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[[File: Soldiers_Equipment_Long_War.png|left|224px|]]
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]


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.
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 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.
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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.
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 is represented as a movement penalty. The average item has a weight of 0.6, and thus provides a -0.6 tile movement penalty. Some items weigh 1.2 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.
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. Since most items provide a movement penalty, this effectively gives you a small movement bonus.
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.


==Soldier Equipment==
For the purposes of identifying how the tables categorize units:<br>
===Passive Equipment===
-Biosoldiers refers to purely human soldiers (either unmodified, psionic, genetic or officers, but not MECs)<br>
-Psionic Soldiers are human soldiers who have learned at least one [[Psionic (LWR)|Psionic]] ability<br>
-Genetically Modified soldiers are human soldiers who have at least one [[Gene Mods (LWR)|Genetically Modified]] part<br>
-All Units includes all of the above, plus [[S.H.I.V. (LWR)|SHIVs]] and [[MEC Trooper (LWR)|MECs]]<br>
 
==Passive Equipment==


This equipment will grant soldiers benefits passively, without them having to perform any actions.
This equipment will grant soldiers benefits passively, without them having to perform any actions.


====Platings====
===Platings===
In Long War Rebalance, the aliens hits hard. Fortunately, you have access to platings that can be worn in addition to regular armor, providing more survivability. A soldier can only equip one plating at a time.
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" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Health bonus (LWR)}}!!rowspan="2" {{Damage reduction (LWR)}}!!rowspan="2" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (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)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}
|{{Research required (LWR)}}||{{Engineers required (LWR)}}
|{{Credits cost (LWR)}}
|{{Alloys cost (LWR)}}
|{{Elerium cost (LWR)}}
|{{Meld cost (LWR)}}
|{{Items cost (LWR)}}
|{{Time cost (LWR)}}
|-align="center"
|-align="center"
|[[File:Ceramic Plates Long War.png|128px|link=Equipment (LWR)#Protective gear|Ceramic Plating]]<br />'''[[Equipment (LWR)#Protective gear|Ceramic Plating]]'''||Biosoldiers||-0.6||+2||+1|| || ||colspan="8"|XCOM starts with an unlimited supply||
|[[File:Ceramic Plates Long War.png|128px|link=Equipment (LWR)#Protective gear|Ceramic Plating]]<br />'''[[Equipment (LWR)#Protective gear|Ceramic Plating]]'''
|Biosoldiers
|0.6
| +2
|
|  
|colspan="8"|XCOM starts with an unlimited supply
|-align="center"
|-align="center"
|[[File:Alloy Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Alloy Plating]]<br />'''[[Equipment (LWR)#Protective gear|Alloy Plating]]'''||Biosoldiers||-0.6||+4||+1|| || ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||14
|[[File:Alloy Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Alloy Plating]]<br />'''[[Equipment (LWR)#Protective gear|Alloy Plating]]'''
|Biosoldiers
|Weightless
| +4
|  
| Grants 5 crit resist
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]
|12
|title="Cost in Credits&#10;(Cost when building quickly)"|70
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40
|  
|title="Cost in Meld&#10;(Cost when building quickly)"|  
|  
|title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days
|-align="center"
|-align="center"
|[[File:Reinforced Armor Long War.png|128px|link=Equipment (LWR)#Protective gear|Reinforced Plating]]<br />'''[[Equipment (LWR)#Protective gear|Reinforced Plating]]'''||Biosoldiers||-1.3||+4||+2|| || ||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(28)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28
|[[File:Reinforced Armor Long War.png|128px|link=Equipment (LWR)#Protective gear|Reinforced Plating]]<br />'''[[Equipment (LWR)#Protective gear|Reinforced Plating]]'''
|Biosoldiers
|1.3
| +3
| +10
|Grants 35 crit resist<br>Grants -10 defense
|[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]
|18
|title="Cost in Credits&#10;(Cost when building quickly)"|70
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10
|  
|title="Cost in Meld&#10;(Cost when building quickly)"|  
|  
|title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days
|-align="center"
|-align="center"
|[[File:Chittin Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Chitin Plating]]<br />'''[[Equipment (LWR)#Protective gear|Chitin Plating]]'''||Biosoldiers|| ||+2||+1|| ||Reduces incoming melee damage by 50%<br />Prevents strangulation<br>Reduces [[Other_Abilities_(LWR)#Corrosion|'''Corrosion''']] duration by half||[[Research (LWR)#Alien Autopsies|Chryssalid Autopsy]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(21)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||10 [[Alien Artifacts (LWR)#Aliens|Chryssalid Carcasses]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||32
|[[File:Chittin Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Chitin Plating]]<br />'''[[Equipment (LWR)#Protective gear|Chitin Plating]]'''
|Genetically Modified Soldiers
|Weightless
| +3
| +5
|Grants 15 crit resist<br>Prevents strangulation<br>Reduces [[Other_Abilities_(LWR)#Corrosion|'''corrosion''']] duration to 1 turn
|[[Research (LWR)#Alien Autopsies|Chryssalid Autopsy]]
|30
|title="Cost in Credits&#10;(Cost when building quickly)"|110
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15
|  
|title="Cost in Meld&#10;(Cost when building quickly)"|  
|2 [[Alien Artifacts (LWR)#Aliens|Chryssalid Carcasses]]
|title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days
|-align="center"
|[[File:Impact Vest Long War.png|128px|link=Equipment (LWR)#Protective gear|Regenerative Plating]]<br />'''[[Equipment (LWR)#Protective gear|Regenerative Plating]]'''
|Biosoldiers
|Weightless
|
| +5
|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]]
|40
|title="Cost in Credits&#10;(Cost when building quickly)"|90
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80
|title="Cost in Elerium&#10;(Cost when building quickly)"|20
|title="Cost in Meld&#10;(Cost when building quickly)"|10
|
|title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days
|-align="center"
|[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]<br />'''[[Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]'''
|MECs<br />SHIVs
|Weightless
| +3
|
|Grants 20 crit resist<br>Reduces [[Other_Abilities_(LWR)#Corrosion|'''corrosion''']] duration to 1 turn
|[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]
|35
|title="Cost in Credits&#10;(Cost when building quickly)"|10
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|55
|
|title="Cost in Meld&#10;(Cost when building quickly)"|10
|
|title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days
|-align="center"
|-align="center"
|[[File:Impact Vest Long War.png|128px|link=Equipment (LWR)#Protective gear|Regenerative Plating]]<br />'''[[Equipment (LWR)#Protective gear|Regenerative Plating]]'''||Biosoldiers|| || ||+1||{{ Repair Servos (LWR) }}|| ||[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|28<br />(39)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||36
|[[File:Core Armoring Long War.png|128px|link=Equipment (LWR)#MEC equipment|Core Plating]]<br />'''[[Equipment (LWR)#MEC equipment|Core Plating]]'''
|MECs<br />SHIVs
|0.6
| +4
| +5
|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]]
|95
|title="Cost in Credits&#10;(Cost when building quickly)"|50
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|550
|  
|title="Cost in Meld&#10;(Cost when building quickly)"|  
|  
|title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days
|}
|}


====Sightings====
===Scopes===
In Long War Rebalance, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of accessories that make this job easier.  
There are an array of accessories that make hitting enemies easier.  


Weapon sightings apply their bonus to primary weapons only and each unit can only equip one at a time.
Scopes apply their bonus to primary weapons only and each unit can only equip one at a time.


