Equipment (Long War)

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Soldiers Equipment Long War.png
Long War Main Page

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.

Protective Items
Name Mobility
Mob
Classes Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Alloy Plating Long War.png
Alloy Plating
-1 All Provides +2 Armor HP. Cannot be stacked with other plating items. 15 Alien Materials 35 8 0 0 7 -
Ceramic Plates Long War.png
Ceramic Plates
-1 All Provides +1 Armor HP. Cannot be stacked with other plating items. 0 - N/A
Chameleon Suit Long War.png
Chameleon Suit
-1 Scout Grants +4 Defense, grants immunity to overwatch crits, and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). 35 Seeker Autopsy
New Combat Systems
65 0 8 20 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 80 20 0 0 10 10x Chryssalid Carcass
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 80 14 8 10 10 -
Mind Shield Long War.png
Mind Shield
-1 Psionic Confers +25 will, grants the Steadfast perk and immunity to strangulation 65 Sectoid Commander Autopsy
Psi Warfare Systems
200 40 60 10 20 5x Sectoid Commander Corpse
Psi Screen Long War.png
Psi Screen
-1 Psionic Confers +1 DR, but draws -12 Will when equipped 45 Mechtoid Autopsy
Psi Warfare Systems
65 8 8 15 10 1x Mechtoid Core
Reinforced Armor Long War.png
Reinforced Armor
-2 All Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items. 18 Improved Body Armor 70 14 0 0 7 -
Respirator Implant Long War.png
Respirator Implant
0 All Grants immunity to strangulation, partial immunity to acid, causes the first death for the soldier to instead automatically be a critical wound, adds 2 turns to that soldier's bleed out timer, and reveals the bleed out timer. It does not prevent will loss from critical wounds. 25 Seeker Autopsy 50 0 0 0 5 -

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. The first three are destructive grenades (affected by the Grenadier perk) while the rest are support grenades (affected by the Smoke & Mirrors perk).

Grenades
Name Mobility
Mob
Classes Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
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
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. DR from cover is ignored. Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project. 0 - N/A
Battle Scanner Long War.png
Battle Scanner
-1 All Can be thrown to provide vision for two turns and reveal cloaked targets. Can only equip one per soldier; perks that increase limited use items still apply. 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. 40 Thin Man Autopsy
New Combat Systems
120 4 0 0 10 15x Thin Man Corpse
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 alien turn. Most synthetic/cybernetic and psionic enemies are immune.
Also removes overwatch on the turn it is used.
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. AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project. 0 - N/A
Mimic Beacon Long War.png
Mimic Beacon
-1 Psionic When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. High will soldiers or aliens have a greater chance to succeed or resist respectively. Does not affect Mechanical units. One use. -10 will when equipped. 75 Alien Communications
Psi Warfare Systems
150 2 24 24 14 1x Sectoid 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. Cannot carry these and flashbangs at the same time. Confers a -2 Will penalty when equipped. 25 Xenopsionics 50 2 2 1 7 1x Sectoid Corpse
Smoke Grenade Long War.png
Smoke Grenade
-1 All Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. 0 - N/A

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.

Ammunition and damage enhancing equipment
Name Mobility
Mob
Classes Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Alloy Jacketed Rounds Long War.png
Alloy-Jacketed Rounds
-1 All, MECs Increases ballistic and gauss weapon damage by 1. 15 Enhanced Ballistics 20 6 0 0 5 -
Armor Piercing Ammo Long War.png
Armor Piercing Ammo
-1 Gunner, Engineer, MECs, SHIVs Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can't stack with some other specialized ammo. 25 Improved Body Armor
New Combat Systems
50 12 0 0 7 -
Breaching Ammo Long War.png
Breaching Ammo
-1 Assault Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun). 35 Alien Materials
New Combat Systems
35 6 0 0 5 -
Drum Mags Long War.png
Drum Mags
-2 Assault, Infantry, Scout, Engineer, Medic Grants +2 ammo capacity for assault rifle, carbine, and battle rifle series weapons. Incurs a -4 Aim penalty when equipped. Cannot be stacked with High Cap Mags. 0 - N/A
Enchanced Beam Optics Long War.png
Enhanced Beam Optics
-1 All, MECs Increases beam and pulse weapon damage by 1. 30 Enhanced Laser 35 8 0 0 10 -
Flak Ammo (Long War).png
Flak Ammo
-1 All, MECs Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can't stack with some other specialized ammo.

