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		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=66168</id>
		<title>UFOs (Long War)</title>
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		<updated>2015-06-30T07:38:29Z</updated>

		<summary type="html">&lt;p&gt;Trilandian: /* Terror Ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(High (32) - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (4000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (6000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (6000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Moderate (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (9000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (8000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
{{Aliens (Long War) Navbar}}&lt;br /&gt;
[[Category: Aliens (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Trilandian</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=66167</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=66167"/>
		<updated>2015-06-30T07:37:05Z</updated>

		<summary type="html">&lt;p&gt;Trilandian: /* Special ammunition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15e}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&lt;br /&gt;
&lt;br /&gt;
In Long War, all regular soldiers have 2 item slots from the start of the game. The Tactical Rigging foundry project increases this to 3 item slots. The Jungle Scouts starting bonus from Brazil also increases this to 3 item slots for the early game armors (Tac Vest, Tac Armor, Kestrel Armor, Phalanx Armor and Aurora), but this bonus does not stack with the bonus from the Tactical Rigging foundry project.&lt;br /&gt;
&lt;br /&gt;
Long War added a lot of items for abilities that were previously only available as a perk, such as Battle Scanners. Most of these are also still available as a perk, though generally the perk provides additional bonuses now.&lt;br /&gt;
&lt;br /&gt;
All equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien Grenades, once you have researched the Alien Grenades foundry project.&lt;br /&gt;
&lt;br /&gt;
All other items need to be produced first, and can only be equipped once per time they are produced. Note that producing consumables represents a production line for these consumables. You can still only equip it once for each time you have produced them, but using them during the mission does not expend them from your storage, and you can bring them again during the next mission.&lt;br /&gt;
&lt;br /&gt;
Most items have a weight, which is represented as a movement penalty. The average item has a weight of 1, and thus provides a -1 movement penalty, though some items weight more, while a few items weight nothing or even provide a movement bonus. Extra charges from perks such as Packmaster, Grenadier and Smoke and Mirrors do not increase the weight and do not provide additional movement penalties.&lt;br /&gt;
&lt;br /&gt;
You can choose to equip less than the maximum number of items by clicking on the empty hand icon. Since most items provide a movement penalty, this effectively gives you a small movement bonus.&lt;br /&gt;
&lt;br /&gt;
==Soldier equipment==&lt;br /&gt;
===Protective gear===&lt;br /&gt;
In Long War, the aliens are even more deadly than in vanilla. Fortunately, you have access to a few protective items that can be worn in addition to regular armor, to provide a little more survivability. Note that Ceramic, Alloy and Chitin Plating can&#039;t stack with one another, and that none of these items can be equipped more than once.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Damage reduction (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ceramic Plates Long War.png|128px|link=Equipment (Long War)#Protective gear|Ceramic Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Ceramic Plating]]&#039;&#039;&#039;||All soldiers||-1||+1|| || || || ||Can&#039;t stack with Alloy or Chitin Plating||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Plating Long War.png|128px|link=Equipment (Long War)#Protective gear|Alloy Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Alloy Plating]]&#039;&#039;&#039;||All soldiers||-1||+2|| || || || ||Can&#039;t stack with Ceramic or Chitin Plating||[[Research (Long War)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chittin Plating Long War.png|128px|link=Equipment (Long War)#Protective gear|Chitin Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Chitin Plating]]&#039;&#039;&#039;||All soldiers||-2||+3|| || || || ||Reduces melee damage by 40%&amp;lt;br /&amp;gt;Prevents strangulation effect&amp;lt;br /&amp;gt;Can&#039;t stack with Ceramic or Alloy Plating||[[Research (Long War)#Alien Autopsies|Chryssalid Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)||10 [[Alien Artifacts (Long War)#Corpses|Chryssalid Carcasses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reinforced Armor Long War.png|128px|link=Equipment (Long War)#Protective gear|Reinforced Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Reinforced Armor]]&#039;&#039;&#039;||All soldiers||-2||+1||1.0||-6|| || || ||[[Research (Long War)#Armor and Exoskeletons|Improved Body Armor]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|14&amp;lt;br /&amp;gt;(21)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Psi Screen Long War.png|128px|link=Equipment (Long War)#Protective gear|Psi Screen]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Psi Screen]]&#039;&#039;&#039;||Psionic soldiers||-1|| ||1.0|| ||-12|| || ||[[Research (Long War)#Alien Autopsies|Mechtoid Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Psi Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(18)||1 [[Alien Artifacts (Long War)#Corpses|Mechtoid Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Impact Vest Long War.png|128px|link=Equipment (Long War)#Protective gear|Impact Vest]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Impact Vest]]&#039;&#039;&#039;||Assaults||-1||+1|| || || ||[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|link=Abilities List (Long War)#Normal Perks|Shock-Absorbent Armor]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Shock-Absorbent Armor]]|| ||[[Research (Long War)#Armor and Exoskeletons|Mobile Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|New Combat Systems]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|18&amp;lt;br /&amp;gt;(27)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (Long War)#Protective gear|Chameleon Suit]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Chameleon Suit]]&#039;&#039;&#039;||Scouts||-1|| || ||+4|| || ||Improves the Lightning Reflexes perk:&amp;lt;br /&amp;gt;Reduces hit chance of the first reaction shot by 95%&amp;lt;br /&amp;gt;Reduces hit chance of further reaction shots by 85%&amp;lt;br /&amp;gt;Immunity to critical hits from overwatch fire||[[Research (Long War)#Alien Autopsies|Seeker Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|New Combat Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(23)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous gear===&lt;br /&gt;
In addition to the items above that mostly protect against physical attacks, there are also a few items that protect your soldiers against panic and psychic attack, as well as as items that help your soldiers with their mobility or experience. Note that none of these items can be equipped more than once.