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|[[File:Alloy Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Alloy Plating]]<br />'''[[Equipment (LWR)#Protective gear|Alloy Plating]]'''||All soldiers||-0.6||+4||+1|| || || || ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||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)||14
|[[File:Alloy Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Alloy Plating]]<br />'''[[Equipment (LWR)#Protective gear|Alloy Plating]]'''||All soldiers||-0.6||+4||+1|| || || || ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||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)||14
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|[[File:Reinforced Armor Long War.png|128px|link=Equipment (LWR)#Protective gear|Reinforced Armor]]<br />'''[[Equipment (LWR)#Protective gear|Reinforced Armor]]'''||All soldiers||-1.2||+3||+2.5|| || || || ||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|14<br />(21)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28
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|[[File:Chittin Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Chitin Plating]]<br />'''[[Equipment (LWR)#Protective gear|Chitin Plating]]'''||All soldiers|| ||+2||+1|| || || ||Reduces melee damage by 40%<br />Prevents strangulation||[[Research (LWR)#Alien Autopsies|Chryssalid Autopsy]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)||10 [[Alien Artifacts (LWR)#Aliens|Chryssalid Carcasses]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||32
|[[File:Chittin Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Chitin Plating]]<br />'''[[Equipment (LWR)#Protective gear|Chitin Plating]]'''||All soldiers|| ||+2||+1|| || || ||Reduces melee damage by 40%<br />Prevents strangulation||[[Research (LWR)#Alien Autopsies|Chryssalid Autopsy]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)||10 [[Alien Artifacts (LWR)#Aliens|Chryssalid Carcasses]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||32
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|[[File:Reinforced Armor Long War.png|128px|link=Equipment (LWR)#Protective gear|Reinforced Armor]]<br />'''[[Equipment (LWR)#Protective gear|Reinforced Armor]]'''||All soldiers||-1.2||+3||+2.5|| || || || ||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|14<br />(21)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28
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|[[File:Impact Vest Long War.png|128px|link=Equipment (LWR)#Protective gear|Regenerator Vest]]<br />'''[[Equipment (LWR)#Protective gear|Regenerator Vest]]'''||All soldiers||-0.6||+3|| || || ||{{ Repair Servos (LWR) }}|| ||[[Research (LWR)#Armor, MECs, and SHIVs|Mobile Power Armor]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|18<br />(27)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||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)||36
|[[File:Impact Vest Long War.png|128px|link=Equipment (LWR)#Protective gear|Regenerator Vest]]<br />'''[[Equipment (LWR)#Protective gear|Regenerator Vest]]'''||All soldiers||-0.6||+3|| || || ||{{ Repair Servos (LWR) }}|| ||[[Research (LWR)#Armor, MECs, and SHIVs|Mobile Power Armor]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|18<br />(27)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||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)||36
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|[[File:Alien Trophy Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Alien Trophy]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Alien Trophy]]'''||All soldiers<br />MEC troopers|| || || ||{{ Steadfast (LWR) }}|| ||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]]'''||All soldiers<br />MEC troopers|| || || ||{{ Steadfast (LWR) }}|| ||colspan="8"|XCOM starts with an unlimited supply||
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|[[File:Tactical Sensors Long War.png|128px|link=Equipment (LWR)#MEC equipment|Proximity Sensor]]<br />'''[[Equipment (LWR)#MEC equipment|Proximity Sensor]]'''||All soldiers||-1|| || || || ||{{ Tracker (LWR) }}||+5 defense||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(13)||1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||30
|[[File:Tactical Sensors Long War.png|128px|link=Equipment (LWR)#MEC equipment|Proximity Sensor]]<br />'''[[Equipment (LWR)#MEC equipment|Proximity Sensor]]'''||All soldiers||-1|| || ||{{ Tracker (LWR) }}||+5 defense||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(13)||1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||30
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|[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Extrasensory Vest]]<br />'''[[Equipment (LWR)#Protective gear|Extrasensory Vest]]'''||All soldiers||-0.6|| || || || ||{{ Awareness (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|65<br />(97)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||26
|[[File:Respirator Implant Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Respirator Implant]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Respirator Implant]]'''||All soldiers||+0.6|| || || ||+5 defense<br>Prevents strangulation<br />Automatic bleed out on first drop<br />Increases bleed out time by 2 turns<br>Reveals the bleed out timer||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||16
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|[[File:Respirator Implant Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Respirator Implant]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Respirator Implant]]'''||All soldiers||+0.6|| || || ||+5 defense<br>Prevents strangulation<br />Prevents death on the first drop to 0 health per mission<br />Increases bleed timeout by 2 turns, and reveals the timer||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||16
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Extrasensory Vest]]<br />'''[[Equipment (LWR)#Protective gear|Extrasensory Vest]]'''||All soldiers||-0.6|| || ||{{ Awareness (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|65<br />(97)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||26
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|[[File:Walker Servos Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Walker Servos]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Walker Servos]]'''||All soldiers|| || || || ||Sets mobility to 8.7 at the beginning of any mission||[[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:Walker Servos Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Walker Servos]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Walker Servos]]'''||All soldiers|| || || || ||Sets mobility to 8.7 at the beginning of any mission||[[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
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|[[File:Fuel Cell Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Fuel Cell]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Fuel Cell]]'''||All soldiers<br />SHIV units||+2.5|| || || ||Increases flight fuel by 14<br />Double fuel with the ''Advanced Flight'' Foundry project||[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav 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)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16
|[[File:Fuel Cell Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Fuel Cell]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Fuel Cell]]'''||All soldiers<br />SHIV units||+2.5|| || || ||Increases flight fuel by 14<br />Double fuel with the ''Advanced Flight'' Foundry project||[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav 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)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16
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|[[File:Alloy Bipod Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Alloy Bipod]]<br />'''[[Equipment (LWR)#Weapon attachments|Alloy Bipod]]'''||All soldiers||-0.6|| || ||{{ Platform Stability (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(6)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||10||
|[[File:Cognitive Enchancer Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]'''||All soldiers<br />MEC troopers|| || ||+10|| ||+5 aim, crit, and defense<br>Increases XP gained by 100%||colspan="8"|Looted from the Exalt headquarters||200
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|[[File:Cognitive Enchancer Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]'''||All soldiers<br />MEC troopers|| || ||+10|| ||+5 aim, crit, and defense<br>Increases XP gained by 100%||colspan="8"|Looted from the Exalt headquarters||200
|[[File:Neuroregulator Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Neuroregulator]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Neuroregulator]]'''||Psionic soldiers||+0.6|| ||+10|| ||Increases Psi XP gained by 100%||colspan="8"|Looted from the Exalt headquarters||200
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|[[File:Mind Shield Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Psi Frayer]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Psi Frayer]]'''||Psionic soldiers||-0.6|| ||+15||{{ Mind Fray (LWR) }}||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 />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(17)||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:Mind Shield Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Psi Frayer]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Psi Frayer]]'''||Psionic soldiers||-0.6|| ||+15||{{ Mind Fray (LWR) }}||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 />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(17)||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
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|[[File:Psi Screen Long War.png|128px|link=Equipment (LWR)#Protective gear|Psi Retaliator]]<br />'''[[Equipment (LWR)#Protective gear|Psi Screen]]'''||Psionic soldiers|| || ||+10||{{ Neural Feedback (LWR) }}||+0.5 Damage Resistance||[[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:Psi Screen Long War.png|128px|link=Equipment (LWR)#Protective gear|Psi Retaliator]]<br />'''[[Equipment (LWR)#Protective gear|Psi Screen]]'''||Psionic soldiers|| || ||+10||{{ Neural Feedback (LWR) }}||+0.5 Damage Resistance||[[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
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|[[File:Neuroregulator Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Neuroregulator]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Neuroregulator]]'''||Psionic soldiers||+0.6|| ||+10|| ||Increases Psi XP gained by 100%||colspan="8"|Looted from the Exalt headquarters||200
|}
|}