On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks.
35 Floater Autopsy
MEC Warfare Systems
60 20 0 0 7 -
Hi Cap Mags Long War.png
Hi Cap Mags
-1 All, MECs, SHIVs Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources (cannot be stacked with Drum Mags). 0 - N/A
Plasma Stellerator Long War.png
Plasma Stellerator
-1 All, MECs Increases plasma weapon damage by 1. 75 Enhanced Plasma 125 20 20 5 14 -
Reaper Rounds Long War.png
Reaper Rounds
-1 All Increases critical hit chance of ballistic and gauss weapons by 16%, but doubles the weapon's range penalty. 25 New Combat Systems 30 0 0 0 7 -
Rocket Long War.png
Rocket
-2 Rocketeer Grants one additional rocket. Grants +1 mobility after firing the rocket. 0 - N/A
Shredder Ammo.png
Shredder Ammo
-1 Assault, Engineer Grants the Shredder Ammunition perk. Can't stack with some other specialized ammo. 30 Alien Materials
New Combat Systems
30 6 0 0 5 -
Shredder Rocket Long War.png
Shredder Rocket
-2 Rocketeer Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. 0 - N/A

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.

Optics and weapon attachments
Name Mobility
Mob
Classes Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Alloy Bipod Long War.png
Alloy Bipod
0 Sniper Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items. 25 Alien Materials
New Combat Systems
25 4 0 0 5 -
Laser Sight Long War.png
Laser Sight
-1 All, MECs, SHIVs Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Does stack with other aim enhancing items. 0 - N/A
Marksman Scope Long War.png
Marksman's Scope
-1 Scout Grants Squadsight to scouts (useful only when they equip marksman's/strike rifles). 20 Alien Weaponry 30 0 0 0 7 -
Neural Gunlink Long War.png
Neural Gunlink
-1 Psionic Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Does not stack with SCOPE or Illuminator Gunsight. 40 Alien Biocybernetics
Psi Warfare Systems
70 6 8 15 7 1x SCOPE
SCOPE Long War.png
SCOPE
-1 All, MECs, SHIVs Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Does not stack with Neural Gunlink or Illuminator Gunsight. 15 Alien Weaponry 70 0 0 0 7 -
Targeting Module Long War.png
Targeting Module
-1 All Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier's primary weapon. 15 Xenobiology 50 0 0 0 7 -

Miscellaneous Items

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

Miscellaneous Items
Name Mobility
Mob
Classes Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Alien Trophy Long War.png
Alien Trophy
-1 All Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic 0 - N/A
Arc Thrower Long War.png
Arc Thrower
-2 All Stun device, carries one charge per mission.

