Equipment (LWR): Difference between revisions
No edit summary |
|||
| (30 intermediate revisions by 2 users not shown) | |||
| Line 26: | Line 26: | ||
===Platings=== | ===Platings=== | ||
In Long War Rebalance, the aliens | In Long War Rebalance, the aliens hit hard. Fortunately, you have access to platings that can be worn in addition to regular armor, providing more survivability. A unit can only equip one plating at a time. | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
!rowspan="2" {{Item name (LWR)}} | !rowspan="2" {{Item name (LWR)}} | ||
!rowspan="2" {{Usable by (LWR)}} | |||
!rowspan="2" title="Weight"|[[File:Mobility Long War.png|32px]]<br/>Weight | |||
!rowspan="2" {{Health bonus (LWR)}} | |||
!rowspan="2" | [[File:Damage Reduction Long War.png|32px]]<br/>Base DR | |||
!rowspan="2" {{Special properties (LWR)}} | |||
!colspan="2"|Prerequisites | |||
!colspan="6"|Cost | |||
|-align="center" | |-align="center" | ||
|{{Research required (LWR)}}||{{Engineers required (LWR)}} | |{{Research required (LWR)}}||{{Engineers required (LWR)}} | ||
| Line 44: | Line 51: | ||
|0.6 | |0.6 | ||
| +2 | | +2 | ||
| | | | ||
| | | | ||
|colspan="8"|XCOM starts with an unlimited supply | |colspan="8"|XCOM starts with an unlimited supply | ||
| Line 53: | Line 60: | ||
| +4 | | +4 | ||
| | | | ||
| | | Grants 5 crit resist | ||
|[[Research (LWR)#Materials and Aerospace|Alien Materials]] | |[[Research (LWR)#Materials and Aerospace|Alien Materials]] | ||
|12 | |12 | ||
| Line 67: | Line 74: | ||
|1.3 | |1.3 | ||
| +3 | | +3 | ||
| + | | +10 | ||
|Grants | |Grants 35 crit resist<br>Grants -10 defense | ||
|[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]] | |[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]] | ||
|18 | |18 | ||
| Line 82: | Line 89: | ||
|Weightless | |Weightless | ||
| +3 | | +3 | ||
| + | | +5 | ||
|Prevents strangulation<br>Reduces [[Other_Abilities_(LWR)#Corrosion|'''corrosion''']] duration to 1 turn | |Grants 15 crit resist<br>Prevents strangulation<br>Reduces [[Other_Abilities_(LWR)#Corrosion|'''corrosion''']] duration to 1 turn | ||
|[[Research (LWR)#Alien Autopsies|Chryssalid Autopsy]] | |[[Research (LWR)#Alien Autopsies|Chryssalid Autopsy]] | ||
|30 | |30 | ||
| Line 97: | Line 104: | ||
|Weightless | |Weightless | ||
| | | | ||
| + | | +5 | ||
|Grants | |Grants 25 crit resist<br>Resists 75% of Shred<br>Regenerates 1 HP anytime this units takes 3 or more damage | ||
|[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]] | |[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]] | ||
|40 | |40 | ||
| Line 111: | Line 118: | ||
|MECs<br />SHIVs | |MECs<br />SHIVs | ||
|Weightless | |Weightless | ||
| + | | +3 | ||
| | | | ||
|Reduces [[Other_Abilities_(LWR)#Corrosion|'''corrosion''']] duration to 1 turn | |Grants 20 crit resist<br>Reduces [[Other_Abilities_(LWR)#Corrosion|'''corrosion''']] duration to 1 turn | ||
|[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]] | |[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]] | ||
|35 | |35 | ||
| Line 126: | Line 133: | ||
|MECs<br />SHIVs | |MECs<br />SHIVs | ||
|0.6 | |0.6 | ||
| + | | +4 | ||
| + | | +5 | ||
|Resists 75% of Shred<br>Reduces [[Other_Abilities_(LWR)#Corrosion|'''corrosion''']] duration to 1 turn | |Grants 25 crit resist<br>Resists 75% of Shred<br>Reduces [[Other_Abilities_(LWR)#Corrosion|'''corrosion''']] duration to 1 turn | ||
|[[Research (LWR)|Advanced Power Armor]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]] | |[[Research (LWR)|Advanced Power Armor]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]] | ||
|95 | |95 | ||
| Line 146: | Line 153: | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
!rowspan="2" {{Item name (LWR)}} | !rowspan="2" {{Item name (LWR)}} | ||
!rowspan="2" {{Usable by (LWR)}} | |||
!rowspan="2" title="Weight"|[[File:Mobility Long War.png|32px]]<br/>Weight | |||
!rowspan="2" {{Aim bonus (LWR)}} | |||
!rowspan="2" {{Crit chance (LWR)}} | |||
!rowspan="2" {{Bonus perk (LWR)}} | |||
!rowspan="2" {{Special properties (LWR)}} | |||
!colspan="2"|Prerequisites | |||
!colspan="6"|Cost | |||
|-align="center" | |-align="center" | ||
|{{Research required (LWR)}} | |{{Research required (LWR)}} | ||
| Line 216: | Line 231: | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
!rowspan="2" {{Item name (LWR)}} | !rowspan="2" {{Item name (LWR)}} | ||
!rowspan="2" {{Usable by (LWR)}} | |||
!rowspan="2" title="Weight"|[[File:Mobility Long War.png|32px]]<br/>Weight | |||
!rowspan="2" {{Aim bonus (LWR)}} | |||
!rowspan="2" {{Crit chance (LWR)}} | |||
!rowspan="2" {{Bonus perk (LWR)}} | |||
!rowspan="2" {{Special properties (LWR)}} | |||
!colspan="2"|Prerequisites | |||
!colspan="6"|Cost | |||
|-align="center" | |-align="center" | ||
|{{Research required (LWR)}} | |{{Research required (LWR)}} | ||
| Line 237: | Line 260: | ||
|-align="center" | |-align="center" | ||
|[[File:Targeting Module Long War.png|128px|link=Equipment (LWR)#Weapon attachments|AR Targeter]]<br />'''[[Equipment (LWR)#Weapon attachments|AR Targeter]]''' | |[[File:Targeting Module Long War.png|128px|link=Equipment (LWR)#Weapon attachments|AR Targeter]]<br />'''[[Equipment (LWR)#Weapon attachments|AR Targeter]]''' | ||
