(2.5 days)
16
Chameleon Vest
Chameleon Vest
Biosoldiers -0.6 +10 Seeker Autopsy
New Combat Systems
35 35
(49)
60
(84)
40
(45)
7 days
(3.5 days)
26
Walker Servos
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
Cognitive Enhancer
Soldiers +10 Increases XP gained by 35%
10% chance for any idle-ending action to cost 0 AP
Looted from the Exalt headquarters 200
Neuroregulator
Neuroregulator
Psionic soldiers +1.3 +10 +10 Increases Psi XP gained by 100% Looted from the Exalt headquarters 200
Conduit
Conduit
Psionic Soldiers +1 damage to all weapons and equipment
20% chance for any idle-ending 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
Psi Frayer
Psionic soldiers +20 Resets the cooldown of Mind Fray after use
Prevents strangulation
Sectoid Commander Autopsy
Psi Warfare Systems
65 200
(280)
20
(28)
90
(126)
10
(15)
5 Sectoid Commander Corpses 20 days
(10.0 days)
80
Psi Defender
Psi Defender
Psionic soldiers +30% DR when protected by cover
+30 Crit Resistance when protected by cover
Mechtoid Autopsy
Psi Warfare Systems
45 65
(97)
8
(12)
8
(12)
15
(18)
1 Mechtoid Core 10 days
(5.0 days)
26
Incinerator Amp
Incinerator Amp
MECs Grants +1 charge to the Flamethrower
Increases Flamethrower damage by +3
Alien Biocybernetics
Jellied Elerium
75 40
(56)
20
(28)
10
(15)
7 days
(3.5 days)
36
The Thumper
The Thumper
MECs -0.6 Increases Kinetic Strike Module damage by 8 and penetration by 4 Antigrav Systems
MEC Warfare Systems
70 70
(105)
20
(30)
20
(30)
2
(5)
7 days
(3.5 days)
28
Battle Computer
Battle Computer
MECs
SHIVs
-0.6 +10 +10 Aim
+10 Crit
Sectopod Autopsy
MEC Warfare Systems
75 50
(70)
90
(125)
90
(125)
30
(35)
1 UFO Flight Computer 18 days
(9.0 days)
100
Targeting Motor
Targeting Motor
SHIVs SHIV Advancements I 20 165
(231)
0
(5)
7 days
(3.5 days)
14
Holo Charger
Holo Charger
SHIVs -1.3 Drone Autopsy 15 90
(126)
30
(42)
10
(14)
0
(5)
7 days
(3.5 days)
16
Adaptive Tracking Pod
Adaptive Tracking Pod
SHIVs Experimental Warfare 20 40
(60)
2
(2)
0
(5)
7 days
(3.5 days)
16
Smartshell Pod
Smartshell Pod
SHIVs +10 Experimental Warfare 20 25
(35)
0
(5)
7 days
(3.5 days)
10
Shielding Pod
Shielding Pod
SHIVs -0.6 +20 crit resistance Muton Interrogation
New Combat Systems
55 12
(4)
20
(28)
20
(28)
20
(25)
10 days
(5.0 days)
20
AutoSentry Turret
AutoSentry Turret
SHIVs -1.3 Cyberdisc Autopsy 35 60
(84)
8
(11)
0
(5)
10 days
(5.0 days)
24
Weapon Supercooler
Weapon Supercooler
SHIVs -0.6 Sectopod Autopsy 55 120
(180)
10
(15)
35
(49)
0
(5)
10 days
(5.0 days)
48
Elerium Turbos
Elerium Turbos
SHIVs +4 Elerium
Advanced Servomotors
45 30
(45)
12
(18)
16
(24)
0
(2)
7 days
(3.5 days)
12

Active Equipment

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

Large Equipment (MEC)

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

Name Usable
by
Mobility Long War.png
Mob
Weapon damage
Dmg
Weapon
range
Blast
radius
Base
charges
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Flamethrower
Flamethrower
MECs -0.6 7
(6-8)
8 2 Bypasses all DR
25% chance for a 50 will test for panic
Will test 80 with Jellied Elerium
AOE is a cone shape
MEC Warfare Systems 35 50
(75)
5
(7)
30
(45)
5
(10)
17 days
(8.5 days)
15
Restorative Mist
Restorative Mist
MECs -0.6 self 2 2 Passive:
Heals 1 HP upon taking >4 damage
Active:
Heals 5 HP in an area
Thin Man Autopsy
MEC Warfare Systems
45 60
(90)
5
(7)
40
(60)
10
(15)
20 days
(10 days)
36
Kinetic Strike Module
Kinetic Strike Module
MECs 16
(14-18)
melee 1 per turn +8 Penetration
Melee weapon
Alien Biocybernetics 30 50
(75)
15
(22)
10
(15)
5
(10)
16 days
(8 days)
30
Grenade Launcher
Grenade Launcher
MECs -0.6 10
(8-12)
8 2.5 2 Cannot be equipped with Advanced Launcher MEC Warfare Systems 50 75
(112)
40
(60)
5
(7)
10
(15)
16 days
(8 days)
45
Advanced Launcher
Advanced Launcher
MECs -0.6 14
(12-16)
8 2.5 4 Cannot be equipped with Grenade Launcher MEC Warfare Systems
Heavy Floater Interrogation
100 150
(224)
80
(116)
10
(14)
20
(25)
32 days
(16 days)
90
Gravity Mine Launcher
Gravity Mine Launcher
MECs -0.6 5
(4-6)
10 4 2 Reduces mobility of units within radius by 50%
Reduces defense of units within radius by 15
Detonates at the end of XCOM's next turn
Advanced Gauss Weapons
MEC Warfare Systems
55 90
(135)
30
(45)
10
(15)
5
(10)
25 days
(12.5 days)
54
Electropulse
Electropulse
MECs -0.6 12
(10-14)
self 10 unlimited Only affects outsiders and mechanical units
Has a chance to disable for a turn
4 turn cooldown
Electromagnetic Pulse Weapons
MEC Warfare Systems
75 40
(60)
15
(22)
50
(75)
15
(20)
1 Arc Rifle 25 days
(12.5 days)
24