===Weapon attachments===
===Weapon Sightings===
In Long War Rebalance, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of items available to enhance your weapons.  
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.  


These items apply their bonus to primary weapons only. Note that Scopes, Neural Gunlinks, Marksman Scopes, and Illuminator Gunsights can't stack with one another.
Scope-type accessories apply their bonus to primary weapons only and each unit can only equip one at a time.


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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)}}
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|[[File:Laser Sight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Laser Sight]]<br />'''[[Equipment (LWR)#Weapon attachments|Laser Sight]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || ||+15|| || ||colspan="8"|XCOM starts with an unlimited supply|| ||
|[[File:SCOPE Long War.png|128px|link=Equipment (LWR)#Weapon attachments|SCOPE]]<br />'''[[Equipment (LWR)#Weapon attachments|SCOPE]]'''||All soldiers<br />MEC troopers<br />SHIV units|| ||+5||+10|| || ||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28||[[Foundry (LWR)#General Equipment Upgrades|SCOPE Upgrade]] (1)<br />[[Equipment (LWR)#Weapon attachments|Neural Gunlink]] (1)
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|[[File:Targeting Module Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Targeting Module]]<br />'''[[Equipment (LWR)#Weapon attachments|Targeting Module]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || ||+10|| ||+1 damage during critical hits||[[Research (LWR)#Xenology|Xenobiology]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20||
|[[File:Marksman Scope Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Marksman's Scope]]<br />'''[[Equipment (LWR)#Weapon attachments|Marksman's Scope]]'''||Scouts|| ||+5||+5||{{ Squadsight (LWR) }}||Reduces the squadsight penalty to -2 aim per tile further than 20 tiles<br>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 />(45)|| || ||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"
|[[File:SCOPE Long War.png|128px|link=Equipment (LWR)#Weapon attachments|SCOPE]]<br />'''[[Equipment (LWR)#Weapon attachments|SCOPE]]'''||All soldiers<br />MEC troopers<br />SHIV units|| ||+5||+10|| || ||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28||[[Foundry (LWR)#General Equipment Upgrades|SCOPE Upgrade]] (1)<br />[[Equipment (LWR)#Weapon attachments|Neural Gunlink]] (1)
|-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|| ||+15||+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)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)||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 [[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 Gunlink]]<br />'''[[Equipment (LWR)#Weapon attachments|Neural Gunlink]]'''||Psionic soldiers|| ||+15||+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)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)||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 [[Equipment (LWR)#Weapon attachments|SCOPE]]||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28||
|-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]]'''||All soldiers||-0.6||+10|| ||{{ Executioner (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 Gunsight]]<br />'''[[Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]'''||All soldiers||-0.6||+10|| ||{{ Executioner (LWR) }}|| ||colspan="8"|Looted from the Exalt headquarters<br />Provided by a Mexican starting bonus||200||
|}
===Weapon Attachments===
Like weapon sightings, these attachments can improve a weapons ability to hit and crit enemy targets.
{|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)}}
|-align="center"
|-align="center"
|[[File:Marksman Scope Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Marksman's Scope]]<br />'''[[Equipment (LWR)#Weapon attachments|Marksman's Scope]]'''||Scouts|| ||+5||+5||{{ Squadsight (LWR) }}||Reduces the squadsight penalty to -2 aim per tile further than 20 tiles<br>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 />(45)|| || ||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||
|{{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:Laser Sight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Laser Sight]]<br />'''[[Equipment (LWR)#Weapon attachments|Laser Sight]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || ||+15|| || ||colspan="8"|XCOM starts with an unlimited supply|| ||
|-align="center"
|[[File:Alloy Bipod Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Alloy Bipod]]<br />'''[[Equipment (LWR)#Weapon attachments|Alloy Bipod]]'''||All soldiers||-0.6|| || ||{{ Platform Stability (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(6)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||10||
|-align="center"
|[[File:Targeting Module Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Targeting Module]]<br />'''[[Equipment (LWR)#Weapon attachments|Targeting Module]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || ||+10|| ||+1 damage during critical hits||[[Research (LWR)#Xenology|Xenobiology]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20||
|}
|}


===Special ammunition===
===Ammunition Modifiers===