| | |Non-Private biosoldiers<br>SMGs, Carbines, Assault Rifles, or Battle Rifles only | ||
| | |0.6 | ||
| | |||
| | | | ||
| | | | ||
| | |'''Holo Sync''': Doubles the bonuses of Holo against Holo'd targets (triple if this unit has Holo Rounds) | ||
|[[Research (LWR)#Xenology|Xenobiology]] | |[[Research (LWR)#Xenology|Xenobiology]] | ||
|15 | |15 | ||
|title="Cost in Credits (Cost when building quickly)"| | |title="Cost in Credits (Cost when building quickly)"|50 | ||
| | | | ||
| | | | ||
| Line 308: | Line 331: | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
!rowspan="2" {{Item name (LWR)}} | !rowspan="2" {{Item name (LWR)}} | ||
!rowspan="2" {{Usable by (LWR)}} | |||
!rowspan="2" title="Weight"|[[File:Mobility Long War.png|32px]]<br/>Weight | |||
!rowspan="2" {{Aim bonus (LWR)}} | |||
!rowspan="2" {{Damage bonus (LWR)}} | |||
!rowspan="2" {{Crit chance (LWR)}} | |||
!rowspan="2" {{Special properties (LWR)}} | |||
!colspan="2"|Prerequisites | |||
!colspan="5"|Cost | |||
|-align="center" | |-align="center" | ||
|{{Research required (LWR)}} | |{{Research required (LWR)}} | ||
| Line 333: | Line 364: | ||
| | | | ||
| | | | ||
|Primary weapons gain + | |Primary weapons gain +4 ammo<br />Can't be equipped with High Cap Mags | ||
|colspan="7"|XCOM starts with an unlimited supply | |colspan="7"|XCOM starts with an unlimited supply | ||
|-align="center" | |-align="center" | ||
| Line 354: | Line 385: | ||
|All Units<br>Ballistic/gauss primary weapons only | |All Units<br>Ballistic/gauss primary weapons only | ||
|0.6 | |0.6 | ||
| | | | ||
| +1 | | +1 | ||
| | | | ||
| | | +5 penetration | ||
|[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]] | |[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]] | ||
|15 | |15 | ||
| Line 369: | Line 400: | ||
|All Units<br>Laser/pulse primary weapons only | |All Units<br>Laser/pulse primary weapons only | ||
|0.6 | |0.6 | ||
| | | +5 | ||
| +1 | | +1 | ||
| +5 | | +5 | ||
| Line 386: | Line 417: | ||
| | | | ||
| | | | ||
| + | | +10 | ||
|Grants + | |Grants +25% crit damage<br>Primary weapon range penalties are doubled | ||
|[[Foundry (LWR)#Aerospace Improvements|Supercapacitors]] | |[[Foundry (LWR)#Aerospace Improvements|Supercapacitors]] | ||
|40 | |40 | ||
| Line 419: | Line 450: | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
!rowspan="2" {{Item name (LWR)}} | !rowspan="2" {{Item name (LWR)}} | ||
!rowspan="2" {{Usable by (LWR)}} | |||
!rowspan="2" title="Weight"|[[File:Mobility Long War.png|32px]]<br/>Weight | |||
!rowspan="2" {{Aim bonus (LWR)}} | |||
!rowspan="2" {{Bonus perk (LWR)}} | |||
!rowspan="2" {{Special properties (LWR)}} | |||
!colspan="2"|Prerequisites | |||
!colspan="5"|Cost | |||
|-align="center" | |-align="center" | ||
|{{Research required (LWR)}} | |{{Research required (LWR)}} | ||
| Line 432: | Line 470: | ||
| | | | ||
| | | | ||
|The primary weapon gains + | |The primary weapon gains +35 penetration when used against targets with the '''Hardened''' perk | ||
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]] | |[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]] | ||
|35 | |35 | ||
| Line 440: | Line 478: | ||
|-align="center" | |-align="center" | ||
|[[File:test shredder ammo.png|80px|link=Equipment (LWR)#Special ammunition|Shredder Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Shredder Ammo]]''' | |[[File:test shredder ammo.png|80px|link=Equipment (LWR)#Special ammunition|Shredder Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Shredder Ammo]]''' | ||
| | |All biosoldiers except Snipers and Gunners | ||
|1.3 | |1.3 | ||
| | | | ||
| Line 452: | Line 490: | ||
|-align="center" | |-align="center" | ||
|[[File:test ap ammo.png|80px|link=Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]''' | |[[File:test ap ammo.png|80px|link=Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]''' | ||
| | |All Biosoldier weapons except <br>Shotguns, Strike and Sniper rifles<br>MECs<br>SHIVs | ||
|0.6 | |0.6 | ||
| | | | ||
| Line 481: | Line 519: | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
!rowspan="2" {{Item name (LWR)}} | !rowspan="2" {{Item name (LWR)}} | ||
!rowspan="2" {{Usable by (LWR)}} | |||
!rowspan="2" title="Weight"|[[File:Mobility Long War.png|32px]]<br/>Weight | |||
!rowspan="2" {{Will bonus (LWR)}} | |||
!rowspan="2" {{Defense bonus (LWR)}} | |||
!rowspan="2" {{Bonus perk (LWR)}} | |||
!rowspan="2" {{Special properties (LWR)}} | |||
!colspan="2"|Prerequisites | |||
!colspan="6"|Cost | |||
|-align="center" | |-align="center" | ||
|{{Research required (LWR)}} | |{{Research required (LWR)}} | ||
| Line 498: | Line 544: | ||
| | | | ||
| | | | ||
| Grants +15% xp<br>Reduces damage taken from Mind Fray by | | Grants +15% xp<br>Reduces damage taken from Mind Fray by 50%<br>Reduces duration of panic on this unit to 1 turn max<br>Prevents triggering enemy countercharges | ||
| | | | ||
| 10 | | 10 | ||
| Line 514: | Line 560: | ||
| | | | ||
| | | | ||
