Difference between revisions of "Equipment (Long War)"
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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. | 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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|- | |- | ||
!colspan="12" | Protective Items | !colspan="12" | Protective Items | ||
|- | |- | ||
− | !rowspan="2" | Name !! rowspan="2" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" | Classes !! rowspan="2" | Effect !! colspan="2" | Prerequisites !! colspan="6" | Cost | + | !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 | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | ||
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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. | 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. | ||
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|- | |- | ||
!colspan="12" | Thrown Devices | !colspan="12" | Thrown Devices | ||
|- | |- | ||
− | !rowspan="2" | Name !! rowspan="2" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" | Classes !! rowspan="2" | Effect !! colspan="2" | Prerequisites !! colspan="6" | Cost | + | !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 | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | ||
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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 | ||
|-align=center | |-align=center | ||
− | |[[Image: Mimic Beacon Long War.png|center|128x64px]]'''Mimic Beacon''' || -1 || All || When thrown, the mimic beacon generates a unique audio signal that can cause unseen aliens to advance towards it. Has no effect on aliens that have already seen your agents. || 35 || Alien Communications <br/> Psi Warfare Systems (Foundry)|| 25 || 0 || 0 || 0 || 7 || | + | |[[Image: Mimic Beacon Long War.png|center|128x64px]]'''Mimic Beacon''' || -1 || All || When thrown, the mimic beacon generates a unique audio signal that can cause unseen aliens to advance towards it. Has no effect on aliens that have already seen your agents. || 35 || Alien Communications <br/> Psi Warfare Systems (Foundry)|| 25 || 0 || 0 || 0 || 7 || 1x Sectoid Corpse |
|} | |} | ||
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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. | 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. | ||
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|- | |- | ||
!colspan="12" | Grenades | !colspan="12" | Grenades | ||
|- | |- | ||
− | !rowspan="2" | Name !! rowspan="2" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" | Classes !! rowspan="2" | Effect !! colspan="2" | Prerequisites !! colspan="6" | Cost | + | !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 | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | ||
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|[[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 and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 25 || Thin Man Autopsy || 80 || 0 || 0 || 0 || 5 || 3x Thin Man Corpse | |[[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 and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 25 || Thin Man Autopsy || 80 || 0 || 0 || 0 || 5 || 3x Thin Man Corpse | ||
|-align=center | |-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. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. Confers a 2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 1 || 1 || 1 || 7 || | + | |[[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. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. Confers a 2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 1 || 1 || 1 || 7 || 1x Sectoid Corpse |
|-align=center | |-align=center | ||
− | |[[Image: Ghost Grenade Long War.png|center|128x64px]]'''Ghost Grenade''' || -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 still apply. || 35 || Xenopsionics || 150 || 5 || 15 || 10 || 14 || | + | |[[Image: Ghost Grenade Long War.png|center|128x64px]]'''Ghost Grenade''' || -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 still apply. || 35 || Xenopsionics || 150 || 5 || 15 || 10 || 14 || 5x Seeker wreck |
|} | |} | ||
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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. | 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. | ||
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|- | |- | ||
!colspan="12" | Ammunition and damage enhancing equipment | !colspan="12" | Ammunition and damage enhancing equipment | ||
|- | |- | ||
− | !rowspan="2" | Name !! rowspan="2" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" | Classes !! rowspan="2" | Effect !! colspan="2" | Prerequisites !! colspan="6" | Cost | + | !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 | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | ||
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===Optics and weapon attachments === | ===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 all optics stack with one another, so a combination of Laser Sight + Scope + Neural Gunlink will net you +25 Aim and Critical Chance. | 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 all optics stack with one another, so a combination of Laser Sight + Scope + Neural Gunlink will net you +25 Aim and Critical Chance. | ||