In addition to attaching unique items to your weapons, you can also replace the standard ammunition and clips with more specialized ammunition and clips, to further enhance your attacks. Like weapon attachments, special ammunition only applies to your primary weapon, and most special ammunition only works with specific weapon types. Note that Hi Cap and Drum Mags can't stack with one another and each unit can only use one ammo type 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.


{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
Line 101: Line 111:
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}
|-align="center"
|-align="center"
|[[File:Hi Cap Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|High Cap Mags]]<br />'''[[Equipment (LWR)#Special ammunition|High Cap Mags]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || || ||Non-electric primary weapons gain +1 ammo<br />Can't stack with Drum Mags||colspan="7"|XCOM starts with an unlimited supply||
|[[File:Hi Cap Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|High Cap Mags]]<br />'''[[Equipment (LWR)#Special ammunition|High Cap Mags]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || || ||Non-electric primary weapons gain +1 ammo<br />Can't be equipped with Drum Mags||colspan="7"|XCOM starts with an unlimited supply||
|-align="center"
|-align="center"
|[[File:Drum Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|Drum Mags]]<br />'''[[Equipment (LWR)#Special ammunition|Drum Mags]]'''||All soldiers (except Rookies)||-0.6|| ||{{ Flush (LWR) }}||Non-electric primary weapons gain +2 ammo<br />Only affects Ballistic and Gauss [[Primary Weapons (LWR)#Carbines|Carbines]], [[Primary Weapons (LWR)#Assault Rifles|Assault Rifles]] and [[Primary Weapons (LWR)#Battle Rifles|Battle Rifles]]<br />Can't stack 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]]'''||All soldiers (except Rookies)||-0.6|| ||{{ Flush (LWR) }}||Non-electric primary weapons gain +2 ammo<br />Only affects Ballistic and Gauss [[Primary Weapons (LWR)#Carbines|Carbines]], [[Primary Weapons (LWR)#Assault Rifles|Assault Rifles]] and [[Primary Weapons (LWR)#Battle Rifles|Battle Rifles]]<br />Can't be equipped with High Cap Mags||colspan="7"|XCOM starts with an unlimited supply||
|-align="center"
|-align="center"
|[[File:Breaching Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Breaching Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Breaching Ammo]]'''||All soldiers|| ||-10|| ||Nullifies the DR and Crit Resistance '''hardened''' targets receive<br>Ballistic and Gauss series primary Shotguns only||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||14
|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]<br />'''[[Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || || ||Primary weapons gain +1 damage<br />Only affects Ballistic and Gauss weapons||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||8
|-align="center"
|-align="center"
|[[File:Shredder Ammo.png|128px|link=Equipment (LWR)#Special ammunition|Shredder Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Shredder Ammo]]'''||Infantry<br>Medics<br>Assaults<br>Engineers<br>Scouts|| || ||{{ Shredder (LWR) }}||Ballistic and Gauss series weapons only||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||12
|[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]<br />'''[[Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || || ||Primary weapons gain +1 damage<br />Only affects Beam and Pulse Laser weapons||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Lasers]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||14
|-align="center"
|-align="center"
|[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]'''||All soldiers<br>MEC troopers<br>SHIV units|| || || ||+1 penetration<br />Ballistic and Gauss: Assault Rifles, Carbines, Battle Rifles, SHIV weapons, and MEC weapons only||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|12<br />(18)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
|[[File:Reaper Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Reaper Pack]]<br />'''[[Equipment (LWR)#Special ammunition|Reaper Pack]]'''||All soldiers|| || || ||Primary weapon gain +25 crit<br />Primary weapon range penalties are doubled<br />Only affects Beam and Pulse Laser weapons||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
|-align="center"
|-align="center"
|[[File:Flak Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Flak Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Flak Ammo]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || || ||Primary weapons gain +4 damage against flying units that are aloft||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||24
|[[File:Plasma Stellerator Long War.png|128px|link=Equipment (LWR)#Special ammunition|Plasma Stellerator]]<br />'''[[Equipment (LWR)#Special ammunition|Plasma Stellerator]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || || ||Primary weapons gain +2 damage<br />Only affects Plasma weapons<br>Primary weapons gain +50% weapon damage when targeting units with distortion||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Plasma]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||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)"|5<br />(10)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;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.
 
