Difference between revisions of "Equipment (Long War)"

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|Hi cap mags || 1 || - || +1 ammo capacity || colspan="4" align="center" | -
 
|Hi cap mags || 1 || - || +1 ammo capacity || colspan="4" align="center" | -
 
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|Laser sight || 1 || - || +5 Aim. Also +5 Critical Chance with SCOPE Upgrade. || colspan="4" align="center" | -
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|Laser sight || 1 || - || +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. || colspan="4" align="center" | -
 
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|Medikit || 1 || - || Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || colspan="4" align="center" | -
 
|Medikit || 1 || - || Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || colspan="4" align="center" | -
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|Alloy Plating || 1 || Alien Materials || Provides +2 Armor HP. ||  50 || 0 || 5 || 6
 
|Alloy Plating || 1 || Alien Materials || Provides +2 Armor HP. ||  50 || 0 || 5 || 6
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|Targeting Module || 1 || - || Provides +7% Critical Hit Chance to a soldiers primary weapon. || colspan="4" align="center" | -
  
 
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[[Category: Long War]]
 
[[Category: Long War]]

Revision as of 00:54, 10 July 2014

In Long War all soldiers have 2 item slots from the start of the game. Each carried item has weight, and reduces the soldier's mobility by 1 per weight (a soldier's base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). An item slot can be cleared with the "empty hand" button in the item slot. Items with increased charges from perks such as Packmaster do not have increased weight.

Basic items
Name Weight Research Effect Cost
§  E   A   T 
Alien Trophy 1 - Grants immunity to panic, except Psi Panic -
Battle scanner 1 - Can be thrown to provide vision for two turns. -
Ceramic plating 1 - Provides +1 Armor HP -
AP grenade 1 - Deals 2-6 damage to units not in cover relative to the center of the blast radius. -
Flashbang grenade 1 - Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn. -
Smoke grenade 1 - Confers +20 Defense to units in radius for two turns. -
HE grenade 1 - Deals 1-5 damage to units in blast radius and destroys cover -
Hi cap mags 1 - +1 ammo capacity -
Laser sight 1 - +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. -
Medikit 1 - Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) -
Rocket 2 - Allows a Rocketeer to fire one additional rocket. -
Shredder rocket 2 - Allows a Rocketeer to fire one additional shredder rocket. -
Arc Thrower 2 Xenoneurology Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% 100 0 0 10
S.C.O.P.E. 1 Alien Weaponry Increases aim by +10. Can be used with laser sight for a total of +15 aim. 80 0 0 6
Reinforced Armor 2 Alien Materials Provides +2 Armor HP, +1 Damage reduction, and -7 Defense. Can stack with Alloy Plating. 70 0 10 6
Alloy Plating 1 Alien Materials Provides +2 Armor HP. 50 0 5 6
Targeting Module 1 - Provides +7% Critical Hit Chance to a soldiers primary weapon. -