Equipment (Long War)

From UFOpaedia
Revision as of 13:13, 26 October 2014 by 8wayz (talk | contribs) (→‎Soldier Equipment: All images added, reordered some items, added a Combat Stims row, to be updated)
Jump to navigation Jump to search
This page may be outdated.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). 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
Credits
Alien Alloys
Elerium
Meld
Days
Other
Miscellaneous Items
Alien Trophy Long War.png
Alien Trophy
1 All - Grants immunity to panic, except Psi Panic -
Medkit Long War.png
Medikit
1 All - Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) -
Combat Stims Long War.png
Combat Stims
1 All - Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) -
Arc Thrower Long War.png
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 0 10 -
Walker Servos Long War.png
Walker Servos
0 All Advanced Servomotors Grants +2 Mobility. 55 5 2 2 7 -
Protective Items
Ceramic Plates Long War.png
Ceramic Plates
1 All - Provides +1 Armor HP. Cannot be stacked with other plating items. -
Alloy Plating Long War.png
Alloy Plating
1 All Alien Materials Provides +2 Armor HP. Cannot be stacked with other plating items. 50 5 0 0 6 -
Chittin Plating Long War.png
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. 100 20 0 0 10 10x Chryssalid Carcass
Reinforced Armor Long War.png
Reinforced Armor
2 All Alien Materials Confers +1 Armor HP and +1 Damage Reduction, but -7 Defense. Can stack with plating items. 70 10 0 0 6 -
Chameleon Suit Long War.png
Chameleon Suit
1 Scout Seeker Autopsy Grants +5 Defense and extra defense during Lighning Reflexes. 60 3 2 5 7 -
Respirator Implant Long War.png
Respirator Implant
1 All Seeker Autopsy Grants immunity to strangulation and partial immunity to acid. 15 0 0 0 3 -
Impact Vest Long War.png
Impact Vest
1 Assault Mobile Power Armor Grants the Shock-Absorbent Armor perk. 100 10 5 5 10 -
Mind Shield Long War.png
Mind Shield
1 Psionic Sectoid Commander Autopsy Provide +25 Will, Grants immunity to strangulation and panic, except Psi Panic 200 20 30 5 20 5x Sectoid Commander Corpse
Psi Screen Long War.png
Psi Screen
1 Psionic Mechtoid Autopsy Provide +1 DR vs. Psionic, but draws -15 Will when equipped 85 10 5 10 10 1x Mechtoid Core
Thrown Devices
Battle Scanner Long War.png
Battle Scanner
1 All - Can be thrown to provide vision for two turns. -
Mimic Beacon Long War.png
Mimic Beacon
1 All Alien Communications
Psi Warfare Systems (Foundry)
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. 15 0 0 0 7 -
Grenades
AP Grenade Long War.png
AP Grenade
1 All - Deals 2-6 damage to units not in cover relative to the center of the blast radius. -
HE Grenade Long War.png
HE Grenade
1 All - Deals 1-5 damage to units in blast radius and can destroy cover -
Alien Grenade Long War.png
Alien Grenade
1 All Alien Grenades Deals 3-7 damage to units in blast radius and can destroy cover Replaces HE Grenade via Foundry Project. -
Flashbang Grenade Long War.png
Flashbang Grenade
1 All - Incurs -50% Aim, -40% 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 Long War.png
Smoke Grenade
1 All - Confers +20 Defense to units in radius for two turns. -
Chem Grenade Long War.png
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 penalty and up to 3 DR nullified. 20 0 0 0 5 3x Thin Man Corpse
Psi Grenade Long War.png
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. Confers a 2 Will penalty when equipped. 50 3 1 2 7 -
Ghost Grenade Long War.png
Ghost Grenade
1 Psionic Xenopsionics Grants stealth to units in an area for one turn. 150 5 15 10 14 -
Ammunition
Rocket Long War.png
Rocket
2 Rocketeer - Grants one additional rocket. -
Shredder Rocket Long War.png
Shredder Rocket
2 Rocketeer - Grants one additional shredder rocket. -|-align=center
Hi Cap Mags Long War.png
Hi Cap Mags
1 All - +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. -
Shredder Ammo.png
Shredder Ammo
1 Assault Experimental Warfare Grants the Shredder Ammunition perk. 30 3 0 0 5 -
Armor Piercing Ammo Long War.png
Armor Piercing Ammo
1 Gunner Experimental Warfare Reduces enemy damage reduction (including that from cover) by 1.33 25 5 0 0 5 -
Breaching Ammo Long War.png
Breaching Ammo
1 Assault Experimental Warfare Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. 35 3 0 0 5 -
Reaper Rounds Long War.png
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 7 -
Alloy Jacketed Rounds Long War.png
Alloy-Jacketed Rounds
1 All Enhanced Ballistics Increases Ballistic and Gauss weapon damage by 1. 20 3 0 0 5 -
Optics and weapon attachments
Laser Sight Long War.png
Laser Sight
1 All - +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. -
SCOPE Long War.png
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 0 6 -
Targeting Module Long War.png
Targeting Module
1 All Xenobiology Provides +7 Critical Hit Chance to a soldiers primary weapon. 20 0 0 0 7 -
Smartgun Kit Long War.png
Smartgun Kit
1 Gunner Experimental Warfare Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots. 55 0 0 0 7 -
Marksman Scope Long War.png
Marksman Scope
0 Scout Experimental Warfare Grants Squadsight to scouts (useful only when they equip Marksman's/Strike Rifles). 80 0 0 0 7 -
Alloy Bipod Long War.png
Alloy Bipod
0 Gunner Experimental Warfare Confers Platform Stability perk. 25 2 0 0 5 -
Neural Gunlink Long War.png
Neural Gunlink
1 Psionic Xenopsionics Grants +10 Aim and +10 Crit, but -15 Will. Stacks with SCOPE and Laser Sight. 75 3 8 8 7 -
EXALT HQ Loot
Illuminator Gunsight Long War.png
Illuminator Gunsight
1 None EXALT Base Assault Loot Confers Executioner perk and +10% to both Aim and Critical Chance. 200 - - - - -
Cognitive Enchancer Long War.png
Cognitive Enhancer
1 None EXALT Base Assault Loot Confers +20% Experience. 200 - - - - -
Neuroregulator Long War.png
Neuroregulator
1 None EXALT Base Assault Loot Confers +20% Psi XP 200 - - - - -