{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
|-
|-
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!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!!rowspan="2" {{Sell value (LWR)}}!!rowspan="2" {{Required for combined (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)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}
|{{Research required (LWR)}}
|{{Engineers required (LWR)}}
|{{Credits cost (LWR)}}
|{{Alloys cost (LWR)}}
|{{Elerium cost (LWR)}}
|{{Meld cost (LWR)}}
|{{Time cost (LWR)}}
|-align="center"
|-align="center"
|[[File:SCOPE Long War.png|128px|link=Equipment (LWR)#Weapon attachments|SCOPE]]<br />'''[[Equipment (LWR)#Weapon attachments|SCOPE]]'''||Soldiers<br />SHIVs|| ||+5||+10|| || ||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(35)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28||[[Equipment (LWR)#Weapon attachments|Neural Gunlink]] (1)
|[[File:SCOPE Long War.png|128px|link=Equipment (LWR)#Weapon attachments|SCOPE]]<br />'''[[Equipment (LWR)#Weapon attachments|SCOPE]]'''
|All Units
|0.6
| +10
| +10
|  
|  
|[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]
|15
|title="Cost in Credits&#10;(Cost when building quickly)"|35
|  
|  
|title="Cost in Meld&#10;(Cost when building quickly)"|  
|title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days
|-align="center"
|-align="center"
|[[File:Marksman Scope Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Marksman Scope]]<br />'''[[Equipment (LWR)#Weapon attachments|Marksman Scope]]'''||Scouts|| ||+5||+5||{{ Squadsight (LWR) }}{{ Executioner (LWR) }}||Can only be equipped with strike rifles||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(42)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||12||
|[[File:Marksman Scope Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Marksman Scope]]<br />'''[[Equipment (LWR)#Weapon attachments|Marksman Scope]]'''
|Scouts
|Weightless
| +5
| +20
|{{ Squadsight (LWR) }}
|Can only be equipped with strike rifles
|[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]
|10
|title="Cost in Credits&#10;(Cost when building quickly)"|30
|  
|  
|title="Cost in Meld&#10;(Cost when building quickly)"|  
|title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days
|-align="center"
|-align="center"
|[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]<br />'''[[Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]'''||Biosoldiers|| ||+15|| || || ||colspan="8"|Looted from the Exalt headquarters<br />Provided by a Mexican starting bonus||200||
|[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Illuminator Scope]]<br />'''[[Equipment (LWR)#Weapon attachments|Illuminator Scope]]'''
|Soldiers
|Weightless
| +10
| +30
|  
|  
|colspan="8"|Looted from the Exalt headquarters<br />Provided by a Mexican starting bonus
|-align="center"
|-align="center"
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Neural Gunlink]]<br />'''[[Equipment (LWR)#Weapon attachments|Neural Gunlink]]'''||Psionic soldiers|| ||+10||+15|| || ||[[Research (LWR)#Xenology|Alien Biocybernetics]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|300<br />(420)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||1 [[Equipment (LWR)#Weapon attachments|SCOPE]]||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28||
|[[File:Neuroregulator Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Neural Scope]]<br />'''[[Equipment (LWR)#Weapon attachments|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
|[[Research (LWR)#Xenology|Alien Biocybernetics]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]
|40
|title="Cost in Credits&#10;(Cost when building quickly)"|110
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25
|title="Cost in Elerium&#10;(Cost when building quickly)"|20
|title="Cost in Meld&#10;(Cost when building quickly)"|45
|title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days
|}
|}


====Weapon Attachments====
===Weapon Attachments===
Like weapon sightings, these attachments can improve a weapons ability to hit and crit enemy targets. Except for perk bonuses, they only affect primary weapons.
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.


{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
|-
|-
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!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!!rowspan="2" {{Sell value (LWR)}}!!rowspan="2" {{Required for combined (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)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}
|{{Research required (LWR)}}
|{{Engineers required (LWR)}}
|{{Credits cost (LWR)}}
|{{Alloys cost (LWR)}}
|{{Elerium cost (LWR)}}
|{{Meld cost (LWR)}}
|{{Items cost (LWR)}}
|{{Time cost (LWR)}}
|-align="center"
|-align="center"
|[[File:Laser Sight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Laser Sight]]<br />'''[[Equipment (LWR)#Weapon attachments|Laser Sight]]'''||Soldiers<br />SHIVs|| || ||+15|| || ||colspan="8"|XCOM starts with an unlimited supply|| ||
|[[File:Laser Sight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Laser Sight]]<br />'''[[Equipment (LWR)#Weapon attachments|Laser Sight]]'''
|All Units
|Weightless
|  
| +20
|  
|  
|colspan="8"|XCOM starts with an unlimited supply
|-align="center"
|-align="center"
|[[File:Targeting Module Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Targeting Module]]<br />'''[[Equipment (LWR)#Weapon attachments|Targeting Module]]'''||Soldiers<br />SHIVs|| || ||+10|| ||+1 damage during critical hits||[[Research (LWR)#Xenology|Xenobiology]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(154)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||33||
|[[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]]
|15
|title="Cost in Credits&#10;(Cost when building quickly)"|50
|  
|  
|title="Cost in Meld&#10;(Cost when building quickly)"|  
|  
|title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days
|-align="center"
|-align="center"
|[[File:Alloy Bipod Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Alloy Bipod]]<br />'''[[Equipment (LWR)#Weapon attachments|Alloy Bipod]]'''||Biosoldiers||-0.6|| || ||{{ Platform Stability (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(84)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||10||
|[[File:Alloy Bipod Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Alloy Bipod]]<br />'''[[Equipment (LWR)#Weapon attachments|Alloy Bipod]]'''
|Snipers<br />Scouts<br />Gunners<br />Rocketeers
|0.6
|  
|  
|{{ Platform Stability (LWR) }}
|  
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]
|20
|title="Cost in Credits&#10;(Cost when building quickly)"|25
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30
|
|title="Cost in Meld&#10;(Cost when building quickly)"|  
|
|title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days
|-align="center"
|[[File:Mimic Beacon Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Prediction Computer]]<br />'''[[Equipment (LWR)#Weapon attachments|Prediction Computer]]'''
|All Units
|Weightless
|  
|
|
|Reaction shots gain +2 damage<br>Reaction shots gain +10 penetration<br>Grants +10 Defense
|[[Research (LWR)#Weaponry|Advanced Gauss Weapons]]
|75
|title="Cost in Credits&#10;(Cost when building quickly)"|150
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20
|title="Cost in Elerium&#10;(Cost when building quickly)"|30
|title="Cost in Meld&#10;(Cost when building quickly)"|10
|
|title="Duration in days&#10;(Duration when building quickly)"|29&nbsp;days
|-align="center"
|[[File:Battle Computer Long War.png|128px|link=Equipment (LWR)#MEC equipment|Battle Computer]]<br />'''[[Equipment (LWR)#MEC equipment|Battle Computer]]'''
|MECs<br />SHIVs
|1.3
| +15
| +15
|
| +15 Defense
|[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]
|75
|title="Cost in Credits&#10;(Cost when building quickly)"|50
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90
|title="Cost in Elerium&#10;(Cost when building quickly)"|90
|title="Cost in Meld&#10;(Cost when building quickly)"|30
|1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]
|title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days
|}
|}


====Ammunition Modifiers====
===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.
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.


