Equipment (LWR): Difference between revisions
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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. Since most items provide a movement penalty, this effectively gives you a small movement bonus. | ||
==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=== | |||
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 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. | ||
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|-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|| || ||+15||{{ Repair Servos (LWR) }}|| ||[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||50||title="Cost in Credits (Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys (Cost when building quickly)"|28<br />(39)||title="Cost in Elerium (Cost when building quickly)"|20<br />(28)||title="Cost in Meld (Cost when building quickly)"|10<br />(15)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||36 | |[[File:Impact Vest Long War.png|128px|link=Equipment (LWR)#Protective gear|Regenerative Plating]]<br />'''[[Equipment (LWR)#Protective gear|Regenerative Plating]]'''||Biosoldiers|| || ||+15||{{ Repair Servos (LWR) }}|| ||[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||50||title="Cost in Credits (Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys (Cost when building quickly)"|28<br />(39)||title="Cost in Elerium (Cost when building quickly)"|20<br />(28)||title="Cost in Meld (Cost when building quickly)"|10<br />(15)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||36 | ||
|-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 | |||
||-0.6 | |||
||+5 | |||
| | |||
| | |||
|Can't be equipped with Core Plating | |||
|[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]] | |||
|35 | |||
|title="Cost in Credits (Cost when building quickly)"|70<br />(105) | |||
|title="Cost in Alien Alloys (Cost when building quickly)"|30<br />(45) | |||
| | |||
|title="Cost in Meld (Cost when building quickly)"|20<br />(23) | |||
| | |||
|title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days) | |||
|28 | |||
|-align="center" | |||
|[[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 | |||
| | |||
| | |||
|Grants +20 base DR<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 (Cost when building quickly)"|50<br />(68) | |||
|title="Cost in Alien Alloys (Cost when building quickly)"|550<br />(825) | |||
| | |||
|title="Cost in Meld (Cost when building quickly)"|0<br />(5) | |||
| | |||
|title="Duration in days (Duration when building quickly)"|28 days<br />(14.0 days) | |||
|20 | |||
|} | |} | ||
=== | ===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. | 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. | ||
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%" | ||
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|{{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: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 (Cost when building quickly)"|25<br />(35)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||28||[[Equipment (LWR)#Weapon attachments|Neural | |[[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 (Cost when building quickly)"|25<br />(35)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||28||[[Equipment (LWR)#Weapon attachments|Neural Scope]] (1) | ||
|-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||+15||{{ Squadsight (LWR) }}||Can only be equipped with strike rifles||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||20||title="Cost in Credits (Cost when building quickly)"|30<br />(42)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||12|| | |[[File:Marksman Scope Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Marksman Scope]]<br />'''[[Equipment (LWR)#Weapon attachments|Marksman Scope]]'''||Scouts|| ||+5||+15||{{ Squadsight (LWR) }}||Can only be equipped with strike rifles||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||20||title="Cost in Credits (Cost when building quickly)"|30<br />(42)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||12|| | ||
|-align="center" | |-align="center" | ||
|[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Illuminator | |[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Illuminator Scope]]<br />'''[[Equipment (LWR)#Weapon attachments|Illuminator Scope]]'''||Biosoldiers|| ||+15||+10||{{ Killer Instinct (LWR) }}|| ||colspan="8"|Looted from the Exalt headquarters<br />Provided by a Mexican starting bonus||200|| | ||
|-align="center" | |-align="center" | ||
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Neural | |[[File:Neural Gunlink Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Neural Scope]]<br />'''[[Equipment (LWR)#Weapon attachments|Neural Scope]]'''||Psionic soldiers|| ||+10||+15|| || ||[[Research (LWR)#Xenology|Alien Biocybernetics]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||40||title="Cost in Credits (Cost when building quickly)"|300<br />(420)||title="Cost in Alien Alloys (Cost when building quickly)"|25<br />(35)||title="Cost in Elerium (Cost when building quickly)"|20<br />(28)||title="Cost in Meld (Cost when building quickly)"|45<br />(50)||1 [[Equipment (LWR)#Weapon attachments|SCOPE]]||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||28|| | ||
