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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.


==Soldier Equipment==
==Passive Equipment==
===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 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&#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: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&#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
|-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&#10;(Cost when building quickly)"|70<br />(105)
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)
|
|title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)
|
|title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;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&#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
|}
|}


====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.  
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.  


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%"
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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&#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]]'''||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 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&#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|| ||+5||+15||{{ Squadsight (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||
|-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||+10||{{ Killer Instinct (LWR) }}|| ||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]]'''||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 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: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&#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||
|}
|}


====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.


{|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" {{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&#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|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
|-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&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(42)|| ||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|| || || ||{{ 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)"|30<br />(42)|| ||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
|}
|}


====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.


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|-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&#10;(Cost when building quickly)"|80<br />(112)
|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)
|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&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(70)|| ||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: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&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(70)|| ||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
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|}
|}


====Special Ammunition====
===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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|}
|}


====Miscellaneous gear====
===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&#10;(Cost when building quickly)"|15<br />(21)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|4&nbsp;days<br />(2.0&nbsp;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&#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
|-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&#10;(Cost when building quickly)"|35<br />(49)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|120<br />(168)||title="Cost in Meld&#10;(Cost when building quickly)"|80<br />(85)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;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&#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
|-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) }}|| || ||35||title="Cost in Credits&#10;(Cost when building quickly)"|15<br />(21)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|4&nbsp;days<br />(2.0&nbsp;days)||7
|[[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&#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
|-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&#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
|-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&#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
 
|-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&#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
|-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&#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
 
|-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&#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
 
|-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||+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&#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: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&#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
|-align="center"
|-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&#10;(Cost when building quickly)"|35<br />(49)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|120<br />(168)||title="Cost in Meld&#10;(Cost when building quickly)"|80<br />(85)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||26
|[[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&#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
|-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: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&#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
|-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|| ||{{ 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
|[[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&#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
|-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: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&#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
|-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: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&#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"
|-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&#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: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)"|35<br />(49)||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"
|-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&#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||+4|| || || || || ||[[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
 
|}
|}


===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====
===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===
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====
===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&#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
|[[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&#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
|}
==MEC and SHIV equipment==
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%"
|-
!rowspan="2" {{Item name (LWR)}}
!rowspan="2" {{Usable by (LWR)}}
!rowspan="2" {{Mobility bonus (LWR)}}
!rowspan="2" {{Health bonus (LWR)}}
!rowspan="2" {{Defense bonus (LWR)}}
!rowspan="2" {{Aim bonus (LWR)}}
!rowspan="2" {{Crit chance (LWR)}}
!rowspan="2" {{Special properties (LWR)}}
!colspan="2"|Prerequisites!!colspan="6"|Cost
!rowspan="2" {{Sell value (LWR)}}
|-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"
|[[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&#10;(Cost when building quickly)"|80<br />(112)
|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)
|12
|-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&#10;(Cost when building quickly)"|70<br />(105)
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)
|
|title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)
|
|title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;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&#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"
|[[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 ===


{|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)}}
|-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"
|[[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&#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
|-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 [[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&#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: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&#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
|}


=== SHIV Only ===


{|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" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (LWR)}}
|-align="center"
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}
|-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
|-align="center"
|[[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&#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
|-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||+10||{{ 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
|-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|| || ||{{ 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
|-align="center"
|[[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&#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
|-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) }}||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&#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
|-align="center"
|[[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&#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)"|35<br />(49)||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||+4|| || || ||[[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
|}
|}



