Difference between revisions of "Equipment (Long War)"

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<div style="float:right">{{Header (Long War)}}__TOC__</div>
 
<div style="float:right">{{Header (Long War)}}__TOC__</div>
 
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]
 
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]
  
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In Long War, all regular soldiers have 2 item slots from the start of the game. The Tactical Rigging foundry project increases this to 3 item slots. The Jungle Scouts starting bonus from Brazil also increases this to 3 item slots for the early game 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 project.
In Long War all soldiers have 2 item slots from the start of the game. This can be upgraded to 3 item slots once the Tactical Rigging foundry project is completed.
 
  
* Consumable equipment that is in store from the start of the game can be used on all soldiers, so you get an unlimited storage. These items have no cost (N/A).
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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.
* Consumable items that have to be produced can be equipped on one soldier per mission - so they remain in your stores even when used on a mission, but are good for only one use per mission. This can be increased to multiple uses for a single item mission by perks that grant multiple charges. It is also possible to produce an item multiple times to equip it on multiple soldiers or even on multiple slots on a single soldier. These consumable items include mimic beacons, chem and psi grenades, combat stims and arc throwers. The exception to this is the alien grenade, which replaces the HE grenade and thus can be equipped on all soldiers each mission, even multiple times per soldier.
 
* 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). Items with increased charges from perks such as Packmaster do not have increased weight.
 
* An item slot can be cleared with the "empty hand" button in the item slot.
 
  
Note that many items listed require [[Foundry (Long War)|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).
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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.
  
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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 you can bring them again during the next mission.
  
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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 weight more, while a few items weight 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.
  
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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.
  
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==Soldier equipment==
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===Protective gear===
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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.
  
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{|class="wikitable" width="100%"
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|-
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!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
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|-align="center"
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|{{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)}}
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|-align="center"
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|[[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||-1||+1|| || || || ||Can't stack with Alloy or Chitin Plating||colspan="8"|XCOM starts with an unlimited supply
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|-align="center"
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|[[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||-1||+2|| || || || ||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)
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|-align="center"
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|[[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||+3|| || || || ||Reduces melee damage by 40%<br />Prevents strangulation effect<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)#Corpses|Chryssalid Carcasses]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)
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|-align="center"
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|[[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||-2||+1||1.0||-6|| || || ||[[Research (Long War)#Armor and Exoskeletons|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)
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|-align="center"
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|[[File:Psi Screen Long War.png|128px|link=Equipment (Long War)#Protective gear|Psi Screen]]<br />'''[[Equipment (Long War)#Protective gear|Psi Screen]]'''||Psionic soldiers||-1|| ||1.0|| ||-12|| || ||[[Research (Long War)#Alien Autopsies|Mechtoid Autopsy]]<br />[[Foundry (Long War)|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)#Corpses|Mechtoid Core]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)
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|-align="center"
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|[[File:Impact Vest Long War.png|128px|link=Equipment (Long War)#Protective gear|Impact Vest]]<br />'''[[Equipment (Long War)#Protective gear|Impact Vest]]'''||Assaults||-1||+1|| || || ||[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|link=Abilities List (Long War)#Normal Perks|Shock-Absorbent Armor]]<br />[[Abilities List (Long War)#Normal Perks|Shock-Absorbent Armor]]|| ||[[Research (Long War)#Armor and Exoskeletons|Mobile Power Armor]]<br />[[Foundry (Long War)|New Combat Systems]]||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)
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|-align="center"
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|[[File:Chameleon Suit Long War.png|128px|link=Equipment (Long War)#Protective gear|Chameleon Suit]]<br />'''[[Equipment (Long War)#Protective gear|Chameleon Suit]]'''||Scouts||-1|| || ||+4|| || ||Improves the Lightning Reflexes perk:<br />Reduces hit chance of the first reaction shot by 95%<br />Reduces hit chance of further reaction shots by 85%<br />Immunity to critical hits from overwatch fire||[[Research (Long War)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (Long War)|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)
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|}
  
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===Miscellaneous gear===
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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 as items that help your soldiers with their mobility or experience. Note that none of these items can be equipped more than once.
  
== Soldier Equipment==
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{|class="wikitable" width="100%"
 
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|-
=== Protective Items===
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!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" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost
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|-align="center"
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|{{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)}}
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|-align="center"
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|[[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||-1|| ||[[File:Defenders Medal 1 (EU2012).png|32px|link=Abilities List (Long War)#Normal Perks|Steadfast]]<br />[[Abilities List (Long War)#Normal Perks|Steadfast]]|| ||colspan="8"|XCOM starts with an unlimited supply
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|-align="center"
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|[[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|| || || ||Prevents Strangulation<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)"|4<br />(7)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)
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|-align="center"
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|[[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||+2|| || || ||[[Research (Long War)#Armor and Exoskeletons|Advanced Power Armor]]<br />[[Foundry (Long War)|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)
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|-align="center"
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|[[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|| || ||Increases flight fuel by 6<br />Double fuel with the Advanced Flight foundry project||[[Research (Long War)#Armor and Exoskeletons|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)
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|-align="center"
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|[[File:Mind Shield Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Mind Shield]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Mind Shield]]'''||Psionic soldiers||-1||+25||[[File:Defenders Medal 1 (EU2012).png|32px|link=Abilities List (Long War)#Normal Perks|Steadfast]]<br />[[Abilities List (Long War)#Normal Perks|Steadfast]]||Prevents Strangulation||[[Research (Long War)#Alien Autopsies|Sectoid Commander Autopsy]]<br />[[Foundry (Long War)|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)#Corpses|Sectoid Commander Corpses]]||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10.0&nbsp;days)
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|-align="center"
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|[[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||-1||+5|| ||Increases XP gained by 20%||colspan="8"|Looted from the Exalt headquarters
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|-align="center"
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|[[File:Neuroregulator Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Neuroregulator]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Neuroregulator]]'''||Psionic soldiers||-1||+10|| ||Increases Psi XP gained by 50%||colspan="8"|Looted from the Exalt headquarters
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|}
  
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.
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===Weapon attachments===
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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 the Marksman's Scope, these items apply their bonus to both primary and secondary weapons. 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="80%"
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{|class="wikitable" width="100%"
|-
 