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Trophy Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Alien Trophy]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Alien Trophy]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers||-1|| ||[[File:Defenders Medal 1 (EU2012).png|32px|link=Abilities List (Long War)#Normal Perks|Steadfast]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Steadfast]]|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Respirator Implant Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Respirator Implant]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Respirator Implant]]&#039;&#039;&#039;||All soldiers|| || || ||Prevents Strangulation&amp;lt;br /&amp;gt;Prevents mobility penalty and damage from acid&amp;lt;br /&amp;gt;Prevents death on the first drop to 0 health per mission&amp;lt;br /&amp;gt;Increases bleed timeout by 2 turns, and reveals the timer||[[Research (Long War)#Alien Autopsies|Seeker Autopsy]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Walker Servos Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Walker Servos]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Walker Servos]]&#039;&#039;&#039;||All soldiers||+2|| || || ||[[Research (Long War)#Armor and Exoskeletons|Advanced Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Advanced Servomotors]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fuel Cell Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Fuel Cell]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Fuel Cell]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;SHIV units||-2|| || ||Increases flight fuel by 6&amp;lt;br /&amp;gt;Double fuel with the Advanced Flight foundry project||[[Research (Long War)#Armor and Exoskeletons|Antigrav Systems]]||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|24&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mind Shield Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Mind Shield]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Mind Shield]]&#039;&#039;&#039;||Psionic soldiers||-1||+25||[[File:Defenders Medal 1 (EU2012).png|32px|link=Abilities List (Long War)#Normal Perks|Steadfast]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Steadfast]]||Prevents Strangulation||[[Research (Long War)#Alien Autopsies|Sectoid Commander Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Psi Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(17)||5 [[Alien Artifacts (Long War)#Corpses|Sectoid Commander Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Cognitive Enchancer Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Cognitive Enhancer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Cognitive Enhancer]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers||-1||+5|| ||Increases XP gained by 20%||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neuroregulator Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Neuroregulator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Neuroregulator]]&#039;&#039;&#039;||Psionic soldiers||-1||+10|| ||Increases Psi XP gained by 50%||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon attachments===&lt;br /&gt;
In Long War, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of items available to enhance your weapons&#039; accuracy. With the exception of the Marksman&#039;s Scope, these items apply their bonus to both primary and secondary weapons. Note that SCOPEs, Neural Gunlinks and Illuminator Gunsights can&#039;t stack with one another, and that none of these items can be equipped more than once.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sight Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Laser Sight]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|Laser Sight]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||+4|| || ||+4 crit chance with the SCOPE foundry project||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Targeting Module Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Targeting Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|Targeting Module]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| || ||+8|| ||+1.5 crit damage||[[Research (Long War)#Xenology|Xenobiology]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SCOPE Long War.png|128px|link=Equipment (Long War)#Weapon attachments|SCOPE]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|SCOPE]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||+8|| || ||+8 crit chance with the SCOPE foundry project&amp;lt;br /&amp;gt;Can&#039;t stack with Neural Gunlink or Illuminator Gunsight||[[Research (Long War)#Materials and Aerospace|Alien Weaponry]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Neural Gunlink]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|Neural Gunlink]]&#039;&#039;&#039;||Psionic soldiers||-1||-12||+12||+12|| ||Can&#039;t stack with SCOPE or Illuminator Gunsight||[[Research (Long War)#Xenology|Alien Biocybernetics]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Psi Warfare Systems]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(18)||1 [[Equipment (Long War)#Weapon attachments|SCOPE]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Illuminator Gunsight]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|Illuminator Gunsight]]&#039;&#039;&#039;||All soldiers||-1|| ||+12||+12||[[File:SNIPER EXECUTIONER.png|32px|link=Abilities List (Long War)#Normal Perks|Executioner]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Executioner]]||Can&#039;t stack with SCOPE or Neural Gunlink||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters&amp;lt;br /&amp;gt;Provided by a Mexican starting bonus&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Marksman Scope Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Marksman&#039;s Scope]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|Marksman&#039;s Scope]]&#039;&#039;&#039;||Scouts||-1|| || || ||[[File:SNIPER SQUADSIGHT.png|32px|link=Abilities List (Long War)#Normal Perks|Squadsight]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Squadsight]]||Only affects Marksman and Strike Rifles||[[Research (Long War)#Materials and Aerospace|Alien Weaponry]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Bipod Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Alloy Bipod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|Alloy Bipod]]&#039;&#039;&#039;||Snipers|| || ||+6||+6|| || ||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special ammunition===&lt;br /&gt;
In addition to attaching unique items to your weapons, you can also replace the standard ammunition and clips with more specialized ammunition and clips, to further enhance your attacks. Unlike weapon attachments, special ammunition only applies to your primary weapon, and most special ammunition only works with specific weapon types. Note that Hi Cap and Drum Mags can&#039;t stack with one another, that Shredder, Armor Piercing and Flak Ammo can&#039;t stack with one another, and that none of these items can be equipped more than once.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Hi Cap Mags Long War.png|128px|link=Equipment (Long War)#Special ammunition|Hi Cap Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Hi Cap Mags]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||Primary weapon gains +1 ammo&amp;lt;br /&amp;gt;Can&#039;t stack with Drum Mags||colspan=&amp;quot;7&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Drum Mags Long War.png|128px|link=Equipment (Long War)#Special ammunition|Drum Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Drum Mags]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-2||-4||Primary weapon gains +2 ammo&amp;lt;br /&amp;gt;Only affects [[Primary Weapons (Long War)#Carbines|Carbines]], [[Primary Weapons (Long War)#Assault Rifles|Assault Rifles]] and [[Primary Weapons (Long War)#Battle Rifles|Battle Rifles]]&amp;lt;br /&amp;gt;Can&#039;t stack with Hi Cap Mags||colspan=&amp;quot;7&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Breaching Ammo Long War.png|128px|link=Equipment (Long War)#Special ammunition|Breaching Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Breaching Ammo]]&#039;&#039;&#039;||Assaults||-1|| ||Negates more effective target DR from [[Primary Weapons (Long War)#Shotguns|Shotguns]]&amp;lt;br /&amp;gt;Does not affect [[Secondary Weapons (Long War)#Sawed-off Shotguns|Sawed-off Shotguns]]||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|New Combat Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shredder Ammo.png|128px|link=Equipment (Long War)#Special ammunition|Shredder Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Shredder Ammo]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Engineers||-1|| ||Primary weapon applies the Shredded effect on hits:&amp;lt;br /&amp;gt;Target receives 50% more damage for 1 turn&amp;lt;br /&amp;gt;Can&#039;t stack with Armor Piercing or Flak Ammo||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|New Combat Systems]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (Long War)#Special ammunition|Armor Piercing Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Armor Piercing Ammo]]&#039;&#039;&#039;||Engineers&amp;lt;br /&amp;gt;Gunners&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||Primary weapon ignores 2 of target DR&amp;lt;br /&amp;gt;Does not affect [[Primary Weapons (Long War)#Shotguns|Shotguns]]&amp;lt;br /&amp;gt;Can&#039;t stack with Shredder or Flak Ammo||[[Research (Long War)#Armor and Exoskeletons|Improved Body Armor]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|12&amp;lt;br /&amp;gt;(18)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flak Ammo Long War.png|128px|link=Equipment (Long War)#Special