Rocket Launchers

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

Name Usable
by
Mobility Long War.png
Mob
Weapon damage
Dmg
Weapon
ammo
Weapon
range
Blast
radius
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Rocket Launcher
Rocket Launcher
Rocketeers -0.6 6
(5-7)
1 18 5 2 turn cooldown XCOM starts with an unlimited supply
Recoilless Rifle
Recoilless Rifle
Rocketeers -0.6 9
(8-10)
2 18 5 2 turn cooldown
Firing a rockets costs only 1 AP
Advanced Gauss Weapons 45 100
(150)
75
(112)
10
(15)
0
(5)
23 days
(11.5 days)
30
Blaster Launcher
Blaster Launcher
Rocketeers -0.6 12
(10-14)
3 14 5 2 turn cooldown
Can path around obstacles
No Scatter
Fusion Weapons 110 600
(900)
130
(195)
70
(105)
60
(65)
2 UFO Flight Computers
1 Fusion Core
42 days
(21 days)
180

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
Mobility Long War.png
Mob
Weapon damage
Dmg
Weapon
range
Blast
radius
Special
properties
Source
Javelin Rocket
Javelin Rocket
Rocketeers -0.6 18 2 Provides a Javelin rocket
Shreds any unit it hits at 3x the normal rate
Deals +50% weapon damage
Reduces scatter by 70%
No environmental damage
XCOM starts with an unlimited supply
AP Grenade
AP Grenade
Biosoldiers -0.6 3
(2-4)
10 2 Shreds any unit it hits at 5x the normal rate
Cover blocks the effect
+2 penetration
XCOM starts with an unlimited supply
HE Grenade
HE Grenade
Biosoldiers -0.6 6
(5-7)
8 2.5 XCOM starts with an unlimited supply
Alien Grenade
Alien Grenade
Biosoldiers -0.6 7
(6-8)
10 2 Can't be equipped with Plasma Grenades The Alien Grenades Foundry project provides an unlimited supply.
Plasma Grenade
Plasma Grenade
Biosoldiers 12
(10-14)
10 2 Compact: Twice the number of this equipped item is brought into each mission
Can't be equipped with Alien Grenades
The Condensed Plasma Foundry project allows production.

Support grenades

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

Name Usable
by
Mobility Long War.png
Mob
Weapon
range
Blast
radius
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Smoke Grenade
Smoke Grenade
Biosoldiers -0.6 14 2.5 Creates a 5x5 tile cloud of smoke (missing a tile from each corner) through 1 enemy turn
Grants In Smoke to all units within the smoke
XCOM starts with an unlimited supply
Acid Grenade
Acid Grenade
Biosoldiers -0.6 10 2.5 Creates a 5x5 tile cloud of acid (missing a tile from each corner) until end of 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
Concussion Grenade
Biosoldiers -0.6 10 2 Cover blocks the effect
Disorients enemies
Does not affect robotic units
Can't be equipped with Psi Grenades
XCOM starts with an unlimited supply
Psi Grenade
Psi Grenade
Psionic soldiers 12 3 Cover blocks the effect
Disorients enemies
Does not affect robotic units
Can't be equipped with Concussion Grenades
Psi Warfare Systems 25 50
(70)
10
(14)
10
(14)
10
(15)
1 Sectoid Corpse 7 days
(3.5 days)
20

Utility devices

Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges.

Name Usable
by
Mobility Long War.png
Mob
Weapon
range
Blast
radius
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Battle Scanner (2-Pack)
Battle Scanner
Scouts -0.6 12 12 Spawns a battle scanner at the target location until end of turn
Grants +20 aim against any enemy within the area
Reveals the area (including stealthed units)
XCOM starts with an unlimited supply
Medikit
Medikit
Biosoldiers 2 Single Biosoldier Removes acid and heals 4 HP
Works on any biosoldier
Can stabilize (and with a perk, revive) a critically wounded MEC or biosoldier
+1 charge with the Packmaster perk
+1 charge with the Field Medic perk
XCOM starts with an unlimited supply
Combat Stims
Combat Stims
Biosoldiers Self Self Use on self (0 AP cost) to become Stimmed for 3 turns
Berserker Autopsy 45 120
(180)
4
(9)
1 Berserker Corpse 10 days
(5.0 days)
48
Shadow Device
Shadow Device
Biosoldiers 6 2 2 charges
Shadows 1 friendly unit through 1 enemy turn or until the unit acts
Does not affect enemies, 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
Motion Tracker
Motion Tracker
SHIVs Grants Tracker
2 charges (3 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


See also

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

Equipment