!colspan="12" | Protective Items
 
 
|-
 
|-
!rowspan="2" width="6%" | Name !! rowspan="2" width="1%" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" width="2%" | Classes !! rowspan="2" width="16%" | Effect !! colspan="2" width="8%" | Prerequisites !!colspan="6" width="14%" | Cost
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!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
|-align=center
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|-align="center"
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}||Other
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|{{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
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|-align="center"
|[[Image: Alloy Plating Long War.png|center|128x64px]]'''Alloy Plating''' || -1 || All || Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 35 || 8 || 0 || 0 || 7 || -
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|[[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||-1|| ||+4|| || ||+4 crit chance with the SCOPE foundry project||colspan="8"|XCOM starts with an unlimited supply
|-align=center
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|-align="center"
|[[Image: Ceramic Plates Long War.png|center|128x64px]]'''Ceramic Plates''' || -1 || All || Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan="6" align="center" | N/A
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|[[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||-1|| || ||+8|| ||+1.5 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)
|-align=center
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|-align="center"
|[[Image: Chameleon Suit Long War.png|center|128x64px]]'''Chameleon Suit''' || -1 || Scout || Grants +4 Defense, grants immunity to overwatch crits, and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy<br />New Combat Systems || 65 || 0 || 8 || 20 || 7 || -
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|[[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||-1|| ||+8|| || ||+8 crit chance with the SCOPE foundry project<br />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)
|-align=center
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|-align="center"
|[[Image: Chittin Plating Long War.png|center|128x64px]]'''Chitin Plating''' || -2 || All || Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 80 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass
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|[[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||-1||-12||+12||+12|| ||Can't stack with SCOPE or Illuminator Gunsight||[[Research (Long War)#Xenology|Alien Biocybernetics]]<br />[[Foundry (Long War)|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)
|-align=center
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|-align="center"
|[[Image: Impact Vest Long War.png|center|128x64px]]'''Impact Vest''' || -1 || Assault || Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP. || 50 || Mobile Power Armor || 80 || 18 || 8 || 10 || 10 || -
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|[[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||-1|| ||+12||+12||[[File:SNIPER EXECUTIONER.png|32px|link=Abilities List (Long War)#Normal Perks|Executioner]]<br />[[Abilities List (Long War)#Normal Perks|Executioner]]||Can't stack with SCOPE or Neural Gunlink||colspan="8"|Looted from the Exalt headquarters<br />Provided by a Mexican starting bonus
|-align=center
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|-align="center"
|[[Image: Mind Shield Long War.png|center|128x64px]]'''Mind Shield''' || -1 || Psionic || Confers +25 will, grants the Steadfast perk and immunity to strangulation || 65 || Sectoid Commander Autopsy<br />Psi Warfare Systems || 200 || 20 || 60 || 10 || 20 || 5x Sectoid Commander Corpse
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|[[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||-1|| || || ||[[File:SNIPER SQUADSIGHT.png|32px|link=Abilities List (Long War)#Normal Perks|Squadsight]]<br />[[Abilities List (Long War)#Normal Perks|Squadsight]]||Only affects Marksman and Strike Rifles||[[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)
|-align=center
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|-align="center"
|[[Image: Psi Screen Long War.png|center|128x64px]]'''Psi Screen''' || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy<br />Psi Warfare Systems || 65 || 8 || 8 || 15 || 10 || 1x Mechtoid Core
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|[[File:Alloy Bipod Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Alloy Bipod]]<br />'''[[Equipment (Long War)#Weapon attachments|Alloy Bipod]]'''||Snipers|| || ||+6||+6|| || ||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]<br />[[Foundry (Long War)|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)
|-align=center
 
|[[Image: Reinforced Armor Long War.png|center|128x64px]]'''Reinforced Armor''' || -2 || All || Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items. || 18 || Improved Body Armor || 70 || 14 || 0 || 0 || 7 || -
 
|-align=center
 
|[[Image: Respirator Implant Long War.png|center|128x64px]]'''Respirator Implant''' || 0 || All || Grants immunity to strangulation, partial immunity to acid, causes the first death for the soldier to instead automatically be a critical wound, adds 2 turns to that soldier's bleed out timer, and reveals the bleed out timer. It does not prevent will loss from critical wounds. || 25 || Seeker Autopsy || 50 || 0 || 0 || 0 || 5 || -
 
 
|}
 
|}
  
=== Grenades===
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===Special ammunition===
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer. AP, HE, and Alien Grenades are destructive grenades (affected by the Grenadier perk) while the rest are support grenades (affected by the Smoke & Mirrors perk).
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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="80%"
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{|class="wikitable" width="100%"
 
|-
 
|-
!colspan="12" | Grenades
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!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
 +
|-align="center"
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|{{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<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon gains +1 ammo<br />Can't stack with Drum Mags||colspan="7"|XCOM starts with an unlimited supply
 +
|-align="center"
 +
|[[File:Counterfire Pod Long War.png|128px|link=Equipment (Long War)#Special ammunition|Drum Mags]]<br />'''[[Equipment (Long War)#Special ammunition|Drum Mags]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-2||-4||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||colspan="7"|XCOM starts with an unlimited supply
 +
|-align="center"
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|[[File:Breaching Ammo Long War.png|128px|link=Equipment (Long War)#Special ammunition|Breaching Ammo]]<br />'''[[Equipment (Long War)#Special ammunition|Breaching Ammo]]'''||Assaults||-1|| ||Negates more effective target DR from [[Primary Weapons (Long War)#Shotguns|Shotguns]]<br />Does not affect [[Secondary Weapons (Long War)#Sawed-off Shotguns|Sawed-off Shotguns]]||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]<br />[[Foundry (Long War)|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)
 +
|-align="center"
 +
|[[File:Shredder Ammo.png|128px|link=Equipment (Long War)#Special ammunition|Shredder Ammo]]<br />'''[[Equipment (Long War)#Special ammunition|Shredder Ammo]]'''||Assaults<br />Engineers||-1|| ||Primary weapon applies the Shredded effect on hits:<br />Target receives 50% more damage for 1 turn<br />Can't stack with Armor Piercing or Flak Ammo||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]<br />[[Foundry (Long War)|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)
 +
|-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]]'''||Engineers<br />Gunners<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon ignores 2 of target DR<br />Does not affect [[Primary Weapons (Long War)#Shotguns|Shotguns]]<br />Can't stack with Shredder or Flak Ammo||[[Research (Long War)#Armor and Exoskeletons|Improved Body Armor]]<br />[[Foundry (Long War)|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)
 +
|-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||-1|| ||Primary weapon and rockets gain +20% damage to flying units<br />Collateral Damage gains +20% damage and can target flying units<br />Bonus damage is at least +2 and applies after DR is applied<br />Can't stack with Shredder or Armor Piercing Ammo||[[Research (Long War)#Alien Autopsies|Floater Autopsy]]<br />[[Foundry (Long War)|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)
 
|-
 
|-
!rowspan="2" width="6%" | Name !! rowspan="2" width="1%" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" width="2%" | Classes !! rowspan="2" width="16%" | Effect !! colspan="2" width="8%" | Prerequisites !! colspan="6" width="14%" | Cost
+
!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
|-align=center
+
|-align="center"
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
+
|{{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
+
|-align="center"
|[[Image: Alien Grenade Long War.png|center|128x64px]]'''Alien Grenade''' || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover.  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan="6" align="center" | N/A
+
|[[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||-1|| ||Primary weapon gains +1 damage<br />Only affects Ballistic and Gauss weapons||[[Foundry (Long War)|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)
|-align=center
+
|-align="center"
|[[Image: AP Grenade Long War.png|center|128x64px]]'''AP Grenade''' || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored. Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project. || 0 || - || colspan="6" align="center" | N/A
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|[[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||-1|| ||Primary weapon gains +1 damage<br />Only affects Beam and Pulse Laser weapons||[[Foundry (Long War)|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)
|-align=center
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|-align="center"
|[[Image: Chem Grenade Long War.png|center|128x64px]]'''Chem Grenade''' || -1 || All || Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility (25%) and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty (flat -20%) and up to 3 DR nullified. Thin men and Chryssalids are immune. || 40 || Thin Man Autopsy<br />New Combat Systems || 120 || 4 || 0 || 0 || 10 || 15x Thin Man Corpse
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|[[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||-1|| ||Primary weapon gains +16 crit chance<br />Primary weapon's range penalty is doubled<br />Only affects Beam and Pulse Laser weapons||[[Foundry (Long War)|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)
|-align=center
+
|-align="center"
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]'''Flashbang Grenade''' || -1 || All || Incurs -50% aim and 40% mobility penalties, as well as reduced range for many area-of-effect attacks on enemies in the radius for one alien turn. Most synthetic/cybernetic and psionic enemies are immune.<br />Also removes overwatch on the turn it is used. || 0 || - || colspan="6" align="center" | N/A
+
|[[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||-1|| ||Primary weapon gains +1 damage<br />Only affects Plasma weapons||[[Foundry (Long War)|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)
|-align=center
 