|} | |} | ||
===Weapon Attachments=== | |||
Like | Like scopes, these attachments can improve a weapons ability to hit and crit enemy targets. Except for perk bonuses, they only affect primary weapons. | ||
{|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 | !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)}} | ||
|-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|| || ||+10|| || ||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]]'''||Soldiers<br />SHIVs|| || ||+10|| || ||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 (Cost when building quickly)"|110<br />(154)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||33 | |[[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 (Cost when building quickly)"|110<br />(154)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||33 | ||
|-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]]'''||Snipers<br />Scouts<br />Gunners<br />Rocketeers|| || || ||{{ Platform Stability (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits (Cost when building quickly)"|25<br />(37)||title="Cost in Alien Alloys (Cost when building quickly)"|30<br />(42)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 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|| || || ||{{ Platform Stability (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits (Cost when building quickly)"|25<br />(37)||title="Cost in Alien Alloys (Cost when building quickly)"|30<br />(42)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||10 | ||
|} | |} | ||
===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 90: | Line 123: | ||
|-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|| || ||{{ Saturation Fire (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|| || ||{{ Saturation Fire (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|| | ||
|-align="center" | |||
|[[File:HEAT Ammo Long War.png|128px|link=Equipment (LWR)#SHIV modules|Ammo Module]]<br />'''[[Equipment (LWR)#MEC equipment|Ammo Module]]''' | |||
|MECs<br />SHIVs | |||
||-0.6 | |||
| | |||
| | |||
| | |||
|Grants +1 ammo | |||
|[[Research (LWR)#Materials and Aerospace|Alien Materials]] | |||
|35 | |||
|title="Cost in Credits (Cost when building quickly)"|80<br />(112) | |||
|title="Cost in Alien Alloys (Cost when building quickly)"|60<br />(84) | |||
| | |||
|title="Cost in Meld (Cost when building quickly)"|0<br />(5) | |||
|title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days) | |||
|12 | |||
|-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|| || ||+1 Penetration||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]]||15||title="Cost in Credits (Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys (Cost when building quickly)"|50<br />(70)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||8 | |[[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|| || ||+1 Penetration||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]]||15||title="Cost in Credits (Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys (Cost when building quickly)"|50<br />(70)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||8 | ||
| Line 100: | Line 151: | ||
|} | |} | ||
===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. | ||
| Line 120: | Line 171: | ||
|} | |} | ||
===Miscellaneous gear=== | |||
Unlike strictly protective items, these items offer a range of other benefits. | Unlike strictly protective items, these items offer a range of other benefits. | ||
{|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" {{Mobility bonus (LWR)}}!!rowspan="2" {{Aim 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)}} | ||
|-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:Alien Trophy Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Alien Trophy]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Alien Trophy]]'''||Soldiers|| || || ||{{ Steadfast (LWR) }}|| Increases XP gained by 10% || ||colspan="8"|XCOM starts with an unlimited supply | |[[File:Alien Trophy Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Alien Trophy]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Alien Trophy]]'''||Soldiers|| || || || ||{{ Steadfast (LWR) }}|| Increases XP gained by 10% || ||colspan="8"|XCOM starts with an unlimited supply | ||
|-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) }}|| || ||35||title="Cost in Credits (Cost when building quickly)"|15<br />(21)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|4 days<br />(2.0 days)||7 | |||
|-align="center" | |||
|[[File:Respirator Implant Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Respirator Implant]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Respirator Implant]]'''||Biosoldiers||+1.3|| || || || ||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 (Cost when building quickly)"|20<br />(30)|| || ||title="Cost in Meld (Cost when building quickly)"|20<br />(25)|| ||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||16 | |||
|-align="center" | |||
