Difference between revisions of "Equipment (Long War)"
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|[[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 || - | |[[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 || - | ||
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− | |[[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 || | + | |[[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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|[[Image: Respirator Implant Long War.png|center|128x64px]]'''Respirator Implant''' || -1 || 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 || - | |[[Image: Respirator Implant Long War.png|center|128x64px]]'''Respirator Implant''' || -1 || 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 || - | ||
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− | |[[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 || 14 || 8 || | + | |[[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 || 14 || 8 || 10 || 10 || - |
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− | |[[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 || 40 || 60 || | + | |[[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 || 40 || 60 || 10 || 20 || 5x Sectoid Commander Corpse |
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− | |[[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 || | + | |[[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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|[[Image: Battle Scanner Long War.png|center|128x64px]]'''Battle Scanner''' || -1 || All || Can be thrown to provide vision for two turns. Reveals cloaked targets|| 0 || - || colspan="6" align="center" | N/A | |[[Image: Battle Scanner Long War.png|center|128x64px]]'''Battle Scanner''' || -1 || All || Can be thrown to provide vision for two turns. Reveals cloaked targets|| 0 || - || colspan="6" align="center" | N/A | ||
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− | |[[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 || | + | |[[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 |
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|[[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 | |[[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 | ||
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− | |[[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 || | + | |[[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 |
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|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]'''Alloy-Jacketed Rounds''' || -1 || All || Increases ballistic and gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 6 || 0 || 0 || 5 || - | |[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]'''Alloy-Jacketed Rounds''' || -1 || All || Increases ballistic and gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 6 || 0 || 0 || 5 || - | ||
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− | |[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]'''Enhanced Beam Optics''' || -1 || All || Increases beam and pulse weapon damage by 1. || 55 || Enhanced Laser|| 35 || 8 || 0 || | + | |[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]'''Enhanced Beam Optics''' || -1 || All || Increases beam and pulse weapon damage by 1. || 55 || Enhanced Laser|| 35 || 8 || 0 || 0 || 10 || - |
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− | |[[Image: Plasma Stellerator Long War.png|center|128x64px]]'''Plasma Stellerator''' || -1 || All || Increases plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 20 || 20 || | + | |[[Image: Plasma Stellerator Long War.png|center|128x64px]]'''Plasma Stellerator''' || -1 || All || Increases plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 20 || 20 || 5 || 14 || - |
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|[[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 || - | |[[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 || - | ||
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− | |[[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. Can't stack with SCOPE or Illuminator Gunsight. || 40 || Alien Biocybernetics<br />Psi Warfare Systems || 70 || 6 || 8 || | + | |[[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. Can't stack with SCOPE or Illuminator Gunsight. || 40 || Alien Biocybernetics<br />Psi Warfare Systems || 70 || 6 || 8 || 15 || 7 || 1x SCOPE |
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|[[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 | |[[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 | ||
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− | |[[Image: Combat Stims Long War.png|center|128x64px]]'''Combat Stims''' || -1 || All || Grants Adrenaline Surge perk 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 || | + | |[[Image: Combat Stims Long War.png|center|128x64px]]'''Combat Stims''' || -1 || All || Grants Adrenaline Surge perk 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 |
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|[[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 || - | |[[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 || - | ||
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|[[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 || - | |[[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 || - | ||
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− | |[[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 || | + | |[[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 || - |
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Revision as of 10:13, 11 March 2015
This page may be outdated. It is up-to-date for version b15. The latest version is 1.0. |
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). 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 projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn without ending the turn (e.g. a Support may throw a Smoke Grenade and then perform another action).
Soldier Equipment
Protective Items
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.
Thrown Devices
There is nothing new in this category on first glance yet you will probably want to bring at least one Battle Scanner on missions since they not only reveal pods but also cloaked enemies. That makes them a lifesaver against Seeker swarms.
Grenades
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.
Ammunition and damage enhancing equipment
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 Ammo Piercing rounds stacks with Gauss weapons' damage reduction ability, so in essence you will inflict always a -2 to the enemy's damage reduction.
Optics and weapon attachments
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.
Miscellaneous Items
Various items and curiosities that could make your life easier or harder, depending on how you use them.
EXALT HQ Loot
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 and SHIV Equipment
Perk Granting Equipment
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.
Miscellaneous Equipment
Here you will find various items designed to give your mechanized units more pronounced attributes.