|[[Image: HE Grenade Long War.png|center|128x64px]]'''HE Grenade''' || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover. AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project. || 0 || - || colspan="6" align="center" | N/A
 
|-align=center
 
|[[Image: Psi Grenade Long War.png|center|128x64px]]'''Psi Grenade''' || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Cannot carry these and flashbangs at the same time. Confers a -2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 2 || 2 || 1 || 7 || 1x Sectoid Corpse
 
|-align=center
 
|[[Image: Smoke Grenade Long War.png|center|128x64px]]'''Smoke Grenade''' || -1 || All || Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. || 0 || - || colspan="6" align="center" | N/A
 
 
|}
 
|}
  
=== Ammunition and damage enhancing equipment===
+
===Explosives===
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that armor piercing rounds stack with Gauss weapons' damage reduction ability.
+
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.
  
{| class="wikitable" width="80%"
+
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%"
 
|-
 
|-
!colspan="12" | Ammunition and damage enhancing equipment
+
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!rowspan="2" {{Item source (Long War)}}
|-
+
|-align="center"
!rowspan="2" width="6%" | Name !! rowspan="2" width="1%" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" width="2%" | Classes !! rowspan="2" width="16%" | Effect !! colspan="2" width="8%" | Prerequisites !! colspan="6" width="14%" | Cost
+
|
|-align=center
+
|-align="center"
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
+
|[[File:Rocket Long War.png|128px|link=Equipment (Long War)#Explosives|Rocket]]<br />'''[[Equipment (Long War)#Explosives|Rocket]]'''||Rocketeers||-2|| || || ||Provides an extra regular rocket||XCOM starts with an unlimited supply
|-align=center
+
|-align="center"
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]'''Alloy-Jacketed Rounds''' || -1 || All, MECs || Increases ballistic and gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 6 || 0 || 0 || 5 || -
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|[[File:Shredder Rocket Long War.png|128px|link=Equipment (Long War)#Explosives|Shredder Rocket]]<br />'''[[Equipment (Long War)#Explosives|Shredder Rocket]]'''||Rocketeers||-2|| || || ||Provides an extra shredder rocket||XCOM starts with an unlimited supply
|-align=center
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|-align="center"
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]'''Armor Piercing Ammo''' || -1 || Gunner, Engineer, MECs, SHIVs || Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can't stack with some other specialized ammo. || 25 || Improved Body Armor<br />New Combat Systems || 50 || 12 || 0 || 0 || 7 || -
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|[[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)||15||5.6||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
+
|-align="center"
|[[Image: Breaching Ammo Long War.png|center|128x64px]]'''Breaching Ammo''' || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun). || 35 || Alien Materials<br />New Combat Systems || 35 || 6 || 0 || 0 || 5 || -
+
|[[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)"|1-5<br />(3)||15||5.6||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
+
|-align="center"
|[[Image: Drum Mags Long War.png|center|128x64px]]'''Drum Mags''' || -2 || Assault, Infantry, Scout, Engineer, Medic || Grants +2 ammo capacity for assault rifle, carbine, and battle rifle series weapons.  Incurs a -4 Aim penalty when equipped. Cannot be stacked with High Cap Mags. || 0 || - || colspan="6" align="center" | N/A
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|[[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)"|3-7<br />(5)||15||5.6||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
|-align=center
 
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]'''Enhanced Beam Optics''' || -1 || All, MECs || Increases beam and pulse weapon damage by 1. || 30 || Enhanced Laser|| 35 || 8 || 0 || 0 || 10 || -
 
|-align=center
 
|[[Image: Flak Ammo (Long War).png|center|128x64px]]'''Flak Ammo''' || -1 || All, MECs || Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can't stack with some other specialized ammo. <br /><br />On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks. || 35 || Floater Autopsy<br />MEC Warfare Systems || 60 || 20 || 0 || 0 || 7 || -
 
|-align=center
 
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]'''Hi Cap Mags''' || -1 || All, MECs, SHIVs || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources (cannot be stacked with Drum Mags). || 0 || - || colspan="6" align="center" | N/A
 
|-align=center
 
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]'''Plasma Stellerator''' || -1 || All, MECs || Increases plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 20 || 20 || 5 || 14 || -
 
|-align=center
 
|[[Image: Reaper Rounds Long War.png|center|128x64px]]'''Reaper Rounds''' || -1 || All || Increases critical hit chance of ballistic and gauss weapons by 16%, but doubles the weapon's range penalty. || 25 || New Combat Systems || 30 || 0 || 0 || 0 || 7 || -
 
|-align=center
 
|[[Image: Rocket Long War.png|center|128x64px]]'''Rocket''' || -2 || Rocketeer || Grants one additional rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan="6" align="center" | N/A
 
|-align=center
 
|[[Image: Shredder Ammo.png|center|128x64px]]'''Shredder Ammo''' || -1 || Assault, Engineer || Grants the Shredder Ammunition perk. Can't stack with some other specialized ammo. || 30 || Alien Materials<br />New Combat Systems || 30 || 6 || 0 || 0 || 5 || -
 
|-align=center
 
|[[Image: Shredder Rocket Long War.png|center|128x64px]]'''Shredder Rocket''' || -2 || Rocketeer || Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan="6" align="center" | N/A
 
 
|}
 
|}
  
===Optics and weapon attachments ===
+
===Support grenades===
Since aliens (and Exalt agents) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.
+
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, it's 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, Concealment and Acid are described here instead:
{| class="wikitable" width="80%"
+
 
 +
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.
 +
 
 +
Concealment: Units that are Concealed gain a +20 bonus to defense. In addition, these units do not provide aim and crit chance bonuses to other units for being 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. In addition, their mobility is reduced by 25%, their damage reduction is reduced by 50%, 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%"
 
