Difference between revisions of "Equipment (Long War)"
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!colspan="11" | Miscellaneous Equipment | !colspan="11" | Miscellaneous Equipment | ||
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− | |Weapon | + | |[[Image: Weapon Gyros Long War.png|center|128x64px]]'''Weapon Gyros''' || {{Yes Icon}} || {{Yes Icon}} || 1 || Alien Weaponry || Provides +5 aim and +5 crit. || 30 || 0 || 0 || 0 || 7 |
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− | |Battle Computer || {{Yes Icon}} || {{Yes Icon}} || 1 || Sectopod Autopsy || Provides +10 aim, crit chance and defence. Requires a UFO Flight Computer.|| 200 || 5 || 5 || 20 || 12 | + | |[[Image: Battle Computer Long War.png|center|128x64px]]'''Battle Computer''' || {{Yes Icon}} || {{Yes Icon}} || 1 || Sectopod Autopsy || Provides +10 aim, crit chance and defence. Requires a UFO Flight Computer.|| 200 || 5 || 5 || 20 || 12 |
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− | |Elerium Turbos || {{Yes Icon}} || {{Yes Icon}} || 0 || Advanced Servomotors || Increases SHIV/MEC mobility by 2 points. || 30 || 8 || 15 || 10 || 7 | + | |[[Image: Elerium Turbos Long War.png|center|128x64px]]'''Elerium Turbos''' || {{Yes Icon}} || {{Yes Icon}} || 0 || Advanced Servomotors || Increases SHIV/MEC mobility by 2 points. || 30 || 8 || 15 || 10 || 7 |
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− | |Alloy Carbide Plating || {{Yes Icon}} || {{Yes Icon}} || 1 || Heavy Floater Autopsy || Increases both DR and HP of the equipped unit by +1. || 90 || 10 || 0 || 5 || 10 | + | |[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]'''Alloy Carbide Plating''' || {{Yes Icon}} || {{Yes Icon}} || 1 || Heavy Floater Autopsy || Increases both DR and HP of the equipped unit by +1. || 90 || 10 || 0 || 5 || 10 |
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!colspan="11" | Perk Granting Equipment | !colspan="11" | Perk Granting Equipment | ||
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− | |Autoloader || {{Yes Icon}} || {{Yes Icon}} || 1 || - || Grants Lock N' Load perk, allowing for additional shots to be fired before reloading is required. || 30 || 0 || 0 || 0 || 7 | + | |[[Image: Autoloader Long War.png|center|128x64px]]'''Autoloader''' || {{Yes Icon}} || {{Yes Icon}} || 1 || - || Grants Lock N' Load perk, allowing for additional shots to be fired before reloading is required. || 30 || 0 || 0 || 0 || 7 |
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− | | | + | |[[Image: Alloy Belt Long War.png|center|128x64px]]'''Alloy Belt''' || {{Yes Icon}} || {{Yes Icon}} || 1 || Alien Materials || Grants Extra Conditioning perk. || 40 || 12 || 0 || 0 || 7 |
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− | | | + | |[[Image: HEAT Ammo Long War.png|center|128x64px]]'''HEAT Ammo''' || {{No Icon}} || {{Yes Icon}} || 1 || Alien Materials || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 30 || 3 || 0 || 0 || 5 |
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− | |Smartshell | + | |[[Image: Smartshell Pod Long War.png|center|128x64px]]'''Smartshell Pod''' || {{No Icon}} || {{Yes Icon}} || 1 || Experimental Warfare || Grants the Flush ability and provides +5 aim . || 30 || 0 || 0 || 0 || 7 |
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− | |Counterfire | + | |[[Image: Counterfire Pod Long War.png|center|128x64px]]'''Counterfire Pod''' || {{No Icon}} || {{Yes Icon}} || 1 || Mechtoid Autopsy || Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. || 120 || 0 || 0 || 0 || 10 |
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− | |Adaptive Tracking | + | |[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]'''Adaptive Tracking Pod''' || {{No Icon}} || {{Yes Icon}} || 1 || Experimental Warfare || Grants the Advanced Fire Control perk. || 55 || 0 || 0 || 0 || 7 |
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− | |Holo-Targeter || {{Yes Icon}} || {{Yes Icon}} || 1 || Drone Autopsy || Grants Holo-Targeting perk and provides +5 aim. || 40 || 0 || 0 || 0 || 7 | + | |[[Image: Damage Control Pod Long War.png|center|128x64px]]'''Damage Control Pod'' || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 65 || 5 || 2 || 0 || 10 |