{|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" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (LWR)}}
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Aim bonus (LWR)}}!!rowspan="2" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (LWR)}}
|-align="center"
|-align="center"
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}
|-align="center"
|-align="center"
|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]<br />'''[[Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || || ||Primary weapons gain +1 damage<br />Only affects Ballistic and Gauss weapons||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||8
|[[File:Breaching Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Breaching Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Breaching Ammo]]'''||All soldiers|| ||-10|| ||Nullifies the DR and Crit Resistance '''hardened''' targets receive<br>Ballistic and Gauss series primary Shotguns only||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||14
|-align="center"
|-align="center"
|[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]<br />'''[[Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || || ||Primary weapons gain +1 damage<br />Only affects Beam and Pulse Laser weapons||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Lasers]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||14
|[[File:Shredder Ammo.png|128px|link=Equipment (LWR)#Special ammunition|Shredder Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Shredder Ammo]]'''||Infantry<br>Medics<br>Assaults<br>Engineers<br>Scouts|| || ||{{ Shredder (LWR) }}||Ballistic and Gauss series weapons only||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||12
|-align="center"
|-align="center"
|[[File:Reaper Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Reaper Pack]]<br />'''[[Equipment (LWR)#Special ammunition|Reaper Pack]]'''||All soldiers|| || || ||Primary weapon gain +25 crit<br />Primary weapon range penalties are doubled<br />Only affects Beam and Pulse Laser weapons||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
|[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]'''||All soldiers<br>MEC troopers<br>SHIV units|| || || ||+1 penetration<br />Ballistic and Gauss: Assault Rifles, Carbines, Battle Rifles, SHIV weapons, and MEC weapons only||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|12<br />(18)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
|-align="center"
|-align="center"
|[[File:Plasma Stellerator Long War.png|128px|link=Equipment (LWR)#Special ammunition|Plasma Stellerator]]<br />'''[[Equipment (LWR)#Special ammunition|Plasma Stellerator]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || || ||Primary weapons gain +2 damage<br />Only affects Plasma weapons<br>Primary weapons gain +50% weapon damage when targeting units with distortion||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Plasma]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||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)"|5<br />(10)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||50
|[[File:Flak Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Flak Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Flak Ammo]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || || ||Primary weapons gain +4 damage against flying units that are aloft<br>Ballistic and Gauss series weapons only||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||24
|}
|}


===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. 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).
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.
Rockets gain an extra charge with the Shock and Awe perk.


