Equipment (Long War)
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.
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
Items for XCom operatives | ||||||||
---|---|---|---|---|---|---|---|---|
Name | Weight | Classes | Research | Effect | Cost | |||
§ | E | A | T | |||||
Miscellaneous Items | ||||||||
Alien Trophy | 1 | All | - | Grants immunity to panic, except Psi Panic | - | |||
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 |
Smartgun Kit | 1 | Gunner | Experimental Warfare | Grants the Advanced Fire Control perk. | 55 | 0 | 0 | ? |
Walker Servos | 0 | Assault | Advanced Servomotors | Grants +2 Mobility. | ? | ? | ? | ? |
Protective Items | ||||||||
Ceramic Plating | 1 | All | - | Provides +1 Armor HP. Cannot be stacked with other plating items. | - | |||
Alloy Plating | 1 | All | Alien Materials | Provides +2 Armor HP. Cannot be stacked with other plating items. | 50 | 0 | 5 | 6 |
Chitin Plating | 2 | All | Chryssalid Autopsy | Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. | ? | ? | ? | ? |
Reinforced Armor | 2 | All | Alien Materials | Confers +1 Armor HP and +1 Damage Reduction, but -7 Defense. Can stack with plating items. | 70 | 0 | 10 | 6 |
Chameleon Suit | 1 | All | Seeker Autopsy | Grants +7 Defense . | 51 5 Meld |
2 | 3 | ? |
Respirator Implant | ? | All | Seeker Autopsy | Grants immunity to strangulation and partial immunity to acid. | ? | ? | ? | ? |
Impact Vest | ? | Assault | Mobile Power Armor | Grants the Shock-Absorbent Armor perk. | ? | ? | ? | ? |
Thrown Devices | ||||||||
Battle Scanner | 1 | All | - | Can be thrown to provide vision for two turns. | - | |||
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. | - | |||
Grenades | ||||||||
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. Most synthetic/cybernetic and psionic enemies are immune. |
- | |||
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 can destroy cover | - | |||
Alien Grenade | 1 | All | Alien Grenades | Deals ?-? damage to units in blast radius and can destroy cover Replaces HE Grenade via Foundry Project. | - | |||
Chem Grenade | 1 | All | Thin Man Autopsy | 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 and damage reduction penalties. | 20 3x Thin Man Corpse |
0 | 0 | ? |
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. | ? | ? | ? | ? |
Ammunition | ||||||||
Hi Cap Mags | 1 | All | - | +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. | - | |||
Shredder Ammo | 1 | Assault | Experimental Warfare | Grants the Shredder Ammunition perk. | ? | ? | ? | ? |
Armor Piercing Ammo | 1 | Gunner | Experimental Warfare | Reduces enemy damage reduction (including that from cover) by 1. | 25 | 0 | 5 | ? |
Breaching Ammo | 1 | Assault | Experimental Warfare | Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. | 35 | 0 | 5 | ? |
Reaper Rounds | 1 | All | Experimental Warfare | Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon's effective range. | 20 | 0 | 0 | 0 |
Alloy-Jacketed Rounds | 1 | All | Enhanced Ballistics | Increases Ballistic and Gauss weapon damage by 1. | ? | ? | ? | ? |
Gunsights and Optics | ||||||||
Laser Sight | 1 | All | - | +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. | - | |||
SCOPE | 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 |
Targeting Module | 1 | All | Xenobiology | Provides +7 Critical Hit Chance to a soldiers primary weapon. | 20 | 0 | 0 | 7 |
Illuminator Gunsight | 0 | Scout | Experimental Warfare | Confers Executioner perk. | ? | ? | ? | ? |
Marksman Scope | 0 | Scout | Experimental Warfare | Grants Sharpshooter perk. | ? | ? | ? | ? |
Alloy Bipod | 0 | Gunner | Experimental Warfare | Confers Platform Stability perk. | 25 | 0 | 3 | ? |
Neural Gunlink | 1 | Psionic | Xenopsionics | Grants +10 Aim, but -15 Will. Stacks with SCOPE and Laser Sight. | ? | ? | ? | ? |
MEC and SHIV Equipment
Items for mechanized units | |||||||||
---|---|---|---|---|---|---|---|---|---|
Name | MEC | SHIV | Weight | Research | Effect | Cost | |||
§ | E | A | T | ||||||
Miscellaneous Equipment | |||||||||
Weapon Gyros | Y | Y | 1 | Alien Weaponry | Provides +5 aim and +5 crit. | ? | ? | ? | ? |
Battle Computer | Y | N | 1 | Sectopod Autopsy | Provides +10 aim, crit chance and defence. | ? | ? | ? | ? |
Elerium Turbos | Y | Y | 0 | Advanced Servomotors | Increases SHIV/MEC mobility by 2 points. | ? | ? | ? | ? |
Alloy Carbide Plating | Y | Y | 1 | Heavy Floater Autopsy | Increases both DR and HP of the equipped unit by +1. | ? | ? | ? | ? |
Perk Granting Equipment | |||||||||
Autoloader | Y | Y | 1 | - | Grants Lock N' Load perk, allowing for additional shots to be fired before reloading is required. | ? | ? | ? | ? |
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 | 1 | Experimental Warfare | Grants the Flush ability and provides +5 aim . | ? | ? | ? | ? |
Counterfire Pods | N | Y | 1 | Mechtoid Autopsy | Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. | ? | ? | ? | ? |
Adaptive Tracking Pods | N | Y | 1 | Experimental Warfare | Grants the Advanced Fire Control perk. | ? | ? | ? | ? |
Holo-Targeter | Y | Y | 1 | Drone Autopsy | Grants Holo-Targeting perk and provides +5 aim. | ? | ? | ? | ? |
Weapon Supercoolers | N | Y | 1 | Sectopod Autopsy | Grants Light 'Em Up perk . | ? | ? | ? | ? |
Autosentry Turret | N | Y | 1 | Cyberdisc Autopsy | Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. | ? | ? | ? | ? |
Core Armoring | N | Y | 1 | SHIV Defenses | Grants the Damage Control perk. | ? | ? | ? | ? |
Damage Control Pod | N | Y | 1 | SHIV Defenses | Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. | ? | ? | ? | ? |
Tactical Sensors | Y | N | 1 | Mechtoid Autopsy | Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20) | ? | ? | ? | ? |
Damage Enhancing Equipment | |||||||||
Depleted Elerium Rounds | Y | Y | 1 | Enhanced Ballistics | Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. | ? | ? | ? | ? |
Laser Pumper | Y | Y | 1 | Enhanced Lasers | Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1. | ? | ? | ? | ? |
Zevatron Booster | Y | Y | 1 | Precision Plasma Weapons | Increases Particle Cannon and Superheavy Plasma damage by 1. | ? | ? | ? | ? |
The Thumper | Y | N | 1 | ? | Increases Kinetic Strike Damage by 2. | ? | ? | ? | ? |