ammunition|Flak Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Flak Ammo]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||Primary weapon and rockets gain +20% damage to flying units&amp;lt;br /&amp;gt;Collateral Damage gains +20% damage and can target flying units&amp;lt;br /&amp;gt;Bonus damage is at least +2 and applies after DR is applied&amp;lt;br /&amp;gt;Can&#039;t stack with Shredder or Armor Piercing Ammo||[[Research (Long War)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (Long War)#Special ammunition|Alloy Jacketed Rounds]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Alloy Jacketed Rounds]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||Primary weapon gains +1 damage&amp;lt;br /&amp;gt;Only affects Ballistic and Gauss weapons||[[Foundry (Long War)|Enhanced Ballistics]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (Long War)#Special ammunition|Enhanced Beam Optics]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Enhanced Beam Optics]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||Primary weapon gains +1 damage&amp;lt;br /&amp;gt;Only affects Beam and Pulse Laser weapons||[[Foundry (Long War)|Enhanced Lasers]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reaper Rounds Long War.png|128px|link=Equipment (Long War)#Special ammunition|Reaper Pack]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Reaper Pack]]&#039;&#039;&#039;||All soldiers||-1|| ||Primary weapon gains +16 crit chance&amp;lt;br /&amp;gt;Primary weapon&#039;s range penalty is doubled&amp;lt;br /&amp;gt;Only affects Beam and Pulse Laser weapons||[[Foundry (Long War)|Supercapacitors]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Stellerator Long War.png|128px|link=Equipment (Long War)#Special ammunition|Plasma Stellerator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Plasma Stellerator]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||Primary weapon gains +1 damage&amp;lt;br /&amp;gt;Only affects Plasma weapons||[[Foundry (Long War)|Enhanced Plasma]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(10)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Explosives===&lt;br /&gt;
Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. These are the right tools for the job. Keep in mind that in Long War, explosives in general have received an overhaul. Unlike vanilla, where explosives dealt a fixed amount of damage to all enemies within the blast radius, in Long War, explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take. This also applies to destructible environment, which is a little more durable in general compared to vanilla.&lt;br /&gt;
&lt;br /&gt;
Even though Engineers can pick the Fire Rocket perk, they cannot equip these additional rockets, restricting them to the single rocket that&#039;s provided by the perk. Rocketeers can only pick up either rocket once, but they can pick up both rockets, though it could be wise to reserve one slot for an aim boosting item.&lt;br /&gt;
&lt;br /&gt;
While not as much as rockets, grenades have also received a bit of an overhaul, and the Engineering class has several perks dedicated to lobbing explosive grenades. They still always hit their target, making them more reliable than rockets, especially in the early game, though they can&#039;t keep up with range and damage output. Note that soldiers can pick up the same type of grenade more than once.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Item source (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Rocket Long War.png|128px|link=Equipment (Long War)#Explosives|Rocket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Explosives|Rocket]]&#039;&#039;&#039;||Rocketeers||-2|| || || ||Provides an extra regular rocket||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (Long War)#Explosives|Shredder Rocket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Explosives|Shredder Rocket]]&#039;&#039;&#039;||Rocketeers||-2|| || || ||Provides an extra shredder rocket||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:AP Grenade Long War.png|128px|link=Equipment (Long War)#Explosives|AP Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Explosives|AP Grenade]]&#039;&#039;&#039;||All soldiers||-1||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-6&amp;lt;br /&amp;gt;(4)||15||5.6||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Units with cover towards the center are unaffected&amp;lt;br /&amp;gt;+50% damage with the Alien Grenades foundry project&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Grenadier perk||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:HE Grenade Long War.png|128px|link=Equipment (Long War)#Explosives|HE Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Explosives|HE Grenade]]&#039;&#039;&#039;||All soldiers||-1||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|1-5&amp;lt;br /&amp;gt;(3)||15||5.6||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Effective at destroying cover&amp;lt;br /&amp;gt;+40% radius with the Alien Grenades foundry project&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Grenadier perk||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Grenade Long War.png|128px|link=Equipment (Long War)#Explosives|Alien Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Explosives|Alien Grenade]]&#039;&#039;&#039;||All soldiers||-1||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-7&amp;lt;br /&amp;gt;(5)||15||5.6||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Effective at destroying cover&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Grenadier perk||The Alien Grenades foundry project provides an unlimited supply&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Support grenades===&lt;br /&gt;
Like explosive grenades, support grenades have also received a few more perks to enhance them, and while the Grenadier perk doesn&#039;t increase the number of support grenades carried, it&#039;s range bonus does affect both explosive and support grenades. While Battle Scanners and Mimic Beacons aren&#039;t called grenades, they are affected by these perks, and are thus included here. Note that soldiers can pick up the same type of grenade more than once. To keep the table size a bit practical, the effects of Disorient, Concealment and Acid are described here instead:&lt;br /&gt;
&lt;br /&gt;
Disorient: Units that are Disoriented immediately cancel Overwatch and Suppression. In addition, their mobility is reduced by 40%, they receive a -50 penalty to aim, and the range of their explosives and thrown devices is severely reduced.&lt;br /&gt;
&lt;br /&gt;
Concealment: Units that are Concealed gain a +20 bonus to defense. In addition, these units do not provide aim and crit chance bonuses to other units for being exposed or flanked, though they are still considered exposed or flanked for the purpose of perks.&lt;br /&gt;
&lt;br /&gt;
Acid: Acid lasts for 2 to 4 turns and deals 1 damage per action other than Hunker Down. In addition, their mobility is reduced by 25%, their damage reduction is reduced by 50%, they receive a -20 penalty to aim and the range of their explosives and thrown devices is severely reduced. Zombies, robotic units and units that have a Respirator Implant or Medikit equipped negate the damage and penalty to mobility.