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Chameleon Vest]]<br />'''[[Equipment (LWR)#Protective gear|Chameleon Vest]]'''||Biosoldiers||-0.6|| || ||+10||{{ Shadowstep (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits (Cost when building quickly)"|35<br />(49)|| ||title="Cost in Elerium (Cost when building quickly)"|120<br />(168)||title="Cost in Meld (Cost when building quickly)"|80<br />(85)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||26 | |||
|-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 (Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(12)||title="Cost in Elerium (Cost when building quickly)"|4<br />(6)||title="Cost in Meld (Cost when building quickly)"|10<br />(14)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||32 | |||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:Cognitive Enchancer Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]'''||Soldiers|| || ||+10|| ||{{ Awareness (LWR) }}||Increases XP gained by 35%<br>10% chance for any '''[[Other_Abilities_(LWR)#Idle|idle-ending]]''' action to cost 0 AP||colspan="8"|Looted from the Exalt headquarters||200 | ||
|-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 | |||
|-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 (Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(12)||title="Cost in Elerium (Cost when building quickly)"|24<br />(36)||title="Cost in Meld (Cost when building quickly)"|0<br />(3)||1 [[Alien Artifacts (LWR)#Aliens|Outsider Shard]]||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||16 | |||
|-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|| || ||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 (Cost when building quickly)"|200<br />(280)||title="Cost in Alien Alloys (Cost when building quickly)"|20<br />(28)||title="Cost in Elerium (Cost when building quickly)"|90<br />(126)||title="Cost in Meld (Cost when building quickly)"|10<br />(15)||5 [[Alien Artifacts (LWR)#Aliens|Sectoid Commander Corpses]]||title="Duration in days (Duration when building quickly)"|20 days<br />(10.0 days)||80 | |||
|-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|| || || || || ||+35% DR when protected by cover<br>+35 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 (Cost when building quickly)"|65<br />(97)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(12)||title="Cost in Elerium (Cost when building quickly)"|8<br />(12)||title="Cost in Meld (Cost when building quickly)"|15<br />(18)||1 [[Alien Artifacts (LWR)#Aliens|Mechtoid Core]]||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||26 | |||
|-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 +4 charges to the [[Weapons (LWR)#MEC secondary weapons|Flamethrower]]<br>Increases [[Weapons (LWR)#MEC secondary weapons|Flamethrower]] damage by +2||[[Research (LWR)#Xenology|Alien Biocybernetics]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Jellied Elerium]]||75||title="Cost in Credits (Cost when building quickly)"|40<br />(56)|| ||title="Cost in Elerium (Cost when building quickly)"|20<br />(28)||title="Cost in Meld (Cost when building quickly)"|10<br />(15)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||36 | |||
|-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 [[Weapons_(LWR)#MEC secondary weapons|Kinetic Strike Module]] damage by 6 and penetration by 3||[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav Systems]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||70||title="Cost in Credits (Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys (Cost when building quickly)"|20<br />(30)||title="Cost in Elerium (Cost when building quickly)"|20<br />(30)||title="Cost in Meld (Cost when building quickly)"|2<br />(5)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||28 | |||
|-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 Aim<br>+10 Crit | |||
|[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]] | |||
|75 | |||
|title="Cost in Credits (Cost when building quickly)"|250<br />(350) | |||
|title="Cost in Alien Alloys (Cost when building quickly)"|90<br />(125) | |||
|title="Cost in Elerium (Cost when building quickly)"|90<br />(125) | |||
|title="Cost in Meld (Cost when building quickly)"|30<br />(35) | |||
|1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]] | |||
|title="Duration in days (Duration when building quickly)"|18 days<br />(9.0 days) | |||
|100 | |||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:Autoloader Long War.png|128px|link=Equipment (LWR)#SHIV modules|Targeting Motor]]<br />'''[[Equipment (LWR)#SHIV modules|Targeting Motor]]'''||SHIVs|| ||+5|| || ||{{ Mayhem (LWR) }}||+1 Penetration||[[Foundry (LWR)#SHIV-Specific Upgrades|SHIV Suppression]]||20||title="Cost in Credits (Cost when building quickly)"|165<br />(231)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||14 | ||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:Holo Targeter Long War.png|128px|link=Equipment (LWR)#SHIV modules|Holo Charger]]<br />'''[[Equipment (LWR)#MEC equipment|Holo Charger]]'''||SHIVs||-0.6||+10|| || ||{{ Holo Rounds (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Drone Autopsy]]||15||title="Cost in Credits (Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys (Cost when building quickly)"|30<br />(42)||title="Cost in Elerium (Cost when building quickly)"|10<br />(14)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||16 | ||