| Reduces Rocket Scatter by | | Reduces Rocket Scatter by 25%<br> Increases damage dealt to airborne targets by 25% | ||
|[[Research (LWR)|Beam Lasers]] | |[[Research (LWR)|Beam Lasers]] | ||
|25 | |25 | ||
| Line 560: | Line 606: | ||
|Weightless | |Weightless | ||
| | | | ||
| | ||+20 | ||
|{{ Shadowstep (LWR) }} | |{{ Shadowstep (LWR) }} | ||
| Grants + | | Grants +10 crit | ||
|[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]] | |[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]] | ||
|35 | |35 | ||
| Line 601: | Line 647: | ||
|Weightless | |Weightless | ||
| +15 | | +15 | ||
| | | | ||
| | | | ||
|Grants +2.6 mobility<br>Increases Psi XP gained by 100% | |Grants +2.6 mobility<br>Increases Psi XP gained by 100% | ||
| Line 631: | Line 677: | ||
|[[Research (LWR)#Alien Autopsies|Sectoid Commander Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]] | |[[Research (LWR)#Alien Autopsies|Sectoid Commander Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]] | ||
|65 | |65 | ||
|title="Cost in Credits (Cost when building quickly)"| | |title="Cost in Credits (Cost when building quickly)"|50 | ||
|title="Cost in Alien Alloys (Cost when building quickly)"|20 | |title="Cost in Alien Alloys (Cost when building quickly)"|20 | ||
|title="Cost in Elerium (Cost when building quickly)"| | |title="Cost in Elerium (Cost when building quickly)"|20 | ||
|title="Cost in Meld (Cost when building quickly)"|10 | |title="Cost in Meld (Cost when building quickly)"|10 | ||
|2 [[Alien Artifacts (LWR)#Aliens|Sectoid Commander Corpses]] | |2 [[Alien Artifacts (LWR)#Aliens|Sectoid Commander Corpses]] | ||
| Line 653: | Line 699: | ||
|1 [[Alien Artifacts (LWR)#Aliens|Mechtoid Core]] | |1 [[Alien Artifacts (LWR)#Aliens|Mechtoid Core]] | ||
|title="Duration in days (Duration when building quickly)"|19 days | |title="Duration in days (Duration when building quickly)"|19 days | ||
|-align="center" | |-align="center" | ||
|[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (LWR)#MEC equipment|Incinerator Amp]]<br />'''[[Equipment (LWR)#MEC equipment|Incinerator Amp]]''' | |[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (LWR)#MEC equipment|Incinerator Amp]]<br />'''[[Equipment (LWR)#MEC equipment|Incinerator Amp]]''' | ||
|MECs | |MECs | ||
| | | | ||
| | | | ||
| | | | ||
| Line 672: | Line 717: | ||
|-align="center" | |-align="center" | ||
|[[File:The Thumper Long War.png|128px|link=Equipment (LWR)#MEC equipment|The Thumper]]<br />'''[[Equipment (LWR)#MEC equipment|The Thumper]]''' | |[[File:The Thumper Long War.png|128px|link=Equipment (LWR)#MEC equipment|The Thumper]]<br />'''[[Equipment (LWR)#MEC equipment|The Thumper]]''' | ||
|MECs | |MECs with KSM | ||
|Weightless | |Weightless | ||
| | | | ||
| | | | ||
| | | | ||
|Increases [[ | |Increases [[#Large Equipment (MEC)|Kinetic Strike Module]] damage by 10 and penetration by 20<br>Triples KSM damage dealt to [[Abilities List (LWR)#Plasma Shield|Plasma Shields]] | ||
|[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav Systems]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]] | |[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav Systems]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]] | ||
|60 | |60 | ||
| Line 692: | Line 737: | ||
| | | | ||
| | | | ||
| | |{{ Sprinter (LWR) }} | ||
| | | | ||
|[[Research (LWR)#Materials and Aerospace|Elerium]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]] | |[[Research (LWR)#Materials and Aerospace|Elerium]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]] | ||
|65 | |65 | ||
| Line 714: | Line 759: | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
!rowspan="2" {{Item name (Long War)}} | !rowspan="2" {{Item name (Long War)}} | ||
!rowspan="2" title="Weight"|[[File:Mobility Long War.png|32px]]<br/>Weight | |||
!rowspan="2" {{Weapon damage (LWR)}} | |||
!rowspan="2" {{Weapon range (Long War)}} | |||
!rowspan="2" {{Blast radius (Long War)}} | |||
!rowspan="2"|Base<br>charges | |||
!rowspan="2" {{Special properties (Long War)}} | |||
!colspan="2"|Prerequisites | |||
!colspan="6"|Cost | |||
|-align="center" | |-align="center" | ||
|{{Research required (LWR)}} | |{{Research required (LWR)}} | ||
| Line 725: | Line 778: | ||
|-align="center" | |-align="center" | ||
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower''' | |[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower''' | ||
| | |1.3 | ||
|title="Average damage (Minimum to maximum damage)"|7 | |||
|title="Average damage (Minimum to maximum damage)"| | |9 | ||
| | |||
| | | | ||
| 2 | | 2 | ||
|Bypasses all DR<br>35% chance for a 60 will test for panic<br />Will test 80 with ''Jellied Elerium''<br />AOE is a cone shape | |Bypasses all DR<br>35% chance for a 60 will test for panic<br />Will test 80 with ''Jellied Elerium''<br />AOE is a cone shape<br>Does not break Cloak on use | ||
|[[Research (LWR)#Main Research|Alien Biocybernetics]] | |[[Research (LWR)#Main Research|Alien Biocybernetics]] | ||
|35 | |35 | ||
| Line 741: | Line 793: | ||
|-align="center" | |-align="center" | ||
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist''' | |[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist''' | ||
