Equipment (LWR)

From UFOpaedia
Jump to navigation Jump to search

Back To Main Page

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.

Soldier equipment

Protective gear

In Long War Rebalance, the aliens hits hard. Fortunately, you have access to significant protective items that can be worn in addition to regular armor, providing more survivability. A soldier can only equip one of these protective items at a time.

Name Usable
by
Mobility Long War.png
Mob
Health Long War.png
HP
Damage Reduction Long War.png
Base DR
Defense Long War.png
Def
Will Long War.png
Will
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
All soldiers -0.6 +2 +1 XCOM starts with an unlimited supply
Alloy Plating
Alloy Plating
All soldiers -0.6 +4 +1 Alien Materials 15 35
(52)
8
(12)
0
(2)
7 days
(3.5 days)
14
Chitin Plating
Chitin Plating
All soldiers +2 +1 Reduces melee damage by 40%
Prevents strangulation
Chryssalid Autopsy 35 80
(120)
20
(30)
0
(4)
10 Chryssalid Carcasses 10 days
(5.0 days)
32
Reinforced Armor
Reinforced Armor
All soldiers -1.2 +3 +2.5 Improved Body Armor 18 70
(105)
14
(21)
0
(3)
7 days
(3.5 days)
28
Regenerator Vest
Regenerator Vest
All soldiers -0.6 +3 Mobile Power Armor
New Combat Systems
50 90
(135)
18
(27)
10
(15)
10
(14)
10 days
(5.0 days)
36

Miscellaneous gear

Unlike strictly protective items, these items offer a range of other benefits.

Name Usable
by
Mobility Long War.png
Mob
Health Long War.png
HP
Will Long War.png
Will
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
All soldiers
MEC troopers
XCOM starts with an unlimited supply
Proximity Sensor
Proximity Sensor
All soldiers -1
Tracker
+5 defense Mechtoid Autopsy
MEC Warfare Systems
35 75
(112)
10
(13)
1 UFO Flight Computer 10 days
(5.0 days)
30
Extrasensory Vest
Extrasensory Vest
All soldiers -0.6 Seeker Autopsy
New Combat Systems
35 65
(97)
8
(12)
20
(23)
7 days
(3.5 days)
26
Respirator Implant
Respirator Implant
All soldiers +0.6 +5 defense
Prevents strangulation
Prevents death on the first drop to 0 health per mission
Increases bleed timeout by 2 turns, and reveals the timer
Seeker Autopsy 25 40
(60)
8
(11)
5 days
(2.5 days)
16
Walker Servos
Walker Servos
All soldiers Sets mobility to 8.7 at the beginning of any mission Advanced Power Armor
Advanced Servomotors
45 80
(120)
8
(12)
4
(6)
10
(14)
10 days
(5.0 days)
32
Fuel Cell
Fuel Cell
All soldiers
SHIV units
+2.5 Increases flight fuel by 14
Double fuel with the Advanced Flight Foundry project
Antigrav Systems 60 40
(60)
8
(12)
24
(36)
0
(3)
7 days
(3.5 days)
16
Cognitive Enhancer
Cognitive Enhancer
All soldiers
MEC troopers
+10 +5 aim, crit, and defense
Increases XP gained by 100%
Looted from the Exalt headquarters 200
Psi Frayer
Psi Frayer
Psionic soldiers -0.6 +15 Prevents strangulation Sectoid Commander Autopsy
Psi Warfare Systems
65 200
(300)
20
(30)
60
(90)
10
(17)
5 Sectoid Commander Corpses 20 days
(10.0 days)
80
Psi Retaliator
Psi Screen
Psionic soldiers +10 +0.5 Damage Resistance Mechtoid Autopsy
Psi Warfare Systems
45 65
(97)
8
(12)
8
(12)
15
(18)
1 Mechtoid Core 10 days
(5.0 days)
26
Neuroregulator
Neuroregulator
Psionic soldiers +0.6 +10 Increases Psi XP gained by 100% Looted from the Exalt headquarters 200

Weapon attachments

In Long War Rebalance, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of items available to enhance your weapons.

These items apply their bonus to primary weapons only. Note that Scopes, Neural Gunlinks, Marksman Scopes, and Illuminator Gunsights can't stack with one another.