|-align="center" | |-align="center" | ||
|[[File: | |[[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|| || || || ||{{ Sharpshooter (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title="Cost in Credits (Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys (Cost when building quickly)"|2<br />(2)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||16 | ||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:Smartshell Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Smartshell Pod]]<br />'''[[Equipment (LWR)#SHIV modules|Smartshell Pod]]'''||SHIVs|| ||+10|| || ||{{ Flush (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title="Cost in Credits (Cost when building quickly)"|25<br />(35)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||10 | ||
|-align="center" | |-align="center" | ||
|[[File: | |[[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) }}||Reduces corrosion duration to 1 turn<br>+20 crit resistance||[[Research (LWR)#Alien Interrogations|Muton Interrogation]]<br>New Combat Systems||55||title="Cost in Credits (Cost when building quickly)"|12<br />(4)||title="Cost in Alien Alloys (Cost when building quickly)"|20<br />(28)||title="Cost in Elerium (Cost when building quickly)"|20<br />(28)||title="Cost in Meld (Cost when building quickly)"|20<br />(25)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||20 | ||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:Autosentry Turret Long War.png|128px|link=Equipment (LWR)#SHIV modules|AutoSentry Turret]]<br />'''[[Equipment (LWR)#SHIV modules|AutoSentry Turret]]'''||SHIVs||-0.6|| || || ||{{ Reactive Targeting Sensors (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]||35||title="Cost in Credits (Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||24 | ||
|-align="center" | |-align="center" | ||
|[[File: | |[[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 (Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(15)||title="Cost in Elerium (Cost when building quickly)"|35<br />(49)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||48 | ||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:Elerium Turbos Long War.png|128px|link=Equipment (LWR)#SHIV modules|Elerium Turbos]]<br />'''[[Equipment (LWR)#SHIV modules|Elerium Turbos]]'''||SHIVs||+4|| || || || || ||[[Research (LWR)#Materials and Aerospace|Elerium]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title="Cost in Credits (Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys (Cost when building quickly)"|12<br />(18)||title="Cost in Elerium (Cost when building quickly)"|16<br />(24)||title="Cost in Meld (Cost when building quickly)"|0<br />(2)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||12 | ||
|} | |} | ||
==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=== | |||
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. | 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. | ||
| Line 182: | Line 275: | ||
|} | |} | ||
===Support grenades=== | |||
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. | 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. | ||
| Line 201: | Line 294: | ||
|} | |} | ||
===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. | Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges. | ||
| Line 219: | Line 312: | ||
|-align="center" | |-align="center" | ||
|[[File:Mimic Beacon Long War.png|128px|link=Equipment (LWR)#Support grenades|Mimic Beacon]]<br />'''[[Equipment (LWR)#Support grenades|Mimic Beacon]]'''||Biosoldiers||-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 (Cost when building quickly)"|150<br />(210)||title="Cost in Alien Alloys (Cost when building quickly)"|2<br />(2)||title="Cost in Elerium (Cost when building quickly)"|25<br />(35)||title="Cost in Meld (Cost when building quickly)"|25<br />(30)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title="Duration in days (Duration when building quickly)"|14 days<br />(7.0 days)||60 | |[[File:Mimic Beacon Long War.png|128px|link=Equipment (LWR)#Support grenades|Mimic Beacon]]<br />'''[[Equipment (LWR)#Support grenades|Mimic Beacon]]'''||Biosoldiers||-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 (Cost when building quickly)"|150<br />(210)||title="Cost in Alien Alloys (Cost when building quickly)"|2<br />(2)||title="Cost in Elerium (Cost when building quickly)"|25<br />(35)||title="Cost in Meld (Cost when building quickly)"|25<br />(30)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title="Duration in days (Duration when building quickly)"|14 days<br />(7.0 days)||60 | ||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:Motion Tracker Long War.png|128px|link=Equipment (LWR)#SHIV modules|Motion Tracker]]<br />'''[[Equipment (LWR)#SHIV modules|Motion Tracker]]'''||SHIVs|| || || ||Grants [[Abilities_List_(LWR)#Tracker|'''Tracker''']]<br>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 (Cost when building quickly)"|25<br />(35)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||8 | ||
|} | |} | ||
Revision as of 11:07, 28 July 2022
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.