|0.6 | |0.6 | ||
| | | | ||
| Line 757: | Line 808: | ||
|-align="center" | |-align="center" | ||
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module''' | |[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module''' | ||
| | |Weightless | ||
|title="Average damage (Minimum to maximum damage)"|20<br>(18-22) | |title="Average damage (Minimum to maximum damage)"|20<br>(18-22) | ||
|melee | |melee | ||
| | | | ||
|1 per turn | |1 per turn | ||
|Melee weapon | |Melee weapon<br>Can target adjacent cover | ||
|[[Research (LWR)#Main Research|Alien Biocybernetics]] | |[[Research (LWR)#Main Research|Alien Biocybernetics]] | ||
|30 | |30 | ||
| Line 773: | Line 823: | ||
|-align="center" | |-align="center" | ||
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher''' | |[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher''' | ||
|2.0 | |2.0 | ||
|title="Average damage (Minimum to maximum damage)"| | |title="Average damage (Minimum to maximum damage)"|10<br>(8-12) | ||
|12 | |12 | ||
|3 | |3 | ||
| Line 789: | Line 838: | ||
|-align="center" | |-align="center" | ||
|[[File:Grenade Launcher Long War.png|128px|Advanced Launcher]]<br />'''Advanced Launcher''' | |[[File:Grenade Launcher Long War.png|128px|Advanced Launcher]]<br />'''Advanced Launcher''' | ||
|3.3 | |3.3 | ||
|title="Average damage (Minimum to maximum damage)"| | |title="Average damage (Minimum to maximum damage)"|14<br>(12-16) | ||
|12 | |12 | ||
|3 | |3 | ||
| Line 805: | Line 853: | ||
|-align="center" | |-align="center" | ||
|[[File:Proximity Mine Launcher Long War.png|128px|Gravity Mine Launcher]]<br />'''Gravity Mine Launcher''' | |[[File:Proximity Mine Launcher Long War.png|128px|Gravity Mine Launcher]]<br />'''Gravity Mine Launcher''' | ||
| | |0.6 | ||
|title="Average damage (Minimum to maximum damage)"|20<br>(17-23) | |||
|title="Average damage (Minimum to maximum damage)"| | |||
|8 | |8 | ||
|4 | |4 | ||
|2 | |2 | ||
|Reduces defense of units within radius by | |Reduces defense of units within radius by 15<br>Starting a turn in gravity well damages 10% of current HP (bypasses DR)<br>Detonates at the end of XCOM's '''next''' turn | ||
|[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]] | |[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]] | ||
|55 | |55 | ||
| Line 821: | Line 868: | ||
|-align="center" | |-align="center" | ||
|[[File:Electro Pulse Long War.png|128px|Electropulse]]<br />'''Electropulse''' | |[[File:Electro Pulse Long War.png|128px|Electropulse]]<br />'''Electropulse''' | ||
|1.3 | |1.3 | ||
|title="Average damage (Minimum to maximum damage)"|3 | |title="Average damage (Minimum to maximum damage)"|3 | ||
| Line 838: | Line 884: | ||
===Rocket Launchers=== | ===Rocket Launchers=== | ||
Each rocket launcher is fitted with | Each rocket launcher is fitted with 2 rockets. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown is the maximum possible scatter which is 2 standard deviations. Soldier aim does *not* affect rocket scatter but soldier base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]). Firing a rocket with 1 AP doubles scatter and decreases range by 25%. Rockets 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 (down to 50% damage at the periphery). | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
!rowspan="2" {{Item name (Long War)}} | !rowspan="2" {{Item name (Long War)}} | ||
!rowspan="2" {{Usable by (Long War)}} | |||
!rowspan="2" title="Weight"|[[File:Mobility Long War.png|32px]]<br/>Weight | |||
!rowspan="2" {{Weapon damage (LWR)}} | |||
!rowspan="2" {{Weapon ammo (Long War)}} | |||
!rowspan="2" {{Weapon range (Long War)}} | |||
!rowspan="2" {{Blast radius (Long War)}} | |||
!rowspan="2" {{Special properties (Long War)}} | |||
!colspan="2"|Prerequisites | |||
!colspan="6"|Cost | |||
|-align="center" | |-align="center" | ||
|{{Research required (LWR)}} | |{{Research required (LWR)}} | ||
| Line 858: | Line 913: | ||
|title="Average damage (Minimum to maximum damage)"|6<br />(5-7) | |title="Average damage (Minimum to maximum damage)"|6<br />(5-7) | ||
|2 | |2 | ||
| | |14 | ||
|5 | |5 | ||
|2 turn cooldown | |2 turn cooldown | ||
| Line 868: | Line 923: | ||
|title="Average damage (Minimum to maximum damage)"|9<br />(8-10) | |title="Average damage (Minimum to maximum damage)"|9<br />(8-10) | ||
|2 | |2 | ||
| | |16 | ||
|5 | |5 | ||
| | | 2 turn cooldown | ||
|[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]] | |[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]] | ||
|45 | |45 | ||
| Line 885: | Line 940: | ||
|title="Average damage (Minimum to maximum damage)"|12<br>(10-14) | |title="Average damage (Minimum to maximum damage)"|12<br>(10-14) | ||
|2 | |2 | ||
| | |16 | ||
|5 | |5 | ||
|Requires 2 AP to fire | |Requires 2 AP to fire<br>2 turn cooldown<br>Can path around obstacles<br>No Scatter | ||
|[[Research (LWR)#Plasma Weapons|Fusion Weapons]] | |[[Research (LWR)#Plasma Weapons|Fusion Weapons]] | ||
|140 | |140 | ||
| Line 907: | Line 962: | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
!{{Item name (LWR)}} | !{{Item name (LWR)}} | ||