Line 83: Line 331:
{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
|-
|-
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Damage bonus (LWR)}}!!rowspan="2" {{Crit chance (LWR)}}!!rowspan="2" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (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)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}
|{{Research required (LWR)}}
|{{Engineers required (LWR)}}
|{{Credits cost (LWR)}}
|{{Alloys cost (LWR)}}
|{{Elerium cost (LWR)}}
|{{Meld cost (LWR)}}
|{{Time cost (LWR)}}
|-align="center"
|-align="center"
|[[File:Hi Cap Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|High Cap Mags]]<br />'''[[Equipment (LWR)#Special ammunition|High Cap Mags]]'''||Biosoldiers|| || || || ||Non-electric primary weapons gain +1 ammo<br />Can't be equipped with Drum Mags||colspan="7"|XCOM starts with an unlimited supply||
|[[File:Hi Cap Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|High Cap Mags]]<br />'''[[Equipment (LWR)#Special ammunition|High Cap Mags]]'''
|Biosoldiers
|0.6
|  
|  
|  
|Primary weapons gain +1 ammo<br />Can't be equipped with Drum Mags
|colspan="7"|XCOM starts with an unlimited supply
|-align="center"
|-align="center"
|[[File:Drum Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|Drum Mags]]<br />'''[[Equipment (LWR)#Special ammunition|Drum Mags]]'''||Non-Private biosoldiers<br>SMGs, Carbines, Assault Rifles, or Battle Rifles only||-1.3|| || ||{{ Flush (LWR) }}||Non-electric primary weapons gain +2 ammo<br />Can't be equipped with High Cap Mags||colspan="7"|XCOM starts with an unlimited supply||
|[[File:Drum Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|Drum Mags]]<br />'''[[Equipment (LWR)#Special ammunition|Drum Mags]]'''
|Non-Private biosoldiers<br>SMGs, Carbines, Assault Rifles, or Battle Rifles only
|1.3
|  
|  
|  
|Primary weapons gain +4 ammo<br />Can't be equipped with High Cap Mags
|colspan="7"|XCOM starts with an unlimited supply
|-align="center"
|-align="center"
|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]<br />'''[[Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]'''||Soldiers and SHIVs<br>Ballistic/gauss primary weapons only|| ||+1|| || || ||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(28)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||8
|[[File:HEAT Ammo Long War.png|128px|link=Equipment (LWR)#SHIV modules|Heavy Mags]]<br />'''[[Equipment (LWR)#MEC equipment|Heavy Mags]]'''
|MECs<br />SHIVs
|1.3
|
|
|Grants +2 ammo
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]
|35
|title="Cost in Credits&#10;(Cost when building quickly)"|80
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40
|
|title="Cost in Meld&#10;(Cost when building quickly)"|
|title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days
|-align="center"
|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Alloy Enhanced Rounds]]<br />'''[[Equipment (LWR)#Special ammunition|Alloy Enhanced Rounds]]'''
|All Units<br>Ballistic/gauss primary weapons only
|0.6
|  
| +1
|  
| +5 penetration
|[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]]
|15
|title="Cost in Credits&#10;(Cost when building quickly)"|20
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10
|  
|title="Cost in Meld&#10;(Cost when building quickly)"|  
|title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days
|-align="center"
|-align="center"
|[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]<br />'''[[Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]'''||Soldiers and SHIVs<br>Laser/pulse primary weapons only|| ||+1|| || || ||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Lasers]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||14
|[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]<br />'''[[Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]'''
|All Units<br>Laser/pulse primary weapons only
|0.6
| +5
| +1
| +5
|  
|[[Foundry (LWR)#General Weapon Upgrades|Enhanced Lasers]]
|15
|title="Cost in Credits&#10;(Cost when building quickly)"|20
|  
|title="Cost in Elerium&#10;(Cost when building quickly)"|10
|title="Cost in Meld&#10;(Cost when building quickly)"|  
|title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days
|-align="center"
|-align="center"
|[[File:Reaper Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Reaper Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Reaper Ammo]]'''||Soldiers and SHIVs<br>Laser/pulse primary weapons only|| || ||+20|| ||+2 damage during critical hits<br>Primary weapon range penalties are doubled||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
|[[File:Reaper ammo lwr.png|80px|link=Equipment (LWR)#Special ammunition|Reaper Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Reaper Ammo]]'''
|All Units<br>Laser/pulse primary weapons only
|0.6
|  
|  
| +10
|Grants +25% crit damage<br>Primary weapon range penalties are doubled
|[[Foundry (LWR)#Aerospace Improvements|Supercapacitors]]
|40
|title="Cost in Credits&#10;(Cost when building quickly)"|100
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60
|title="Cost in Elerium&#10;(Cost when building quickly)"|80
|title="Cost in Meld&#10;(Cost when building quickly)"|  
|title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days
|-align="center"
|-align="center"
|[[File:Plasma Stellerator Long War.png|128px|link=Equipment (LWR)#Special ammunition|Plasma Stellerator]]<br />'''[[Equipment (LWR)#Special ammunition|Plasma Stellerator]]'''||Soldiers and SHIVs<br>Plasma primary weapons only|| ||+2|| || || ||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Plasma]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|120<br />(168)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14.0&nbsp;days)||50
|[[File:Plasma Stellerator Long War.png|128px|link=Equipment (LWR)#Special ammunition|Plasma Stellerator]]<br />'''[[Equipment (LWR)#Special ammunition|Plasma Stellerator]]'''
|All Units<br>Plasma primary weapons only
|0.6
| +10
| +
|
| +10 Penetration
|[[Foundry (LWR)#General Weapon Upgrades|Enhanced Plasma]]
|75
|title="Cost in Credits&#10;(Cost when building quickly)"|100
|  
|title="Cost in Elerium&#10;(Cost when building quickly)"|230
|title="Cost in Meld&#10;(Cost when building quickly)"|80
|title="Duration in days&#10;(Duration when building quickly)"|29&nbsp;days
|}
|}


====Special Ammunition====
===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.
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.


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{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
|-
|-
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (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)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}
|{{Research required (LWR)}}
|{{Engineers required (LWR)}}
|{{Credits cost (LWR)}}
|{{Alloys cost (LWR)}}
|{{Time cost (LWR)}}
|-align="center"
|-align="center"
|[[File:Breaching Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Breaching Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Breaching Ammo]]'''||Biosoldiers with Shotguns||-0.6|| ||Primary weapons bypass DR from '''hardened'''<br>Primary weapon only||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(49)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||14
|[[File:test breach ammo.png|80px|link=Equipment (LWR)#Special ammunition|Breaching Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Breaching Ammo]]'''
|Biosoldiers with Shotguns
|0.6
|  
|  
|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]]
|35
|title="Cost in Credits&#10;(Cost when building quickly)"|35
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8
|title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days
|-align="center"
|-align="center"
|[[File:Shredder Ammo.png|128px|link=Equipment (LWR)#Special ammunition|Shredder Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Shredder Ammo]]'''||Infantry<br>Medics<br>Assaults<br>Engineers<br>Scouts|| ||{{ Shredder (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||12
|[[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
|  
|{{ Shredder (LWR) }}
| -30 critical hit chance
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]
|15
|title="Cost in Credits&#10;(Cost when building quickly)"|50
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5
|title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days
|-align="center"
|-align="center"
|[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]'''||Biosoldiers with ARs, Carbines, SMGs, or BRs<br>MECs<br>SHIVs|| || ||Primary weapons gain +2 penetration||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(25)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(63)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
|[[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
|  
|{{Penetrator (LWR)}}
|  
|[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]
|50
|title="Cost in Credits&#10;(Cost when building quickly)"|20
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15
|title="Duration in days&#10;(Duration when building quickly)"|21&nbsp;days
|-align="center"
|-align="center"
|[[File:Flak Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Flak Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Flak Ammo]]'''||Soldiers<br />SHIVs||-0.6|| ||Shots from the primary weapon ignore the 30 defense bonus flying targets receive||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(28)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||24
|[[File:test flak ammo.png|80px|link=Equipment (LWR)#Special ammunition|Flak Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Flak Ammo]]'''
|All Units
|0.6
| -5
|  
|Shots from the primary weapon ignore the 30 defense bonus flying targets receive<br>Non-reaction standard shots from the primary weapon deal 1 damage to all flying units within 4 tiles of the primary target
|[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]
|65
|title="Cost in Credits&#10;(Cost when building quickly)"|90
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20
|title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days
|}
|}


====Miscellaneous gear====
===Non-Weapon Passive Equipment===
Unlike strictly protective items, these items offer a range of other benefits.
These items offer a range of benefits not directly related to the primary weapon.