|-
 
|-
!colspan="12" | Optics and weapon attachments
+
!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
|-
+
|-align="center"
!rowspan="2" width="6%" | Name !! rowspan="2" width="1%" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" width="2%" | Classes !! rowspan="2" width="16%" | Effect !! colspan="2" width="8%" | Prerequisites !! colspan="6" width="14%" | Cost
+
|{{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
+
|-align="center"
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
+
|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Flashbang Grenade]]<br />'''[[Equipment (Long War)#Support grenades|Flashbang Grenade]]'''||All soldiers||-1|| ||15||4.0||Can be equipped multiple times per soldier<br />Disorients enemy units within the area of effect for 1 turn<br />Does not affect allies, Sectoid Commanders, Ethereals or 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
+
|-align="center"
|[[Image: Alloy Bipod Long War.png|center|128x64px]]'''Alloy Bipod''' || 0 || Sniper || Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items. || 25 || Alien Materials<br />New Combat Systems || 25 || 4 || 0 || 0 || 5 || -
+
|[[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|| ||15||5.6||Can be equipped multiple times per soldier<br />Spawns a smoke cloud at the target location for 2 turns<br />Provides concealment for all units within the cloud<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
+
|-align="center"
|[[Image: Laser Sight Long War.png|center|128x64px]]'''Laser Sight''' || -1 || All, MECs, SHIVs || Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Does stack with other aim enhancing items. || 0 || - || colspan="6" align="center" | N/A
+
|[[File:Battle Scanner Long War.png|128px|link=Equipment (Long War)#Support grenades|Battle Scanner]]<br />'''[[Equipment (Long War)#Support grenades|Battle Scanner]]'''||Engineers<br />Scouts||-1|| ||27||30.0||Can be equipped multiple times per soldier<br />Spawns a scanner at the target location for 2 turns<br />Reveals the area, including stealthed units within the area<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
+
|-align="center"
|[[Image: Marksman Scope Long War.png|center|128x64px]]'''Marksman's Scope''' || -1 || Scout || Grants Squadsight to scouts (useful only when they equip marksman's/strike rifles). || 20 || Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -
+
|[[File:Chem Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Chem Grenade]]<br />'''[[Equipment (Long War)#Support grenades|Chem Grenade]]'''||All soldiers||-1|| ||15||4.0||Can be equipped multiple times per soldier<br />Spawns a chemical cloud at the target location for 2 turns<br />Applies acid to all units within the cloud or entering the cloud<br />Does not affect Thin Men or Chryssalids<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)|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)#Corpses|Thin Man Corpses]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)
|-align=center
+
|-align="center"
|[[Image: Neural Gunlink Long War.png|center|128x64px]]'''Neural Gunlink''' || -1 || Psionic || Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Does not stack with SCOPE or Illuminator Gunsight. || 40 || Alien Biocybernetics<br />Psi Warfare Systems || 70 || 6 || 8 || 15 || 7 || 1x SCOPE
+
|[[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||-1||-2||15||6.4||Can be equipped multiple times per soldier<br />Disorients enemy units within the area of effect for 1 turn<br />Does not affect allies, Sectoid Commanders, Ethereals or robotic units<br />Can't stack with Flashbang Grenades<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||[[Foundry (Long War)|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)#Corpses|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)
|-align=center
+
|-align="center"
|[[Image: SCOPE Long War.png|center|128x64px]]'''SCOPE''' || -1 || All, MECs, SHIVs || Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Does not stack with Neural Gunlink or Illuminator Gunsight. || 15 || Alien Weaponry || 70 || 0 || 0 || 0 || 7 || -
+
|[[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||-1||-10||27||28.8||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)|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)#Corpses|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)
|-align=center
 
|[[Image: Targeting Module Long War.png|center|128x64px]]'''Targeting Module''' || -1 || All || Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier's primary weapon. || 15 || Xenobiology || 50 || 0 || 0 || 0 || 7 || -
 
 
|}
 
|}
  
=== Miscellaneous Items===
+
===Utility devices===
Various items and curiosities that could make your life easier or harder, depending on how you use them.  
+
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="80%"
+
{|class="wikitable" width="100%"
!colspan="12" | Miscellaneous Items
 
 
|-
 
|-
!rowspan="2" width="6%" | Name !! rowspan="2" width="1%" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" width="2%" | Classes !! rowspan="2" width="16%" | Effect !! colspan="2" width="8%" | Prerequisites !! colspan="6" width="14%" | Cost
+
!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" {{Required for combined (Long War)}}
|-align=center
+
|-align="center"
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
+
|{{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
+
|-align="center"
|[[Image: Alien Trophy Long War.png|center|128x64px]]'''Alien Trophy''' || -1 || All || Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic || 0 || -  || colspan="6" align="center" | N/A
+
|[[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
+
|-align="center"
|[[Image: Arc Thrower Long War.png|center|128x64px]]'''Arc Thrower''' || -2 || All || Stun device, carries one charge per mission.<br /><br /> Standard: 54%/48%/42%/29%. <br />Upgraded: 57%/57%/57%/54%/48%/42%. || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -
+
|[[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)||  
|-align=center
+
|-align="center"
|[[Image: Battle Scanner Long War.png|center|128x64px]]'''Battle Scanner''' || -1 || All || Can be thrown to provide vision for two turns and reveal cloaked targets. Can only equip one per soldier; perks that increase limited use items still apply.  || 0 || - || colspan="6" align="center" | N/A
+
|[[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 stun enemies, to capture them and their weapons<br />Chance of success is minimal unless the target is at low health<br />Increased chance with the Improved Arc Thrower foundry project<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)||[[Secondary Weapons (Long War)#MEC secondary weapons|Electro Pulse]] (1)
|-align=center
+
|-align="center"
|[[Image: Combat Stims Long War.png|center|128x64px]]'''Combat Stims''' || -1 || All || Grants Adrenaline Surge perk (+10 Aim, +10% critical chance) for the duration of battle, strengthens the user's will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns. || 45 || Muton Berserker Autopsy || 120 || 0 || 0 || 4 || 10 || 1x Berserker corpse
+
|[[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|| ||3|| ||Gain [[Abilities List (Long War)#Normal Perks|Adrenaline Surge]] (+10 aim, +10 crit chance) when equipped<br />Can be used on self to become Stimmed for 2 turns:<br />Increases mobility and will, 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)#Corpses|Berserker Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||  
|-align=center
+
|-align="center"
|[[Image: Fuel Cell Long War.png|center|128x64px]]'''Fuel Cell''' || -2 || All || Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs. || 60 ||  Antigrav Systems || 40 || 6 || 24 || 0 || 7 || -
+
|[[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|| ||[[Research (Long War)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (Long War)|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)#Corpses|Seeker Wrecks]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||  
|-align=center
 
|[[Image: Medkit Long War.png|center|128x64px]]'''Medikit''' || -1 || All || Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) || 0 || - || colspan="6" align="center" | N/A
 
|-align=center
 
|[[Image: Mimic Beacon Long War.png|center|128x64px]]'''Mimic Beacon''' || -1 || Psionic ||  When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. High will soldiers or aliens have a greater chance to succeed or resist respectively. Does not affect Mechanical units. One use. -10 will when equipped. || 75 || Alien Communications<br />Psi Warfare Systems || 150 || 2 || 24 || 24 || 14 || 1x Sectoid Corpse
 
|-align=center
 
|[[Image: Ghost Grenade Long War.png|center|128x64px]]'''Shadow Device''' || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items do not apply. || 60 || Seeker Autopsy<br />Psi Warfare Systems || 100 || 10 || 30 || 40 || 14 || 15x Seeker wreck
 
|-align=center
 
|[[Image: Walker Servos Long War.png|center|128x64px]]'''Walker Servos'''|| +2 || All ||  Grants +2 mobility. ||45 || Advanced Power Armor<br />Advanced Servomotors || 80 || 8 || 4 || 10 || 10 || -
 
 
|}
 
|}
  
=== EXALT HQ Loot===
+
==MEC and SHIV equipment==
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt.
+
===MEC equipment===
{| class="wikitable" width="80%"
+
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.
|-
 
!colspan="12" | EXALT HQ Loot
 
|-
 
!rowspan="2" width="6%" | Name !! rowspan="2" width="1%" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" width="2%" | Classes !! rowspan="2" width="16%" | Effect !! colspan="2" width="8%" | Prerequisites !! colspan="6" width="14%" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
 
|-align=center
 
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]'''Cognitive Enhancer''' || -1 || All|| Confers +20% experience and +5 will. || 0 || EXALT Base Assault Loot ||  colspan="6" align="center" | N/A
 
|-align=center
 
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]'''Illuminator Gunsight''' || -1 || All || Confers Executioner perk and +12 to both aim and critical hit chance. Does not stack with SCOPE or Neural Gunlink. || 0 || EXALT Base Assault Loot ||  colspan="6" align="center" | N/A
 
|-align=center
 
|[[Image: Neuroregulator Long War.png|center|128x64px]]'''Neuroregulator''' || -1 || Psionic || Confers +50% Psi XP and +10 will. || 0 || EXALT Base Assault Loot ||  colspan="6" align="center" | N/A
 
|}
 
  
== MEC and SHIV Equipment ==
 
  
=== Perk Granting Equipment===
+
{|class="wikitable" width="100%"
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.
 
