Equipment (LWR)
In General
In Long War Rebalance, all regular soldiers have 2 equipment slots from the start of the game. The Tactical Rigging Foundry project increases this to 3 slots.
All equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien Grenades, once you have researched the Alien Grenades Foundry project.
All other items need to be produced first, and can only be equipped once per time they are produced. Note that producing consumables represents a production line for these consumables. You can still only equip it once for each time you have produced them, but using them during the mission does not expend them from your storage, and unless damaged, you can bring them again during the next mission.
Most items have a weight, which is represented as a movement penalty. The average item has a weight of 0.6, and thus provides a -0.6 tile movement penalty. Some items weigh 1.2 or more, and a few items weigh nothing or even provide a movement bonus. Extra charges from perks such as Packmaster, Grenadier and Smoke and Mirrors do not increase the weight and do not provide additional movement penalties.
You can choose to equip less than the maximum number of items by clicking on the empty hand icon. Since most items provide a movement penalty, this effectively gives you a small movement bonus.
Soldier equipment
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 |
Mob |
HP |
Base DR |
Def |
Will |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||
Ceramic Plating |
All soldiers | -0.6 | +2 | +1 | XCOM starts with an unlimited supply | ||||||||||||
Alloy Plating |
All soldiers | -0.6 | +4 | +1 | Alien Materials | 15 | 35 (52) |
8 (12) |
0 (2) |
7 days (3.5 days) |
14 | ||||||
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 | ||||||
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 | |||||
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 |
Mob |
HP |
Will |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||
Alien Trophy |
All soldiers MEC troopers |
XCOM starts with an unlimited supply | |||||||||||||
Proximity Sensor |
All soldiers | -1 | +5 defense | Mechtoid Autopsy MEC Warfare Systems |
35 | 75 (112) |
10 (13) |
1 UFO Flight Computer | 10 days (5.0 days) |
30 | |||||
Respirator Implant |
All soldiers | +0.6 | +5 defense Prevents strangulation Automatic bleed out on first drop Increases bleed out time by 2 turns Reveals the bleed out timer |
Seeker Autopsy | 25 | 40 (60) |
8 (11) |
5 days (2.5 days) |
16 | ||||||
Extrasensory Vest |
All soldiers | -0.6 | Seeker Autopsy New Combat Systems |
35 | 65 (97) |
8 (12) |
20 (23) |
7 days (3.5 days) |
26 | ||||||
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 |
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 |
All soldiers MEC troopers |
+10 | +5 aim, crit, and defense Increases XP gained by 100% |
Looted from the Exalt headquarters | 200 | ||||||||||
Neuroregulator |
Psionic soldiers | +0.6 | +10 | Increases Psi XP gained by 100% | Looted from the Exalt headquarters | 200 | |||||||||
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 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 |
Weapon Sightings
In Long War Rebalance, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of accessories that make this job easier.
Weapon sightings apply their bonus to primary weapons only and each unit can only equip one at a time.
Name | Usable by |
Mob |
Aim |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value |
Required for | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||
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) | ||||||
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 | ||||||
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 |
All soldiers | -0.6 | +10 | Looted from the Exalt headquarters Provided by a Mexican starting bonus |
200 |
Weapon Attachments
Like weapon sightings, these attachments can improve a weapons ability to hit and crit enemy targets.
Name | Usable by |
Mob |
Aim |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value |
Required for | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||
Laser Sight |
All soldiers MEC troopers SHIV units |
+15 | XCOM starts with an unlimited supply | |||||||||||||
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 | |||||||
Alloy Bipod |
All soldiers | -0.6 | Alien Materials New Combat Systems |
25 | 25 (37) |
4 (6) |
0 (2) |
5 days (2.5 days) |
10 |
Ammunition Modifiers
In addition to attaching unique items to your weapons, you can augment your ammo sources increasing damage, capacity, and offering other benefits. You can only equip one ammo capacity increasing item at a time.
Name | Usable by |
Mob |
Aim |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
High Cap Mags |
All soldiers MEC troopers SHIV units |
Non-electric primary weapons gain +1 ammo Can't be equipped with Drum Mags |
XCOM starts with an unlimited supply | ||||||||||
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 be equipped with High Cap Mags |
XCOM starts with an unlimited supply | |||||||||
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 |
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 |
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 |
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 |
Special Ammunition
In addition to augmenting your ammo sources, you can also change them with one of the following ammo types. Only one ammo type can be equipped at a time.
All special ammunition is restricted to Ballistic and Gauss weapons only.