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− | |Weapon | + | |[[Image: Holo Targeter Long War.png|center|128x64px]]'''Holo-Targeter''' || {{Yes Icon}} || {{Yes Icon}} || 1 || Drone Autopsy || Grants Holo-Targeting perk and provides +5 aim. || 40 || 0 || 0 || 0 || 7 |
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− | |Autosentry Turret || {{No Icon}} || {{Yes Icon}} || 1 || Cyberdisc Autopsy || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 75 || 5 || 0 || 0 || 10 | + | |[[Image: Weapon Supercooler Long War.png|center|128x64px]]'''Weapon Supercooler''' || {{No Icon}} || {{Yes Icon}} || 1 || Sectopod Autopsy || Grants Light 'Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 130 || 10 || 5 || 0 || 10 |
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− | |Core Armoring || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || 65 || 5 || 0 || 0 || 7 | + | |[[Image: Autosentry Turret Long War.png|center|128x64px]]'''Autosentry Turret''' || {{No Icon}} || {{Yes Icon}} || 1 || Cyberdisc Autopsy || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 75 || 5 || 0 || 0 || 10 |
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− | | | + | |[[Image: Core Armoring Long War.png|center|128x64px]]'''Core Armoring''' || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || 65 || 5 || 0 || 0 || 7 |
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− | + | |[[Image: Tactical Sensors Long War.png|center|128x64px]]'''Tactical Sensors''' || {{Yes Icon}} || {{No Icon}} || 1 || Mechtoid Autopsy || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 65 || 0 || 0 || 0 || 7 | |
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!colspan="11" | Damage Enhancing Equipment | !colspan="11" | Damage Enhancing Equipment | ||
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− | |Depleted Elerium Rounds || {{Yes Icon}} || {{Yes Icon}} || 1 || Enhanced Ballistics || Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. || 50 || 5 || 1 || 0 || 7 | + | |[[Image: Depleted Elerium Rounds Long War.png|center|128x64px]]'''Depleted Elerium Rounds''' || {{Yes Icon}} || {{Yes Icon}} || 1 || Enhanced Ballistics || Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. || 50 || 5 || 1 || 0 || 7 |
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− | |Laser Pumper || {{Yes Icon}} || {{Yes Icon}} || 1 || Enhanced Lasers|| Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1. || 75 || 10 || 5 || 0 || 10 | + | |[[Image: Laser Pumper Long War.png|center|128x64px]]'''Laser Pumper''' || {{Yes Icon}} || {{Yes Icon}} || 1 || Enhanced Lasers|| Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1. || 75 || 10 || 5 || 0 || 10 |
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− | |Zevatron Booster || {{Yes Icon}} || {{Yes Icon}} || 1 || Precision Plasma Weapons || Increases Particle Cannon and Superheavy Plasma damage by 1. || 180 || 20 || 20 || 10 || 14 | + | |[[Image: Zevatron Booster Long War.png|center|128x64px]]'''Zevatron Booster''' || {{Yes Icon}} || {{Yes Icon}} || 1 || Precision Plasma Weapons || Increases Particle Cannon and Superheavy Plasma damage by 1. || 180 || 20 || 20 || 10 || 14 |
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− | |The Thumper || {{Yes Icon}} || {{No Icon}} || 1 || Antigrav Systems || Increases Kinetic Strike Damage by 2. || 85 || 20 || 15 || 0 || 12 | + | |[[Image: The Thumper Long War.png|center|128x64px]]'''The Thumper''' || {{Yes Icon}} || {{No Icon}} || 1 || Antigrav Systems || Increases Kinetic Strike Damage by 2. || 85 || 20 || 15 || 0 || 12 |
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[[Category: Long War]] | [[Category: Long War]] |
Revision as of 13:52, 26 October 2014
This page may be outdated. It is up-to-date for version b14. The latest version is 1.0. |
In Long War all soldiers have 2 item slots from the start of the game. Each carried item has weight, and reduces the soldier's mobility by 1 per weight (a soldier's base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). An item slot can be cleared with the "empty hand" button in the item slot. Items with increased charges from perks such as Packmaster do not have increased weight.
