Difference between revisions of "Equipment (Long War)"
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| {{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 | ||
|-align=center | |-align=center | ||
− | |[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]'''Adaptive Tracking Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 || Experimental Warfare || 40 || 0 || 0 || 0 || 7 || - | + | |[[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 || - |
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− | |[[Image: Autoloader_Long_War.png|center|128x64px]]'''Advanced Suppression Module''' || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Danger Zone perk. || 20 || SHIV Suppression || 35 || 0 || 0 || 0 || 7 || - | + | |[[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 || - |
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− | |[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]'''Alloy Carbide Plating''' || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants Extra Conditioning perk. || 35 || Mechanized Unit Defenses<br />MEC Warfare Systems || 70 || 32 || 0 || 20 || 10 || - | + | |[[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 || - |
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− | |[[Image: Autosentry Turret Long War.png|center|128x64px]]'''Autosentry Turret''' || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 || Cyberdisc Autopsy || 60 || 8 || 0 || 0 || 10 || - | + | |[[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 || - |
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− | |[[Image: Core Armoring Long War.png|center|128x64px]]'''Core Armoring''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the mechanized unit immune to Critical Hits. || 15 || Mechanized Unit Defenses || 30 || 10 || 0 || 0 || 7 || - | + | |[[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 || - |
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− | |[[Image: Damage Control Pod Long War.png|center|128x64px]]'''Damage Control Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants the 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 || - | + | |[[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 || - |
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− | |[[Image: HEAT Ammo Long War.png|center|128x64px]]'''HEAT Ammo''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 || Alien Materials || 30 || 6 || 0 || 0 || 5 || - | + | |[[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 || - |
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− | |[[Image: Holo Targeter Long War.png|center|128x64px]]'''Holo-Targeter''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +4 aim. || 15 || Drone Autopsy || 40 || 0 || 0 || 0 || 7 || - | + | |[[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 || - |
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− | |[[Image: Smartshell Pod Long War.png|center|128x64px]]'''Smartshell Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +4 aim. || 20 || Experimental Warfare || 25 || 0 || 0 || 0 || 7 || - | + | |[[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 || - |
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− | |[[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<br />MEC Warfare Systems || 75 || 0 || 0 || 10 || 10 || 1x UFO Flight Computer | + | |[[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 |
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− | |[[Image: Weapon Supercooler Long War.png|center|128x64px]]'''Weapon Supercooler''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants 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 || - | + | |[[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 || - |
|} | |} | ||
Revision as of 17:12, 21 June 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.
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. 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).
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 armor piercing rounds stack with Gauss weapons' damage reduction ability.
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.
Perk Granting Equipment | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Name | MEC | SHIV | Mob |
Effect | Prerequisites | Cost | ||||||
Other | ||||||||||||
Adaptive Tracking Pod | -1 | Grants the Advanced Fire Control perk. | 20 | Experimental Warfare | 40 | 0 | 0 | 0 | 7 | - | ||
Advanced Suppression Module | -1 | Confers the Danger Zone perk. | 20 | SHIV Suppression | 35 | 0 | 0 | 0 | 7 | - | ||
Alloy Carbide Plating | -2 | Grants Extra Conditioning perk. | 35 | Mechanized Unit Defenses MEC Warfare Systems |
70 | 32 | 0 | 20 | 10 | - | ||
Autosentry Turret | -1 | Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. | 35 | Cyberdisc Autopsy | 60 | 8 | 0 | 0 | 10 | - | ||
Core Armoring | -1 | Grants +2 HP and the Resilience perk, rendering the mechanized unit immune to Critical Hits. | 15 | Mechanized Unit Defenses | 30 | 10 | 0 | 0 | 7 | - | ||
Damage Control Pod | -1 | Grants the 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 | - | ||
HEAT Ammo | -1 | Grants HEAT Ammo perk, providing additional damage against mechanized units. | 15 | Alien Materials | 30 | 6 | 0 | 0 | 5 | - | ||
Holo-Targeter | -1 | Grants Holo-Targeting perk and provides +4 aim. | 15 | Drone Autopsy | 40 | 0 | 0 | 0 | 7 | - | ||
Smartshell Pod | -1 | Grants the Flush ability and provides +4 aim. | 20 | Experimental Warfare | 25 | 0 | 0 | 0 | 7 | - | ||
Tactical Sensors | -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 MEC Warfare Systems |
75 | 0 | 0 | 10 | 10 | 1x UFO Flight Computer | ||
Weapon Supercooler | -1 | Grants 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
Here you will find various items designed to give your mechanized units more pronounced attributes.