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 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.
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.
Passive Equipment
This equipment will grant soldiers benefits passively, without them having to perform any actions.
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.
| Name | Usable by |
Mob |
HP |
Base DR |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||||
Ceramic Plating |
Biosoldiers | -0.6 | +2 | +10 | XCOM starts with an unlimited supply | ||||||||||
Alloy Plating |
Biosoldiers | -0.6 | +4 | +10 | Alien Materials | 15 | 70 (98) |
40 (56) |
0 (5) |
7 days (3.5 days) |
14 | ||||
Reinforced Plating |
Biosoldiers | -1.3 | +4 | +20 | Improved Body Armor | 18 | 70 (98) |
20 (28) |
0 (5) |
7 days (3.5 days) |
28 | ||||
Chitin Plating |
Biosoldiers | +2 | +15 | Incoming melee attacks graze Prevents strangulation Reduces corrosion duration to 1 turn |
Chryssalid Autopsy | 35 | 80 (112) |
15 (21) |
0 (5) |
10 Chryssalid Carcasses | 10 days (5.0 days) |
32 | |||
Regenerative Plating |
Biosoldiers | +15 | New Combat Systems | 50 | 90 (126) |
28 (39) |
20 (28) |
10 (15) |
10 days (5.0 days) |
36 | |||||
Alloy Carbide Plating |
MECs SHIVs |
-0.6 | +5 | Can't be equipped with Core Plating | Mechanized Unit Defenses | 35 | 70 (105) |
30 (45) |
20 (23) |
10 days (5.0 days) |
28 | ||||
Core Plating |
MECs SHIVs |
-0.6 | +4 | Grants +20 base DR Can't be equipped with Alloy Carbide Plating |
Advanced Power Armor Mechanized Unit Defenses |
95 | 50 (68) |
550 (825) |
0 (5) |
28 days (14.0 days) |
20 | ||||
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.
Scopes apply their bonus to primary weapons only and each unit can only equip one at a time.
| Name | Usable by |
Mob |
Aim |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value |
Required for | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
SCOPE |
Soldiers SHIVs |
+5 | +10 | Alien Weaponry | 15 | 25 (35) |
0 (5) |
7 days (3.5 days) |
28 | Neural Scope (1) | ||||||
Marksman Scope |
Scouts | +5 | +15 | Can only be equipped with strike rifles | Alien Weaponry | 20 | 30 (42) |
0 (2) |
7 days (3.5 days) |
12 | ||||||
Illuminator Scope |
Biosoldiers | +15 | +10 | Looted from the Exalt headquarters Provided by a Mexican starting bonus |
200 | |||||||||||
Neural Scope |
Psionic soldiers | +10 | +15 | Alien Biocybernetics Psi Warfare Systems |
40 | 300 (420) |
25 (35) |
20 (28) |
45 (50) |
1 SCOPE | 7 days (3.5 days) |
28 | ||||
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.