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Flashbang Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Support grenades|Flashbang Grenade]]&#039;&#039;&#039;||All soldiers||-1|| ||15||4.0||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Disorients enemy units within the area of effect for 1 turn&amp;lt;br /&amp;gt;Does not affect allies, Sectoid Commanders, Ethereals or robotic units&amp;lt;br /&amp;gt;Can&#039;t stack with Psi Grenades&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Smoke and Mirrors perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Smoke Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Smoke Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Support grenades|Smoke Grenade]]&#039;&#039;&#039;||All soldiers||-1|| ||15||5.6||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Spawns a smoke cloud at the target location for 2 turns&amp;lt;br /&amp;gt;Provides concealment for all units within the cloud&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Smoke and Mirrors perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Scanner Long War.png|128px|link=Equipment (Long War)#Support grenades|Battle Scanner]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Support grenades|Battle Scanner]]&#039;&#039;&#039;||Engineers&amp;lt;br /&amp;gt;Scouts||-1|| ||27||30.0||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Spawns a scanner at the target location for 2 turns&amp;lt;br /&amp;gt;Reveals the area, including stealthed units within the area&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Smoke and Mirrors perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chem Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Chem Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Support grenades|Chem Grenade]]&#039;&#039;&#039;||All soldiers||-1|| ||15||4.0||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Spawns a chemical cloud at the target location for 2 turns&amp;lt;br /&amp;gt;Applies acid to all units within the cloud or entering the cloud&amp;lt;br /&amp;gt;Does not affect Thin Men or Chryssalids&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Smoke and Mirrors perk||[[Research (Long War)#Alien Autopsies|Thin Man Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|New Combat Systems]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||15 [[Alien Artifacts (Long War)#Corpses|Thin Man Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Psi Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Psi Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Support grenades|Psi Grenade]]&#039;&#039;&#039;||Psionic soldiers||-1||-2||15||6.4||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Disorients enemy units within the area of effect for 1 turn&amp;lt;br /&amp;gt;Does not affect allies, Sectoid Commanders, Ethereals or robotic units&amp;lt;br /&amp;gt;Can&#039;t stack with Flashbang Grenades&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Smoke and Mirrors perk||[[Foundry (Long War)|Psi Warfare Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(4)||1 [[Alien Artifacts (Long War)#Corpses|Sectoid Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mimic Beacon Long War.png|128px|link=Equipment (Long War)#Support grenades|Mimic Beacon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Support grenades|Mimic Beacon]]&#039;&#039;&#039;||Psionic soldiers||-1||-10||27||28.8||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Spawns a beacon at the target location for 2 turns&amp;lt;br /&amp;gt;Aliens must succeed a will check or move towards the beacon&amp;lt;br /&amp;gt;The will check&#039;s difficulty scales with the throwing soldier&#039;s will&amp;lt;br /&amp;gt;Does not affect allies, Exalt or robotic units&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Smoke and Mirrors perk||[[Research (Long War)#Xenology|Alien Communications]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Psi Warfare Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(30)||1 [[Alien Artifacts (Long War)#Corpses|Sectoid Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility devices===&lt;br /&gt;
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges. Thus, these items grant the most varied effects. Note that soldiers can equip more than one Medikit or Arc Thrower, but not more than one of each other item.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Medkit Long War.png|128px|link=Equipment (Long War)#Utility devices|Medikit]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Utility devices|Medikit]]&#039;&#039;&#039;||All soldiers||-1|| ||3|| ||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Prevents mobility penalty and damage from acid when equipped&amp;lt;br /&amp;gt;Can be used on self or nearby soldier to remove acid and heal 3 hp&amp;lt;br /&amp;gt;Alternatively, it can be used to stabilize a critically wounded soldier&amp;lt;br /&amp;gt;Doubles healing with the Improved Medikit foundry project&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Field Medic perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Motion Tracker Long War.png|128px|link=Equipment (Long War)#Utility devices|Motion Tracker]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Utility devices|Motion Tracker]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;SHIV units||-1|| || ||35.0||3 charges. When used, displays a radar with color signals:&amp;lt;br /&amp;gt;* Blue: Friendly units&amp;lt;br /&amp;gt;* White: Human civilians&amp;lt;br /&amp;gt;* Red: Aliens and gene modded Exalt&amp;lt;br /&amp;gt;* Yellow: Meld canisters&amp;lt;br /&amp;gt;* Green: Bombs and power nodes&amp;lt;br /&amp;gt;Covert operatives also see hackable radar arrays as Green&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk|| ||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Thrower Long War.png|128px|link=Equipment (Long War)#Utility devices|Arc Thrower]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Utility devices|Arc Thrower]]&#039;&#039;&#039;||All soldiers||-2|| ||5|| ||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Can be used to stun enemies, to capture them and their weapons&amp;lt;br /&amp;gt;Chance of success is minimal unless the target is at low health&amp;lt;br /&amp;gt;Increased chance with the Improved Arc Thrower foundry project&amp;lt;br /&amp;gt;Does not affect Chryssalids, Zombies or robotic units&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+2 charges with the Repair perk||[[Research (Long War)#Xenology|Xenoneurology]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||[[Secondary Weapons (Long War)#MEC secondary weapons|Electro Pulse]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Combat Stims Long War.png|128px|link=Equipment (Long War)#Utility devices|Combat Stims]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Utility devices|Combat Stims]]&#039;&#039;&#039;||All soldiers||-1|| ||3|| ||Gain [[Abilities List (Long War)#Normal Perks|Adrenaline Surge]] (+10 aim, +10 crit chance) when equipped&amp;lt;br /&amp;gt;Can be used on self to become Stimmed for 2 turns:&amp;lt;br /&amp;gt;Increases mobility and will, reduces damage received by 40%,&amp;lt;br /&amp;gt;and grants immunity to crits while in cover and not flanked||[[Research (Long War)#Alien Autopsies|Berserker Autopsy]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(9)||1 [[Alien Artifacts (Long War)#Corpses|Berserker Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (Long War)#Utility devices|Shadow Device]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Utility devices|Shadow Device]]&#039;&#039;&#039;||Psionic soldiers||-1||-10||15||4.0|| ||[[Research (Long War)#Alien Autopsies|Seeker Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Psi Warfare Systems]]||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(45)||15 [[Alien Artifacts (Long War)#Corpses|Seeker Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC and SHIV equipment==&lt;br /&gt;
===MEC equipment===&lt;br /&gt;
One of the main features of Long War is the versatility of mechanized units. Not only do you have eight different classes of MEC troopers at your disposal, you also have the option to fully kit them with items that can supplement or completely change their role on the battlefield. Note that none of these items can be equipped more than once, but MEC troopers can also equip several of the items listed above for regular soldiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Holo Targeter Long War.png|128px|link=Equipment (Long War)#MEC equipment|Holo-Targeter]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|Holo-Targeter]]&#039;&#039;&#039;||MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| || ||+4|| ||[[File:HEAVY HOLO.png|32px|link=Abilities List (Long War)#Normal Perks|Holo-Targeting]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Holo-Targeting]]|| ||[[Research (Long War)#Alien Autopsies|Drone Autopsy]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Core Armoring Long War.png|128px|link=Equipment (Long War)#MEC equipment|Core Armoring]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|Core Armoring]]&#039;&#039;&#039;||MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1||+2|| || || ||[[File:ASSAULT RESILLIENCE.png|32px|link=Abilities List (Long War)#Normal Perks|Resilience]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Resilience]]|| ||[[Foundry (Long War)|Mechanized Unit Defenses]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (Long War)#MEC equipment|Alloy Carbide Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|Alloy Carbide Plating]]&#039;&#039;&#039;||MEC troopers&amp;lt;br /&amp;gt;SHIV units||-2|| || || || ||[[File:ASSAULT EXTRACONDITIONING.png|32px|link=Abilities List (Long War)#Normal Perks|Extra