!{{Usable by (LWR)}} | |||
!title="Weight"|[[File:Mobility Long War.png|32px]]<br/>Weight | |||
!{{Weapon damage (LWR)}} | |||
!{{Weapon range (LWR)}} | |||
!{{Blast radius (LWR)}} | |||
!{{Special properties (LWR)}} | |||
!{{Item source (LWR)}} | |||
|-align="center" | |-align="center" | ||
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Javelin Rocket]]<br />'''[[Equipment (LWR)#Explosives|Javelin Rocket]]''' | |[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Javelin Rocket]]<br />'''[[Equipment (LWR)#Explosives|Javelin Rocket]]''' | ||
| Line 939: | Line 1,001: | ||
|Biosoldiers | |Biosoldiers | ||
|0.6 | |0.6 | ||
|title="Average damage (Minimum to maximum damage)"| | |title="Average damage (Minimum to maximum damage)"|9<br />(8-10) | ||
|10 | |10 | ||
|2 | |2 | ||
| Line 947: | Line 1,009: | ||
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Plasma Grenade]]<br />'''[[Equipment (LWR)#Explosives|Plasma Grenade]]''' | |[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Plasma Grenade]]<br />'''[[Equipment (LWR)#Explosives|Plasma Grenade]]''' | ||
|Biosoldiers | |Biosoldiers | ||
| | |1.3 | ||
|title="Average damage (Minimum to maximum damage)"| | |title="Average damage (Minimum to maximum damage)"|12<br />(10-14) | ||
|10 | |10 | ||
|2 | |2 | ||
| Line 960: | Line 1,022: | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
!rowspan="2" {{Item name (LWR)}} | !rowspan="2" {{Item name (LWR)}} | ||
!rowspan="2" {{Usable by (LWR)}} | |||
!rowspan="2" title="Weight"|[[File:Mobility Long War.png|32px]]<br/>Weight | |||
!rowspan="2" {{Weapon range (LWR)}} | |||
!rowspan="2" {{Blast radius (LWR)}} | |||
!rowspan="2" {{Special properties (LWR)}} | |||
!colspan="2"|Prerequisites | |||
!colspan="6"|Cost | |||
|-align="center" | |-align="center" | ||
|{{Research required (LWR)}} | |{{Research required (LWR)}} | ||
| Line 982: | Line 1,051: | ||
|Biosoldiers | |Biosoldiers | ||
|0.6 | |0.6 | ||
| | |8 | ||
|2.5 | |2.5 | ||
|Creates a 5x5 tile cloud of acid (missing a tile from each corner) until end of turn<br />Applies [[Other_Abilities_(LWR)#Corrosion|'''Corrosion''']] to all units within the cloud or entering the cloud | |Creates a 5x5 tile cloud of acid (missing a tile from each corner) until end of turn<br />Applies [[Other_Abilities_(LWR)#Corrosion|'''Corrosion''']] to all units within the cloud or entering the cloud | ||
| Line 1,006: | Line 1,075: | ||
|0.6 | |0.6 | ||
|12 | |12 | ||
| | |3.0 | ||
|Starts with 2 uses<br>Cover blocks the effect<br />[[Other_Abilities_(LWR)#Disoriented|'''Disorients''']] enemies<br />Does not affect robotic units<br />Can't be equipped with Concussion Grenades | |Starts with 2 uses<br>Cover blocks the effect<br />[[Other_Abilities_(LWR)#Disoriented|'''Disorients''']] enemies<br />Does not affect robotic units<br />Can't be equipped with Concussion Grenades | ||
|[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]] | |[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]] | ||
| Line 1,039: | Line 1,108: | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
!rowspan="2" {{Item name (LWR)}} | !rowspan="2" {{Item name (LWR)}} | ||
!rowspan="2" {{Usable by (LWR)}} | |||
!rowspan="2" title="Weight"|[[File:Mobility Long War.png|32px]]<br/>Weight | |||
!rowspan="2" {{Weapon range (LWR)}} | |||
!rowspan="2" {{Special properties (LWR)}} | |||
!colspan="2"|Prerequisites | |||
!colspan="5"|Cost | |||
|-align="center" | |-align="center" | ||
|{{Research required (LWR)}} | |{{Research required (LWR)}} | ||
Latest revision as of 16:11, 23 April 2026
In General

In Long War Rebalance, all regular soldiers have 2 equipment slots from the start of the game. The Tactical Rigging Foundry project increases this to 3 slots. Some armors and weapons may result in different slot counts.
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.
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 unless damaged, you can bring them again during the next mission.
Most items have a weight, which reduces the mobility of the soldier that equips the item by the amount of weight. The average item has a weight of 0.6, and thus provides a -0.6 tile movement penalty. Some items weigh 1.3 or more, and a few items weigh 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.
You can choose to equip less than the maximum number of items by clicking on the empty hand icon. This can make the soldier faster at the expense of less equipment. This can be useful when moving items between soldiers, outfitting MECs/SHIVs, or selecting mutually exclusive items.
For the purposes of identifying how the tables categorize units:
-Biosoldiers refers to purely human soldiers (either unmodified, psionic, genetic or officers, but not MECs)
-Psionic Soldiers are human soldiers who have learned at least one Psionic ability
-Genetically Modified soldiers are human soldiers who have at least one Genetically Modified part
-All Units includes all of the above, plus SHIVs and MECs
Passive Equipment
This equipment will grant soldiers benefits passively, without them having to perform any actions.