{| class="wikitable" width="80%"
 
|-
 
!colspan="13" | Perk Granting Equipment
 
 
|-
 
|-
!rowspan="2" width="6%" | Name !! rowspan="2" width="1%" | MEC !! rowspan="2" width="1%" | SHIV !! rowspan="2" width="1%" | {{Mobility (Long War)}}'''Mob''' !! rowspan="2" width="14%" | Effect !!colspan="2" width="10%" | Prerequisites !! colspan="6" width="12%" | Cost
+
!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
|-align=center
+
|-align="center"
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
+
|{{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
+
|-align="center"
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]'''Adaptive Tracking Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants the [[Abilities_List_(Long_War)#Advanced_Fire_Control|Advanced Fire Control]] perk. || 20 || Experimental Warfare || 40 || 0 || 0 || 0 || 7 || -
+
|[[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|| ||[[File:HEAVY HOLO.png|32px|link=Abilities List (Long War)#Normal Perks|Holo-Targeting]]<br />[[Abilities List (Long War)#Normal Perks|Holo-Targeting]]|| ||[[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)
|-align=center
+
|-align="center"
|[[Image: Autoloader_Long_War.png|center|128x64px]]'''Advanced Suppression Module''' || {{No Icon}} || {{Yes Icon}} || -1 || Confers the [[Abilities_List_(Long_War)#Danger_Zone|Danger Zone]] perk. || 20 || SHIV Suppression  || 35 || 0 || 0 || 0 || 7 || -
+
|[[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|| || || ||[[File:ASSAULT RESILLIENCE.png|32px|link=Abilities List (Long War)#Normal Perks|Resilience]]<br />[[Abilities List (Long War)#Normal Perks|Resilience]]|| ||[[Foundry (Long War)|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)
|-align=center
+
|-align="center"
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]'''Alloy Carbide Plating''' || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants [[Abilities_List_(Long_War)#Extra_Conditioning|Extra Conditioning]] perk. || 35 || Mechanized Unit Defenses<br />MEC Warfare Systems || 70 || 32 || 0 || 20 || 10 || -
+
|[[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|| || || || ||[[File:ASSAULT EXTRACONDITIONING.png|32px|link=Abilities List (Long War)#Normal Perks|Extra Conditioning]]<br />[[Abilities List (Long War)#Normal Perks|Extra Conditioning]]|| ||[[Foundry (Long War)|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)
|-align=center
+
|-align="center"
|[[Image: Autosentry Turret Long War.png|center|128x64px]]'''Autosentry Turret''' || {{No Icon}} || {{Yes Icon}} || -1 || Confers the [[Abilities_List_(Long_War)#Sentinel|Sentinel]] perk, allowing the SHIV to fire twice while on overwatch. || 35 || Cyberdisc Autopsy  || 60 || 8 || 0 || 0 || 10 || -
+
|[[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)|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)
|-align=center
+
|-align="center"
|[[Image: Core Armoring Long War.png|center|128x64px]]'''Core Armoring''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the [[Abilities_List_(Long_War)#Resilience|Resilience]] perk, rendering the mechanized unit immune to Critical Hits. || 15 || Mechanized Unit Defenses || 30 || 10 || 0 || 0 || 7 || -
+
|[[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|| || || || ||[[File:ASSAULT TACTICALSENSE.png|32px|link=Abilities List (Long War)#Normal Perks|Tactical Sense]]<br />[[Abilities List (Long War)#Normal Perks|Tactical Sense]]|| ||[[Research (Long War)#Alien Autopsies|Mechtoid Autopsy]]<br />[[Foundry (Long War)|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)
|-align=center
+
|-align="center"
|[[Image: Damage Control Pod Long War.png|center|128x64px]]'''Damage Control Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants the [[Abilities_List_(Long_War)#Damage_Control|Damage Control]] perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 || Heavy Floater Autopsy  || 50 || 10 || 5 || 20 || 10 || -
+
|[[File:Autoloader Long War.png|128px|link=Equipment (Long War)#MEC equipment|Incinerator Module]]<br />'''[[Equipment (Long War)#MEC equipment|Incinerator Module]]'''||MEC troopers||-1|| || || || || ||Increases Flamethrower damage by 3||[[Research (Long War)#Xenology|Alien Biocybernetics]]<br />[[Foundry (Long War)|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)
|-align=center
+
|-align="center"
|[[Image: HEAT Ammo Long War.png|center|128x64px]]'''HEAT Ammo''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants [[Abilities_List_(Long_War)#HEAT_Ammo|HEAT Ammo]] perk, providing additional damage against mechanized units. || 15 || Alien Materials || 30 || 6 || 0 || 0 || 5 || -
+
|[[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 Kinetic Strike Module damage by 3||[[Research (Long War)#Armor and Exoskeletons|Antigrav Systems]]<br />[[Foundry (Long War)|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)
|-align=center
 
|[[Image: Holo Targeter Long War.png|center|128x64px]]'''Holo-Targeter''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants [[Abilities_List_(Long_War)#Holo-Targeting|Holo-Targeting]] perk and provides +4 aim. || 15 || Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -
 
|-align=center
 
|[[Image: Smartshell Pod Long War.png|center|128x64px]]'''Smartshell Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants the [[Abilities_List_(Long_War)#Flush|Flush]] ability and provides +4 aim. || 20 || Experimental Warfare || 25 || 0 || 0 || 0 || 7 || -
 
|-align=center
 
|[[Image: Tactical Sensors Long War.png|center|128x64px]]'''Tactical Sensors''' || {{Yes Icon}} || {{No Icon}} || -1 || Grants [[Abilities_List_(Long_War)#Tactical_Sense|Tactical Sense]] perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 || Mechtoid Autopsy<br />MEC Warfare Systems || 75 || 0 || 0 || 10 || 10 || 1x UFO Flight Computer
 
|-align=center
 
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]'''Weapon Supercooler''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants [[Abilities_List_(Long_War)#Light_Em_Up|Light 'Em Up]] perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 120 || 10 || 5 || 0 || 10 || -
 
 
|}
 
|}
  
=== Miscellaneous Equipment===
+
===SHIV modules===
Here you will find various items designed to give your mechanized units more pronounced attributes.  
+
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="80%"
+
{|class="wikitable" width="100%"
|-
 