Conditioning]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Extra Conditioning]]|| ||[[Foundry (Long War)|Mechanized Unit Defenses]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(23)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Computer Long War.png|128px|link=Equipment (Long War)#MEC equipment|Battle Computer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|Battle Computer]]&#039;&#039;&#039;||MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||+8||+8||+8|| || ||[[Research (Long War)#Alien Autopsies|Sectopod Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(38)||1 [[Alien Artifacts (Long War)#Alien Devices|UFO Flight Computer]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Tactical Sensors Long War.png|128px|link=Equipment (Long War)#MEC equipment|Tactical Sensors]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|Tactical Sensors]]&#039;&#039;&#039;||MEC troopers||-1|| || || || ||[[File:ASSAULT TACTICALSENSE.png|32px|link=Abilities List (Long War)#Normal Perks|Tactical Sense]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Tactical Sense]]|| ||[[Research (Long War)#Alien Autopsies|Mechtoid Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien Devices|UFO Flight Computer]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autoloader Long War.png|128px|link=Equipment (Long War)#MEC equipment|Incinerator Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|Incinerator Module]]&#039;&#039;&#039;||MEC troopers||-1|| || || || || ||Increases Flamethrower damage by 3||[[Research (Long War)#Xenology|Alien Biocybernetics]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Jellied Elerium]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:The Thumper Long War.png|128px|link=Equipment (Long War)#MEC equipment|The Thumper]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|The Thumper]]&#039;&#039;&#039;||MEC troopers||-1|| || || || || ||Increases Kinetic Strike Module damage by 3||[[Research (Long War)#Armor and Exoskeletons|Antigrav Systems]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SHIV modules===&lt;br /&gt;
While SHIVs cannot go up in rank, and thus cannot earn any perks, they can equip a varied amount of modules that grant different perks, allowing them to fill in for whichever role you need them to. Note that none of these items can be equipped more than once, but SHIV units can also equip several of the items listed above for regular soldiers and MEC troopers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:HEAT Ammo Long War.png|128px|link=Equipment (Long War)#SHIV modules|HEAT Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|HEAT Ammo]]&#039;&#039;&#039;||SHIV units||-1|| ||[[File:HEAVY HEAT AMMO.png|32px|link=Abilities List (Long War)#Normal Perks|HEAT Ammo]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|HEAT Ammo]]|| ||[[Research (Long War)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autoloader Long War.png|128px|link=Equipment (Long War)#SHIV modules|Advanced Suppression Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|Advanced Suppression Module]]&#039;&#039;&#039;||SHIV units||-1|| ||[[File:HEAVY DANGERZONE.png|32px|link=Abilities List (Long War)#Normal Perks|Danger Zone]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Danger Zone]]|| ||[[Foundry (Long War)|SHIV Suppression]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Adaptive Tracking Pod Long War.png|128px|link=Equipment (Long War)#SHIV modules|Adaptive Tracking Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|Adaptive Tracking Pod]]&#039;&#039;&#039;||SHIV units||-1|| ||[[File:MEC ADVANCED FIRE CONTROL.png|32px|link=Abilities List (Long War)#Normal Perks|Advanced Fire Control]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Advanced Fire Control]]|| ||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Smartshell Pod Long War.png|128px|link=Equipment (Long War)#SHIV modules|Smartshell Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|Smartshell Pod]]&#039;&#039;&#039;||SHIV units||-1||+4||[[File:ASSAULT FLUSH.png|32px|link=Abilities List (Long War)#Normal Perks|Flush]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Flush]]|| ||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Damage Control Pod Long War.png|128px|link=Equipment (Long War)#SHIV modules|Damage Control Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|Damage Control Pod]]&#039;&#039;&#039;||SHIV units||-1|| ||[[File:MEC DAMAGE CONTROL.png|32px|link=Abilities List (Long War)#Normal Perks|Damage Control]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Damage Control]]|| ||[[Research (Long War)#Alien Autopsies|Heavy Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(23)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autosentry Turret Long War.png|128px|link=Equipment (Long War)#SHIV modules|AutoSentry Turret]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|AutoSentry Turret]]&#039;&#039;&#039;||SHIV units||-1|| ||[[File:SUPPORT SENTINEL.png|32px|link=Abilities List (Long War)#Normal Perks|Sentinel]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Sentinel]]|| ||[[Research (Long War)#Alien Autopsies|Cyberdisc Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Weapon Supercooler Long War.png|128px|link=Equipment (Long War)#SHIV modules|Weapon Supercooler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|Weapon Supercooler]]&#039;&#039;&#039;||SHIV units||-1|| ||[[File:HEAVY BULLETSWARM.png|32px|link=Abilities List (Long War)#Normal Perks|Light &#039;Em Up]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Light &#039;Em Up]]|| ||[[Research (Long War)#Alien Autopsies|Sectopod Autopsy]]||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Elerium Turbos Long War.png|128px|link=Equipment (Long War)#SHIV modules|Elerium Turbos]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|Elerium Turbos]]&#039;&#039;&#039;||SHIV units||+2|| || || ||[[Research (Long War)#Materials and Aerospace|Elerium]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Advanced Servomotors]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|12&amp;lt;br /&amp;gt;(18)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|16&amp;lt;br /&amp;gt;(24)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Loadout (Long War)]]&lt;/div&gt;</summary>
		<author><name>Trilandian</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=64826</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=64826"/>
		<updated>2015-05-31T23:41:38Z</updated>

		<summary type="html">&lt;p&gt;Trilandian: /* Ammunition and damage enhancing equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
	 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* 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). &lt;br /&gt;
* 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.&lt;br /&gt;
* Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;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.&lt;br /&gt;
* An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot.&lt;br /&gt;
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Note that many items listed require [[Foundry (Long War)|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 &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
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== Soldier Equipment==&lt;br /&gt;
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=== Protective Items===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 35 || 8 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -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&amp;lt;br /&amp;gt;New Combat Systems || 65 || 0 || 8 || 20 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -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&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP. || 50 || Mobile Power Armor || 80 || 18 || 8 || 10 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic || Confers +25 will, grants the Steadfast perk and immunity to strangulation || 65 || Sectoid Commander Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 200 || 20 || 60 || 10 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 65 || 8 || 8 || 15 || 10 || 1x Mechtoid Core&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -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 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || 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&#039;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 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades===&lt;br /&gt;