| Name | Usable by |
Mob |
Aim |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||||
Laser Sight |
Soldiers SHIVs |
+10 | XCOM starts with an unlimited supply | ||||||||||||
Targeting Module |
Soldiers SHIVs |
+10 | +1 damage during critical hits | Xenobiology | 15 | 110 (154) |
0 (5) |
7 days (3.5 days) |
33 | ||||||
Alloy Bipod |
Snipers Scouts Gunners Rocketeers |
Alien Materials New Combat Systems |
25 | 25 (37) |
30 (42) |
0 (5) |
5 days (2.5 days) |
10 | |||||||
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 |
Mob |
Damage |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
High Cap Mags |
Biosoldiers | Non-electric primary weapons gain +1 ammo Can't be equipped with Drum Mags |
XCOM starts with an unlimited supply | |||||||||||
Drum Mags |
Non-Private biosoldiers SMGs, Carbines, Assault Rifles, or Battle Rifles only |
-1.3 | Non-electric primary weapons gain +2 ammo Can't be equipped with High Cap Mags |
XCOM starts with an unlimited supply | ||||||||||
Ammo Module |
MECs SHIVs |
-0.6 | Grants +1 ammo | Alien Materials | 35 | 80 (112) |
60 (84) |
0 (5) |
5 days (2.5 days) |
12 | ||||
Alloy Jacketed Rounds |
Soldiers and SHIVs Ballistic/gauss primary weapons only |
+1 | +1 Penetration | Enhanced Ballistics | 15 | 20 (28) |
50 (70) |
0 (5) |
5 days (2.5 days) |
8 | ||||
Enhanced Beam Optics |
Soldiers and SHIVs Laser/pulse primary weapons only |
+1 | +1 Critical Damage | Enhanced Lasers | 30 | 20 (28) |
40 (56) |
0 (5) |
10 days (5.0 days) |
14 | ||||
Reaper Ammo |
Soldiers and SHIVs Laser/pulse primary weapons only |
+20 | +2 damage during critical hits Primary weapon range penalties are doubled |
Supercapacitors | 70 | 100 (140) |
60 (84) |
80 (112) |
0 (5) |
7 days (3.5 days) |
20 | |||
Plasma Stellerator |
Soldiers and SHIVs Plasma primary weapons only |
Grants +% weapon damage equal to the HP of it's target | Enhanced Plasma | 75 | 100 (140) |
230 (322) |
80 (85) |
28 days (14.0 days) |
50 | |||||
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 |
Mob |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
Breaching Ammo |
Biosoldiers with Shotguns | Primary weapons gain +2 penetration Primary weapons bypass the DR from hardened |
Alien Materials New Combat Systems |
35 | 35 (49) |
65 (91) |
0 (5) |
5 days (2.5 days) |
14 | |||
Shredder Ammo |
Infantry Medics Assaults Engineers Scouts |
Alien Materials | 30 | 50 (75) |
5 (7) |
0 (5) |
5 days (2.5 days) |
12 | ||||
Armor Piercing Ammo |
Biosoldiers with a SAW/LMG/AR/Carbine/SMG/BR MECs SHIVs |
Primary weapons gain +2 penetration | Improved Body Armor New Combat Systems |
25 | 20 (25) |
45 (63) |
0 (5) |
7 days (3.5 days) |
20 | |||
Flak Ammo |
Soldiers SHIVs |
Shots from the primary weapon ignore the 30 defense bonus flying targets receive | Floater Autopsy MEC Warfare Systems |
35 | 90 (126) |
20 (28) |
0 (5) |
7 days (3.5 days) |
24 | |||
Miscellaneous gear
Unlike strictly protective items, these items offer a range of other benefits.
| Name | Usable by |
Mob |
Aim |
Will |
Def |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
Alien Trophy |
Soldiers | Increases XP gained by 10% | XCOM starts with an unlimited supply | |||||||||||||
Proximity Sensor |
Biosoldiers | +5 | 35 | 15 (21) |
0 (5) |
4 days (2.0 days) |
7 | |||||||||
Respirator Implant |
Biosoldiers | +1.3 | Prevents strangulation Automatic bleed out on first drop Increases bleed out time by 2 turns Reveals the bleed out timer |
