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.
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.

Protective Items
Name Mobility
Mob
Classes Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Ceramic Plates Long War.png
Ceramic Plates
-1 All Provides +1 Armor HP. Cannot be stacked with other plating items. 0 - N/A
Alloy Plating Long War.png
Alloy Plating
-1 All Provides +2 Armor HP. Cannot be stacked with other plating items. 15 Alien Materials 50 5 0 0 7 -
Chittin Plating Long War.png
Chitin Plating
-2 All Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. 35 Chryssalid Autopsy 100 20 0 0 10 10x Chryssalid Carcass
Reinforced Armor Long War.png
Reinforced Armor
-2 All Confers +1 Armor HP and +1 Damage Reduction, but -7 to Defense. Can stack with plating items. 15 Alien Materials 90 10 0 0 7 -
Chameleon Suit Long War.png
Chameleon Suit
-1 Scout Grants +5 Defense and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). 35 Seeker Autopsy 80 0 5 12 7 -
Respirator Implant Long War.png
Respirator Implant
-1 All Grants immunity to strangulation and partial immunity to acid. 15 Seeker Autopsy 15 0 0 0 3 -
Impact Vest Long War.png
Impact Vest
-1 Assault Grants the Shock-Absorbent Armor perk( 33% damage reduction against attacks within 4 tiles) and + 1 HP. 50 Mobile Power Armor 100 10 5 5 10 -
Mind Shield Long War.png
Mind Shield
-1 Psionic Provide +25 Will, Grants immunity to strangulation and panic, except Psi Panic 55 Sectoid Commander Autopsy 200 20 30 5 20 5x Sectoid Commander Corpse
Psi Screen Long War.png
Psi Screen
-1 Psionic Confers +1 DR (vs. Psionic?), but draws -12 Will when equipped 45 Mechtoid Autopsy 85 5 10 10 10 1x Mechtoid Core

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.

Thrown Devices
Name Mobility
Mob
Classes Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Battle Scanner Long War.png
Battle Scanner
-1 All Can be thrown to provide vision for two turns. Reveals cloaked targets 0 - N/A
Mimic Beacon Long War.png
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
Psi Warfare Systems (Foundry)
25 0 0 0 7 1xSectoid Corpse

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.

Grenades
Name Mobility
Mob
Classes Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
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. 0 - N/A
HE Grenade Long War.png
HE Grenade
-1 All Deals 1-5 damage to units in blast radius and can destroy cover 0 - N/A
Alien Grenade Long War.png
Alien Grenade
-1 All Deals 3-7 damage to units in blast radius and can destroy cover Replaces HE Grenade via Foundry Project. 0 Alien Grenades N/A
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.
0 - N/A
Smoke Grenade Long War.png
Smoke Grenade
-1 All Confers +20 Defense to units in radius for two turns. 0 - N/A
Chem Grenade Long War.png
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
Psi Grenade Long War.png
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 1xSectoid Corpse
Ghost Grenade Long War.png
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 5xSeeker wreck

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.

Ammunition and damage enhancing equipment
Name Mobility
Mob
Classes Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Rocket Long War.png
Rocket
-2 Rocketeer Grants one additional rocket. 0 - N/A
Shredder Rocket Long War.png
Shredder Rocket
-2 Rocketeer Grants one additional shredder rocket. 0 - N/A
Hi Cap Mags Long War.png
Hi Cap Mags
-1 All Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. 0 - N/A
Shredder Ammo.png
Shredder Ammo
-1 Assault Grants the Shredder Ammunition perk. 30 Experimental Warfare 30 3 0 0 5 -
Armor Piercing Ammo Long War.png
Armor Piercing Ammo
-1 Gunner Reduces enemy damage reduction (including that from cover) by 1.66 25 Experimental Warfare 25 3 0 0 5 -
Breaching Ammo Long War.png
Breaching Ammo
-1 Assault Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. 35 Experimental Warfare 35 3 0 0 5 -
Reaper Rounds Long War.png
Reaper Rounds
-1 All Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon's effective range. 25 Experimental Warfare 20 0 0 0 7 -
Alloy Jacketed Rounds Long War.png
Alloy-Jacketed Rounds
-1 All Increases Ballistic and Gauss weapon damage by 1. 15 Enhanced Ballistics 20 3 0 0 5 -
Enchanced Beam Optics Long War.png
Enhanced Beam Optics
-1 All Increases Beam and Pulse weapon damage by 1. 55 Enhanced Laser 35 4 0 1 10 -
Plasma Stellerator Long War.png
Plasma Stellerator
-1 All Increases Plasma weapon damage by 1. 75 Enhanced Plasma 125 10 10 2 14 -

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 not that all optics stack with one another, so a combination of Laser Sight + Scope + Neural Gunlink will net you +25 Aim and Critical Chance.

Optics and weapon attachments
Name Mobility
Mob
Classes Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Laser Sight Long War.png
Laser Sight
-1 All Confers +5 Aim and +5 Critical Hit Chance after SCOPE Upgrade. Stacks with SCOPE. 0 - N/A
SCOPE Long War.png
SCOPE
-1 All Increases aim by +10 for primary weapon and rocket launchers. . Receives +10% Crit chance with Foundry upgrade 15 Alien Weaponry 80 0 0 0 7 -
Targeting Module Long War.png
Targeting Module
-1 All Confers +7 Critical Hit Chance to a soldier's primary weapon. 15 Xenobiology 20 0 0 0 7 -
Smartgun Kit Long War.png
Smartgun Kit
-1 Gunner Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots. 30 Experimental Warfare 60 0 0 0 7 -
Marksman Scope Long War.png
Marksman's Scope
-1 Scout Grants Squadsight to scouts (useful only when they equip Marksman's/Strike Rifles). 20 Experimental Warfare 35 0 0 0 7 -
Alloy Bipod Long War.png
Alloy Bipod
0 Gunner Confers Platform Stability perk. 25 Experimental Warfare 25 2 0 0 5 -
Neural Gunlink Long War.png
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 1xSCOPE

Miscellaneous Items

Various items and curiosities that could make your life easier or harder, depending on how you use them.