− | {| class="wikitable" | + | {| class="wikitable" width="80%" |
|- | |- | ||
!colspan="12" | Optics and weapon attachments | !colspan="12" | Optics and weapon attachments | ||
|- | |- | ||
− | !rowspan="2" | Name !! rowspan="2" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" | Classes !! rowspan="2" | Effect !! colspan="2" | Prerequisites !! colspan="6" | Cost | + | !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 | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | ||
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|[[Image: Alloy Bipod Long War.png|center|128x64px]]'''Alloy Bipod''' || 0 || Gunner || Confers Platform Stability perk. (Shots taken before any costly actions have +10 Aim and +10% critical chance.) || 25 || Experimental Warfare || 25 || 2 || 0 || 0 || 5 || - | |[[Image: Alloy Bipod Long War.png|center|128x64px]]'''Alloy Bipod''' || 0 || Gunner || Confers Platform Stability perk. (Shots taken before any costly actions have +10 Aim and +10% critical chance.) || 25 || Experimental Warfare || 25 || 2 || 0 || 0 || 5 || - | ||
|-align=center | |-align=center | ||
− | |[[Image: Neural Gunlink Long War.png|center|128x64px]]'''Neural Gunlink''' || -1 || Psionic || Grants +10 Aim and +10 Crit Chance to primary weapon and rockets launchers, but -12 Will Penalty. Stacks with SCOPE and Laser Sight. || 40 || Xenopsionics || 75 || 3 || 8 || 8 || 7 || | + | |[[Image: Neural Gunlink Long War.png|center|128x64px]]'''Neural Gunlink''' || -1 || Psionic || Grants +10 Aim and +10 Crit Chance to primary weapon and rockets launchers, but -12 Will Penalty. Stacks with SCOPE and Laser Sight. || 40 || Xenopsionics || 75 || 3 || 8 || 8 || 7 || 1x SCOPE |
|} | |} | ||
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Various items and curiosities that could make your life easier or harder, depending on how you use them. | Various items and curiosities that could make your life easier or harder, depending on how you use them. | ||
− | {| class="wikitable" | + | {| class="wikitable" width="80%" |
!colspan="12" | Items for XCom operatives | !colspan="12" | Items for XCom operatives | ||
|- | |- | ||
− | !rowspan="2" | Name !! rowspan="2" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" | Classes !! rowspan="2" | Effect !! colspan="2" | Prerequisites !! colspan="6" | Cost | + | !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 | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | ||
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|[[Image: Medkit Long War.png|center|128x64px]]'''Medikit''' || -1 || All || Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || 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 (upgradable) || 0 || - || colspan="6" align="center" | N/A | ||
|-align=center | |-align=center | ||
− | |[[Image: Combat Stims Long War.png|center|128x64px]]'''Combat Stims''' || -1 || All || Strengthens user's will, grants 40% damage reduction, increased mobility and immunity to critical hits for the next 2 turns || 40 || Muton Berserker Autopsy || 180 || 0 || 0 || 2 || 10 || | + | |[[Image: Combat Stims Long War.png|center|128x64px]]'''Combat Stims''' || -1 || All || Strengthens user's will, grants 40% damage reduction, increased mobility and immunity to critical hits for the next 2 turns || 40 || Muton Berserker Autopsy || 180 || 0 || 0 || 2 || 10 || 1x Berserker corpse |
|-align=center | |-align=center | ||
− | |[[Image: Arc Thrower Long War.png|center|128x64px]]'''Arc Thrower''' || -2 || All || Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% || 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. Standard: 55%/49%/43%/30%. <br> Upgraded: 58%/58%/56%/55%/49%/43% || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || - |
|-align=center | |-align=center | ||
|[[Image: Fuel Cell Long War.png|center|128x64px]]'''Fuel Cell''' || -2 || All || Confers additional flight fuel for Archangel and Seraph armors. || 60 || Antigrav Systems || 50 || 4 || 15 || 0 || 7 || - | |[[Image: Fuel Cell Long War.png|center|128x64px]]'''Fuel Cell''' || -2 || All || Confers additional flight fuel for Archangel and Seraph armors. || 60 || Antigrav Systems || 50 || 4 || 15 || 0 || 7 || - | ||
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=== EXALT HQ Loot=== | === 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. | Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. | ||
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|- | |- | ||
!colspan="12" | EXALT HQ Loot | !colspan="12" | EXALT HQ Loot | ||
|- | |- | ||
− | !rowspan="2" | Name !! rowspan="2" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" | Classes !! rowspan="2" | Effect !! colspan="2" | Prerequisites !! colspan="6" | Cost | + | !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 | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | ||
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=== Perk Granting 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. | 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" | + | {| class="wikitable" width="80%" |
|- | |- | ||