Note that many items listed require Foundry projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn without ending the turn (e.g. a Support may throw a Smoke Grenade and then perform another action).
Soldier Equipment
Items for XCom operatives | ||||||||||
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Name | Weight | Classes | Research | Effect | Cost | |||||
Other | ||||||||||
Miscellaneous Items | ||||||||||
Alien Trophy | 1 | All | - | Grants immunity to panic, except Psi Panic | - | |||||
Medikit | 1 | All | - | Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) | - | |||||
Combat Stims | 1 | All | - | Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) | - | |||||
Arc Thrower | 2 | All | Xenoneurology | Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% | 100 | 0 | 0 | 0 | 10 | - |
Walker Servos | 0 | All | Advanced Servomotors | Grants +2 Mobility. | 55 | 5 | 2 | 2 | 7 | - |
Protective Items | ||||||||||
Ceramic Plates | 1 | All | - | Provides +1 Armor HP. Cannot be stacked with other plating items. | - | |||||
Alloy Plating | 1 | All | Alien Materials | Provides +2 Armor HP. Cannot be stacked with other plating items. | 50 | 5 | 0 | 0 | 6 | - |
Chitin Plating | 2 | All | Chryssalid Autopsy | Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. | 100 | 20 | 0 | 0 | 10 | 10x Chryssalid Carcass |
Reinforced Armor | 2 | All | Alien Materials | Confers +1 Armor HP and +1 Damage Reduction, but -7 Defense. Can stack with plating items. | 70 | 10 | 0 | 0 | 6 | - |
Chameleon Suit | 1 | Scout | Seeker Autopsy | Grants +5 Defense and extra defense during Lighning Reflexes. | 60 | 3 | 2 | 5 | 7 | - |
Respirator Implant | 1 | All | Seeker Autopsy | Grants immunity to strangulation and partial immunity to acid. | 15 | 0 | 0 | 0 | 3 | - |
Impact Vest | 1 | Assault | Mobile Power Armor | Grants the Shock-Absorbent Armor perk. | 100 | 10 | 5 | 5 | 10 | - |
Mind Shield | 1 | Psionic | Sectoid Commander Autopsy | Provide +25 Will, Grants immunity to strangulation and panic, except Psi Panic | 200 | 20 | 30 | 5 | 20 | 5x Sectoid Commander Corpse |
Psi Screen | 1 | Psionic | Mechtoid Autopsy | Provide +1 DR vs. Psionic, but draws -15 Will when equipped | 85 | 10 | 5 | 10 | 10 | 1x Mechtoid Core |
Thrown Devices | ||||||||||
Battle Scanner | 1 | All | - | Can be thrown to provide vision for two turns. | - | |||||
Mimic Beacon | 1 | All | Alien Communications Psi Warfare Systems (Foundry) |
When thrown, the mimic beacon generates a unique audio signal that can cause unseen aliens to advance towards it. Has no effect on aliens that have already seen your agents. | 15 | 0 | 0 | 0 | 7 | - |
Grenades | ||||||||||
AP Grenade | 1 | All | - | Deals 2-6 damage to units not in cover relative to the center of the blast radius. | - | |||||
HE Grenade | 1 | All | - | Deals 1-5 damage to units in blast radius and can destroy cover | - | |||||
Alien Grenade | 1 | All | Alien Grenades | Deals 3-7 damage to units in blast radius and can destroy cover Replaces HE Grenade via Foundry Project. | - | |||||
Flashbang Grenade | 1 | All | - | Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn. Most synthetic/cybernetic and psionic enemies are immune. |