MEC and SHIV Equipment

Items for mechanized units
Name MEC SHIV Weight Research Effect Cost
Credits
Alien Alloys
Elerium
Meld
Days
Miscellaneous Equipment
Weapon Gyrostabilizer Yes Yes 1 Alien Weaponry Provides +5 aim and +5 crit. 30 0 0 0 7
Battle Computer Yes Yes 1 Sectopod Autopsy Provides +10 aim, crit chance and defence. Requires a UFO Flight Computer. 200 5 5 20 12
Elerium Turbos Yes Yes 0 Advanced Servomotors Increases SHIV/MEC mobility by 2 points. 30 8 15 10 7
Alloy Carbide Plating Yes Yes 1 Heavy Floater Autopsy Increases both DR and HP of the equipped unit by +1. 90 10 0 5 10
Perk Granting Equipment
Autoloader Yes Yes 1 - Grants Lock N' Load perk, allowing for additional shots to be fired before reloading is required. 30 0 0 0 7
HEAT Ammo No Yes 1 Alien Materials Grants HEAT Ammo perk, providing additional damage against mechanized units. 30 3 0 0 5
Alloy Belt Yes Yes 1 Alien Materials Grants Extra Conditioning perk. 40 12 0 0 7
Smartshell Pods No Yes 1 Experimental Warfare Grants the Flush ability and provides +5 aim . 30 0 0 0 7
Counterfire Pods No Yes 1 Mechtoid Autopsy Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. 120 0 0 0 10
Adaptive Tracking Pods No Yes 1 Experimental Warfare Grants the Advanced Fire Control perk. 55 0 0 0 7
Holo-Targeter Yes Yes 1 Drone Autopsy Grants Holo-Targeting perk and provides +5 aim. 40 0 0 0 7
Weapon Supercoolers No Yes 1 Sectopod Autopsy Grants Light 'Em Up perk, allowing a second shot or action after firing the main weapon as the first action. 130 10 5 0 10
Autosentry Turret No Yes 1 Cyberdisc Autopsy Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. 75 5 0 0 10
Core Armoring No Yes 1 SHIV Defenses Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. 65 5 0 0 7
Damage Control Pod No Yes 1 SHIV Defenses Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. 65 5 2 0 10
Tactical Sensors Yes No 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) 65 0 0 0 7
Damage Enhancing Equipment
Depleted Elerium Rounds Yes Yes 1 Enhanced Ballistics Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. 50 5 1 0 7
Laser Pumper Yes Yes 1 Enhanced Lasers Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1. 75 10 5 0 10
Zevatron Booster Yes Yes 1 Precision Plasma Weapons Increases Particle Cannon and Superheavy Plasma damage by 1. 180 20 20 10 14
The Thumper Yes No 1 Antigrav Systems Increases Kinetic Strike Damage by 2. 85 20 15 0 12