Platings
In Long War Rebalance, the aliens hit hard. Fortunately, you have access to platings that can be worn in addition to regular armor, providing more survivability. A unit can only equip one plating at a time.
| Name | Usable by |
Weight |
HP |
Base DR |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||
Ceramic Plating |
Biosoldiers | 0.6 | +2 | XCOM starts with an unlimited supply | |||||||||
Alloy Plating |
Biosoldiers | Weightless | +4 | Grants 5 crit resist | Alien Materials | 12 | 70 | 40 | 10 days | ||||
Reinforced Plating |
Biosoldiers | 1.3 | +3 | +10 | Grants 35 crit resist Grants -10 defense |
Improved Body Armor | 18 | 70 | 10 | 16 days | |||
Chitin Plating |
Genetically Modified Soldiers | Weightless | +3 | +5 | Grants 15 crit resist Prevents strangulation Reduces corrosion duration to 1 turn |
Chryssalid Autopsy | 30 | 110 | 15 | 2 Chryssalid Carcasses | 17 days | ||
Regenerative Plating |
Biosoldiers | Weightless | +5 | Grants 25 crit resist Resists 75% of Shred Regenerates 1 HP anytime this units takes 3 or more damage |
New Combat Systems | 40 | 90 | 80 | 20 | 10 | 20 days | ||
Alloy Carbide Plating |
MECs SHIVs |
Weightless | +3 | Grants 20 crit resist Reduces corrosion duration to 1 turn |
Mechanized Unit Defenses | 35 | 10 | 55 | 10 | 17 days | |||
Core Plating |
MECs SHIVs |
0.6 | +4 | +5 | Grants 25 crit resist Resists 75% of Shred Reduces corrosion duration to 1 turn |
Advanced Power Armor Mechanized Unit Defenses |
95 | 50 | 550 | 41 days | |||
Scopes
There are an array of accessories that make hitting enemies easier.
Scopes apply their bonus to primary weapons only and each unit can only equip one at a time.
| Name | Usable by |
Weight |
Aim |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SCOPE |
All Units | 0.6 | +10 | +10 | Alien Weaponry | 15 | 35 | 10 days | ||||||
Marksman Scope |
Scouts | Weightless | +5 | +20 | Can only be equipped with strike rifles | Alien Weaponry | 10 | 30 | 5 days | |||||
Illuminator Scope |
Soldiers | Weightless | +10 | +30 | Looted from the Exalt headquarters Provided by a Mexican starting bonus | |||||||||
Neural Scope |
Psionic soldiers | Weightless | +10 | +10 | Psiscopic Vision: Grants +15 aim to non-reaction shots if a psionic ally can also see the target | Alien Biocybernetics Psi Warfare Systems |
40 | 110 | 25 | 20 | 45 | 15 days | ||
Weapon Attachments
Like scopes, these attachments can improve a weapons ability to hit and crit enemy targets. Except for perk bonuses, they only affect primary weapons. Unlike scopes, you can equip multiple different weapon attachments on the same unit.
| Name | Usable by |
Weight |
Aim |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||
Laser Sight |
All Units | Weightless | +20 | XCOM starts with an unlimited supply | ||||||||||
AR Targeter |
Non-Private biosoldiers SMGs, Carbines, Assault Rifles, or Battle Rifles only |
0.6 | Holo Sync: Doubles the bonuses of Holo against Holo'd targets (triple if this unit has Holo Rounds) | Xenobiology | 15 | 50 | 10 days | |||||||
Alloy Bipod |
Snipers Scouts Gunners Rocketeers |
0.6 | Alien Materials New Combat Systems |
20 | 25 | 30 | 10 days | |||||||
Prediction Computer |
All Units | Weightless | Reaction shots gain +2 damage Reaction shots gain +10 penetration Grants +10 Defense |
Advanced Gauss Weapons | 75 | 150 | 20 | 30 | 10 | 29 days | ||||
Battle Computer |
MECs SHIVs |
1.3 | +15 | +15 | +15 Defense | Sectopod Autopsy MEC Warfare Systems |
75 | 50 | 90 | 90 | 30 | 1 UFO Flight Computer | 27 days | |
Ammunition Modifiers
In addition to attaching unique items to your weapons, you can augment your ammo sources increasing damage, capacity, and offering other benefits. You can only equip one ammo capacity increasing item at a time.
Ammunition modifiers only affect primary weapons.
| Name | Usable by |
Weight |
Aim |
Damage |
Crit |
Special properties |
Prerequisites | Cost | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
High Cap Mags |
Biosoldiers | 0.6 | Primary weapons gain +1 ammo Can't be equipped with Drum Mags |
XCOM starts with an unlimited supply | |||||||||
Drum Mags |
Non-Private biosoldiers SMGs, Carbines, Assault Rifles, or Battle Rifles only |
1.3 | Primary weapons gain +4 ammo Can't be equipped with High Cap Mags |
XCOM starts with an unlimited supply | |||||||||
Heavy Mags |
MECs SHIVs |
1.3 | Grants +2 ammo | Alien Materials | 35 | 80 | 40 | 14 days | |||||
Alloy Enhanced Rounds |
All Units Ballistic/gauss primary weapons only |
0.6 | +1 | +5 penetration | Enhanced Ballistics | 15 | 20 | 10 | 8 days | ||||
Enhanced Beam Optics |
All Units Laser/pulse primary weapons only |
0.6 | +5 | +1 | +5 | Enhanced Lasers | 15 | 20 | 10 | 8 days | |||
Reaper Ammo |
All Units Laser/pulse primary weapons only |
0.6 | +10 | Grants +25% crit damage Primary weapon range penalties are doubled |
Supercapacitors | 40 | 100 | 60 | 80 | 17 days | |||
Plasma Stellerator |
All Units Plasma primary weapons only |
0.6 | +10 | +1 | +10 Penetration | Enhanced Plasma | 75 | 100 | 230 | 80 | 29 days | ||
Ballistic/Gauss Special Ammunition
In addition to augmenting your ammo sources, you can also change them with one of the following ammo types. Only one ammo type can be equipped at a time.
