Equipment (Long War)

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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.

Soldier Equipment

Items for XCom operatives
Name Weight Classes Research Effect Cost
§  E   A   T 
Alien Trophy 1 All - Grants immunity to panic, except Psi Panic -
Battle scanner 1 All - Can be thrown to provide vision for two turns. -
Ceramic plating 1 All - Provides +1 Armor HP -
AP grenade 1 All - Deals 2-6 damage to units not in cover relative to the center of the blast radius. -
Flashbang grenade 1 All - 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 All - Confers +20 Defense to units in radius for two turns. -
HE grenade 1 All - Deals 1-5 damage to units in blast radius and destroys cover -
Hi cap mags 1 All - +1 ammo capacity -
Laser sight 1 All - +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. -
Medikit 1 All - Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) -
Rocket 2 Rocketeer - Grants one additional rocket. -
Shredder rocket 2 Rocketeer - Grants one additional shredder rocket. -
Arc Thrower 2 All 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 All Alien Weaponry Increases aim by +10. Can be used with laser sight for a total of +15 aim. +10% Crit chance with Foundry upgrade 80 0 0 6
Reinforced Armor 2 All Alien Materials Confers +1 Armor HP as well as +1 Damage reduction, and -7 Defense. Can stack with Alloy Plating. 70 0 10 6
Alloy Plating 1 All Alien Materials Provides +2 Armor HP. 50 0 5 6
Targeting Module 1 All Xenobiology Provides +7 Critical Hit Chance to a soldiers primary weapon. ? ? ? ?
Illuminator Gunsight 0 Scout Experimental Warfare Confers Executioner perk, granting +10 Aim and +10 Critical Hit Chance against targets below 50% health. ? ? ? ?
Shredder Ammo 1 Assault Experimental Warfare Using your primary weapon to hit an enemy with this ammo confers the "shredded" effect for one turn, meaning the enemy takes extra damage from consecutive hits. ? ? ? ?
Smartgun Kit 1 Gunner Experimental Warfare Confers the Advanced Fire Control perk, removing the aim penalty for overwatch fire. ? ? ? ?
Armor Piercing Ammo 1 Gunner Experimental Warfare Reduces enemy damage reduction (including that from cover) by 1. ? ? ? ?
Breaching Ammo 1 Assault Experimental Warfare Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. ? ? ? ?
Alloy Bipod 0 Gunner Experimental Warfare Confers Platform Stability perk, granting +10 aim and +10 critical hit chance if the unit does not take a costly action. . ? ? ? ?
Chameleon Suit 1 All Seeker Autopsy Grants +7 Defense once per mission. ? ? ? ?
Reaper Rounds 1 All Experimental Warfare Adds +20% of damage to Gauss and conventional weapons only. Furthermore doubles the weapon's range penalty. ? ? ? ?
Marksman Scope 0 Scout Experimental Warfare Grants Sharpshooter perk. ? ? ? ?
Alloy-Jacketed Rounds 1 All Enhanced Ballistics Confers +1 damage for all ballistic and Gauss weapons. ? ? ? ?
Chitin Plating 1 All Chryssalid Autopsy Grants +3 Armor HP and reduces incoming damage from melee attacks. ? ? ? ?
Chem Grenade 1 All Thin Man Autopsy Creates a Toxic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage each turn; hunkering down can reduce damage. All targets (also including robots) also suffer aim and damage reduction penalties. ? ? ? ?
Neural Gunlink 1 Psionic Xenopsionics Grants +10 Aim, -15 Will. Stacks with SCOPE and Laser Sight. ? ? ? ?
Psi Grenade 1 Psionic Xenopsionics Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in a wider blast radius than flashbangs for one turn. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. ? ? ? ?
Ghost Grenade 1 Psionic Xenopsionics Grants stealth to units in an area for one turn. ? ? ? ?

MEC and SHIV Equipment

Items for mechanized units
Name MEC SHIV Weight Research Effect Cost
§  E   A   T 
Autoloader Y Y 1 - Grants Lock N' Load perk, allowing for additional shots to be fired before reloading is required. ? ? ? ?
Weapon Gyros Y Y 1 Alien Weaponry Provides 5 additional points of aim to primary weapon. ? ? ? ?
Heat Ammo N Y 1 Alien Materials Grants Heat Ammo perk, providing additional damage against mechanized units. ? ? ? ?
Alloy Belt Y Y 1 Alien Materials Grants Extra Conditioning perk. ? ? ? ?
Smartshell Pods N Y ? Experimental Warfare Grants the Flush ability and provides +5% aim . ? ? ? ?
Adaptive Tracking Pods N Y ? Experimental Warfare Grants the Advanced Fire Control perk. ? ? ? ?
Holo-Targeter Y Y ? Drone Autopsy Grants Holo-Targeting perk. ? ? ? ?
Depleted Elerium Rounds Y Y ? Enhanced Ballistics Confers +1 damage for Autocannon, Sentry Gun, Minigun and Railgun. ? ? ? ?
Autosentry Turret N Y ? Cyberdisc Autopsy Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. ? ? ? ?