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. AP, HE, and Alien Grenades are destructive grenades (affected by the Grenadier perk) while the rest are support grenades (affected by the Smoke &amp;amp; Mirrors perk).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover.  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -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 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -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 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility (25%) and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty (flat -20%) and up to 3 DR nullified. Thin men and Chryssalids are immune. || 40 || Thin Man Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 120 || 4 || 0 || 0 || 10 || 15x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% aim and 40% mobility penalties, as well as reduced range for many area-of-effect attacks on enemies in the radius for one alien turn. Most synthetic/cybernetic and psionic enemies are immune.&amp;lt;br /&amp;gt;Also removes overwatch on the turn it is used. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -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 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -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&amp;lt;br /&amp;gt;Psi Warfare Systems || 150 || 2 || 24 || 24 || 14 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -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&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -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 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition and damage enhancing equipment===&lt;br /&gt;
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 armor piercing rounds stack with Gauss weapons&#039; damage reduction ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All, MECs || Increases ballistic and gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner, Engineer, MECs, SHIVs || Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can&#039;t stack with some other specialized ammo. || 25 || Improved Body Armor&amp;lt;br /&amp;gt;New Combat Systems || 50 || 12 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun). || 35 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 35 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Drum Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Drum Mags&#039;&#039;&#039; || -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 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All, MECs || Increases beam and pulse weapon damage by 1. || 30 || Enhanced Laser|| 35 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flak Ammo (Long War).png|center|128x64px]]&#039;&#039;&#039;Flak Ammo&#039;&#039;&#039; || -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&#039;t stack with some other specialized ammo. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks. || 35 || Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 60 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -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 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All, MECs || Increases plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 20 || 20 || 5 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of ballistic and gauss weapons by 16%, but doubles the weapon&#039;s range penalty. || 25 || New Combat Systems || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault, Engineer || Grants the Shredder Ammunition perk. Can&#039;t stack with some other specialized ammo. || 30 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optics and weapon attachments ===&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Sniper || Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items. || 25 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 25 || 4 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Does stack with other aim enhancing items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip marksman&#039;s/strike rifles). || 20 || Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -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&amp;lt;br /&amp;gt;Psi Warfare Systems || 70 || 6 || 8 || 15 || 7 || 1x SCOPE&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -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 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier&#039;s primary weapon. || 15 || Xenobiology || 50 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Standard: 54%/48%/42%/29%. &amp;lt;br /&amp;gt;Upgraded: 57%/57%/57%/54%/48%/42%. || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Grants Adrenaline Surge perk (+10 Aim, +10% critical chance) for the duration of battle, strengthens the user&#039;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&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -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 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Shadow Device&#039;&#039;&#039; || -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&amp;lt;br /&amp;gt;Psi Warfare Systems || 100 || 10 || 30 || 40 || 14 || 15x Seeker wreck&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 mobility. ||45 || Advanced Power Armor&amp;lt;br /&amp;gt;Advanced Servomotors || 80 || 8 || 4 || 10 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% experience and +5 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -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 ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +50% Psi XP and +10 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Advanced Suppression Module&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Danger Zone perk. || 20 ||  SHIV Suppression  || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants Extra Conditioning perk. || 35 ||  Mechanized Unit Defenses&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 32 || 0 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 60 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -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 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -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 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +4 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +4 aim. || 20 ||  Experimental Warfare || 25 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -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&amp;lt;br /&amp;gt;MEC Warfare Systems || 75 || 0 || 0 || 10 || 10 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;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 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +8 aim, critical hit chance, and defense. || 75 ||  Sectopod Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 250 || 30 || 10 || 30 || 12 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || +2 || Increases SHIV mobility by 2 points. || 45 ||  Elerium&amp;lt;br /&amp;gt;Advanced Servomotors || 30 || 12 || 16 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Incinerator Module (Long War).png|center|128x64px]]&#039;&#039;&#039;Incinerator Module&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases flamethrower damage by +3. || 45 || Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems || 90 || 20 || 20 || 10 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases kinetic strike module damage by +3. || 70 || Antigrav Systems&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 20 || 20 || 2 || 7 || -	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Loadout (Long War)]]&lt;/div&gt;</summary>
		<author><name>Trilandian</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=64459</id>
		<title>Damage (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=64459"/>
		<updated>2015-05-17T01:46:14Z</updated>

		<summary type="html">&lt;p&gt;Trilandian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Damage Calculation ==&lt;br /&gt;
&lt;br /&gt;
Disclaimer: information bellow is compiled from various dev posts, dev PMs, etc (therefore very likely NOT 100% accurate - we&#039;ll hopefully add the missing bits // correct mistakes in the future  ) .. It does not paint the complete picture, but it is the best we&#039;ve got ..    &lt;br /&gt;
&lt;br /&gt;
Terms: base_weapon_damage (BWD) - this is each weapon damage stat configurable in DGG.ini . The weapon ranges shown in game in barracks are computed (randomization process) based on this 1 stat with an algorithm designed by Amineri for long war. &lt;br /&gt;
&lt;br /&gt;