{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
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!{{Item name (LWR)}}!!{{Usable by (LWR)}}!!{{Mobility bonus (LWR)}}!!{{Weapon damage (LWR)}}!!{{Weapon range (LWR)}}!!{{Blast radius (LWR)}}!!{{Special properties (LWR)}}!!{{Item source (LWR)}}
!{{Item name (LWR)}}!!{{Usable by (LWR)}}!!{{Mobility bonus (LWR)}}!!{{Weapon damage (LWR)}}!!{{Weapon range (LWR)}}!!{{Blast radius (LWR)}}!!{{Special properties (LWR)}}!!{{Item source (LWR)}}
|-align="center"
|-align="center"
|[[File:Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Rocket]]<br />'''[[Equipment (LWR)#Explosives|Rocket]]'''||Rocketeers||-1.6||x1||18.7||5||Provides an extra regular rocket||XCOM starts with an unlimited supply
|[[File:Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Rocket]]<br />'''[[Equipment (LWR)#Explosives|Rocket]]'''||Rocketeers||-0.6||x1||18.7||5||Provides an extra regular rocket||XCOM starts with an unlimited supply
|-align="center"
|-align="center"
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Javelin Rocket]]<br />'''[[Equipment (LWR)#Explosives|Javelin Rocket]]'''||Rocketeers||-1.6||x2||18.7||1||Provides a Javelin rocket<br>-50% scatter<br>No environmental damage<br>Shreds any unit it hits||XCOM starts with an unlimited supply
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Javelin Rocket]]<br />'''[[Equipment (LWR)#Explosives|Javelin Rocket]]'''||Rocketeers||-0.6||x2||18.7||1||Provides a Javelin rocket<br>-50% scatter<br>No environmental damage<br>Shreds any unit it hits||XCOM starts with an unlimited supply
|-align="center"
|-align="center"
|[[File:AP Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|AP Grenade]]<br />'''[[Equipment (LWR)#Explosives|AP Grenade]]'''||All soldiers||-1||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||10||2||Units with cover towards the center are unaffected<br />+2 damage with the ''Alien Grenades'' Foundry project<br />+1 charge with the Packmaster perk<br />+1 charge with the Grenadier perk||XCOM starts with an unlimited supply
|[[File:AP Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|AP Grenade]]<br />'''[[Equipment (LWR)#Explosives|AP Grenade]]'''||All soldiers||-1||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||10||2||Units with cover towards the center are unaffected<br />+2 damage with the ''Alien Grenades'' Foundry project||XCOM starts with an unlimited supply
|-align="center"
|-align="center"
|[[File:HE Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|HE Grenade]]<br />'''[[Equipment (LWR)#Explosives|HE Grenade]]'''||All soldiers||-1||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||7.5||2||+3 damage with the ''Alien Grenades'' Foundry project<br />+1 charge with the Packmaster perk<br />+1 charge with the Grenadier perk||XCOM starts with an unlimited supply
|[[File:HE Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|HE Grenade]]<br />'''[[Equipment (LWR)#Explosives|HE Grenade]]'''||All soldiers||-1||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||7.5||2||+3 damage with the ''Alien Grenades'' Foundry project||XCOM starts with an unlimited supply
|-align="center"
|-align="center"
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Alien Grenade]]<br />'''[[Equipment (LWR)#Explosives|Alien Grenade]]'''||All soldiers||-1||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||10||2||Can't be equipped with Plasma Grenades<br />+1 charge with the Packmaster perk<br />+1 charge with the Grenadier perk||The ''Alien Grenades'' Foundry project provides an unlimited supply
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Alien Grenade]]<br />'''[[Equipment (LWR)#Explosives|Alien Grenade]]'''||All soldiers||-1||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||10||2||Can't be equipped with Plasma Grenades||The ''Alien Grenades'' Foundry project provides an unlimited supply
|-align="center"
|-align="center"
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Plasma Grenade]]<br />'''[[Equipment (LWR)#Explosives|Plasma Grenade]]'''||All soldiers||-1||title="Average damage&#10;(Minimum to maximum damage)"|10<br />(8-12)||10||2||+4 penetration<br>Can't be equipped with Alien Grenades<br />+1 charge with the Packmaster perk<br />+1 charge with the Grenadier perk||The ''Alien Grenades'' Foundry project provides an unlimited supply
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Plasma Grenade]]<br />'''[[Equipment (LWR)#Explosives|Plasma Grenade]]'''||All soldiers||-1||title="Average damage&#10;(Minimum to maximum damage)"|10<br />(8-12)||10||2||+4 penetration<br>Can't be equipped with Alien Grenades||The ''Alien Grenades'' Foundry project provides an unlimited supply
|}
|}


===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.
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.
To keep the table size a bit practical, the effects of Disorient, Smoke and Acid are described here instead:
'''Disorient''': Cancels overwatch and suppression, -20 defense, -20 will, -50 aim, -50% throw/ability range, -70% mobility, double scatter, lasts through 1 enemy turn
'''In Smoke''': Grants -15 aim, +30 defense, does not trigger non-suppression reaction shots, and has no flanked/exposed/close range crit bonus, lasts through 2 enemy turns
'''Corrosion''': Disables passive healing, strips all flat DR, -20 aim, -20% mobility, and -50% range for AoE attacks, indefinitely