Revision as of 11:07, 28 July 2022

Back To Main Page

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
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 +10 XCOM starts with an unlimited supply
Alloy Plating
Alloy Plating
Biosoldiers -0.6 +4 +10 Alien Materials 15 70
(98)
40
(56)
0
(5)
7 days
(3.5 days)
14
Reinforced Plating
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
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
Regenerative Plating
Biosoldiers +15
Repair Servos
Repair Servos
New Combat Systems 50 90
(126)
28
(39)
20
(28)
10
(15)
10 days
(5.0 days)
36
Alloy Carbide Plating
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
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
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
SCOPE
SCOPE
Soldiers
SHIVs
+5 +10 Alien Weaponry 15 25
(35)
0
(5)
7 days
(3.5 days)
28 Neural Scope (1)
Marksman Scope
Marksman Scope
Scouts +5 +15
Squad sight
Squad sight
Can only be equipped with strike rifles Alien Weaponry 20 30
(42)
0
(2)
7 days
(3.5 days)
12
Illuminator Scope
Illuminator Scope
Biosoldiers +15 +10
Killer Instinct
Killer Instinct
Looted from the Exalt headquarters
Provided by a Mexican starting bonus
200
Neural Scope
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
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
Soldiers
SHIVs
+10 XCOM starts with an unlimited supply
Targeting Module
Targeting Module
Soldiers
SHIVs
+10 +1 damage during critical hits Xenobiology 15 110
(154)
0
(5)
7 days
(3.5 days)
33
Alloy Bipod
Alloy Bipod
Snipers
Scouts
Gunners
Rocketeers
Platform Stability
Platform Stability
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
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 Non-electric 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
Saturation Fire
Saturation Fire
Non-electric primary weapons gain +2 ammo
Can't be equipped with High Cap Mags
XCOM starts with an unlimited supply
Ammo Module
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
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
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
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
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
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
Breaching Ammo
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
Shredder Ammo
Infantry
Medics
Assaults
Engineers
Scouts
Shredder
Shredder
Alien Materials 30 50
(75)
5
(7)
0
(5)
5 days
(2.5 days)
12
Armor Piercing Ammo
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
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
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
Steadfast
Steadfast
Increases XP gained by 10% XCOM starts with an unlimited supply
Proximity Sensor
Proximity Sensor
Biosoldiers +5
Tracker
Tracker
35 15
(21)
0
(5)
4 days
(2.0 days)
7
Respirator Implant
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
Chameleon Vest
Biosoldiers -0.6 +10
Shadowstep
Shadowstep
Seeker Autopsy
New Combat Systems
35 35
(49)
120
(168)
80
(85)
7 days
(3.5 days)
26
Walker Servos
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
Cognitive Enhancer
Soldiers +10
Awareness
Awareness
Increases XP gained by 35%
10% chance for any idle-ending action to cost 0 AP
Looted from the Exalt headquarters 200
Neuroregulator
Neuroregulator
Psionic soldiers +1.3 +10 +10 Increases Psi XP gained by 100% Looted from the Exalt headquarters 200
Conduit
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
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
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
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
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
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
Targeting Motor
SHIVs +5
Mayhem
Mayhem
+1 Penetration SHIV Suppression 20 165
(231)
0
(5)
7 days
(3.5 days)
14
Holo Charger
Holo Charger
SHIVs -0.6 +10
Holo Rounds
Holo Rounds
Drone Autopsy 15 90
(126)
30
(42)
10
(14)
0
(5)
7 days
(3.5 days)
16
Adaptive Tracking Pod
Adaptive Tracking Pod
SHIVs
Sharpshooter
Sharpshooter
Experimental Warfare 20 40
(60)
2
(2)
0
(5)
7 days
(3.5 days)
16
Smartshell Pod
Smartshell Pod
SHIVs +10
Saturation Fire
Saturation Fire
Experimental Warfare 20 25
(35)
0
(5)
7 days
(3.5 days)
10
Shielding Pod
Shielding Pod
SHIVs -0.6
Absorption Fields
Absorption Fields
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
AutoSentry Turret
SHIVs -0.6
Reactive Targeting Sensors
Reactive Targeting Sensors
Cyberdisc Autopsy 35 60
(84)
8
(11)
0
(5)
10 days
(5.0 days)
24
Weapon Supercooler
Weapon Supercooler
SHIVs -0.6
Light 'Em Up
Light 'Em Up
Sectopod Autopsy 55 120
(180)
10
(15)
35
(49)
0
(5)
10 days
(5.0 days)
48
Elerium Turbos
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
Weapon damage
Dmg
Weapon
range
Blast
radius
Special
properties
Source
Rocket
Rocket
Rocketeers -0.6 18 4 Provides a regular rocket XCOM starts with an unlimited supply
Javelin Rocket
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
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
HE Grenade
Biosoldiers -0.6 6
(5-7)
8 2 XCOM starts with an unlimited supply
Alien Grenade
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
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
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 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 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
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
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
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
Battle Scanner (2-Pack)
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
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
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
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
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
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


See also

Long War Rebalance: Loadout 
Weapons
Weapons

Weapons

Primary
Weapons

Secondary
Weapons
Armor
Armor

Armor

MEC
Exoskeletons
Equipment
Equipment

Equipment