Seeker Autopsy | 25 | 20 (30) |
20 (25) |
5 days (2.5 days) |
16 | |||||||
Chameleon Vest |
Biosoldiers | -0.6 | +10 | Seeker Autopsy New Combat Systems |
35 | 35 (49) |
120 (168) |
80 (85) |
7 days (3.5 days) |
26 | ||||||
Walker Servos |
Biosoldiers | Set the mobility to 9.3 and ignore all mobility altering effects | Advanced Power Armor Advanced Servomotors |
45 | 80 (120) |
8 (12) |
4 (6) |
10 (14) |
10 days (5.0 days) |
32 | ||||||
Cognitive Enhancer |
Soldiers | +10 | Increases XP gained by 35% 10% chance for any idle-ending action to cost 0 AP |
Looted from the Exalt headquarters | 200 | |||||||||||
Neuroregulator |
Psionic soldiers | +1.3 | +10 | +10 | Increases Psi XP gained by 100% | Looted from the Exalt headquarters | 200 | |||||||||
Conduit |
Psionic Soldiers | +1 damage to all weapons and equipment 20% chance for any idle-ending action to cost 0 AP |
Psi Warfare Systems | 60 | 40 (60) |
8 (12) |
24 (36) |
0 (3) |
1 Outsider Shard | 7 days (3.5 days) |
16 | |||||
Psi Frayer |
Psionic soldiers | +15 | Resets the cooldown of Mind Fray after use Prevents strangulation |
Sectoid Commander Autopsy Psi Warfare Systems |
65 | 200 (280) |
20 (28) |
90 (126) |
10 (15) |
5 Sectoid Commander Corpses | 20 days (10.0 days) |
80 | ||||
Psi Defender |
Psionic soldiers | +35% DR when protected by cover +35 Crit Resistance when protected by cover |
Mechtoid Autopsy Psi Warfare Systems |
45 | 65 (97) |
8 (12) |
8 (12) |
15 (18) |
1 Mechtoid Core | 10 days (5.0 days) |
26 | |||||
Incinerator Module |
MECs | -0.6 | Grants +4 charges to the Flamethrower Increases Flamethrower damage by +2 |
Alien Biocybernetics Jellied Elerium |
75 | 40 (56) |
20 (28) |
10 (15) |
7 days (3.5 days) |
36 | ||||||
The Thumper |
MECs | -0.6 | Increases Kinetic Strike Module damage by 6 and penetration by 3 | Antigrav Systems MEC Warfare Systems |
70 | 70 (105) |
20 (30) |
20 (30) |
2 (5) |
7 days (3.5 days) |
28 | |||||
Battle Computer |
MECs SHIVs |
-0.6 | +10 | +10 Aim +10 Crit |
Sectopod Autopsy MEC Warfare Systems |
75 | 250 (350) |
90 (125) |
90 (125) |
30 (35) |
1 UFO Flight Computer | 18 days (9.0 days) |
100 | |||
Targeting Motor |
SHIVs | +5 | +1 Penetration | SHIV Suppression | 20 | 165 (231) |
0 (5) |
7 days (3.5 days) |
14 | |||||||
Holo Charger |
SHIVs | -0.6 | +10 | Drone Autopsy | 15 | 90 (126) |
30 (42) |
10 (14) |
0 (5) |
7 days (3.5 days) |
16 | |||||
Adaptive Tracking Pod |
SHIVs | Experimental Warfare | 20 | 40 (60) |
2 (2) |
0 (5) |
7 days (3.5 days) |
16 | ||||||||
Smartshell Pod |
SHIVs | +10 | Experimental Warfare | 20 | 25 (35) |
0 (5) |
7 days (3.5 days) |
10 | ||||||||
Shielding Pod |
SHIVs | -0.6 | Reduces corrosion duration to 1 turn +20 crit resistance |
Muton Interrogation New Combat Systems |
55 | 12 (4) |
20 (28) |
20 (28) |
20 (25) |
10 days (5.0 days) |
20 | |||||
AutoSentry Turret |
SHIVs | -0.6 | Cyberdisc Autopsy | 35 | 60 (84) |
8 (11) |
0 (5) |
10 days (5.0 days) |
24 | |||||||
Weapon Supercooler |
SHIVs | -0.6 | Sectopod Autopsy | 55 | 120 (180) |
10 (15) |
35 (49) |
0 (5) |
10 days (5.0 days) |
48 | ||||||
Elerium Turbos |
SHIVs | +4 | Elerium Advanced Servomotors |
45 | 30 (45) |
12 (18) |
16 (24) |
0 (2) |
7 days (3.5 days) |
12 | ||||||
Active Equipment
This equipment has limited uses and often needs to be used (activated) to have an effect.
Explosives
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).