Name | Usable by |
Mob |
Aim |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Breaching Ammo |
All soldiers | -10 | Nullifies the DR and Crit Resistance hardened targets receive Primary Shotguns only |
Alien Materials New Combat Systems |
35 | 35 (52) |
6 (9) |
0 (2) |
5 days (2.5 days) |
14 | |||
Shredder Ammo |
Infantry Medics Assaults Engineers Scouts |
Alien Materials New Combat Systems |
30 | 30 (45) |
6 (9) |
0 (2) |
5 days (2.5 days) |
12 | |||||
Armor Piercing Ammo |
All soldiers MEC troopers SHIV units |
+1 penetration 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 |
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 |
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.
Rockets gain an extra charge with the Shock and Awe perk.
Name | Usable by |
Mob |
Dmg |
Weapon range |
Blast radius |
Special properties |
Source |
---|---|---|---|---|---|---|---|
Rocket |
Rocketeers | -0.6 | x1 | 18.7 | 5 | Provides an extra regular rocket | XCOM starts with an unlimited supply |
Javelin Rocket |
Rocketeers | -0.6 | 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 |
All soldiers | -1 | 4 (3-5) |
10 | 2 | Cover blocks the effect +2 damage with the Alien Grenades Foundry project |
XCOM starts with an unlimited supply |
HE Grenade |
All soldiers | -1 | 6 (5-7) |
7.5 | 2 | +3 damage with the Alien Grenades Foundry project | XCOM starts with an unlimited supply |
Alien Grenade |
All soldiers | -1 | 7 (6-8) |
10 | 2 | Can't be equipped with Plasma Grenades | The Alien Grenades Foundry project provides an unlimited supply |
Plasma Grenade |
All soldiers | -1 | 10 (8-12) |
10 | 2 | +4 penetration Can't be equipped with Alien Grenades |
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.
Name | Usable by |
Mob |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||
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 |
All soldiers | -0.6 | 10 | 3 | Spawns an acid 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 | |
Concussion 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 |
Psionic soldiers | 12.5 | 6 | Cover blocks the effect Disorients enemies Does not affect robotic units Can't be equipped with Concussion Grenades |
Psi Warfare Systems | 25 | 50 (75) |
2 (3) |
2 (3) |
1 (4) |
1 Sectoid Corpse | 7 days (3.5 days) |
20 | |
Mimic Beacon |
Psionic soldiers | -0.6 | 10 | 8 | Spawns a beacon at the target location through 2 enemy turns Aliens must succeed a will check or move towards the beacon The will check's difficulty scales with the throwing soldier's will Does not affect allies or robotic units |
Alien Communications Psi Warfare Systems |
75 | 150 (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.
Name | Usable by |
Mob |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||
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 |
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 | ||||||||
Combat Stims |
All soldiers | -0.6 | Self | Self | Use on self (0 AP cost) to become Stimmed for 4 turns |
Berserker Autopsy | 45 | 120 (180) |
4 (9) |
1 Berserker Corpse | 10 days (5.0 days) |
48 | ||
Elerium Emitter |
Psionic soldiers | 5 | 0.48 | 3 charges Grants +2 damage resistance to the carrier 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.
MEC and SHIV
Name | Usable by |
Mob |
HP |
Def |
Aim |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||
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 |
MEC troopers SHIV units |
+5 | Mechanized Unit Defenses | 35 | 70 (105) |
30 (45) |
20 (23) |
10 days (5.0 days) |
28 | ||||||||
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 |
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 |
MEC Only
Name | Usable by |
Mob |
HP |
Def |
Aim |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||
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 |
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 |
SHIV Only
Name | Usable by |
Mob |
HP |
Def |
Aim |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Motion Tracker |
SHIV units | +10 | 1 charge When used, displays a 25 tile radius 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 | ||||||||
Targeting Motor |
SHIV units | +10 | SHIV Suppression | 20 | 35 (52) |
0 (2) |
7 days (3.5 days) |
14 | ||||||||
Holo Charger |
SHIV units | 0.6 | Drone Autopsy | 15 | 40 (60) |
0 (3) |
7 days (3.5 days) |
16 | ||||||||
Adaptive Tracking Pod |
SHIV units | +5 | Experimental Warfare | 20 | 40 (60) |
0 (3) |
7 days (3.5 days) |
16 | ||||||||
Smartshell Pod |
SHIV units | +10 | Experimental Warfare | 20 | 25 (37) |
0 (2) |
7 days (3.5 days) |
10 | ||||||||
Shielding Pod |
SHIV units | Heavy Floater Autopsy | 55 | 50 (75) |
10 (15) |
5 (7) |
20 (23) |
10 days (5.0 days) |
20 | |||||||
AutoSentry Turret |
SHIV units | Cyberdisc Autopsy | 35 | 60 (90) |
8 (12) |
0 (3) |
10 days (5.0 days) |
24 | ||||||||
Weapon Supercooler |
SHIV units | -0.6 | Sectopod Autopsy | 55 | 120 (180) |
10 (15) |
5 (7) |
0 (5) |
10 days (5.0 days) |
48 | ||||||
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
Long War Rebalance: Loadout | ||||
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