{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
|-
|-
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!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!!rowspan="2" {{Sell value (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"
|{{Research required (LWR)}}
|{{Engineers required (LWR)}}
|{{Credits cost (LWR)}}
|{{Alloys cost (LWR)}}
|{{Elerium cost (LWR)}}
|{{Meld cost (LWR)}}
|{{Items cost (LWR)}}
|{{Time cost (LWR)}}
|-align="center"
|-align="center"
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}
|[[File:Alien Trophy Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Alien Trophy]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Alien Trophy]]'''
|Soldiers
|Weightless
|
|
|
| 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
|title="Cost in Credits&#10;(Cost when building quickly)"|15
|  
|  
|title="Cost in Meld&#10;(Cost when building quickly)"|  
|1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]
|title="Duration in days&#10;(Duration when building quickly)"|4&nbsp;days
|-align="center"
|-align="center"
|[[File:Alien Trophy Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Alien Trophy]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Alien Trophy]]'''||Soldiers|| || || ||{{ Steadfast (LWR) }}|| || ||colspan="8"|XCOM starts with an unlimited supply
|[[File:Rocket Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Airburst Actuators]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Airburst Actuators]]'''
|Rocketeers
|Weightless
|  
|  
|  
| Reduces Rocket Scatter by 25%<br> Increases damage dealt to airborne targets by 25%
|[[Research (LWR)|Beam Lasers]]
|25
|title="Cost in Credits&#10;(Cost when building quickly)"|55
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10
|  
|title="Cost in Meld&#10;(Cost when building quickly)"|
|4 [[Alien Artifacts (LWR)#Aliens|Drone Wrecks]]<br>4 [[Alien Artifacts (LWR)#Aliens|Floater Corpses]]
|title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days
|-align="center"
|-align="center"
|[[File:Tactical Sensors Long War.png|128px|link=Equipment (LWR)#MEC equipment|Proximity Sensor]]<br />'''[[Equipment (LWR)#MEC equipment|Proximity Sensor]]'''||Biosoldiers|| || ||+5||{{ Tracker (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(98)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||30
|[[File:Tactical Sensors Long War.png|128px|link=Equipment (LWR)#MEC equipment|Proximity Sensor]]<br />'''[[Equipment (LWR)#MEC equipment|Proximity Sensor]]'''
|Biosoldiers
|Weightless
|  
|  
|{{ Tracker (LWR) }}
|Displays a 12 tile radius radar for '''hidden aliens'''<br>Provides an alert if a '''hidden alien''' is within 12 tiles
|  
|15
|title="Cost in Credits&#10;(Cost when building quickly)"|15
|  
|  
|title="Cost in Meld&#10;(Cost when building quickly)"|  
|  
|title="Duration in days&#10;(Duration when building quickly)"|4&nbsp;days
|-align="center"
|-align="center"
|[[File:Respirator Implant Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Respirator Implant]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Respirator Implant]]'''||Biosoldiers||+0.6|| ||+10|| ||Prevents strangulation<br />Automatic bleed out on first drop<br />Increases bleed out time by 2 turns<br>Reveals the bleed out timer||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||16
|[[File:Respirator Implant Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Respirator Implant]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Respirator Implant]]'''
|Biosoldiers
|Weightless
|  
|  
|  
|Grants +1.3 mobility<br>Prevents strangulation<br />Automatic bleed out on first drop<br />Increases bleed out time by 2 turns<br>Reveals the bleed out timer
|[[Research (LWR)#Alien Autopsies|Xenoneurology]]
|25
|title="Cost in Credits&#10;(Cost when building quickly)"|40
|
|  
|title="Cost in Meld&#10;(Cost when building quickly)"|40
|
|title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days
|-align="center"
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Chameleon Vest]]<br />'''[[Equipment (LWR)#Protective gear|Chameleon Vest]]'''
|Biosoldiers
|Weightless
|
||+20
|{{ Shadowstep (LWR) }}
| Grants +10 crit
|[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]
|35
|title="Cost in Credits&#10;(Cost when building quickly)"|35
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10
|title="Cost in Elerium&#10;(Cost when building quickly)"|45
|title="Cost in Meld&#10;(Cost when building quickly)"|30
|
|title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days
|-align="center"
|[[File:Walker Servos Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Walker Servos]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Walker Servos]]'''
|Biosoldiers
|2.0
|
|
|
|Set the soldier's mobility to 10.0 and ignore all mobility altering effects
|[[Research (LWR)#Armor, MECs, and SHIVs|Advanced Power Armor]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]
|55
|title="Cost in Credits&#10;(Cost when building quickly)"|300
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|180
|title="Cost in Elerium&#10;(Cost when building quickly)"|30
|title="Cost in Meld&#10;(Cost when building quickly)"|10
|  
|title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days
|-align="center"
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]'''
|Soldiers
|0.6
| +10
|
|{{ Awareness (LWR) }}
|Increases XP gained by 70%<br>10% chance for any '''[[Other_Abilities_(LWR)#Idle|idle-ending]]''' action to cost 0 AP
|colspan="8"|Looted from the Exalt headquarters<br />Provided by a Mexican starting bonus
|-align="center"
|-align="center"
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Extrasensory Vest]]<br />'''[[Equipment (LWR)#Protective gear|Extrasensory Vest]]'''||Biosoldiers|| || || ||{{ Tracker (LWR) }}{{ Awareness (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(49)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||26
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Neuroregulator]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Neuroregulator]]'''
|Psionic soldiers
|Weightless
| +15
|
|  
|Grants +2.6 mobility<br>Increases Psi XP gained by 100%
|colspan="8"|Looted from the Exalt headquarters<br />Provided by a Mexican starting bonus
|-align="center"
|-align="center"
|[[File:Walker Servos Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Walker Servos]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Walker Servos]]'''||Biosoldiers|| || || || ||Set the mobility to 9.3 and ignore all mobility altering effects||[[Research (LWR)#Armor, MECs, and SHIVs|Advanced Power Armor]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Elerium&#10;(Cost when building quickly)"|4<br />(6)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(14)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||32
|[[File:Fuel Cell Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Conduit]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Conduit]]'''
|Psionic Soldiers
|0.6
|
|
|  
| +1 damage to all weapons and equipment<br>Provides a will/4% (max 25%) chance for '''[[Other_Abilities_(LWR)#Idle|idle-ending]]''' actions to cost 0 AP
|[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]
|55
|title="Cost in Credits&#10;(Cost when building quickly)"|40
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60
|title="Cost in Elerium&#10;(Cost when building quickly)"|70
|title="Cost in Meld&#10;(Cost when building quickly)"|50
|1 [[Alien Artifacts (LWR)#Aliens|Outsider Shard]]
|title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days
|-align="center"
|-align="center"
|[[File:Cognitive Enchancer Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]'''||Soldiers|| ||+10||+5|| ||Increases XP gained by 35%||colspan="8"|Looted from the Exalt headquarters||200
|[[File:Mind Shield Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Psi Frayer]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Psi Frayer]]'''
|Psionic soldiers
|0.6
| +20
|  
|
|Resets the cooldown of Mind Fray after use<br>Prevents strangulation
|[[Research (LWR)#Alien Autopsies|Sectoid Commander Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]
|65
|title="Cost in Credits&#10;(Cost when building quickly)"|50
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20
|title="Cost in Elerium&#10;(Cost when building quickly)"|20
|title="Cost in Meld&#10;(Cost when building quickly)"|10
|2 [[Alien Artifacts (LWR)#Aliens|Sectoid Commander Corpses]]
|title="Duration in days&#10;(Duration when building quickly)"|33&nbsp;days
|-align="center"
|-align="center"
|[[File:Neuroregulator Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Neuroregulator]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Neuroregulator]]'''||Psionic soldiers||+1.3||+10||+10|| ||Increases Psi XP gained by 100%||colspan="8"|Looted from the Exalt headquarters||200
|[[File:Psi Screen Long War.png|128px|link=Equipment (LWR)#Protective gear|Psi Defender]]<br />'''[[Equipment (LWR)#Protective gear|Psi Defender]]'''
|Psionic soldiers
|Weightless
|  
|
|
| +15% DR when protected by cover<br>+15 Crit Resistance when protected by cover
|[[Research (LWR)#Alien Interrogations|Sectoid Commander Interrogation]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]
|45
|title="Cost in Credits&#10;(Cost when building quickly)"|220
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5
|title="Cost in Elerium&#10;(Cost when building quickly)"|10
|title="Cost in Meld&#10;(Cost when building quickly)"|  
|1 [[Alien Artifacts (LWR)#Aliens|Mechtoid Core]]
|title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days
|-align="center"
|-align="center"
|[[File:Fuel Cell Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Conduit]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Conduit]]'''||Psionic Soldiers|| || || || ||+1 damage to all weapons and equipment<br>20% chance for any '''[[Other_Abilities_(LWR)#Idle|idle-ending]]''' action to cost 0 AP||Psi Warfare Systems||60||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Elerium&#10;(Cost when building quickly)"|24<br />(36)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||1 [[Alien Artifacts (LWR)#Aliens|Outsider Shard]]||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16
|[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (LWR)#MEC equipment|Incinerator Amp]]<br />'''[[Equipment (LWR)#MEC equipment|Incinerator Amp]]'''
|MECs
|
|  
|  
|  
|Increases Flamethrower damage by +2
|[[Research (LWR)#Xenology|Alien Biocybernetics]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Jellied Elerium]]
|75
|title="Cost in Credits&#10;(Cost when building quickly)"|40
|  
|title="Cost in Elerium&#10;(Cost when building quickly)"|20
|title="Cost in Meld&#10;(Cost when building quickly)"|10
|  
|title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days
|-align="center"
|-align="center"
|[[File:Mind Shield Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Psi Frayer]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Psi Frayer]]'''||Psionic soldiers|| ||+15|| || ||Doubles the damage of Mind Fray<br>Prevents strangulation||[[Research (LWR)#Alien Autopsies|Sectoid Commander Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(280)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Elerium&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)||5 [[Alien Artifacts (LWR)#Aliens|Sectoid Commander Corpses]]||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10.0&nbsp;days)||80
|[[File:The Thumper Long War.png|128px|link=Equipment (LWR)#MEC equipment|The Thumper]]<br />'''[[Equipment (LWR)#MEC equipment|The Thumper]]'''
|MECs with KSM
|Weightless
|  
|  
|  
|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]]
|60
|title="Cost in Credits&#10;(Cost when building quickly)"|20
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40
|title="Cost in Elerium&#10;(Cost when building quickly)"|10
|title="Cost in Meld&#10;(Cost when building quickly)"|  
|  
|title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days
|-align="center"
|-align="center"
|[[File:Psi Screen Long War.png|128px|link=Equipment (LWR)#Protective gear|Psi Defender]]<br />'''[[Equipment (LWR)#Protective gear|Psi Defender]]'''||Psionic soldiers|| || || || ||+20% DR when protected by cover<br>+40 Crit Resistance when protected by cover||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Elerium&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(18)||1 [[Alien Artifacts (LWR)#Aliens|Mechtoid Core]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||26
|[[File:Elerium Turbos Long War.png|128px|link=Equipment (LWR)#SHIV modules|Elerium Turbos]]<br />'''[[Equipment (LWR)#SHIV modules|Elerium Turbos]]'''
|SHIVs
|Weightless
|  
|  
|{{ Sprinter (LWR) }}
|
|[[Research (LWR)#Materials and Aerospace|Elerium]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]
|65
|title="Cost in Credits&#10;(Cost when building quickly)"|40
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10
|title="Cost in Elerium&#10;(Cost when building quickly)"|40
|title="Cost in Meld&#10;(Cost when building quickly)"|  
|
|title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days
|}
|}