!colspan="13" | Miscellaneous Equipment
 
 
|-
 
|-
!rowspan="2" width="6%" | Name !! rowspan="2" width="1%" | MEC !! rowspan="2" width="1%" | SHIV !! rowspan="2" width="1%" | {{Mobility (Long War)}}'''Mob''' !! rowspan="2" width="14%" | Effect !!colspan="2" width="10%" | Prerequisites !! colspan="6" width="12%" | Cost
+
!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
|-align=center
+
|-align="center"
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other
+
|{{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
+
|-align="center"
|[[Image: Battle Computer Long War.png|center|128x64px]]'''Battle Computer''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +8 aim, critical hit chance, and defense. || 75 ||  Sectopod Autopsy<br />MEC Warfare Systems || 250 || 30 || 10 || 30 || 12 || 1x UFO Flight Computer
+
|[[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||-1|| ||[[File:HEAVY HEAT AMMO.png|32px|link=Abilities List (Long War)#Normal Perks|HEAT Ammo]]<br />[[Abilities List (Long War)#Normal Perks|HEAT Ammo]]|| ||[[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)
|-align=center
+
|-align="center"
|[[Image: Elerium Turbos Long War.png|center|128x64px]]'''Elerium Turbos''' || {{No Icon}} || {{Yes Icon}} || +2 || Increases SHIV mobility by 2 points. || 45 || Elerium<br />Advanced Servomotors || 30 || 12 || 16 || 0 || 7 || -
+
|[[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||-1|| ||[[File:HEAVY DANGERZONE.png|32px|link=Abilities List (Long War)#Normal Perks|Danger Zone]]<br />[[Abilities List (Long War)#Normal Perks|Danger Zone]]|| ||[[Foundry (Long War)|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)
|-align=center
+
|-align="center"
|[[Image: Incinerator Module (Long War).png|center|128x64px]]'''Incinerator Module''' || {{Yes Icon}} || {{No Icon}} || -1 || Increases flamethrower damage by +3. || 45 || Jellied Elerium<br />MEC Warfare Systems || 90 || 20 || 20 || 10 || 7 || -
+
|[[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||-1|| ||[[File:MEC ADVANCED FIRE CONTROL.png|32px|link=Abilities List (Long War)#Normal Perks|Advanced Fire Control]]<br />[[Abilities List (Long War)#Normal Perks|Advanced Fire Control]]|| ||[[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)
|-align=center
+
|-align="center"
|[[Image: The Thumper Long War.png|center|128x64px]]'''The Thumper''' || {{Yes Icon}} || {{No Icon}} || -1 || Increases kinetic strike module damage by +3. || 70 || Antigrav Systems<br />MEC Warfare Systems || 70 || 20 || 20 || 2 || 7 || -
+
|[[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||-1||+4||[[File:ASSAULT FLUSH.png|32px|link=Abilities List (Long War)#Normal Perks|Flush]]<br />[[Abilities List (Long War)#Normal Perks|Flush]]|| ||[[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)
 +
|-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||-1|| ||[[File:MEC DAMAGE CONTROL.png|32px|link=Abilities List (Long War)#Normal Perks|Damage Control]]<br />[[Abilities List (Long War)#Normal Perks|Damage Control]]|| ||[[Research (Long War)#Alien Autopsies|Heavy Floater Autopsy]]<br />[[Foundry (Long War)|MEC Warfare Systems]]||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)
 +
|-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||-1|| ||[[File:SUPPORT SENTINEL.png|32px|link=Abilities List (Long War)#Normal Perks|Sentinel]]<br />[[Abilities List (Long War)#Normal Perks|Sentinel]]|| ||[[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)
 +
|-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||-1|| ||[[File:HEAVY BULLETSWARM.png|32px|link=Abilities List (Long War)#Normal Perks|Light 'Em Up]]<br />[[Abilities List (Long War)#Normal Perks|Light 'Em Up]]|| ||[[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)
 +
|-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)|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)
 
|}
 
|}
  

Revision as of 19:33, 29 June 2015

This page may be outdated. It is up-to-date for version b15e. The latest version is 1.0.
Long War Main Page
Soldiers Equipment Long War.png

In Long War, all regular soldiers have 2 item slots from the start of the game. The Tactical Rigging foundry project increases this to 3 item slots. The Jungle Scouts starting bonus from Brazil also increases this to 3 item slots for the early game 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 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 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 weight more, while a few items weight 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, 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.

Name Usable
by
Mobility Long War.png
Mob
Health Long War.png
HP
Damage reduction
DR
Defense Long War.png
Def
Will Long War.png
Will
Bonus
perk
Special
properties
Prerequisites Cost
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 -1 +1 Can't stack with Alloy or Chitin Plating XCOM starts with an unlimited supply
Alloy Plating
Alloy Plating
All soldiers -1 +2 Can't stack with Ceramic or Chitin Plating Alien Materials 15 35
(52)
8
(12)
0
(2)
7 days
(3.5 days)
Chitin Plating
Chitin Plating
All soldiers -2 +3 Reduces melee damage by 40%
Prevents strangulation effect
Can't stack with Ceramic or Alloy Plating
Chryssalid Autopsy 35 80
(120)
20
(30)
0
(4)
10 Chryssalid Carcasses 10 days
(5.0 days)
Reinforced Armor
Reinforced Armor
All soldiers -2 +1 1.0 -6 Improved Body Armor 18 70
(105)
14
(21)
0
(3)
7 days
(3.5 days)
Psi Screen
Psi Screen
Psionic soldiers -1 1.0 -12 Mechtoid Autopsy
Psi Warfare Systems
45 65
(97)
8
(12)
8
(12)
15
(18)
1 Mechtoid Core 10 days
(5.0 days)
Impact Vest
Impact Vest
Assaults -1 +1 Shock-Absorbent Armor
Shock-Absorbent Armor
Mobile Power Armor
New Combat Systems
50 90
(135)
18
(27)
10
(15)
10
(14)
10 days
(5.0 days)
Chameleon Suit
Chameleon Suit
Scouts -1 +4 Improves the Lightning Reflexes perk:
Reduces hit chance of the first reaction shot by 95%
Reduces hit chance of further reaction shots by 85%
Immunity to critical hits from overwatch fire
Seeker Autopsy
New Combat Systems
35 65
(97)
8
(12)
20
(23)
7 days
(3.5 days)

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 as items that help your soldiers with their mobility or experience. Note that none of these items can be equipped more than once.

Name Usable
by
Mobility Long War.png
Mob
Will Long War.png
Will
Bonus
perk
Special
properties
Prerequisites Cost
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
-1 Steadfast
Steadfast
XCOM starts with an unlimited supply
Respirator Implant
Respirator Implant
All soldiers Prevents Strangulation
Prevents mobility penalty and damage from acid
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)
4
(7)
5 days
(2.5 days)
Walker Servos
Walker Servos
All soldiers +2 Advanced Power Armor
Advanced Servomotors
45 80
(120)
8
(12)
4
(6)
10
(14)
10 days
(5.0 days)
Fuel Cell
Fuel Cell
All soldiers
SHIV units
-2 Increases flight fuel by 6
Double fuel with the Advanced Flight foundry project
Antigrav Systems 60 40
(60)
8
(12)
24
(36)
0
(3)
7 days
(3.5 days)
Mind Shield
Mind Shield
Psionic soldiers -1 +25 Steadfast
Steadfast
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)
Cognitive Enhancer
Cognitive Enhancer
All soldiers
MEC troopers
-1 +5 Increases XP gained by 20% Looted from the Exalt headquarters
Neuroregulator
Neuroregulator
Psionic soldiers -1 +10 Increases Psi XP gained by 50% Looted from the Exalt headquarters

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 the Marksman's Scope, these items apply their bonus to both primary and secondary weapons. 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.