All special ammunition is restricted to Ballistic and Gauss weapons only.
| Name | Usable by |
Weight |
Aim |
Bonus perk |
Special properties |
Prerequisites | Cost | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
Breaching Ammo |
Biosoldiers with Shotguns | 0.6 | The primary weapon gains +35 penetration when used against targets with the Hardened perk | Alien Materials New Combat Systems |
35 | 35 | 8 | 12 days | ||||
Shredder Ammo |
All biosoldiers except Snipers and Gunners | 1.3 | -30 critical hit chance | Alien Materials | 15 | 50 | 5 | 10 days | ||||
Armor Piercing Ammo |
All Biosoldier weapons except Shotguns, Strike and Sniper rifles MECs SHIVs |
0.6 | Improved Body Armor New Combat Systems |
50 | 20 | 15 | 21 days | |||||
Flak Ammo |
All Units | 0.6 | -5 | Shots from the primary weapon ignore the 30 defense bonus flying targets receive Non-reaction standard shots from the primary weapon deal 1 damage to all flying units within 4 tiles of the primary target |
Floater Autopsy New Combat Systems |
65 | 90 | 20 | 28 days | |||
Non-Weapon Passive Equipment
These items offer a range of benefits not directly related to the primary weapon.
| Name | Usable by |
Weight |
Will |
Def |
Bonus perk |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||
Alien Trophy |
Soldiers | Weightless | Grants +15% xp Reduces damage taken from Mind Fray by 50% Reduces duration of panic on this unit to 1 turn max Prevents triggering enemy countercharges |
10 | 15 | 1 Sectoid Corpse | 4 days | |||||||
Airburst Actuators |
Rocketeers | Weightless | Reduces Rocket Scatter by 25% Increases damage dealt to airborne targets by 25% |
Beam Lasers | 25 | 55 | 10 | 4 Drone Wrecks 4 Floater Corpses |
10 days | |||||
Proximity Sensor |
Biosoldiers | Weightless | Displays a 12 tile radius radar for hidden aliens Provides an alert if a hidden alien is within 12 tiles |
15 | 15 | 4 days | ||||||||
Respirator Implant |
Biosoldiers | Weightless | Grants +1.3 mobility Prevents strangulation Automatic bleed out on first drop Increases bleed out time by 2 turns Reveals the bleed out timer |
Xenoneurology | 25 | 40 | 40 | 10 days | ||||||
Chameleon Vest |
Biosoldiers | Weightless | +20 | Grants +10 crit | Seeker Autopsy New Combat Systems |
35 | 35 | 10 | 45 | 30 | 14 days | |||
Walker Servos |
Biosoldiers | 2.0 | Set the soldier's mobility to 10.0 and ignore all mobility altering effects | Advanced Power Armor Advanced Servomotors |
55 | 300 | 180 | 30 | 10 | 19 days | ||||
Cognitive Enhancer |
Soldiers | 0.6 | +10 | Increases XP gained by 70% 10% chance for any idle-ending action to cost 0 AP |
Looted from the Exalt headquarters Provided by a Mexican starting bonus | |||||||||
Neuroregulator |
Psionic soldiers | Weightless | +15 | Grants +2.6 mobility Increases Psi XP gained by 100% |
Looted from the Exalt headquarters Provided by a Mexican starting bonus | |||||||||
Conduit |
Psionic Soldiers | 0.6 | +1 damage to all weapons and equipment Provides a will/4% (max 25%) chance for idle-ending actions to cost 0 AP |
Psi Warfare Systems | 55 | 40 | 60 | 70 | 50 | 1 Outsider Shard | 22 days | |||
Psi Frayer |
Psionic soldiers | 0.6 | +20 | Resets the cooldown of Mind Fray after use Prevents strangulation |
Sectoid Commander Autopsy Psi Warfare Systems |
65 | 50 | 20 | 20 | 10 | 2 Sectoid Commander Corpses | 33 days | ||
Psi Defender |
Psionic soldiers | Weightless | +15% DR when protected by cover +15 Crit Resistance when protected by cover |
Sectoid Commander Interrogation Psi Warfare Systems |
45 | 220 | 5 | 10 | 1 Mechtoid Core | 19 days | ||||
Incinerator Amp |
MECs | Increases Flamethrower damage by +2 | Alien Biocybernetics Jellied Elerium |
75 | 40 | 20 | 10 | 22 days | ||||||
The Thumper |
MECs with KSM | Weightless | Increases Kinetic Strike Module damage by 10 and penetration by 20 Triples KSM damage dealt to Plasma Shields |
Antigrav Systems MEC Warfare Systems |
60 | 20 | 40 | 10 | 20 days | |||||
Elerium Turbos |
SHIVs | Weightless | Elerium Advanced Servomotors |
65 | 40 | 10 | 40 | 16 days | ||||||
Active Equipment
This equipment has limited uses and often needs to be used (activated) to have an effect.
Large Equipment (MEC)
MECs have a variety of options for their large equipment slots, which are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.
| Name | Weight |
Dmg |
Weapon range |
Blast radius |
Base charges |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Flamethrower |
1.3 | 7 | 9 | 2 | Bypasses all DR 35% chance for a 60 will test for panic Will test 80 with Jellied Elerium AOE is a cone shape Does not break Cloak on use |
Alien Biocybernetics | 35 | 50 | 50 | 30 | 5 | 17 days | ||
Restorative Mist |
0.6 | self | 2 | 1 | Heals 5 HP in an area | Thin Man Autopsy MEC Warfare Systems |
45 | 60 | 50 | 40 | 10 | 20 days | ||
Kinetic Strike Module |
Weightless | 20 (18-22) |
melee | 1 per turn | Melee weapon Can target adjacent cover |
Alien Biocybernetics | 30 | 50 | 20 | 10 | 5 | 16 days | ||
Grenade Launcher |
2.0 | 10 (8-12) |
12 | 3 | 3 | Cannot be equipped with Advanced Launcher | MEC Warfare Systems | 50 | 75 | 40 | 15 | 10 | 16 days | |
Advanced Launcher |
3.3 | 14 (12-16) |
12 | 3 | 4 | Cannot be equipped with Grenade Launcher | MEC Warfare Systems Heavy Floater Interrogation |
100 | 150 | 80 | 30 | 20 | 32 days | |
Gravity Mine Launcher |
0.6 | 20 (17-23) |
8 | 4 | 2 | Reduces defense of units within radius by 15 Starting a turn in gravity well damages 10% of current HP (bypasses DR) Detonates at the end of XCOM's next turn |
Advanced Gauss Weapons MEC Warfare Systems |
55 | 90 | 50 | 20 | 5 | 25 days | |
Electropulse |
1.3 | 3 | self | 8 | unlimited | 0 AP Cost Does not trigger reaction fire Affects only enemy units Clears overwatch on all enemies affected 3 turn cooldown |
EMP Weapons MEC Warfare Systems |
75 | 40 | 150 | 90 | 15 | 25 days | |
Rocket Launchers
Each rocket launcher is fitted with 2 rockets. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown is the maximum possible scatter which is 2 standard deviations. Soldier aim does *not* affect rocket scatter but soldier base HP can lower scatter (see: Effects of Attributes). Firing a rocket with 1 AP doubles scatter and decreases range by 25%. Rockets 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 (down to 50% damage at the periphery).