{|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:Flashbang Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Concussion Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Flashbang Grenade]]'''||All soldiers||-0.6||10||4||Cover blocks the effect<br />Disorients enemies<br />Does not affect robotic units<br />Can't be equipped with Psi Grenades||colspan="8"|XCOM starts with an unlimited supply||
|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Concussion Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Concussion Grenade]]'''||All soldiers||-0.6||10||4||Cover blocks the effect<br />[[[[Other_Abilities_(LWR)#Disoriented|'''Disorients''']] enemies<br />Does not affect robotic units<br />Can't be equipped with Psi Grenades||colspan="8"|XCOM starts with an unlimited supply||
|-align="center"
|-align="center"
|[[File:Psi Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Psi Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Psi Grenade]]'''||Psionic soldiers|| ||12.5||6||Cover blocks the effect<br />Disorients enemies<br />Does not affect robotic units<br />Can't be equipped with Psi Grenades||[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Meld&#10;(Cost when building quickly)"|1<br />(4)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
|[[File:Psi Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Psi Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Psi Grenade]]'''||Psionic soldiers|| ||12.5||6||Cover blocks the effect<br />[[Other_Abilities_(LWR)#Disoriented|'''Disorients''']] enemies<br />Does not affect robotic units<br />Can't be equipped with Concussion Grenades||[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Meld&#10;(Cost when building quickly)"|1<br />(4)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
|-align="center"
|-align="center"
|[[File:Smoke Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Smoke Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Smoke Grenade]]'''||All soldiers||-0.6||10||3.5||Spawns smoke at the target location through 2 enemy turns<br />Grants '''In Smoke''' to all units within the smoke||colspan="8"|XCOM starts with an unlimited supply||
|[[File:Smoke Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Smoke Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Smoke Grenade]]'''||All soldiers||-0.6||10||3.5||Spawns smoke at the target location through 2 enemy turns<br />Grants [[Cover_(LWR)#Smoke|'''In Smoke''']] to all units within the smoke||colspan="8"|XCOM starts with an unlimited supply||
|-align="center"
|-align="center"
|[[File:Chem Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Acid Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Acid Grenade]]'''||All soldiers||-0.6||10||3||Spawns a chemical cloud at the target location through 2 enemy turns<br />Applies '''Corrosion''' to all units within the cloud or entering the cloud||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(6)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||15 [[Alien Artifacts (LWR)#Aliens|Thin Man Corpses]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48
|[[File:Chem Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Acid Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Acid Grenade]]'''||All soldiers||-0.6||10||3||Spawns an acid cloud at the target location through 2 enemy turns<br />Applies [[Other_Abilities_(LWR)#Corrosion|'''Corrosion''']] to all units within the cloud or entering the cloud||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(6)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||15 [[Alien Artifacts (LWR)#Aliens|Thin Man Corpses]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48
|-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]]'''||Psionic soldiers||-0.6||10||8||Spawns a beacon at the target location through 2 enemy turns<br />Aliens must succeed a will check or move towards the beacon<br />The will check's difficulty scales with the throwing soldier's will<br />Does not affect allies or robotic units||[[Research (LWR)#Xenology|Alien Communications]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(37)||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]]'''||Psionic soldiers||-0.6||10||8||Spawns a beacon at the target location through 2 enemy turns<br />Aliens must succeed a will check or move towards the beacon<br />The will check's difficulty scales with the throwing soldier's will<br />Does not affect allies or robotic units||[[Research (LWR)#Xenology|Alien Communications]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(37)||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
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|[[File:Medkit Long War.png|128px|link=Equipment (LWR)#Utility devices|Medikit]]<br />'''[[Equipment (LWR)#Utility devices|Medikit]]'''||All soldiers||-0.6||1.8||Single Target||Can be used on self or nearby soldier to remove acid and heal 3 HP<br />Can be used to stabilize a critically wounded soldier<br />+1 charge with the Packmaster perk<br />+1 charge with the Field Medic perk||colspan="8"|XCOM starts with an unlimited supply||
|[[File:Medkit Long War.png|128px|link=Equipment (LWR)#Utility devices|Medikit]]<br />'''[[Equipment (LWR)#Utility devices|Medikit]]'''||All soldiers||-0.6||1.8||Single Target||Can be used on self or nearby soldier to remove acid and heal 3 HP<br />Can be used to stabilize a critically wounded soldier<br />+1 charge with the Packmaster perk<br />+1 charge with the Field Medic perk||colspan="8"|XCOM starts with an unlimited supply||
|-align="center"
|-align="center"
|[[File:Motion Tracker Long War.png|128px|link=Equipment (LWR)#Utility devices|Motion Tracker]]<br />'''[[Equipment (LWR)#Utility devices|Motion Tracker]]'''||SHIV units|| ||Self||25||1 charge. When used, displays a radar with color signals:<br />* Blue: Friendly units<br />* White: Human civilians<br />* Red: Aliens and gene modded Exalt<br />* Yellow: Meld canisters<br />* Green: Bombs and power nodes<br />Can display cloaked units|| ||10||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||8
|[[File:Motion Tracker Long War.png|128px|link=Equipment (LWR)#Utility devices|Motion Tracker]]<br />'''[[Equipment (LWR)#Utility devices|Motion Tracker]]'''||SHIV units|| ||Self||25||1 charge<br>When used, displays a radar with color signals:<br />* Blue: Friendly units<br />* White: Human civilians<br />* Red: Aliens and gene modded Exalt<br />* Yellow: Meld canisters<br />* Green: Bombs and power nodes<br />Can display cloaked units|| ||10||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||8
|-align="center"
|-align="center"
|[[File:Combat Stims Long War.png|128px|link=Equipment (LWR)#Utility devices|Combat Stims]]<br />'''[[Equipment (LWR)#Utility devices|Combat Stims]]'''||All soldiers||-0.6||Self||Self||Use on self (0 AP cost) to become Stimmed [+2 regeneration, +1.2 mobility, +10 aim, +15 will, immunity to crits/fatigued/exhausted, and 20% DR] for 4 turns<br />||[[Research (LWR)#Alien Autopsies|Berserker Autopsy]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|4<br />(9)||1 [[Alien Artifacts (LWR)#Aliens|Berserker Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48
|[[File:Combat Stims Long War.png|128px|link=Equipment (LWR)#Utility devices|Combat Stims]]<br />'''[[Equipment (LWR)#Utility devices|Combat Stims]]'''||All soldiers||-0.6||Self||Self||Use on self (0 AP cost) to become [[Other_Abilities_(LWR)#Stimmed|'''Stimmed''']] for 4 turns<br />||[[Research (LWR)#Alien Autopsies|Berserker Autopsy]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|4<br />(9)||1 [[Alien Artifacts (LWR)#Aliens|Berserker Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48
|-align="center"
|-align="center"
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (LWR)#Utility devices|Elerium Emitter]]<br />'''[[Equipment (LWR)#Utility devices|Elerium Emitter]]'''||Psionic soldiers|| ||5||0.48||Grants +2 damage resistance to the carrier<br>3 charges<br>Stealths a friendly unit through 1 enemy turn<br />Does not affect enemies, panicked units, or units with the Concealment perk||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|40<br />(45)||15 [[Alien Artifacts (LWR)#Aliens|Seeker Wrecks]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||60
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (LWR)#Utility devices|Elerium Emitter]]<br />'''[[Equipment (LWR)#Utility devices|Elerium Emitter]]'''||Psionic soldiers|| ||5||0.48||3 charges<br>Grants +2 damage resistance to the carrier<br>'''Stealths''' a friendly unit through 1 enemy turn<br />Does not affect enemies, panicked units, or units with the Concealment perk||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|40<br />(45)||15 [[Alien Artifacts (LWR)#Aliens|Seeker Wrecks]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||60
|}
|}