Name Usable
by
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
Laser Sight
Laser Sight
All soldiers
MEC troopers
SHIV units
+15 XCOM starts with an unlimited supply
Targeting Module
Targeting Module
All soldiers
MEC troopers
SHIV units
+10 +1 damage during critical hits Xenobiology 15 50
(75)
0
(3)
7 days
(3.5 days)
20
SCOPE
SCOPE
All soldiers
MEC troopers
SHIV units
+5 +10 Alien Weaponry 15 70
(105)
0
(3)
7 days
(3.5 days)
28 SCOPE Upgrade (1)
Neural Gunlink (1)
Neural Gunlink
Neural Gunlink
Psionic soldiers +15 +15 Alien Biocybernetics
Psi Warfare Systems
40 70
(105)
6
(9)
8
(12)
15
(18)
1 SCOPE 7 days
(3.5 days)
28
Illuminator Gunsight
Illuminator Gunsight
All soldiers -0.6 +10 Looted from the Exalt headquarters
Provided by a Mexican starting bonus
200
Marksman's Scope
Marksman's Scope
Scouts +5 +5 Reduces the squadsight penalty to -2 aim per tile further than 20 tiles
Can only be equipped with strike rifles
Alien Weaponry 20 30
(45)
0
(2)
7 days
(3.5 days)
12
Alloy Bipod
Alloy Bipod
All soldiers -0.6 Alien Materials
New Combat Systems
25 25
(37)
4
(6)
0
(2)
5 days
(2.5 days)
10

Special ammunition

In addition to attaching unique items to your weapons, you can also replace the standard ammunition and clips with more specialized ammunition and clips, to further enhance your attacks. Like 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 and each unit can only use one ammo type at a time.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Duration in days
High Cap Mags
High Cap Mags
All soldiers
MEC troopers
SHIV units
Non-electric primary weapons gain +1 ammo
Can't stack with Drum Mags
XCOM starts with an unlimited supply
Drum Mags
Drum Mags
All soldiers (except Rookies) -0.6 Non-electric primary weapons gain +2 ammo
Only affects Ballistic and Gauss Carbines, Assault Rifles and Battle Rifles
Can't stack with High Cap Mags
XCOM starts with an unlimited supply
Breaching Ammo
Breaching Ammo
All soldiers -10 Nullifies the DR and Crit Resistance hardened targets receive
Ballistic and Gauss series primary Shotguns only
Alien Materials
New Combat Systems
35 35
(52)
6
(9)
0
(2)
5 days
(2.5 days)
14
Shredder Ammo
Shredder Ammo
Infantry
Medics
Assaults
Engineers
Scouts
Ballistic and Gauss series weapons only Alien Materials
New Combat Systems
30 30
(45)
6
(9)
0
(2)
5 days
(2.5 days)
12
Armor Piercing Ammo
Armor Piercing Ammo
All soldiers
MEC troopers
SHIV units
+1 penetration
Ballistic and Gauss: Assault Rifles, Carbines, Battle Rifles, SHIV weapons, and MEC weapons only
Improved Body Armor
New Combat Systems
25 50
(75)
12
(18)
0
(3)
7 days
(3.5 days)
20
Flak Ammo
Flak Ammo
All soldiers
MEC troopers
SHIV units
Primary weapons gain +4 damage against flying units that are aloft Floater Autopsy
MEC Warfare Systems
35 60
(90)
20
(30)
0
(3)
7 days
(3.5 days)
24
Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
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
Alloy Jacketed Rounds
Alloy Jacketed Rounds
All soldiers
MEC troopers
SHIV units
Primary weapons gain +1 damage
Only affects Ballistic and Gauss weapons
Enhanced Ballistics 15 20
(30)
6
(9)
0
(2)
5 days
(2.5 days)
8
Enhanced Beam Optics
Enhanced Beam Optics
All soldiers
MEC troopers
SHIV units
Primary weapons gain +1 damage
Only affects Beam and Pulse Laser weapons
Enhanced Lasers 30 35
(52)
8
(12)
0
(2)
10 days
(5.0 days)
14
Reaper Pack
Reaper Pack
All soldiers Primary weapon gain +25 crit
Primary weapon range penalties are doubled
Only affects Beam and Pulse Laser weapons
Supercapacitors 70 50
(75)
10
(15)
0
(3)
7 days
(3.5 days)
20
Plasma Stellerator
Plasma Stellerator
All soldiers
MEC troopers
SHIV units
Primary weapons gain +2 damage
Only affects Plasma weapons
Primary weapons gain +50% weapon damage when targeting units with distortion
Enhanced Plasma 75 125
(187)
20
(30)
20
(30)
5
(10)
14 days
(7.0 days)
50

Explosives

Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. These are the right tools for the job. 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).