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Smoke Grenade | 1 | All | - | Confers +20 Defense to units in radius for two turns. | - | |||||
Chem Grenade | 1 | All | Thin Man Autopsy | Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. | 20 | 0 | 0 | 0 | 5 | 3x Thin Man Corpse |
Psi Grenade | 1 | Psionic | Xenopsionics | Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in a wider blast radius than flashbangs for one turn. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. Confers a 2 Will penalty when equipped. | 50 | 3 | 1 | 2 | 7 | - |
Ghost Grenade | 1 | Psionic | Xenopsionics | Grants stealth to units in an area for one turn. | 150 | 5 | 15 | 10 | 14 | - |
Ammunition | ||||||||||
Rocket | 2 | Rocketeer | - | Grants one additional rocket. | - | |||||
Shredder Rocket | 2 | Rocketeer | - | Grants one additional shredder rocket. | - | |||||
Hi Cap Mags | 1 | All | - | +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. | - | |||||
Shredder Ammo | 1 | Assault | Experimental Warfare | Grants the Shredder Ammunition perk. | 30 | 3 | 0 | 0 | 5 | - |
Armor Piercing Ammo | 1 | Gunner | Experimental Warfare | Reduces enemy damage reduction (including that from cover) by 1.33 | 25 | 5 | 0 | 0 | 5 | - |
Breaching Ammo | 1 | Assault | Experimental Warfare | Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. | 35 | 3 | 0 | 0 | 5 | - |
Reaper Rounds | 1 | All | Experimental Warfare | Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon's effective range. | 20 | 0 | 0 | 0 | 7 | - |
Alloy-Jacketed Rounds | 1 | All | Enhanced Ballistics | Increases Ballistic and Gauss weapon damage by 1. | 20 | 3 | 0 | 0 | 5 | - |
Optics and weapon attachments | ||||||||||
Laser Sight | 1 | All | - | +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. | - | |||||
SCOPE | 1 | All | Alien Weaponry | Increases aim by +10. Can be used with laser sight for a total of +15 aim. +10% Crit chance with Foundry upgrade | 80 | 0 | 0 | 0 | 6 | - |
Targeting Module | 1 | All | Xenobiology | Provides +7 Critical Hit Chance to a soldiers primary weapon. | 20 | 0 | 0 | 0 | 7 | - |
Smartgun Kit | 1 | Gunner | Experimental Warfare | Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots. | 55 | 0 | 0 | 0 | 7 | - |
Marksman Scope | 0 | Scout | Experimental Warfare | Grants Squadsight to scouts (useful only when they equip Marksman's/Strike Rifles). | 80 | 0 | 0 | 0 | 7 | - |
Alloy Bipod | 0 | Gunner | Experimental Warfare | Confers Platform Stability perk. | 25 | 2 | 0 | 0 | 5 | - |
Neural Gunlink | 1 | Psionic | Xenopsionics | Grants +10 Aim and +10 Crit, but -15 Will. Stacks with SCOPE and Laser Sight. | 75 | 3 | 8 | 8 | 7 | - |
EXALT HQ Loot | ||||||||||
Illuminator Gunsight | 1 | None | EXALT Base Assault Loot | Confers Executioner perk and +10% to both Aim and Critical Chance. | 200 | - | - | - | - | - |
Cognitive Enhancer | 1 | None | EXALT Base Assault Loot | Confers +20% Experience. | 200 | - | - | - | - | - |
Neuroregulator | 1 | None | EXALT Base Assault Loot | Confers +20% Psi XP | 200 | - | - | - | - | - |