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Note that none of these items can be equipped more than once, but MEC troopers and SHIVs can equip several of the items listed above for regular soldiers.
Note that none of these items can be equipped more than once, but MEC troopers and SHIVs can equip several of the items listed above for regular soldiers.
== MEC and SHIV ==


{|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:HEAT Ammo Long War.png|128px|link=Equipment (LWR)#SHIV modules|Ammo Module]]<br />'''[[Equipment (LWR)#MEC equipment|Ammo Module]]'''||MEC troopers<br />SHIV units||-0.6|| || || ||Grants +1 ammo|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||12
|[[File:HEAT Ammo Long War.png|128px|link=Equipment (LWR)#SHIV modules|Ammo Module]]<br />'''[[Equipment (LWR)#MEC equipment|Ammo Module]]'''||MEC troopers<br />SHIV units||-0.6|| || || || || ||Grants +1 ammo|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||12
|-align="center"
|-align="center"
|[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]<br />'''[[Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]'''||MEC troopers<br />SHIV units|| ||+5|| || || || || ||[[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
|[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]<br />'''[[Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]'''||MEC troopers<br />SHIV units|| ||+5|| || || || || ||[[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
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|-align="center"
|-align="center"
|[[File:Battle Computer Long War.png|128px|link=Equipment (LWR)#MEC equipment|Battle Computer]]<br />'''[[Equipment (LWR)#MEC equipment|Battle Computer]]'''||MEC troopers<br />SHIV units||-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 />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(38)||1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||100
|[[File:Battle Computer Long War.png|128px|link=Equipment (LWR)#MEC equipment|Battle Computer]]<br />'''[[Equipment (LWR)#MEC equipment|Battle Computer]]'''||MEC troopers<br />SHIV units||-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 />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(38)||1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&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" {{Health bonus (LWR)}}!!rowspan="2" {{Defense 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"
|[[File:Incinerator_Module_(LWR).png|128px|link=Equipment (LWR)#MEC equipment|Incinerator Module]]<br />'''[[Equipment (LWR)#MEC equipment|Incinerator Module]]'''||MEC troopers|| || || || || || ||Grants +1 charge to the [[Weapons (LWR)#MEC secondary weapons|Flamethrower]]<br>Increases [[Weapons (LWR)#MEC secondary weapons|Flamethrower]] damage by 5||[[Research (LWR)#Xenology|Alien Biocybernetics]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Jellied Elerium]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||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)"|10<br />(14)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||36
|{{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]]'''||MEC troopers|| || || || || || ||Grants +1 charge to the [[Weapons (LWR)#MEC secondary weapons|Flamethrower]]<br>Increases [[Weapons (LWR)#MEC secondary weapons|Flamethrower]] damage by 5||[[Research (LWR)#Xenology|Alien Biocybernetics]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Jellied Elerium]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||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)"|10<br />(14)|| ||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]]'''||MEC troopers|| || || || || || ||Increases [[Secondary Weapons (LWR)#MEC secondary weapons|Kinetic Strike Module]] penetration by 10||[[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:The Thumper Long War.png|128px|link=Equipment (LWR)#MEC equipment|The Thumper]]<br />'''[[Equipment (LWR)#MEC equipment|The Thumper]]'''||MEC troopers|| || || || || || ||Increases [[Secondary Weapons (LWR)#MEC secondary weapons|Kinetic Strike Module]] penetration by 10||[[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
|}
== SHIV Only ==
{|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" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (LWR)}}
|-align="center"
|-align="center"
|[[File:Autoloader Long War.png|128px|link=Equipment (LWR)#SHIV modules|Targeting Motor]]<br />'''[[Equipment (LWR)#SHIV modules|Targeting Motor]]'''||SHIV units|| ||+10|| || || ||{{ Mayhem (LWR) }}|| ||[[Foundry (LWR)#SHIV-Specific Upgrades|SHIV Suppression]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)|| || ||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)||14
|[[File:Autoloader Long War.png|128px|link=Equipment (LWR)#SHIV modules|Targeting Motor]]<br />'''[[Equipment (LWR)#SHIV modules|Targeting Motor]]'''||SHIV units|| ||+10|| || || ||{{ Mayhem (LWR) }}|| ||[[Foundry (LWR)#SHIV-Specific Upgrades|SHIV Suppression]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)|| || ||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)||14
Line 230: Line 260:
|[[File:Autosentry Turret Long War.png|128px|link=Equipment (LWR)#SHIV modules|AutoSentry Turret]]<br />'''[[Equipment (LWR)#SHIV modules|AutoSentry Turret]]'''||SHIV units|| || || || || ||{{ Reactive Targeting Sensors (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||24
|[[File:Autosentry Turret Long War.png|128px|link=Equipment (LWR)#SHIV modules|AutoSentry Turret]]<br />'''[[Equipment (LWR)#SHIV modules|AutoSentry Turret]]'''||SHIV units|| || || || || ||{{ Reactive Targeting Sensors (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||24
|-align="center"
|-align="center"
|[[File:Weapon Supercooler Long War.png|128px|link=Equipment (LWR)#SHIV modules|Weapon Supercooler]]<br />'''[[Equipment (LWR)#SHIV modules|Weapon Supercooler]]'''||SHIV units||-0.6|| || || || ||{{ Light Em Up (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48
|[[File:Weapon Supercooler Long War.png|128px|link=Equipment (LWR)#SHIV modules|Weapon Supercooler]]<br />'''[[Equipment (LWR)#SHIV modules|Weapon Supercooler]]'''||SHIV units||-0.6|| || || || ||{{ Light 'Em Up (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48
|-align="center"
|-align="center"
|[[File:Elerium Turbos Long War.png|128px|link=Equipment (LWR)#SHIV modules|Elerium Turbos]]<br />'''[[Equipment (LWR)#SHIV modules|Elerium Turbos]]'''||SHIV units||+2.5|| || || || || || ||[[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
|[[File:Elerium Turbos Long War.png|128px|link=Equipment (LWR)#SHIV modules|Elerium Turbos]]<br />'''[[Equipment (LWR)#SHIV modules|Elerium Turbos]]'''||SHIV units||+2.5|| || || || || || ||[[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 15:32, 24 October 2020