Name Usable
by
Mobility Long War.png
Mob
Weapon damage
Dmg
Weapon
range
Blast
radius
Special
properties
Source
Rocket
Rocket
Rocketeers -1.6 x1 18.7 5 Provides an extra regular rocket XCOM starts with an unlimited supply
Javelin Rocket
Javelin Rocket
Rocketeers -1.6 x2 18.7 1 Provides a Javelin rocket
-50% scatter
No environmental damage
Shreds any unit it hits
XCOM starts with an unlimited supply
AP Grenade
AP Grenade
All soldiers -1 4
(3-5)
10 2 Units with cover towards the center are unaffected
+2 damage with the Alien Grenades Foundry project
+1 charge with the Packmaster perk
+1 charge with the Grenadier perk
XCOM starts with an unlimited supply
HE Grenade
HE Grenade
All soldiers -1 6
(5-7)
7.5 2 +3 damage with the Alien Grenades Foundry project
+1 charge with the Packmaster perk
+1 charge with the Grenadier perk
XCOM starts with an unlimited supply
Alien Grenade
Alien Grenade
All soldiers -1 7
(6-8)
10 2 Can't be equipped with Plasma Grenades
+1 charge with the Packmaster perk
+1 charge with the Grenadier perk
The Alien Grenades Foundry project provides an unlimited supply
Plasma Grenade
Plasma Grenade
All soldiers -1 10
(8-12)
10 2 +4 penetration
Can't be equipped with Alien Grenades
+1 charge with the Packmaster perk
+1 charge with the Grenadier perk
The Alien Grenades Foundry project provides an unlimited supply

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.

To keep the table size a bit practical, the effects of Disorient, Smoke and Acid are described here instead:

Disorient: Cancels overwatch and suppression, -20 defense, -20 will, -50 aim, -50% throw/ability range, -70% mobility, double scatter, lasts through 1 enemy turn

In Smoke: Grants -15 aim, +30 defense, does not trigger non-suppression reaction shots, and has no flanked/exposed/close range crit bonus, lasts through 2 enemy turns

Corrosion: Disables passive healing, strips all flat DR, -20 aim, -20% mobility, and -50% range for AoE attacks, indefinitely

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
Concussion Grenade
Flashbang Grenade
All soldiers -0.6 10 4 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 12.5 6 Cover blocks the effect
Disorients enemies
Does not affect robotic units
Can't be equipped with Psi Grenades
Psi Warfare Systems 25 50
(75)
2
(3)
2
(3)
1
(4)
1 Sectoid Corpse 7 days
(3.5 days)
20
Smoke Grenade
Smoke Grenade
All soldiers -0.6 10 3.5 Spawns smoke at the target location through 2 enemy turns
Grants In Smoke to all units within the smoke
XCOM starts with an unlimited supply
Acid Grenade
Acid Grenade
All soldiers -0.6 10 3 Spawns a chemical cloud at the target location through 2 enemy turns
Applies Corrosion to all units within the cloud or entering the cloud
Thin Man Autopsy
New Combat Systems
40 120
(180)
4
(6)
0
(5)
15 Thin Man Corpses 10 days
(5.0 days)
48
Mimic Beacon
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
(225)
2
(3)
25
(37)
25
(30)
1 Sectoid Corpse 14 days
(7.0 days)
60

Utility devices

Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges. Thus, these items grant the most varied effects. Note that soldiers can equip more than one Medikit or Arc Thrower, but not more than one of each other item.