Stated design goal (Amineri) &amp;quot; ..Damage variance in general is approximately uniform, but scales linearly with the base damage... WHY I went through the trouble to scale the damage randomization with base damage ? ..ultimately, the motivator for reworking damage variance was part of the effort to change the difficulty curve to make early game easier and late game harder. &amp;quot;  &lt;br /&gt;
&lt;br /&gt;
Should be much clearer when we get to examine the randomization process and some nice colored tables .. (Madlaxstreams&#039;s idea)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Big steps for calculating damage inflicted by weapon fire &lt;br /&gt;
&lt;br /&gt;
a. Roll for hit. Roll for crit. &amp;lt;br&amp;gt;  &lt;br /&gt;
b. Multiplicative skills cut the MWD (flush, perhaps Disabling shot ) &amp;lt;br&amp;gt;  &lt;br /&gt;
c. Weapon_Modified_Damage (MWD) is computed (sum of WBD and all the +X to weapon damage from equipped items and relevant perks)   &amp;lt;br&amp;gt;&lt;br /&gt;
d. Randomisation Process. Roll for damage value in damage range (+- 25 %) (same process for crit and-not crit shots) ..  &amp;lt;br&amp;gt;&lt;br /&gt;
e. Run target DR gauntlet (multiple steps)  &amp;lt;br&amp;gt;&lt;br /&gt;
f. Explosive damage extra RNG layer&amp;lt;br&amp;gt;&lt;br /&gt;
g. Apply shredder bonus to any remaining damage past target DR  &amp;lt;br&amp;gt;&lt;br /&gt;
h. Add HeatAmmo bonus damage to robots   &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Details&lt;br /&gt;
&lt;br /&gt;
==b. Not sure about this (no source) %perk modifier ==&lt;br /&gt;
&lt;br /&gt;
This is probably where %penalty for some skills is applied (flush / disabling shot) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
test info seems to indicate BWD*=0.5 for Flush.. (rounded down) Which means flush damage range increases by going up to even BWD number for the weapon..Upping weapon tech to odd BWD will not increase flush damage (due to rounding down).. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flush damage table range (will include one later).. Keep in mind +X damage perks do add after flush - this would be just the flush damage without the +X damage perks ..   &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Disabling shot works the same ..&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shredder rocket seems to work similar to flush .. BWD *0.6 rounded down and then +X added ..&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==c.  Modified_Weapon_Damage (MWD) is computed ==&lt;br /&gt;
(sum of BWD and all the +X to weapon damage from equipped items and relevant perks) &lt;br /&gt;
&lt;br /&gt;
Ex:&amp;lt;br&amp;gt;&lt;br /&gt;
- ranger adds +1 to primary weapon &amp;lt;br&amp;gt;&lt;br /&gt;
- gunslinger +1 to side arms &amp;lt;br&amp;gt;&lt;br /&gt;
- VPT adds +2 to primary weapon and +1 to secondary vs relevant targets &amp;lt;br&amp;gt;&lt;br /&gt;
- sapper +1 to HE and AP grenades; +2 to alien grenades &amp;lt;br&amp;gt;&lt;br /&gt;
- foundry project +1 damage for sidearms (Reflex Pistols ) &amp;lt;br&amp;gt;&lt;br /&gt;
- foundry project +2 damage for AP grenades (Alien Grenades) &amp;lt;br&amp;gt;&lt;br /&gt;
- foundry project- plasma research gives +1 to all plasma weapons &amp;lt;br&amp;gt;&lt;br /&gt;
- damage items (Alloy-Jacketed Rounds , Enhanced Beam Optics , Plasma Stellerator) add +1 to relevant weapons (INCLUDING SIDEARMS) &amp;lt;br&amp;gt;&lt;br /&gt;
- Mayhem adds +1 damage for most explosive grenades, proximity mines and rocket launcher ammo. Confers +2 damage for SAW- and LMG- series weapons, Recoilless Rifle and Blaster Launcher ammo, and alien grenades. Confers +4 damage for sniper and long rifles, marksman&#039;s, strike and reflex rifles. MAYHEM ONLY WORKS WITH REGULAR SHOTS (not rapid fire, not flush, not disabling shot) &amp;lt;br&amp;gt;&lt;br /&gt;
- Precision shot adds  (based on weapon tech) for crits  (+2 for ballistic, laser and gauss SR ; +3 for pulse ; +4 for plasma) &amp;lt;br&amp;gt;&lt;br /&gt;
- Bring&#039;em On on adds   1,2 enemy =&amp;gt; +1 damage    3-4 enemies =&amp;gt; +2 damage 5-6 enemies =&amp;gt; +3 damage 7 or more enemies =&amp;gt; +4 damage  (side arms too)&amp;lt;br&amp;gt;&lt;br /&gt;
- KI adds extra BWD * 0.334 (rounded up) in case of crit (because 1.334 * 1.5 = 2.001). KI description is only true (+50% damage) if there are no other bonuses in play .. Typically in actual play the bonus provided by KI is lower than +50% .. Skill description should probably state +33.4% of BWD rounded up but since they don&#039;t ever show BWD in game .. check bellow for possible values &amp;lt;br&amp;gt;&lt;br /&gt;
2 (Assault Rifle, Laser Rifle, Battle Rifle);3 (shotgun, heavy laser rifle, scatter laser, gauss rifle, heavy gauss rifle, alloy cannon, pulse rifle , heavy pulse rifle, plasma rifle); 4 (scatter blaster , heavy plasma rifle , reflex cannon) . Works with side arms too but since side arms have lower BWD - gain will be less ..&lt;br /&gt;
&lt;br /&gt;
- ..&lt;br /&gt;
&lt;br /&gt;
==d. The randomization roll .==&lt;br /&gt;
&lt;br /&gt;
The purpose of the randomisation is to pick a integer value in roughly [MWD*0.75, MWD*1.25] interval (centered on/average value is MWD ) for non-crits and same length interval approximately shifted + 0.5 * MWD for critical hits (thus centered on MWD*1.5)&lt;br /&gt;
&lt;br /&gt;
Amineri &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot; The way it&#039;s computed is that a die of size 2 x damage (WMD)  + 2 is rolled. Each integer point of final damage gets 4 possible results. &amp;lt;br&amp;gt;&lt;br /&gt;
Examples: &amp;lt;br&amp;gt;&lt;br /&gt;
1) 5 base damage -- a 12 sided die is rolled, with 4 chances each for 4, 5, or 6 damage on a non-critical hit. A critical hit is centered at 7.5 damage, so 4 results each map to 7 and 8, and 2 results each map to 6 and 9. &amp;lt;br&amp;gt;&lt;br /&gt;
Results : 33.3% chance of 4, 5 or 6 damage on non-crit, and 16.7% chance of 6 or 9 and 33.3% chance of 7 or 8 damage on a crit. &amp;lt;br&amp;gt;&lt;br /&gt;
2) 3 base damage - an 8 sided die is rolled. 4 results map to 3 damage, and 2 results each map to 2 and 4 damage. &amp;lt;br&amp;gt;&lt;br /&gt;
Results : 25% chance of 2 or 4 damage, 50% chance of 3 damage &amp;lt;br&amp;gt;&lt;br /&gt;
3) 8 base damage - an 18 sided die is rolled. 4 results each map to 7, 8 and 9, and 3 results each map to 6 and 10.&amp;lt;br&amp;gt;&lt;br /&gt;
Results : 16.7% chance of 6 or 10, and 22.2% chance of 7, 8, or 9 damage.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Images below should make this much clearer &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage Roulette SW option: Regular hits range from MWD*0.5 to MWD*1.5, and crits range from MWD*1.5 to MWD*2.5. Note that critical hits then average at MWD*2 instead of MWD*1.5.&lt;br /&gt;
&lt;br /&gt;
==LR MWD randomization for non-crits==&lt;br /&gt;
[[File:LR_MWD_randomisation_noncrit.jpg|center|800x357px]]&lt;br /&gt;
&lt;br /&gt;
Y axis has MWD values. Numbers on a Rows are possible Randomisation results for that particular MWD .. The average value of the interval is always the MWD..(red columns in the middle ). Rightmost column has weapon&#039;s damage range (min,max) for MWD.&lt;br /&gt;
Table goes up to MWD 31 (not sure if that it can be currently reached even during endgame) ...&lt;br /&gt;
&lt;br /&gt;
Calculating the probability for a particular value to come up is easy: sum(nr of times value appears on row) / sum(nr total values on row)     &lt;br /&gt;
&lt;br /&gt;
So for MWD 10 scoring 7 or 13 damage has 1/22 probability while scoring a 8,9,10 or 11 have 4/22 probability .. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For each MWD level probabilities for each possible values are not the same (sometimes edge values (maximum deviation from average) can have lower probabilities) . (I&#039;m NOT talking chance of combined events (or) - I&#039;m talking chance for each event separately ) &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-going up a MWD level doesn&#039;t always guarantee increase of minimum possible damage. &amp;lt;br&amp;gt;  &lt;br /&gt;
-pumping MWD increases weapon&#039;s average damage linearly but also its variance (less dependable) ..Could overkill in a turn and do significantly less damage the next turn .. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ballistic shotgun and LMG BWD 6 have 1/14 chances to do only 4 damage on a non crit..&amp;lt;br&amp;gt;&lt;br /&gt;