!colspan="13" | Perk Granting Equipment | !colspan="13" | Perk Granting Equipment | ||
|- | |- | ||
− | !rowspan="2" | Name !! rowspan="2" | MEC !! rowspan="2" | SHIV !! rowspan="2" | {{Mobility (Long War)}}'''Mob''' !! rowspan="2" | Effect !!colspan="2" | Prerequisites !! colspan="6" | Cost | + | !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 |
|-align=center | |-align=center | ||
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | ||
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|[[Image: Core Armoring Long War.png|center|128x64px]]'''Core Armoring''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || 15 || SHIV Defenses || 35 || 5 || 0 || 0 || 7 || - | |[[Image: Core Armoring Long War.png|center|128x64px]]'''Core Armoring''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || 15 || SHIV Defenses || 35 || 5 || 0 || 0 || 7 || - | ||
|-align=center | |-align=center | ||
− | |[[Image: Tactical Sensors Long War.png|center|128x64px]]'''Tactical Sensors''' || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 || Mechtoid Autopsy || 65 || 0 || 0 || 0 || 7 || | + | |[[Image: Tactical Sensors Long War.png|center|128x64px]]'''Tactical Sensors''' || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 || Mechtoid Autopsy || 65 || 0 || 0 || 0 || 7 || 1x UFO Flight Computer |
|} | |} | ||
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Looking for an extra punch? Look no further, equip one of these and invite the aliens to a dance. | Looking for an extra punch? Look no further, equip one of these and invite the aliens to a dance. | ||
− | {| class="wikitable" | + | {| class="wikitable" width="80%" |
|- | |- | ||
!colspan="13" | Damage Enhancing Equipment | !colspan="13" | Damage Enhancing Equipment | ||
|- | |- | ||
− | !rowspan="2" | Name !! rowspan="2" | MEC !! rowspan="2" | SHIV !! rowspan="2" | {{Mobility (Long War)}}'''Mob''' !! rowspan="2" | Effect !!colspan="2" | Prerequisites !! colspan="6" | Cost | + | !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 |
|-align=center | |-align=center | ||
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | ||
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Here you will find various items designed to give your mechanized units more pronounced attributes. | Here you will find various items designed to give your mechanized units more pronounced attributes. | ||
− | {| class="wikitable" | + | {| class="wikitable" width="80%" |
|- | |- | ||
!colspan="13" | Miscellaneous Equipment | !colspan="13" | Miscellaneous Equipment | ||
|- | |- | ||
− | !rowspan="2" | Name !! rowspan="2" | MEC !! rowspan="2" | SHIV !! rowspan="2" | {{Mobility (Long War)}}'''Mob''' !! rowspan="2" | Effect !!colspan="2" | Prerequisites !! colspan="6" | Cost | + | !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 |
|-align=center | |-align=center | ||
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | ||
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|[[Image: Weapon Gyros Long War.png|center|128x64px]]'''Weapon Gyros''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +5 aim and +5 crit. || 12 || Alien Weaponry || 30 || 0 || 0 || 0 || 7 || - | |[[Image: Weapon Gyros Long War.png|center|128x64px]]'''Weapon Gyros''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +5 aim and +5 crit. || 12 || Alien Weaponry || 30 || 0 || 0 || 0 || 7 || - | ||
|-align=center | |-align=center | ||
− | |[[Image: Battle Computer Long War.png|center|128x64px]]'''Battle Computer''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +10 aim, crit chance and defence. || 75 || Sectopod Autopsy || 300 || 25 || 5 || 25 || 12 || | + | |[[Image: Battle Computer Long War.png|center|128x64px]]'''Battle Computer''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +10 aim, crit chance and defence. || 75 || Sectopod Autopsy || 300 || 25 || 5 || 25 || 12 || 1x UFO Flight Computer |
|-align=center | |-align=center | ||
|[[Image: Elerium Turbos Long War.png|center|128x64px]]'''Elerium Turbos''' || {{Yes Icon}} || {{Yes Icon}} || +2 || Increases SHIV/MEC mobility by 2 points. || 45 || Advanced Servomotors || 30 || 8 || 15 || 10 || 7 || - | |[[Image: Elerium Turbos Long War.png|center|128x64px]]'''Elerium Turbos''' || {{Yes Icon}} || {{Yes Icon}} || +2 || Increases SHIV/MEC mobility by 2 points. || 45 || Advanced Servomotors || 30 || 8 || 15 || 10 || 7 || - |
Revision as of 07:42, 14 November 2014
This page may be outdated. It is up-to-date for version b14. The latest version is 1.0. |
In Long War all soldiers have 2 item slots from the start of the game.
- Each carried item has weight, and reduces the soldier's mobility by 1 per weight (a soldier's base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). 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 all optics stack with one another, so a combination of Laser Sight + Scope + Neural Gunlink will net you +25 Aim and Critical Chance.
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.
Damage Enhancing Equipment
Looking for an extra punch? Look no further, equip one of these and invite the aliens to a dance.
Miscellaneous Equipment
Here you will find various items designed to give your mechanized units more pronounced attributes.