| Name | Usable by |
Weight |
Dmg |
Weapon ammo |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||||
Rocket Launcher |
Rocketeers | 0.6 | 6 (5-7) |
2 | 14 | 5 | 2 turn cooldown | XCOM starts with an unlimited supply | |||||||
Recoilless Launcher |
Rocketeers | 0.6 | 9 (8-10) |
2 | 16 | 5 | 2 turn cooldown | Advanced Gauss Weapons | 45 | 100 | 55 | 10 | 23 days | ||
Blaster Launcher |
Rocketeers | 0.6 | 12 (10-14) |
2 | 16 | 5 | Requires 2 AP to fire 2 turn cooldown Can path around obstacles No Scatter |
Fusion Weapons | 140 | 600 | 130 | 70 | 60 | 2 UFO Flight Computers 1 Fusion Core |
84 days |
Explosives
Sometimes, the best answer is to blow up the enemy. These are the right tools for the job.
Just like rockets, 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 (down to 50% damage at the periphery).
Throw range of all grenades is modified by base (non-armor) soldier HP (see: Effects of Attributes). Throw distance is also increased by various perks and is decreased by Red Fog.
| Name | Usable by |
Weight |
Dmg |
Weapon range |
Blast radius |
Special properties |
Source |
|---|---|---|---|---|---|---|---|
Javelin Rocket |
Rocketeers | 0.6 | 18 | 1 | Provides a Javelin rocket Applies Explosive Shred to any unit it damages Deals +50% weapon damage Reduces scatter by 80% No environmental damage |
XCOM starts with an unlimited supply | |
AP Grenade |
Biosoldiers | 0.6 | 3 (2-4) |
10 | 1.5 | Applies Explosive Shred to any unit it damages Cover blocks the effect +30 penetration |
XCOM starts with an unlimited supply |
HE Grenade |
Biosoldiers | 0.6 | 6 (5-7) |
8 | 2.5 | XCOM starts with an unlimited supply | |
Alien Grenade |
Biosoldiers | 0.6 | 9 (8-10) |
10 | 2 | Can't be equipped with Plasma Grenades | The Alien Grenades Foundry project provides an unlimited supply. |
Plasma Grenade |
Biosoldiers | 1.3 | 12 (10-14) |
10 | 2 | Can't be equipped with Alien Grenades | The Condensed Plasma Foundry project allows production. |
Support grenades
Support grenades deal no damage but can still be extremely effective. Their throw range is modified by HP in the same manner as explosive grenades.
| Name | Usable by |
Weight |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||
Smoke Grenade |
Biosoldiers | 0.6 | 14 | 2.5 | Does not trigger reaction fire Creates a 5x5 tile cloud of smoke (missing a tile from each corner) through 1 enemy turn Grants In Smoke to all units within the smoke |
XCOM starts with an unlimited supply | |||||||
Acid Grenade |
Biosoldiers | 0.6 | 8 | 2.5 | Creates a 5x5 tile cloud of acid (missing a tile from each corner) until end of turn Applies Corrosion to all units within the cloud or entering the cloud |
Thin Man Autopsy New Combat Systems |
40 | 120 | 4 | 30 | 20 Thin Man Corpses | 18 days | |
Concussion Grenade |
Biosoldiers | 0.6 | 12 | 1.5 | Cover blocks the effect Disorients enemies Does not affect robotic units Can't be equipped with Psi Grenades |
XCOM starts with an unlimited supply | |||||||
Psi Grenade |
Psionic soldiers | 0.6 | 12 | 3.0 | Starts with 2 uses Cover blocks the effect Disorients enemies Does not affect robotic units Can't be equipped with Concussion Grenades |
Psi Warfare Systems | 25 | 50 | 10 | 10 | 10 | 1 Sectoid Corpse | 12 days |
Shadow Grenade |
Biosoldiers | 0.6 | 8 | 2 | Clears holo and grants combat readiness before Shadowing 1 friendly unit through 1 enemy turn or until the unit acts Does not affect enemies, this unit, panicking units, or units in One For All |
Seeker Autopsy Psi Warfare Systems |
60 | 50 | 10 | 20 | 8 Seeker Wrecks | 26 days | |
Utility devices
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges.
| Name | Usable by |
Weight |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||
Battle Scanner |
Scouts | 0.6 | 10 | Does not trigger reaction fire Spawns a battle scanner at the target location until end of turn Grants +20 aim/crit against any enemy (even those not in view) within the area Reveals a 12 tile radius area (including stealthed units) |
XCOM starts with an unlimited supply | |||||||
Medikit |
Biosoldiers | Weightless | 2 | Max 1 use per turn Removes acid and heals 4 HP Works on any biosoldier Can stabilize a critically wounded MEC or biosoldier |
XCOM starts with an unlimited supply | |||||||
Combat Stims |
Biosoldiers | 0.6 | Self | Use on self (0 AP cost) to become Stimmed for 3 turns |
Berserker Autopsy | 45 | 360 | 20 | 1 Berserker Corpse | 19 days | ||
Motion Tracker |
SHIVs | 0.6 | 2 charges (3 with Elerium Batteries) When used, displays a 24 tile radius radar Blue: XCOM, White: Civilians, Red: Enemies, Yellow: Meld, Green: Bombs/Nodes Can display cloaked units |
15 | 25 | 8 days | ||||||
See also
| ||||
| ||||
| ||||