Standard: 54%/48%/42%/29%.
Upgraded: 57%/57%/57%/54%/48%/42%.
20 Xenoneurology 100 0 0 0 10 -
Combat Stims Long War.png
Combat Stims
-1 All Grants Adrenaline Surge perk (+10 Aim, +10% critical chance) for the duration of battle, strengthens the user's will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns. 45 Muton Berserker Autopsy 120 0 0 4 10 1x Berserker corpse
Fuel Cell Long War.png
Fuel Cell
-2 All Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs. 60 Antigrav Systems 40 6 24 0 7 -
Medkit Long War.png
Medikit
-1 All Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) 0 - N/A
Ghost Grenade Long War.png
Shadow Device
-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 do not apply. 60 Seeker Autopsy
Psi Warfare Systems
100 10 30 40 14 15x Seeker wreck
Walker Servos Long War.png
Walker Servos
+2 All Grants +2 mobility. 45 Advanced Power Armor
Advanced Servomotors
80 8 4 10 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
Cognitive Enchancer Long War.png
Cognitive Enhancer
-1 All Confers +20% experience and +5 will. 0 EXALT Base Assault Loot N/A
Illuminator Gunsight Long War.png
Illuminator Gunsight
-1 All Confers Executioner perk and +12 to both aim and critical hit chance. Does not stack with SCOPE or Neural Gunlink. 0 EXALT Base Assault Loot N/A
Neuroregulator Long War.png
Neuroregulator
-1 Psionic Confers +50% Psi XP and +10 will. 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
Adaptive Tracking Pod Long War.png
Adaptive Tracking Pod
No Yes -1 Grants the Advanced Fire Control perk. 20 Experimental Warfare 40 0 0 0 7 -
Autoloader Long War.png
Advanced Suppression Module
No Yes -1 Confers the Danger Zone perk. 20 SHIV Suppression 35 0 0 0 7 -
Alloy Carbide Plating Long War.png
Alloy-Carbide Plating
Yes Yes -2 Grants Extra Conditioning perk. 35 Mechanized Unit Defenses
MEC Warfare Systems
70 32 0 20 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 60 8 0 0 10 -
Core Armoring Long War.png
Core Armoring
Yes Yes -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 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 Heavy Floater Autopsy 50 10 5 20 10 -
HEAT Ammo Long War.png
HEAT Ammo
No Yes -1 Grants HEAT Ammo perk, providing additional damage against mechanized units. 15 Alien Materials 30 6 0 0 5 -
Holo Targeter Long War.png
Holo-Targeter
Yes Yes -1 Grants Holo-Targeting perk and provides +4 aim. 15 Drone Autopsy 40 0 0 0 7 -
Smartshell Pod Long War.png
Smartshell Pod
No Yes -1 Grants the Flush ability and provides +4 aim. 20 Experimental Warfare 25 0 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
MEC Warfare Systems
75 0 0 10 10 1x UFO Flight Computer
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 120 10 5 0 10 -

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
Battle Computer Long War.png
Battle Computer
Yes Yes -1 Provides +8 aim, critical hit chance, and defense. 75 Sectopod Autopsy
MEC Warfare Systems
250 30 10 30 12 1x UFO Flight Computer
Elerium Turbos Long War.png
Elerium Turbos
No Yes +2 Increases SHIV mobility by 2 points. 45 Elerium
Advanced Servomotors
30 12 16 0 7 -
Incinerator Module (Long War).png
Incinerator Module
Yes No -1 Increases flamethrower damage by +3. 45 Jellied Elerium
MEC Warfare Systems
90 20 20 10 7 -
The Thumper Long War.png
The Thumper
Yes No -1 Increases kinetic strike module damage by +3. 70 Antigrav Systems
MEC Warfare Systems
70 30 20 2 7 -

See also

Loadout Long War.jpg Long War: Loadout 
Weapons
Weapons Thumbnail Long War.png
Weapons
Assault Rifle Long War.png
Primary
Weapons
Pistol Long War.png
Secondary
Weapons
Armor
Armor Thumbnail Long War.png
Armor
Chameleon Suit Long War.png
Leather Jacket
Tac vest Long War.png
Tac Vest
Tac Armor Long War.png
Tac Armor
Phalanx armor Long War.png
Phalanx Armor
Kestrel armor Long War.png
Kestrel Armor
Carapace armor Long War .png
Carapace Armor
Aurora armor Long War.png
Aurora Armor
Banshee armor Long War.png
Banshee Armor
Corsair armor Long War.png
Corsair Armor
Aegis armor Long War.png
Aegis Armor
Titan armor Long War.png
Titan Armor
Seraphim armor Long War.png
Seraph Armor
Archangel armor Long War.png
Archangel Armor
Shadow armor Long War.png
Shadow Armor
Vortex armor Long War.png
Vortex Armor
Inv Mec1.png
MEC-1
Inv Mec2.png
MEC-2
Inv Mec3.png
MEC-3
Equipment
Equipment Thumbnail Long War.png

Equipment