Items for XCom operatives
Name Mobility
Mob
Classes Effect Prerequisites Cost
Engineers
Research
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 0 - N/A
Medkit Long War.png
Medikit
-1 All Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) 0 - N/A
Combat Stims Long War.png
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 1xBerserker corpse
Arc Thrower Long War.png
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 -
Fuel Cell Long War.png
Fuel Cell
-2 All Confers additional flight fuel for Archangel and Seraph armors. 60 Antigrav Systems 50 4 15 0 7 -
Walker Servos Long War.png
Walker Servos
+2 All Grants +2 Mobility. 45 Advanced Servomotors 100 5 5 5 10 -

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.

EXALT HQ Loot
Name Mobility
Mob
Classes Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Illuminator Gunsight Long War.png
Illuminator Gunsight
-1 All Confers Executioner perk and +10% to both Aim and Critical Chance. 0 EXALT Base Assault Loot N/A
Cognitive Enchancer Long War.png
Cognitive Enhancer
-1 All Confers +20% Experience. 0 EXALT Base Assault Loot N/A
Neuroregulator Long War.png
Neuroregulator
-1 Psionic Confers +20% Psi XP 0 EXALT Base Assault Loot N/A

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 Mobility
Mob
Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Alloy Belt Long War.png
Alloy Belt
Yes Yes -1 Grants Extra Conditioning perk. 20 Alien Materials 40 20 0 0 7 -
HEAT Ammo Long War.png
HEAT Ammo
No Yes -1 Grants HEAT Ammo perk, providing additional damage against mechanized units. 15 Alien Materials 30 3 0 0 5 -
Smartshell Pod Long War.png
Smartshell Pod
No Yes -1 Grants the Flush ability and provides +5 aim . 20 Experimental Warfare 30 0 0 0 7 -
Counterfire Pod Long War.png
Counterfire Pod
No Yes -1 Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. 40 Mechtoid Autopsy 120 0 0 0 10
Adaptive Tracking Pod Long War.png
Adaptive Tracking Pod
No Yes -1 Grants the Advanced Fire Control perk. 20 Experimental Warfare 55 0 0 0 7 -
Damage Control Pod Long War.png
'Damage Control Pod
No Yes -1 Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. 25 SHIV Defenses 65 5 2 0 10 -
Holo Targeter Long War.png
Holo-Targeter
Yes Yes -1 Grants Holo-Targeting perk and provides +5 aim. 15 Drone Autopsy 40 0 0 0 7 -
Weapon Supercooler Long War.png
Weapon Supercooler
No Yes -1 Grants Light 'Em Up perk, allowing a second shot or action after firing the main weapon as the first action. 55 Sectopod Autopsy 130 10 5 0 10 -
Autosentry Turret Long War.png
Autosentry Turret
No Yes -1 Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. 35 Cyberdisc Autopsy 75 5 0 0 10 -
Core Armoring Long War.png
Core Armoring
No Yes -1 Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. 15 SHIV Defenses 35 5 0 0 7 -
Tactical Sensors Long War.png
Tactical Sensors
Yes No -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 1xUFO Flight Computer

Damage Enhancing Equipment

Looking for an extra punch? Look no further, equip one of these and invite the aliens to a dance.

Damage Enhancing Equipment
Name MEC SHIV Mobility
Mob
Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Depleted Elerium Rounds Long War.png
Depleted Elerium Rounds
Yes Yes -1 Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. 15 Enhanced Ballistics 50 5 1 0 7 -
Laser Pumper Long War.png
Laser Pumper
Yes Yes -1 Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1. 55 Enhanced Lasers 75 10 5 0 10 -
Zevatron Booster Long War.png
Zevatron Booster
Yes Yes -1 Increases Particle Cannon and Superheavy Plasma damage by 1. 135 Enchanced Plasma 180 20 20 10 14 -
The Thumper Long War.png
The Thumper
Yes No -1 Increases Kinetic Strike Damage by 3. 70 Antigrav Systems 85 20 15 1 12 -

Miscellaneous Equipment

Here you will find various items designed to give your mechanized units more pronounced attributes.

Miscellaneous Equipment
Name MEC SHIV Mobility
Mob
Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Autoloader Long War.png
Autoloader
Yes Yes -1 Confers 1 additional shot or burst to primary weapon. Stacks with Lock'N'Load. 10 - 30 0 0 0 7 -
Alloy Carbide Plating Long War.png
Alloy Carbide Plating
Yes Yes -1 Increases both DR and HP of the equipped unit by +1. 35 Heavy Floater Autopsy 90 10 0 5 10 -
Weapon Gyros Long War.png
Weapon Gyros
Yes Yes -1 Provides +5 aim and +5 crit. 12 Alien Weaponry 30 0 0 0 7 -
Battle Computer Long War.png
Battle Computer
Yes Yes -1 Provides +10 aim, crit chance and defence. 75 Sectopod Autopsy 300 25 5 25 12 1xUFO Flight Computer
Elerium Turbos Long War.png
Elerium Turbos
Yes Yes +2 Increases SHIV/MEC mobility by 2 points. 45 Advanced Servomotors 30 8 15 10 7 -