===Active Equipment===
==Active Equipment==


This equipment has limited uses and often needs to be used (activated) to have an effect.  
This equipment has limited uses and often needs to be used (activated) to have an effect.  


====Explosives====
===Large Equipment (MEC)===
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.


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).
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.
 
Grenades gain an extra charge with the Packmaster perk and the Grenadier perk.
 
Throw range of all grenades is modified by base (non-armor) soldier HP, where each point above or below 6HP increases or decreases the range by 4%, respectively. A soldier with 10HP, for example, will gain a +16% throw range bonus. Throw distance is also increased by various perks and is decreased by Red Fog.
 
Rockets gain an extra charge with the Shock and Awe perk.


{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
|-
|-
!{{Item name (LWR)}}!!{{Usable by (LWR)}}!!{{Mobility bonus (LWR)}}!!{{Weapon damage (LWR)}}!!{{Weapon range (LWR)}}!!{{Blast radius (LWR)}}!!{{Special properties (LWR)}}!!{{Item source (LWR)}}
!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"
|{{Research required (LWR)}}
|{{Engineers required (LWR)}}
|{{Credits cost (Long War)}}
|{{Alloys cost (LWR)}}
|{{Elerium cost (LWR)}}
|{{Meld cost (LWR)}}
|{{Time cost (Long War)}}
|-align="center"
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''
|1.3
|title="Average damage&#10;(Minimum to maximum damage)"|7
|9
|
| 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<br>Does not break Cloak on use
|[[Research (LWR)#Main Research|Alien Biocybernetics]]
|35
|title="Cost in Credits&#10;(Cost when building quickly)"|50
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50
|title="Cost in Elerium&#10;(Cost when building quickly)"|30
|title="Cost in Meld&#10;(Cost when building quickly)"|5
|title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days
|-align="center"
|-align="center"
|[[File:Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Rocket]]<br />'''[[Equipment (LWR)#Explosives|Rocket]]'''||Rocketeers||-0.6|| ||18||5||Provides a regular rocket||XCOM starts with an unlimited supply
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''
|0.6
|
|self
|2
|1
|Heals 5 HP in an area
|[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]
|45
|title="Cost in Credits&#10;(Cost when building quickly)"|60
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50
|title="Cost in Elerium&#10;(Cost when building quickly)"|40
|title="Cost in Meld&#10;(Cost when building quickly)"|10
|title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days
|-align="center"
|-align="center"
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Javelin Rocket]]<br />'''[[Equipment (LWR)#Explosives|Javelin Rocket]]'''||Rocketeers||-0.6|| ||18||1||Provides a Javelin rocket<br>'''[[Other Abilities (LWR)#Shred|Shreds]]''' any unit it hits<br>Deals 150% weapon damage<br>Reduces scatter by 90%<br>No environmental damage||XCOM starts with an unlimited supply
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module'''
|Weightless
|title="Average damage&#10;(Minimum to maximum damage)"|20<br>(18-22)
|melee
|  
|1 per turn
|Melee weapon<br>Can target adjacent cover
|[[Research (LWR)#Main Research|Alien Biocybernetics]]
|30
|title="Cost in Credits&#10;(Cost when building quickly)"|50
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20
|title="Cost in Elerium&#10;(Cost when building quickly)"|10
|title="Cost in Meld&#10;(Cost when building quickly)"|5
|title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days
|-align="center"
|-align="center"
|[[File:AP Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|AP Grenade]]<br />'''[[Equipment (LWR)#Explosives|AP Grenade]]'''||Biosoldiers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||10||2||'''[[Other Abilities (LWR)#Shred|Shreds]]''' any unit it hits<br>Cover blocks the effect<br>+2 penetration||XCOM starts with an unlimited supply
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''
|2.0
|title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)
|12
|3
|3
|Cannot be equipped with '''Advanced Launcher'''
|[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]
|50
|title="Cost in Credits&#10;(Cost when building quickly)"|75
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40
|title="Cost in Elerium&#10;(Cost when building quickly)"|15
|title="Cost in Meld&#10;(Cost when building quickly)"|10
|title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days
|-align="center"
|-align="center"
|[[File:HE Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|HE Grenade]]<br />'''[[Equipment (LWR)#Explosives|HE Grenade]]'''||Biosoldiers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||8||2|| ||XCOM starts with an unlimited supply
|[[File:Grenade Launcher Long War.png|128px|Advanced Launcher]]<br />'''Advanced Launcher'''
|3.3
|title="Average damage&#10;(Minimum to maximum damage)"|14<br>(12-16)
|12
|3
|4
|Cannot be equipped with '''Grenade Launcher'''
|[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]<br>[[Research (LWR)#Interrogations|Heavy Floater Interrogation]]
|100
|title="Cost in Credits&#10;(Cost when building quickly)"|150
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80
|title="Cost in Elerium&#10;(Cost when building quickly)"|30
|title="Cost in Meld&#10;(Cost when building quickly)"|20
|title="Duration in days&#10;(Duration when building quickly)"|32&nbsp;days
|-align="center"
|-align="center"
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Alien Grenade]]<br />'''[[Equipment (LWR)#Explosives|Alien Grenade]]'''||Biosoldiers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||10||2||Can't be equipped with Plasma Grenades||The ''Alien Grenades'' Foundry project provides an unlimited supply.
|[[File:Proximity Mine Launcher Long War.png|128px|Gravity Mine Launcher]]<br />'''Gravity Mine Launcher'''
|0.6
|title="Average damage&#10;(Minimum to maximum damage)"|20<br>(17-23)
|8
|4
|2
|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]]
|55
|title="Cost in Credits&#10;(Cost when building quickly)"|90
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50
|title="Cost in Elerium&#10;(Cost when building quickly)"|20
|title="Cost in Meld&#10;(Cost when building quickly)"|5
|title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days
|-align="center"
|-align="center"
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Plasma Grenade]]<br />'''[[Equipment (LWR)#Explosives|Plasma Grenade]]'''||Biosoldiers|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br />(8-12)||10||2||Can't be equipped with Alien Grenades||The ''Condensed Plasma'' Foundry project allows production.
|[[File:Electro Pulse Long War.png|128px|Electropulse]]<br />'''Electropulse'''
|1.3
|title="Average damage&#10;(Minimum to maximum damage)"|3
|self
|8
|unlimited
|0 AP Cost<br>Does not trigger reaction fire<br>Affects only enemy units<br>Clears overwatch on all enemies affected<br>3 turn cooldown
|[[Research (LWR)#Laser and Gauss Weapons|EMP Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]
|75
|title="Cost in Credits&#10;(Cost when building quickly)"|40
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|150
|title="Cost in Elerium&#10;(Cost when building quickly)"|90
|title="Cost in Meld&#10;(Cost when building quickly)"|15
|title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days
|}
|}