Ballistic Shiv autocannon BWD 7 has 2/16 chance to do only 5 damage on non-crit&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==LR WMD randomisation for crits==&lt;br /&gt;
[[File:LR_MWD_randomisation_crits.jpg|center|800x357px]]&lt;br /&gt;
&lt;br /&gt;
Y axis has MWD values. Numbers on a Rows are possible Randomisation results for that particular MWD .. The average value of the interval is the MWD * 1.5 where possible (even MWD) ... For odd MWD values [MWD *1.5] and [MWD* 1.5 +1] (integer part) are used   ... Rightmost column has weapon&#039;s critical damage range (min,max) for MWD.&lt;br /&gt;
&lt;br /&gt;
Calculating the probability for a particular value to come up is easy: sum(nr of times value appears on row) / sum(nr total values on row) &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
-going up a MWD always increases minimum critical damage possible (sometimes even by 2) &amp;lt;br&amp;gt;&lt;br /&gt;
-as game progresses and alien MWD goes up it gets very difficult to protect your soldiers from 1 hit kills &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ballistic pistol: BWD 2 has 1/6 chances to do 4 on a crit and 5/6 to do 3 &amp;lt;br&amp;gt;&lt;br /&gt;
Ballistic sniper/marksman rifle: BWD 5 have 2/12 to score only 6 damage on crit &amp;lt;br&amp;gt;&lt;br /&gt;
Gunslinger Laser Pistol: MWD (3+1) has 5-7 crit damage range &amp;lt;br&amp;gt;&lt;br /&gt;
Battle Rifle with Ranger MWD (5+1) has 8-11 crit range  (1 shot most early game sectoids/thinmen or exalts) &amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Laser Rifle with Ranger and Enhanced Beam Optics: MWD (6+1+1) has 10-14 crit range &amp;lt;br&amp;gt; &lt;br /&gt;
Heavy Pulse Rifle with Ranger and Enhanced Beam Optics and VPT: MWD (8+1+1+2) has 15-21 crit range &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==e. Subtract damage lost to target DR. ==&lt;br /&gt;
Long War adds a new mechanic called Damage Reduction. When a unit takes damage, it is reduced by the damage reduction value. It can be seen in game as a blue shield indication next to the normal red damage indication.&lt;br /&gt;
&lt;br /&gt;
Damage reduction is gained in various ways:&lt;br /&gt;
* Low cover gives 0.66 damage reduction.&lt;br /&gt;
* High cover gives 1.0 damage reduction.&lt;br /&gt;
* Several perks grant damage reduction.&lt;br /&gt;
* Mechanized units commonly have built in damage reduction of varying amounts.&lt;br /&gt;
&lt;br /&gt;
Hunker Down doubles the damage reduction effect of cover, as well as the normal effect of doubling the defense it gives.&lt;br /&gt;
&lt;br /&gt;
If the damage reduction a unit has is not a whole number, the damage is reduced by one of the two nearest whole numbers, with probability based on the fraction. For example, a unit with 1.66 damage reduction has a 66% chance of the damage being reduced by 2 and a 34% chance of the damage being reduced by 1.&lt;br /&gt;
&lt;br /&gt;
Damage reduction can have several interesting effects on game play. One is that a shot against a unit may do 0 damage if the damage inflicted is reduced to 0, which can be a nasty surprise if trying to finish off a 1 HP enemy with a pistol. Once you come up against more advanced units, particularly mechanized ones, you may find yourself completely unable to damage them with lighter weapons such as carbines.&lt;br /&gt;
&lt;br /&gt;
===In Detail===&lt;br /&gt;
The steps in AbsorbDamage are:&lt;br /&gt;
# Non-cover, flat DR is applied:&lt;br /&gt;
## General damage reduction stat (including MEC suits, armors, small items, and Iron Skin).&lt;br /&gt;
## Damage Control reduces damage by 1.5.&lt;br /&gt;
## Mind Merge on an XCOM soldier reduces damage by Will/50.&lt;br /&gt;
## One for All active reduces damage to MEC by 1.&lt;br /&gt;
## Each Ethereal still alive in the final Temple Ship room reduces damage to Uber Ethereal by 15.&lt;br /&gt;
# All percentage DR is applied (multiplicatively):&lt;br /&gt;
## Combat Stims active multiplies damage by 0.6 if soldier is in cover and not flanked.&lt;br /&gt;
## Impact Vest and chryssalids multiply melee and Kinetic Strike damage by 0.6.&lt;br /&gt;
## Mechtoid with psi shield multiplies damage by 0.5&lt;br /&gt;
## Shock-Absorbent Armor multiplies damage by 0.667 if source is within 4 tiles.&lt;br /&gt;
## Absorption Fields multiplies any damage beyond 2 points by 0.6 (ex: 12 damage -&amp;gt; 2 + 0.6 * 10 = 8 damage).&lt;br /&gt;
# Acid negates the higher of 50% or 3 points of the above DR.&lt;br /&gt;
# Flat DR from cover is applied if unit is not flanked, and weapon is not an AP Grenade:&lt;br /&gt;
## Low Cover reduces damage by 0.667, Full Cover reduces damage by 1.0.&lt;br /&gt;
## Hunkering down reduces damage by a further 0.667 or 1.0.&lt;br /&gt;
## Will to Survive reduces damage by 1.5.&lt;br /&gt;
## Fortiores Una reduces damage by a further 0.667 or 1.0.&lt;br /&gt;
# Effects that negate DR (except acid) are applied:&lt;br /&gt;
## Combined Arms increases damage by 1.0.&lt;br /&gt;
## Armor-piercing ammo increases damage by 2.0.&lt;br /&gt;
## Gauss weapons increase damage by 0.33, or 0.667 with Quenchguns researched.&lt;br /&gt;
## Final damage is capped at pre-DR damage.&lt;br /&gt;
# If there is any net DR from the above steps, it is multiplied by 1.5 if damage source is a shotgun without breaching ammo.&lt;br /&gt;
&lt;br /&gt;
==f. Explosive extra RNG layer==&lt;br /&gt;
&lt;br /&gt;
 Each unit has the damage reduced based on distance from the center. Damage falls off as the square of the radius. &amp;lt;br&amp;gt;&lt;br /&gt;
 For each target hit by explosive blast roll for -1,0,1 to damage (that&#039;s why explosive damage ranges are wider than gun damage ranges they get -1 to min and +1 to max) &amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;.. explosive-specific damage effects happen before shredding is applied..&amp;quot; Amineri .&lt;br /&gt;
&lt;br /&gt;
==g. Add shredding bonus damage . ==&lt;br /&gt;
&lt;br /&gt;
What&#039;s left after DR (if any) *0.4 if target is shredded .. &lt;br /&gt;
&lt;br /&gt;
 if(iDamage &amp;gt; 0) &lt;br /&gt;
{ &lt;br /&gt;
    iDamage += Max((iDamage * 4) / 10, 1); &lt;br /&gt;
}   &lt;br /&gt;
&lt;br /&gt;
Shredding debuff can be completely negated by high DR. But if any sliver of damage makes it past DR, shredding will always add at least 1 extra damage point.. Sapping target DR (removing cover, breaching ammo, acid debuff) can help mitigate to an extent the negative effect high DR can have on shredding effect ..&lt;br /&gt;
&lt;br /&gt;
==h. Add HeatAmmo bonus damage to robots ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot; iDamage += Max(1, (XGWeapon(kItem).GetDamageStat()) / 2);&amp;quot;&lt;br /&gt;
&lt;br /&gt;
BWD * 1/2 truncated down .. Constant value - no RNG involved .. Bypasses all DR mechanics (guard your mechs &amp;amp; SHIV) and does NOT benefit from debuffs (acid/shred) or crit roll&lt;br /&gt;
&lt;br /&gt;
Heat Ammo Bonus Damage added by weapon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAW 2&lt;br /&gt;
| LMG 3&lt;br /&gt;
| Autocannon 3&lt;br /&gt;
| Minigun 3&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Autolaser 3&lt;br /&gt;
| Gatling Laser 3&lt;br /&gt;
| SuperHeavy Laser 4&lt;br /&gt;
| Laser Lance 4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Autorifle 3&lt;br /&gt;
| Gauss Machine Gun 4&lt;br /&gt;
| Sentry Gun 4&lt;br /&gt;
| Railgun 4&lt;br /&gt;
| Gauss Long Rifle 3&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Autoblaster 4&lt;br /&gt;
| Gatling Pulser 4&lt;br /&gt;
| Super Pulser 5&lt;br /&gt;
| Pulse Lance 5&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Novagun 4&lt;br /&gt;
| Plasma Dragon 5&lt;br /&gt;
| SuperHeavy Plasma 5&lt;br /&gt;
| Particle cannon 5&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Heat Warheads bonus damage vs robots&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| HE 2&lt;br /&gt;
| AP 2&lt;br /&gt;
| Alien Grenade 2&lt;br /&gt;
| Rocket Launcher 3&lt;br /&gt;
| Recoiless Rifle 4&lt;br /&gt;
| Blaster Launcher 6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strategic advice:&lt;br /&gt;
Since it ignores so many of the regular weapon damage process - sometimes it makes sense to apply the bonus heat ammo damage using abilities that are easy to hit with but don&#039;t do otherwise do much damage ... Flush, Suppression/Mayhem and Collateral Damage all make great methods of delivery ..&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Trilandian</name></author>
	</entry>
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