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.
| Name | Usable by |
Mob |
Dmg |
Weapon range |
Blast radius |
Special properties |
Source |
|---|---|---|---|---|---|---|---|
Rocket |
Rocketeers | -0.6 | 18 | 4 | Provides a regular rocket | XCOM starts with an unlimited supply | |
Javelin Rocket |
Rocketeers | -0.6 | 18 | 2 | Provides a Javelin rocket Shreds any unit it hits Deals +50% weapon damage Reduces scatter by 70% No environmental damage |
XCOM starts with an unlimited supply | |
AP Grenade |
Biosoldiers | -0.6 | 4 (3-5) |
10 | 2 | Shreds any unit it hits Cover blocks the effect +2 penetration |
XCOM starts with an unlimited supply |
HE Grenade |
Biosoldiers | -0.6 | 6 (5-7) |
8 | 2 | XCOM starts with an unlimited supply | |
Alien Grenade |
Biosoldiers | -0.6 | 7 (6-8) |
12 | 2 | Can't be equipped with Plasma Grenades | The Alien Grenades Foundry project provides an unlimited supply. |
Plasma Grenade |
Biosoldiers | 12 (10-14) |
12 | 2 | Compact: Twice the number of this equipped item is brought into each mission 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. 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.
| Name | Usable by |
Mob |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||
Smoke Grenade |
Biosoldiers | -0.6 | 14 | 2.5 | Creates a 5x5 tile cloud of smoke (missing a tile from each corner) through 1 enemy turn Grants In Smoke to all units within the smoke |
XCOM starts with an unlimited supply | ||||||||
Acid Grenade |
Biosoldiers | -0.6 | 10 | 2.5 | Creates a 5x5 tile cloud of acid (missing a tile from each corner) until end of this unit's next turn Applies Corrosion to all units within the cloud or entering the cloud |
Thin Man Autopsy New Combat Systems |
40 | 120 (168) |
4 (5) |
30 (42) |
0 (5) |
15 Thin Man Corpses | 10 days (5.0 days) |
48 |
Concussion Grenade |
Biosoldiers | -0.6 | 10 | 2 | Cover blocks the effect Disorients enemies Does not affect robotic units Can't be equipped with Psi Grenades |
XCOM starts with an unlimited supply | ||||||||
Psi Grenade |
Psionic soldiers | 10 | 3 | Cover blocks the effect Disorients enemies Does not affect robotic units Can't be equipped with Concussion Grenades |
Psi Warfare Systems | 25 | 50 (70) |
10 (14) |
10 (14) |
10 (15) |
1 Sectoid Corpse | 7 days (3.5 days) |
20 | |
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 |
Mob |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||
Battle Scanner (2-Pack) |
Scouts | 12 | 12 | Spawns a battle scanner at the target location until end of turn Grants +15 aim against any enemy within the area Reveals the area (including stealthed units) |
XCOM starts with an unlimited supply | |||||||||
Medikit |
Biosoldiers | 2 | Single Target | Removes acid and heals 50% of missing HP (max 4 HP) Works on any soldier Can stabilize a critically wounded soldier +1 charge with the Packmaster perk +1 charge with the Field Medic perk |
XCOM starts with an unlimited supply | |||||||||
Combat Stims |
Biosoldiers | Self | Self | Use on self (0 AP cost) to become Stimmed for 3 turns |
Berserker Autopsy | 45 | 120 (180) |
4 (9) |
1 Berserker Corpse | 10 days (5.0 days) |
48 | |||
Shadow Device |
Biosoldiers | 6 | 2 | 2 charges Shadows 1 friendly unit through 1 enemy turn or until the unit acts Does not affect enemies, this unit, or units with the Concealment perk |
Seeker Autopsy Psi Warfare Systems |
60 | 150 (225) |
10 (15) |
30 (45) |
40 (45) |
15 Seeker Wrecks | 14 days (7.0 days) |
60 | |
Mimic Beacon |
Biosoldiers | -0.6 | 10 | 8 | Spawns a beacon at the target location through 2 enemy turns Aliens must succeed a will check or move towards the beacon The will check's difficulty scales with the throwing soldier's will Does not affect allies or robotic units |
Alien Communications Psi Warfare Systems |
75 | 150 (210) |
2 (2) |
25 (35) |
25 (30) |
1 Sectoid Corpse | 14 days (7.0 days) |
60 |
Motion Tracker |
SHIVs | Grants Tracker 2 charges (3 with Elerium Batteries) When used, displays a 26.6 tile radius radar Blue: XCOM, White: Civilians, Red: Enemies, Yellow: Meld, Green: Bombs/Nodes Can display cloaked units |
10 | 25 (35) |
0 (5) |
5 days (2.5 days) |
8
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See also
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