Name Usable
by
Mobility Long War.png
Mob
Weapon
range
Blast
radius
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
Battle Scanner (2-Pack)
Battle Scanner (2-Pack)
Scouts 7.5 11.2 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
Medikit
All soldiers -0.6 1.8 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
Motion Tracker
Motion Tracker
SHIV units Self 25 1 charge. When used, displays a radar with color signals:
* Blue: Friendly units
* White: Human civilians
* Red: Aliens and gene modded Exalt
* Yellow: Meld canisters
* Green: Bombs and power nodes
Can display cloaked units
10 20
(30)
0
(2)
5 days
(2.5 days)
8
Combat Stims
Combat Stims
All soldiers -0.6 Self Self Use on self (0 AP cost) to become Stimmed [+2 regeneration, +1.2 mobility, +10 aim, +15 will, immunity to crits/fatigued/exhausted, and 20% DR] for 4 turns
Berserker Autopsy 45 120
(180)
4
(9)
1 Berserker Corpse 10 days
(5.0 days)
48
Elerium Emitter
Elerium Emitter
Psionic soldiers 5 0.48 Grants +2 damage resistance to the carrier
3 charges
Stealths a friendly unit through 1 enemy turn
Does not affect enemies, panicked units, or units with the Concealment perk
Seeker Autopsy
Psi Warfare Systems
60 150
(225)
10
(15)
30
(45)
40
(45)
15 Seeker Wrecks 14 days
(7.0 days)
60

MEC and SHIV equipment

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 MEC troopers and SHIVs can equip several of the items listed above for regular soldiers.

Name Usable
by
Mobility Long War.png
Mob
Health Long War.png
HP
Defense Long War.png
Def
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
Ammo Module
Ammo Module
MEC troopers
SHIV units
-0.6 Grants +1 ammo Alien Materials 15 30
(45)
6
(9)
0
(2)
5 days
(2.5 days)
12
Alloy Carbide Plating
Alloy Carbide Plating
MEC troopers
SHIV units
+5 Mechanized Unit Defenses 35 70
(105)
30
(45)
20
(23)
10 days
(5.0 days)
28
Core Armoring
Core Armoring
MEC troopers
SHIV units
-0.6 +4 Grants +2 damage resistance Mechanized Unit Defenses 15 50
(75)
10
(15)
0
(3)
7 days
(3.5 days)
20
Battle Computer
Battle Computer
MEC troopers
SHIV units
-0.6 +10 +10 +10 Sectopod Autopsy
MEC Warfare Systems
75 250
(375)
30
(45)
10
(15)
30
(38)
1 UFO Flight Computer 12 days
(6.0 days)
100
Incinerator Module
Incinerator Module
MEC troopers Grants +1 charge to the Flamethrower
Increases Flamethrower damage by 5
Alien Biocybernetics
Jellied Elerium
45 90
(135)
20
(30)
20
(30)
10
(14)
7 days
(3.5 days)
36
The Thumper
The Thumper
MEC troopers 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
Targeting Motor
Targeting Motor
SHIV units +10 SHIV Suppression 20 35
(52)
0
(2)
7 days
(3.5 days)
14
Holo Charger
Holo Charger
SHIV units 0.6 Drone Autopsy 15 40
(60)
0
(3)
7 days
(3.5 days)
16
Adaptive Tracking Pod
Adaptive Tracking Pod
SHIV units +5 Experimental Warfare 20 40
(60)
0
(3)
7 days
(3.5 days)
16
Smartshell Pod
Smartshell Pod
SHIV units +10 Experimental Warfare 20 25
(37)
0
(2)
7 days
(3.5 days)
10
Shielding Pod
Shielding Pod
SHIV units Heavy Floater Autopsy 55 50
(75)
10
(15)
5
(7)
20
(23)
10 days
(5.0 days)
20
AutoSentry Turret
AutoSentry Turret
SHIV units Cyberdisc Autopsy 35 60
(90)
8
(12)
0
(3)
10 days
(5.0 days)
24
Weapon Supercooler
Weapon Supercooler
SHIV units -0.6 Template:Light Em Up (LWR) Sectopod Autopsy 55 120
(180)
10
(15)
5
(7)
0
(5)
10 days
(5.0 days)
48
Elerium Turbos
Elerium Turbos
SHIV units +2.5 Elerium
Advanced Servomotors
45 30
(45)
12
(18)
16
(24)
0
(2)
7 days
(3.5 days)
12

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