====Support grenades====
===Rocket Launchers===
Support grenades deal no damage but can still be extremely effective. All of these items gain an extra charge with the Packmaster perk and the Smoke and Mirrors perk, and their throw range is modified by HP in the same manner as explosive grenades.  
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 (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Weapon range (LWR)}}!!rowspan="2" {{Blast radius (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (LWR)}}
!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)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}
|{{Research required (LWR)}}
|{{Engineers required (LWR)}}
|{{Credits cost (Long War)}}
|{{Alloys cost (LWR)}}
|{{Elerium cost (LWR)}}
|{{Meld cost (LWR)}}
|{{Items cost (Long War)}}
|{{Time cost (Long War)}}
|-align="center"
|-align="center"
|[[File:Smoke Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Smoke Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Smoke Grenade]]'''||Biosoldiers||-0.6||10||2.5||Creates a 5x5 tile cloud of smoke (missing a tile from each corner) through 2 enemy turns<br />Grants [[Cover_(LWR)#Smoke|'''In Smoke''']] to all units within the smoke||colspan="8"|XCOM starts with an unlimited supply||
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]<br />'''Rocket Launcher'''
|Rocketeers
|0.6
|title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)
|2
|14
|5
|2 turn cooldown
|colspan="8"|XCOM starts with an unlimited supply
|-align="center"
|-align="center"
|[[File:Chem Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Acid Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Acid Grenade]]'''||Biosoldiers||-0.6||10||2.5||Creates a 5x5 tile cloud of acid (missing a tile from each corner) until end of this unit's next turn<br />Applies [[Other_Abilities_(LWR)#Corrosion|'''Corrosion''']] to all units within the cloud or entering the cloud||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(168)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(5)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||15 [[Alien Artifacts (LWR)#Aliens|Thin Man Corpses]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]<br />'''Recoilless Launcher'''
|-align="center"
|Rocketeers
|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Concussion Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Concussion Grenade]]'''||Biosoldiers||-0.6||10||3||Cover blocks the effect<br />[[Other_Abilities_(LWR)#Disoriented|'''Disorients''']] enemies<br />Does not affect robotic units<br />Can't be equipped with Psi Grenades||colspan="8"|XCOM starts with an unlimited supply||
|0.6
|-align="center"
|title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)
|[[File:Psi Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Psi Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Psi Grenade]]'''||Psionic soldiers|| ||10||5||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]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
|2
|16
|5
| 2 turn cooldown
|[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]
|45
|title="Cost in Credits&#10;(Cost when building quickly)"|100
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|55
|title="Cost in Elerium&#10;(Cost when building quickly)"|10
|title="Cost in Meld&#10;(Cost when building quickly)"|  
|  
|title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days
|-align="center"
|-align="center"
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]<br />'''Blaster Launcher'''
|Rocketeers
|0.6
|title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)
|2
|16
|5
|Requires 2 AP to fire<br>2 turn cooldown<br>Can path around obstacles<br>No Scatter
|[[Research (LWR)#Plasma Weapons|Fusion Weapons]]
|140
|title="Cost in Credits&#10;(Cost when building quickly)"|600
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|130
|title="Cost in Elerium&#10;(Cost when building quickly)"|70
|title="Cost in Meld&#10;(Cost when building quickly)"|60
|2 UFO Flight Computers<br />1 Fusion Core
|title="Duration in days&#10;(Duration when building quickly)"|84&nbsp;days
|}
|}


====Utility devices====
===Explosives===
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges.
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: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]). Throw distance is also increased by various perks and is decreased by Red Fog.  


{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
|-
|-
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Weapon range (LWR)}}!!rowspan="2" {{Blast radius (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (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"
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Javelin Rocket]]<br />'''[[Equipment (LWR)#Explosives|Javelin Rocket]]'''
|Rocketeers
|0.6
|  
|18
|1
|Provides a Javelin rocket<br>Applies '''[[Other Abilities (LWR)#Shred|Explosive Shred]]''' to any unit it damages<br>Deals +50% weapon damage<br>Reduces scatter by 80%<br>No environmental damage
|XCOM starts with an unlimited supply
|-align="center"
|-align="center"
|[[File:Battle Scanner Long War.png|128px|link=Equipment (LWR)#Support grenades|Battle Scanner (2-Pack)]]<br />'''[[Equipment (LWR)#Support grenades|Battle Scanner (2-Pack)]]'''||Scouts|| ||12||12||Spawns a battle scanner at the target location through 2 enemy turns<br>Grants +10 aim against any enemy within the area<br />Reveals the area, including stealthed units||colspan="8"|XCOM starts with an unlimited supply||
|[[File:AP Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|AP Grenade]]<br />'''[[Equipment (LWR)#Explosives|AP Grenade]]'''
|Biosoldiers
|0.6
|title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)
|10
|1.5
|Applies '''[[Other Abilities (LWR)#Shred|Explosive Shred]]''' to any unit it damages<br>Cover blocks the effect<br>+30 penetration
|XCOM starts with an unlimited supply
|-align="center"
|-align="center"
|[[File:Medkit Long War.png|128px|link=Equipment (LWR)#Utility devices|Medikit]]<br />'''[[Equipment (LWR)#Utility devices|Medikit]]'''||Biosoldiers|| ||2||Single Target||Can be used on self or nearby soldier to remove acid and heal 3 HP<br />Can be used to stabilize a critically wounded soldier<br />+1 charge with the Packmaster perk<br />+1 charge with the Field Medic perk||colspan="8"|XCOM starts with an unlimited supply||
|[[File:HE Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|HE Grenade]]<br />'''[[Equipment (LWR)#Explosives|HE Grenade]]'''
|Biosoldiers
|0.6
|title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)
|8
|2.5
|  
|XCOM starts with an unlimited supply
|-align="center"
|-align="center"
|[[File:Combat Stims Long War.png|128px|link=Equipment (LWR)#Utility devices|Combat Stims]]<br />'''[[Equipment (LWR)#Utility devices|Combat Stims]]'''||Biosoldiers||-0.6||Self||Self||Use on self (0 AP cost) to become [[Other_Abilities_(LWR)#Stimmed|'''Stimmed''']] for 3 turns<br />||[[Research (LWR)#Alien Autopsies|Berserker Autopsy]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|4<br />(9)||1 [[Alien Artifacts (LWR)#Aliens|Berserker Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Alien Grenade]]<br />'''[[Equipment (LWR)#Explosives|Alien Grenade]]'''
|Biosoldiers
|0.6
|title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)
|10
|2
|Can't be equipped with Plasma Grenades
|The ''Alien Grenades'' Foundry project provides an unlimited supply.
|-align="center"
|-align="center"
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (LWR)#Utility devices|Elerium Emitter]]<br />'''[[Equipment (LWR)#Utility devices|Elerium Emitter]]'''||Psionic soldiers|| ||6||1.5||5 charges<br>'''Stealths''' friendly units through 1 enemy turn or until the unit moves or acts<br />Does not affect enemies, panicked units, this unit, or units with the Concealment perk||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|40<br />(45)||15 [[Alien Artifacts (LWR)#Aliens|Seeker Wrecks]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||60
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Plasma Grenade]]<br />'''[[Equipment (LWR)#Explosives|Plasma Grenade]]'''
|-align="center"
|Biosoldiers
|[[File:Mimic Beacon Long War.png|128px|link=Equipment (LWR)#Support grenades|Mimic Beacon]]<br />'''[[Equipment (LWR)#Support grenades|Mimic Beacon]]'''||Psionic soldiers||-0.6||10||8||Spawns a beacon at the target location through 2 enemy turns<br />Aliens must succeed a will check or move towards the beacon<br />The will check's difficulty scales with the throwing soldier's will<br />Does not affect allies or robotic units||[[Research (LWR)#Xenology|Alien Communications]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(2)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|25<br />(30)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||60
|1.3
|title="Average damage&#10;(Minimum to maximum damage)"|12<br />(10-14)
|10
|2
|Can't be equipped with Alien Grenades
|The ''Condensed Plasma'' Foundry project allows production.
|}
|}


==MEC and SHIV equipment==
===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.  
Mechanized units have a lot of versatility. A lot of that versatility comes from the items listed below.
 