Name Usable
by
Mobility Long War.png
Mob
Will Long War.png
Will
Aim Long War.png
Aim
Crit Long War.png
Crit
Bonus
perk
Special
properties
Prerequisites Cost
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
-1 +4 +4 crit chance with the SCOPE foundry project XCOM starts with an unlimited supply
Targeting Module
Targeting Module
All soldiers
MEC troopers
SHIV units
-1 +8 +1.5 crit damage Xenobiology 15 50
(75)
0
(3)
7 days
(3.5 days)
SCOPE
SCOPE
All soldiers
MEC troopers
SHIV units
-1 +8 +8 crit chance with the SCOPE foundry project
Can't stack with Neural Gunlink or Illuminator Gunsight
Alien Weaponry 15 70
(105)
0
(3)
7 days
(3.5 days)
Neural Gunlink
Neural Gunlink
Psionic soldiers -1 -12 +12 +12 Can't stack with SCOPE or Illuminator Gunsight Alien Biocybernetics
Psi Warfare Systems
40 70
(105)
6
(9)
8
(12)
15
(18)
1 SCOPE 7 days
(3.5 days)
Illuminator Gunsight
Illuminator Gunsight
All soldiers -1 +12 +12 Executioner
Executioner
Can't stack with SCOPE or Neural Gunlink Looted from the Exalt headquarters
Provided by a Mexican starting bonus
Marksman's Scope
Marksman's Scope
Scouts -1 Squadsight
Squadsight
Only affects Marksman and Strike Rifles Alien Weaponry 20 30
(45)
0
(2)
7 days
(3.5 days)
Alloy Bipod
Alloy Bipod
Snipers +6 +6 Experimental Warfare
New Combat Systems
25 25
(37)
4
(6)
0
(2)
5 days
(2.5 days)

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.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Special
properties
Prerequisites Cost
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
Hi Cap Mags
Hi Cap Mags
All soldiers
MEC troopers
SHIV units
-1 Primary weapon gains +1 ammo
Can't stack with Drum Mags
XCOM starts with an unlimited supply
Drum Mags
Drum Mags
Assaults
Infantry
Engineers
Medics
Scouts
-2 -4 Primary weapon gains +2 ammo
Only affects Carbines, Assault Rifles and Battle Rifles
Can't stack with Hi Cap Mags
XCOM starts with an unlimited supply
Breaching Ammo
Breaching Ammo
Assaults -1 Negates more effective target DR from Shotguns
Does not affect Sawed-off Shotguns
Experimental Warfare
New Combat Systems
35 35
(52)
6
(9)
0
(2)
5 days
(2.5 days)
Shredder Ammo
Shredder Ammo
Assaults
Engineers
-1 Primary weapon applies the Shredded effect on hits:
Target receives 50% more damage for 1 turn
Can't stack with Armor Piercing or Flak Ammo
Experimental Warfare
New Combat Systems
30 30
(45)
6
(9)
0
(2)
5 days
(2.5 days)
Armor Piercing Ammo
Armor Piercing Ammo
Engineers
Gunners
MEC troopers
SHIV units
-1 Primary weapon ignores 2 of target DR
Does not affect Shotguns
Can't stack with Shredder or Flak Ammo
Improved Body Armor
New Combat Systems
25 50
(75)
12
(18)
0
(3)
7 days
(3.5 days)
Flak Ammo
Flak Ammo
All soldiers
MEC troopers
SHIV units
-1 Primary weapon and rockets gain +20% damage to flying units
Collateral Damage gains +20% damage and can target flying units
Bonus damage is at least +2 and applies after DR is applied
Can't stack with Shredder or Armor Piercing Ammo
Floater Autopsy
MEC Warfare Systems
35 60
(90)
20
(30)
0
(3)
7 days
(3.5 days)
Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Special
properties
Prerequisites Cost
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
-1 Primary weapon gains +1 damage
Only affects Ballistic and Gauss weapons
Enhanced Ballistics 15 20
(30)
6
(9)
0
(2)
5 days
(2.5 days)
Enhanced Beam Optics
Enhanced Beam Optics
All soldiers
MEC troopers
SHIV units
-1 Primary weapon gains +1 damage
Only affects Beam and Pulse Laser weapons
Enhanced Lasers 30 35
(52)
8
(12)
0
(2)
10 days
(5.0 days)
Reaper Pack
Reaper Pack
All soldiers -1 Primary weapon gains +16 crit chance
Primary weapon's range penalty is doubled
Only affects Beam and Pulse Laser weapons
Supercapacitors 70 50
(75)
10
(15)
0
(3)
7 days
(3.5 days)
Plasma Stellerator
Plasma Stellerator
All soldiers
MEC troopers
SHIV units
-1 Primary weapon gains +1 damage
Only affects Plasma weapons
Enhanced Plasma 75 125
(187)
20
(30)
20
(30)
5
(10)
14 days
(7.0 days)

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.

Name Usable
by
Mobility Long War.png
Mob
Weapon damage
Dmg
Weapon
range
Blast
radius
Special
properties
Source
Rocket
Rocket
Rocketeers -2 Provides an extra regular rocket XCOM starts with an unlimited supply
Shredder Rocket
Shredder Rocket
Rocketeers -2 Provides an extra shredder rocket XCOM starts with an unlimited supply
AP Grenade
AP Grenade
All soldiers -1 2-6
(4)
15 5.6 Can be equipped multiple times per soldier
Units with cover towards the center are unaffected
+50% 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 1-5
(3)
15 5.6 Can be equipped multiple times per soldier
Effective at destroying cover
+40% radius 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 3-7
(5)
15 5.6 Can be equipped multiple times per soldier
Effective at destroying cover
+1 charge with the Packmaster perk
+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, it's 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, Concealment 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.

Concealment: Units that are Concealed gain a +20 bonus to defense. In addition, these units do not provide aim and crit chance bonuses to other units for being 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. In addition, their mobility is reduced by 25%, their damage reduction is reduced by 50%, 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.

Name Usable
by
Mobility Long War.png
Mob
Will Long War.png
Will
Weapon
range
Blast
radius
Special
properties
Prerequisites Cost
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
Flashbang Grenade
Flashbang Grenade
All soldiers -1 15 4.0 Can be equipped multiple times per soldier
Disorients enemy units within the area of effect for 1 turn
Does not affect allies, Sectoid Commanders, Ethereals or robotic units
Can't stack with Psi Grenades
+1 charge with the Packmaster perk
+1 charge with the Smoke and Mirrors perk
XCOM starts with an unlimited supply
Smoke Grenade
Smoke Grenade
All soldiers -1 15 5.6 Can be equipped multiple times per soldier
Spawns a smoke cloud at the target location for 2 turns
Provides concealment for all units within the cloud
+1 charge with the Packmaster perk
+1 charge with the Smoke and Mirrors perk
XCOM starts with an unlimited supply
Battle Scanner
Battle Scanner
Engineers
Scouts
-1 27 30.0 Can be equipped multiple times per soldier
Spawns a scanner at the target location for 2 turns
Reveals the area, including stealthed units within the area
+1 charge with the Packmaster perk
+1 charge with the Smoke and Mirrors perk
XCOM starts with an unlimited supply
Chem Grenade
Chem Grenade
All soldiers -1 15 4.0 Can be equipped multiple times per soldier
Spawns a chemical cloud at the target location for 2 turns
Applies acid to all units within the cloud or entering the cloud
Does not affect Thin Men or Chryssalids
+1 charge with the Packmaster perk
+1 charge with the Smoke and Mirrors perk
Thin Man Autopsy
New Combat Systems
40 120
(180)
4
(6)
0
(5)
15 Thin Man Corpses 10 days
(5.0 days)
Psi Grenade
Psi Grenade
Psionic soldiers -1 -2 15 6.4 Can be equipped multiple times per soldier
Disorients enemy units within the area of effect for 1 turn
Does not affect allies, Sectoid Commanders, Ethereals or robotic units
Can't stack with Flashbang Grenades
+1 charge with the Packmaster perk
+1 charge with the Smoke and Mirrors perk
Psi Warfare Systems 25 50
(75)
2
(3)
2
(3)
1
(4)
1 Sectoid Corpse 7 days
(3.5 days)
Mimic Beacon
Mimic Beacon
Psionic soldiers -1 -10 27 28.8 Can be equipped multiple times per soldier
Spawns a beacon at the target location for 2 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, Exalt or robotic units
+1 charge with the Packmaster perk
+1 charge with the Smoke and Mirrors perk
Alien Communications
Psi Warfare Systems
75 150
(225)
2
(3)
25
(37)
25
(30)
1 Sectoid Corpse 14 days
(7.0 days)

