Equipment (Long War): Difference between revisions
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In Long War all soldiers have 2 item slots from the start of the game. Each carried item has weight, and reduces the soldier's mobility by 1 per weight (a soldier's base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). An item slot can be cleared with the "empty hand" button in the item slot. | |||
{| class="wikitable" | {| class="wikitable" | ||
!colspan="8" | Basic items | !colspan="8" | Basic items | ||
|- | |- | ||
!rowspan="2" | Name !! rowspan="2" | Research !! rowspan="2" | Engineers !! rowspan="2" | Effect !! colspan="4" | Cost | !rowspan="2" | Name !! rowspan="2" | Weight !! rowspan="2" | Research !! rowspan="2" | Engineers !! rowspan="2" | Effect !! colspan="4" | Cost | ||
|- | |- | ||
| § || [[Elerium (EU2012)| E ]] || [[Alien Alloys (EU2012)| A ]] || <span style="text-decoration:underline" title="Time (days)"> T </span> | | § || [[Elerium (EU2012)| E ]] || [[Alien Alloys (EU2012)| A ]] || <span style="text-decoration:underline" title="Time (days)"> T </span> | ||
|- | |- | ||
|Alien Trophy || - || - || Grants immunity to panic, except Psi Panic || colspan="4" | - | |Alien Trophy || 1 || - || - || Grants immunity to panic, except Psi Panic || colspan="4" | - | ||
|- | |- | ||
|Battle scanner || - || - || Can be thrown to provide vision for two turns. || colspan="4" | - | |Battle scanner || 1 || - || - || Can be thrown to provide vision for two turns. || colspan="4" | - | ||
|- | |- | ||
|Ceramic plating || - || - || Provides +1 Armor HP || colspan="4" | - | |Ceramic plating || 1 || - || - || Provides +1 Armor HP || colspan="4" | - | ||
|- | |- | ||
|AP grenade || - || - || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || colspan="4" | - | |AP grenade || 1 || - || - || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || colspan="4" | - | ||
|- | |- | ||
|Flashbang grenade || - || - || Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.|| colspan="4" | - | |Flashbang grenade || 1 || - || - || Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.|| colspan="4" | - | ||
|- | |- | ||
|Smoke grenade || - || - || Confers +20 Defense to units in radius for two turns. || colspan="4" | - | |Smoke grenade || 1 || - || - || Confers +20 Defense to units in radius for two turns. || colspan="4" | - | ||
|- | |- | ||
|HE grenade || - || - || Deals 1-5 damage to units in blast radius and destroyes cover || colspan="4" | - | |HE grenade || 1 || - || - || Deals 1-5 damage to units in blast radius and destroyes cover || colspan="4" | - | ||
|- | |- | ||
|Hi cap mags || - || - || +1 ammo capacity || colspan="4" | - | |Hi cap mags || 1 || - || - || +1 ammo capacity || colspan="4" | - | ||
|- | |- | ||
|Laser sight || - || - || +5 Aim. Also +5 Critical Chance with [[SCOPE Upgrade]]. || colspan="4" | - | |Laser sight || 1 || - || - || +5 Aim. Also +5 Critical Chance with [[SCOPE Upgrade]]. || colspan="4" | - | ||
|- | |- | ||
|Medikit || - || - || Confers partial [[acid]] immunity, neutralizes acid, heals 3 HP. Upgraded with [[Improved Medikit]] || colspan="4" | - | |Medikit || 1 || - || - || Confers partial [[acid]] immunity, neutralizes acid, heals 3 HP. Upgraded with [[Improved Medikit]] || colspan="4" | - | ||
|- | |- | ||
|Rocket || - || - || Allows a [[Rocketeer]] to fire one additional rocket | |Rocket || 2 || - || - || Allows a [[Rocketeer]] to fire one additional rocket. Rocketeer only. || colspan="4" | - | ||
|- | |- | ||
|Shredder rocket || - || - || Allows a [[Rocketeer]] to fire one additional shredder rocket | |Shredder rocket || 2 || - || - || Allows a [[Rocketeer]] to fire one additional shredder rocket. Rocketeer only. || colspan="4" | - | ||
|- | |- | ||
|Arc Thrower || Xenoneurology || 20 || Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% || colspan="4" | §/0/0/10 | |Arc Thrower || ? || Xenoneurology || 20 || Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% || colspan="4" | §/0/0/10 | ||
|} | |} | ||
[[Category: Long War]] | [[Category: Long War]] | ||
Revision as of 19:02, 24 June 2014
In Long War all soldiers have 2 item slots from the start of the game. Each carried item has weight, and reduces the soldier's mobility by 1 per weight (a soldier's base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). An item slot can be cleared with the "empty hand" button in the item slot.
| Basic items | ||||||||
|---|---|---|---|---|---|---|---|---|
| Name | Weight | Research | Engineers | Effect | Cost | |||
| § | E | A | T | |||||
| Alien Trophy | 1 | - | - | Grants immunity to panic, except Psi Panic | - | |||
| Battle scanner | 1 | - | - | Can be thrown to provide vision for two turns. | - | |||
| Ceramic plating | 1 | - | - | Provides +1 Armor HP | - | |||
| AP grenade | 1 | - | - | Deals 2-6 damage to units not in cover relative to the center of the blast radius. | - | |||
| Flashbang grenade | 1 | - | - | Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn. | - | |||
| Smoke grenade | 1 | - | - | Confers +20 Defense to units in radius for two turns. | - | |||
| HE grenade | 1 | - | - | Deals 1-5 damage to units in blast radius and destroyes cover | - | |||
| Hi cap mags | 1 | - | - | +1 ammo capacity | - | |||
| Laser sight | 1 | - | - | +5 Aim. Also +5 Critical Chance with SCOPE Upgrade. | - | |||
| Medikit | 1 | - | - | Confers partial acid immunity, neutralizes acid, heals 3 HP. Upgraded with Improved Medikit | - | |||
| Rocket | 2 | - | - | Allows a Rocketeer to fire one additional rocket. Rocketeer only. | - | |||
| Shredder rocket | 2 | - | - | Allows a Rocketeer to fire one additional shredder rocket. Rocketeer only. | - | |||
| Arc Thrower | ? | Xenoneurology | 20 | Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% | §/0/0/10 | |||