Note that none of these items can be equipped more than once, but MECs and SHIVs can equip several of the items listed above for regular soldiers.
 
=== MEC and SHIV ===


{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
Line 233: Line 1,024:
!rowspan="2" {{Item name (LWR)}}
!rowspan="2" {{Item name (LWR)}}
!rowspan="2" {{Usable by (LWR)}}
!rowspan="2" {{Usable by (LWR)}}
!rowspan="2" {{Mobility bonus (LWR)}}
!rowspan="2" title="Weight"|[[File:Mobility Long War.png|32px]]<br/>Weight
!rowspan="2" {{Health bonus (LWR)}}
!rowspan="2" {{Weapon range (LWR)}}
!rowspan="2" {{Defense bonus (LWR)}}
!rowspan="2" {{Blast radius (LWR)}}
!rowspan="2" {{Aim bonus (LWR)}}
!rowspan="2" {{Crit chance (LWR)}}
!rowspan="2" {{Special properties (LWR)}}
!rowspan="2" {{Special properties (LWR)}}
!colspan="2"|Prerequisites!!colspan="6"|Cost
!colspan="2"|Prerequisites
!rowspan="2" {{Sell value (LWR)}}
!colspan="6"|Cost
|-align="center"
|-align="center"
|{{Research required (LWR)}}
|{{Research required (LWR)}}
Line 251: Line 1,040:
|{{Time cost (LWR)}}
|{{Time cost (LWR)}}
|-align="center"
|-align="center"
|[[File:HEAT Ammo Long War.png|128px|link=Equipment (LWR)#SHIV modules|Ammo Module]]<br />'''[[Equipment (LWR)#MEC equipment|Ammo Module]]'''
|[[File:Smoke Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Smoke Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Smoke Grenade]]'''
|MECs<br />SHIVs
|Biosoldiers
||-0.6
|0.6
|  
|14
|  
|2.5
|  
|Does not trigger reaction fire<br>Creates a 5x5 tile cloud of smoke (missing a tile from each corner) through 1 enemy turn<br>Grants [[Other_Abilities_(LWR)#Smoke_.28In_Smoke.29|'''In Smoke''']] to all units within the smoke
|  
|colspan="8"|XCOM starts with an unlimited supply
|Grants +1 ammo
|-align="center"
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]
|[[File:Chem Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Acid Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Acid Grenade]]'''
|35
|Biosoldiers
|title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)
|0.6
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(84)
|8
|  
|2.5
|title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(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
|  
|[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]
|title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)
|40
|title="Cost in Credits&#10;(Cost when building quickly)"|120
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4
|title="Cost in Elerium&#10;(Cost when building quickly)"|30
|title="Cost in Meld&#10;(Cost when building quickly)"|  
|20 [[Alien Artifacts (LWR)#Aliens|Thin Man Corpses]]
|title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days
|-align="center"
|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Concussion Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Concussion Grenade]]'''
|Biosoldiers
|0.6
|12
|12
|1.5
|Cover blocks the effect<br />[[Other_Abilities_(LWR)#Disoriented|'''Disorients''']] enemies<br />Does not affect robotic units<br />Can't be equipped with Psi Grenades
|colspan="8"|XCOM starts with an unlimited supply
|-align="center"
|-align="center"
|[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]<br />'''[[Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]'''
|[[File:Psi Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Psi Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Psi Grenade]]'''
|MECs<br />SHIVs
|Psionic soldiers
||-0.6
|0.6
||+5
|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
|
|[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]
|Can't be equipped with Core Plating
|25
|[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]
|title="Cost in Credits&#10;(Cost when building quickly)"|50
|35
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10
|title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)
|title="Cost in Elerium&#10;(Cost when building quickly)"|10
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)
|title="Cost in Meld&#10;(Cost when building quickly)"|10
|
|1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]
|title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)
|title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days
|
|title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)
|28
|-align="center"
|-align="center"
|[[File:Core Armoring Long War.png|128px|link=Equipment (LWR)#MEC equipment|Core Plating]]<br />'''[[Equipment (LWR)#MEC equipment|Core Plating]]'''
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (LWR)#Utility devices|Shadow Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Shadow Grenade]]'''
|MECs<br />SHIVs
|Biosoldiers
||-0.6
|0.6
||+4
|8
|2
|Clears holo and grants combat readiness before [[Other_Abilities_(LWR)#Hidden|'''Shadowing''']] 1 friendly unit through 1 enemy turn or until the unit acts<br>Does not affect enemies, this unit, panicking units, or units in One For All
|[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]
|60
|title="Cost in Credits&#10;(Cost when building quickly)"|50
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10
|title="Cost in Elerium&#10;(Cost when building quickly)"|20
|  
|  
|  
|8 [[Alien Artifacts (LWR)#Aliens|Seeker Wrecks]]
|
|title="Duration in days&#10;(Duration when building quickly)"|26&nbsp;days
|Grants +2 damage resistance<br>Can't be equipped with Alloy Carbide Plating
|[[Research (LWR)|Advanced Power Armor]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]
|95
|title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(68)
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|550<br />(825)
|
|title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)
|
|title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14.0&nbsp;days)
|20
|-align="center"
|-align="center"
|[[File:Battle Computer Long War.png|128px|link=Equipment (LWR)#MEC equipment|Battle Computer]]<br />'''[[Equipment (LWR)#MEC equipment|Battle Computer]]'''
|MECs<br />SHIVs
||-0.6
|
||+10
||+10
||+10
|
|[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]
|75
|title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(350)
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(125)
|title="Cost in Elerium&#10;(Cost when building quickly)"|90<br />(125)
|title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)
|1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]
|title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9.0&nbsp;days)
|100
|}
|}


=== MEC Only ===
===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.


{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
|-
|-
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (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)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}
|{{Research required (LWR)}}
|{{Engineers required (LWR)}}
|{{Credits cost (LWR)}}
|{{Meld cost (LWR)}}
|{{Items cost (LWR)}}
|{{Time cost (LWR)}}
|-align="center"
|-align="center"
|[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (LWR)#MEC equipment|Incinerator Module]]<br />'''[[Equipment (LWR)#MEC equipment|Incinerator Module]]'''||MECs||-0.6||Grants +1 charge to the [[Weapons (LWR)#MEC secondary weapons|Flamethrower]]<br>Increases [[Weapons (LWR)#MEC secondary weapons|Flamethrower]] damage by 7||[[Research (LWR)#Xenology|Alien Biocybernetics]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Jellied Elerium]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||36
|[[File:Battle Scanner Long War.png|128px|link=Equipment (LWR)#Support grenades|Battle Scanner]]<br />'''[[Equipment (LWR)#Support grenades|Battle Scanner]]'''
|Scouts
|0.6
|10
|Does not trigger reaction fire<br>Spawns a battle scanner at the target location until end of turn<br>Grants +20 aim/crit against any enemy (even those not in view) within the area<br />Reveals a 12 tile radius area (including stealthed units)
|colspan="8"|XCOM starts with an unlimited supply
|-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]]'''||MECs||-0.6||Increases [[Secondary Weapons (LWR)#MEC secondary weapons|Kinetic Strike Module]] damage by 8 and penetration by 4||[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav Systems]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|2<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28
|[[File:Medkit Long War.png|128px|link=Equipment (LWR)#Utility devices|Medikit]]<br />'''[[Equipment (LWR)#Utility devices|Medikit]]'''
|}
|Biosoldiers
 