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
Will Long War.png
Will
Weapon
range
Blast
radius
Special
properties
Prerequisites Cost 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
Medikit
Medikit
All soldiers -1 3 Can be equipped multiple times per soldier
Prevents mobility penalty and damage from acid when equipped
Can be used on self or nearby soldier to remove acid and heal 3 hp
Alternatively, it can be used to stabilize a critically wounded soldier
Doubles healing with the Improved Medikit foundry project
+1 charge with the Packmaster perk
+1 charge with the Field Medic perk
XCOM starts with an unlimited supply
Motion Tracker
Motion Tracker
All soldiers
SHIV units
-1 35.0 3 charges. 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
Covert operatives also see hackable radar arrays as Green
+1 charge with the Packmaster perk
10 20
(30)
0
(2)
5 days
(2.5 days)
Arc Thrower
Arc Thrower
All soldiers -2 5 Can be equipped multiple times per soldier
Can be used to stun enemies, to capture them and their weapons
Chance of success is minimal unless the target is at low health
Increased chance with the Improved Arc Thrower foundry project
Does not affect Chryssalids, Zombies or robotic units
+1 charge with the Packmaster perk
+2 charges with the Repair perk
Xenoneurology 20 100
(150)
0
(4)
10 days
(5.0 days)
Electro Pulse (1)
Combat Stims
Combat Stims
All soldiers -1 3 Gain Adrenaline Surge (+10 aim, +10 crit chance) when equipped
Can be used on self to become Stimmed for 2 turns:
Increases mobility and will, reduces damage received by 40%,
and grants immunity to crits while in cover and not flanked
Berserker Autopsy 45 120
(180)
4
(9)
1 Berserker Corpse 10 days
(5.0 days)
Shadow Device
Shadow Device
Psionic soldiers -1 -10 15 4.0 Seeker Autopsy
Psi Warfare Systems
60 150
(225)
10
(15)
30
(45)
40
(45)
15 Seeker Wrecks 14 days
(7.0 days)

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.


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
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
Holo-Targeter
Holo-Targeter
MEC troopers
SHIV units
-1 +4 Holo-Targeting
Holo-Targeting
Drone Autopsy 15 40
(60)
0
(3)
7 days
(3.5 days)
Core Armoring
Core Armoring
MEC troopers
SHIV units
-1 +2 Resilience
Resilience
Mechanized Unit Defenses 15 50
(75)
10
(15)
0
(3)
7 days
(3.5 days)
Alloy Carbide Plating
Alloy Carbide Plating
MEC troopers
SHIV units
-2 Extra Conditioning
Extra Conditioning
Mechanized Unit Defenses 35 70
(105)
30
(45)
20
(23)
10 days
(5.0 days)
Battle Computer
Battle Computer
MEC troopers
SHIV units
-1 +8 +8 +8 Sectopod Autopsy
MEC Warfare Systems
75 250
(375)
30
(45)
10
(15)
30
(38)
1 UFO Flight Computer 12 days
(6.0 days)
Tactical Sensors
Tactical Sensors
MEC troopers -1 Tactical Sense
Tactical Sense
Mechtoid Autopsy
MEC Warfare Systems
35 75
(112)
10
(13)
1 UFO Flight Computer 10 days
(5.0 days)
Incinerator Module
Incinerator Module
MEC troopers -1 Increases Flamethrower damage by 3 Alien Biocybernetics
Jellied Elerium
45 90
(135)
20
(30)
20
(30)
10
(14)
7 days
(3.5 days)
The Thumper
The Thumper
MEC troopers -1 Increases Kinetic Strike Module damage by 3 Antigrav Systems
MEC Warfare Systems
70 70
(105)
20
(30)
20
(30)
2
(5)
7 days
(3.5 days)

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.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Bonus
perk
Special
properties
Prerequisites Cost
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
HEAT Ammo
HEAT Ammo
SHIV units -1 HEAT Ammo
HEAT Ammo
Alien Materials 15 30
(45)
6
(9)
0
(2)
5 days
(2.5 days)
Advanced Suppression Module
Advanced Suppression Module
SHIV units -1 Danger Zone
Danger Zone
SHIV Suppression 20 35
(52)
0
(2)
7 days
(3.5 days)
Adaptive Tracking Pod
Adaptive Tracking Pod
SHIV units -1 Advanced Fire Control
Advanced Fire Control
Experimental Warfare 20 40
(60)
0
(3)
7 days
(3.5 days)
Smartshell Pod
Smartshell Pod
SHIV units -1 +4 Flush
Flush
Experimental Warfare 20 25
(37)
0
(2)
7 days
(3.5 days)
Damage Control Pod
Damage Control Pod
SHIV units -1 Damage Control
Damage Control
Heavy Floater Autopsy
MEC Warfare Systems
55 50
(75)
10
(15)
5
(7)
20
(23)
10 days
(5.0 days)
AutoSentry Turret
AutoSentry Turret
SHIV units -1 Sentinel
Sentinel
Cyberdisc Autopsy 35 60
(90)
8
(12)
0
(3)
10 days
(5.0 days)
Weapon Supercooler
Weapon Supercooler
SHIV units -1 Light 'Em Up
Light 'Em Up
Sectopod Autopsy 55 120
(180)
10
(15)
5
(7)
0
(5)
10 days
(5.0 days)
Elerium Turbos
Elerium Turbos
SHIV units +2 Elerium
Advanced Servomotors
45 30
(45)
12
(18)
16
(24)
0
(2)
7 days
(3.5 days)

See also

Loadout Long War.jpg Long War: 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
Chameleon Suit Long War.png
Leather Jacket
Tac vest Long War.png
Tac Vest
Tac Armor Long War.png
Tac Armor
Phalanx armor Long War.png
Phalanx Armor
Kestrel armor Long War.png
Kestrel Armor
Carapace armor Long War .png
Carapace Armor
Aurora armor Long War.png
Aurora Armor
Banshee armor Long War.png
Banshee Armor
Corsair armor Long War.png
Corsair Armor
Aegis armor Long War.png
Aegis Armor
Titan armor Long War.png
Titan Armor
Seraphim armor Long War.png
Seraph Armor
Archangel armor Long War.png
Archangel Armor
Shadow armor Long War.png
Shadow Armor
Vortex armor Long War.png
Vortex Armor
Inv Mec1.png
MEC-1
Inv Mec2.png
MEC-2
Inv Mec3.png
MEC-3
Equipment
Equipment Thumbnail Long War.png

Equipment