|Weightless
=== SHIV Only ===
|2
 
|Max 1 use per turn<br>Removes acid and heals 4 HP<br />Works on any biosoldier<br>Can stabilize a critically wounded MEC or biosoldier<br />
{|class="wikitable" width="100%"
|colspan="8"|XCOM starts with an unlimited supply
|-
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Aim bonus (LWR)}}!!rowspan="2" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (LWR)}}
|-align="center"
|-align="center"
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}
|[[File:Combat Stims Long War.png|128px|link=Equipment (LWR)#Utility devices|Combat Stims]]<br />'''[[Equipment (LWR)#Utility devices|Combat Stims]]'''
|Biosoldiers
|0.6
|Self
|Use on self (0 AP cost) to become [[Other_Abilities_(LWR)#Stimmed|'''Stimmed''']] for 3 turns<br />
|[[Research (LWR)#Alien Autopsies|Berserker Autopsy]]
|45
|title="Cost in Credits&#10;(Cost when building quickly)"|360
|title="Cost in Meld&#10;(Cost when building quickly)"|20
|1 [[Alien Artifacts (LWR)#Aliens|Berserker Corpse]]
|title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days
|-align="center"
|-align="center"
|[[File:Motion Tracker Long War.png|128px|link=Equipment (LWR)#SHIV modules|Motion Tracker]]<br />'''[[Equipment (LWR)#SHIV modules|Motion Tracker]]'''||SHIVs|| || ||{{ Tracker (LWR) }}||2 charges (3 with Elerium Batteries)<br>When used, displays a 26.6 tile radius radar<br> '''Blue''': XCOM, '''White''': Civilians, '''Red''': Enemies, '''Yellow''': Meld, '''Green''': Bombs/Nodes<br>Can display cloaked units|| ||10||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(35)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||8
|[[File:Motion Tracker Long War.png|128px|link=Equipment (LWR)#SHIV modules|Motion Tracker]]<br />'''[[Equipment (LWR)#SHIV modules|Motion Tracker]]'''
|-align="center"
|SHIVs
|[[File:Autoloader Long War.png|128px|link=Equipment (LWR)#SHIV modules|Targeting Motor]]<br />'''[[Equipment (LWR)#SHIV modules|Targeting Motor]]'''||SHIVs|| ||+10||{{ Mayhem (LWR) }}||+1 Penetration||[[Foundry (LWR)#SHIV-Specific Upgrades|SHIV Suppression]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|165<br />(231)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||14
|0.6
|-align="center"
|  
|[[File:Holo Targeter Long War.png|128px|link=Equipment (LWR)#SHIV modules|Holo Charger]]<br />'''[[Equipment (LWR)#MEC equipment|Holo Charger]]'''||SHIVs||-0.6|| ||{{ Holo Rounds (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Drone Autopsy]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16
|2 charges (3 with Elerium Batteries)<br>When used, displays a 24 tile radius radar<br> '''Blue''': XCOM, '''White''': Civilians, '''Red''': Enemies, '''Yellow''': Meld, '''Green''': Bombs/Nodes<br>Can display cloaked units
|-align="center"
|  
|[[File:Adaptive Tracking Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Adaptive Tracking Pod]]<br />'''[[Equipment (LWR)#SHIV modules|Adaptive Tracking Pod]]'''||SHIVs|| ||+10||{{ Sharpshooter (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(2)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16
|15
|-align="center"
|title="Cost in Credits&#10;(Cost when building quickly)"|25
|[[File:Smartshell Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Smartshell Pod]]<br />'''[[Equipment (LWR)#SHIV modules|Smartshell Pod]]'''||SHIVs|| ||+15||{{ Flush (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(35)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||10
|title="Cost in Meld&#10;(Cost when building quickly)"|  
|-align="center"
|  
|[[File:Damage Control Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Shielding Pod]]<br />'''[[Equipment (LWR)#SHIV modules|Shielding Pod]]'''||SHIVs||-0.6|| ||{{ Absorption Fields (LWR) }}|| ||[[Research (LWR)#Alien Interrogations|Muton Interrogation]]<br>New Combat Systems||55||title="Cost in Credits&#10;(Cost when building quickly)"|12<br />(4)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||20
|title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days
|-align="center"
|[[File:Autosentry Turret Long War.png|128px|link=Equipment (LWR)#SHIV modules|AutoSentry Turret]]<br />'''[[Equipment (LWR)#SHIV modules|AutoSentry Turret]]'''||SHIVs|| || ||{{ Sentry (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||24
|-align="center"
|[[File:Weapon Supercooler Long War.png|128px|link=Equipment (LWR)#SHIV modules|Weapon Supercooler]]<br />'''[[Equipment (LWR)#SHIV modules|Weapon Supercooler]]'''||SHIVs||-0.6|| ||{{ Light 'Em Up (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48
|-align="center"
|[[File:Elerium Turbos Long War.png|128px|link=Equipment (LWR)#SHIV modules|Elerium Turbos]]<br />'''[[Equipment (LWR)#SHIV modules|Elerium Turbos]]'''||SHIVs||+5.3|| || || ||[[Research (LWR)#Materials and Aerospace|Elerium]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|12<br />(18)||title="Cost in Elerium&#10;(Cost when building quickly)"|16<br />(24)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||12
|}
|}



Latest revision as of 16:11, 23 April 2026

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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
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Ceramic Plating
Ceramic Plating
Biosoldiers 0.6 +2 XCOM starts with an unlimited supply
Alloy Plating
Alloy Plating
Biosoldiers Weightless +4 Grants 5 crit resist Alien Materials 12 70 40 10 days
Reinforced Plating
Reinforced Plating
Biosoldiers 1.3 +3 +10 Grants 35 crit resist
Grants -10 defense
Improved Body Armor 18 70 10 16 days
Chitin Plating
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
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
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
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
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Duration in days
SCOPE
SCOPE
All Units 0.6 +10 +10 Alien Weaponry 15 35 10 days
Marksman Scope
Marksman Scope
Scouts Weightless +5 +20
Squad sight
Squad sight
Can only be equipped with strike rifles Alien Weaponry 10 30 5 days
Illuminator Scope
Illuminator Scope
Soldiers Weightless +10 +30 Looted from the Exalt headquarters
Provided by a Mexican starting bonus
Neural Scope
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
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Laser Sight
Laser Sight
All Units Weightless +20 XCOM starts with an unlimited supply
AR Targeter
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
Alloy Bipod
Snipers
Scouts
Gunners
Rocketeers
0.6
Platform Stability
Platform Stability
Alien Materials
New Combat Systems
20 25 30 10 days
Prediction Computer
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
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
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Duration in days
High Cap Mags
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
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
Heavy Mags
MECs
SHIVs
1.3 Grants +2 ammo Alien Materials 35 80 40 14 days
Alloy Enhanced Rounds
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
Enhanced Beam Optics
All Units
Laser/pulse primary weapons only
0.6 +5 +1 +5 Enhanced Lasers 15 20 10 8 days
Reaper Ammo
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
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
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Duration in days
Breaching Ammo
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
Shredder Ammo
All biosoldiers except Snipers and Gunners 1.3
Shredder
Shredder
-30 critical hit chance Alien Materials 15 50 5 10 days
Armor Piercing Ammo
Armor Piercing Ammo
All Biosoldier weapons except
Shotguns, Strike and Sniper rifles
MECs
SHIVs
0.6
Penetrator
Penetrator
Improved Body Armor
New Combat Systems
50 20 15 21 days
Flak Ammo
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
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Alien Trophy
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
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
Proximity Sensor
Biosoldiers Weightless
Tracker
Tracker
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
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
Chameleon Vest
Biosoldiers Weightless +20
Shadowstep
Shadowstep
Grants +10 crit Seeker Autopsy
New Combat Systems
35 35 10 45 30 14 days
Walker Servos
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
Cognitive Enhancer
Soldiers 0.6 +10
Awareness
Awareness
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
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
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
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
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
Incinerator Amp
MECs Increases Flamethrower damage by +2 Alien Biocybernetics
Jellied Elerium
75 40 20 10 22 days
The Thumper
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
Elerium Turbos
SHIVs Weightless
Sprinter
Sprinter
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
Weapon damage
Dmg
Weapon
range
Blast
radius
Base
charges
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Duration in days
Flamethrower
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
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
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
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
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
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
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
Weapon damage
Dmg
Weapon
ammo
Weapon
range
Blast
radius
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Rocket Launcher
Rocket Launcher
Rocketeers 0.6 6
(5-7)
2 14 5 2 turn cooldown XCOM starts with an unlimited supply
Recoilless Rifle
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
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
Weapon damage
Dmg
Weapon
range
Blast
radius
Special
properties
Source
Javelin Rocket
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
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
HE Grenade
Biosoldiers 0.6 6
(5-7)
8 2.5 XCOM starts with an unlimited supply
Alien Grenade
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
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
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Smoke Grenade
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
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
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
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
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
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Meld
Other
Duration in days
Battle Scanner
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
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
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
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

Long War Rebalance: Loadout 
Weapons
Weapons

Weapons

Primary
Weapons

Secondary
Weapons
Armor
Armor

Armor

MEC
Exoskeletons
Equipment
Equipment

Equipment