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In General

In Long War Rebalance, all regular soldiers have 2 equipment slots from the start of the game. The Tactical Rigging Foundry project increases this to 3 slots.

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.

Soldier equipment

Protective gear

In Long War Rebalance, the aliens hits hard. Fortunately, you have access to significant protective items that can be worn in addition to regular armor, providing more survivability. A soldier can only equip one of these protective items at a time.

Name Usable
by

Mob

HP

Base DR

Def

Will
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
All soldiers -0.6 +2 +1 XCOM starts with an unlimited supply
Alloy Plating
Alloy Plating
All soldiers -0.6 +4 +1 Alien Materials 15 35
(52)
8
(12)
0
(2)
7 days
(3.5 days)
14
Reinforced Armor
Reinforced Armor
All soldiers -1.2 +3 +2.5 Improved Body Armor 18 70
(105)
14
(21)
0
(3)
7 days
(3.5 days)
28
Chitin Plating
Chitin Plating
All soldiers +2 +1 Reduces melee damage by 40%
Prevents strangulation
Chryssalid Autopsy 35 80
(120)
20
(30)
0
(4)
10 Chryssalid Carcasses 10 days
(5.0 days)
32
Regenerator Vest
Regenerator Vest
All soldiers -0.6 +3
Repair Servos
Repair Servos
Mobile Power Armor
New Combat Systems
50 90
(135)
18
(27)
10
(15)
10
(14)
10 days
(5.0 days)
36

Miscellaneous gear

Unlike strictly protective items, these items offer a range of other benefits.

Name Usable
by

Mob

HP

Will
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
All soldiers
MEC troopers
Steadfast
Steadfast
XCOM starts with an unlimited supply
Proximity Sensor
Proximity Sensor
All soldiers -1
Tracker
Tracker
+5 defense Mechtoid Autopsy
MEC Warfare Systems
35 75
(112)
10
(13)
1 UFO Flight Computer 10 days
(5.0 days)
30
Respirator Implant
Respirator Implant
All soldiers +0.6 +5 defense
Prevents strangulation
Automatic bleed out on first drop
Increases bleed out time by 2 turns
Reveals the bleed out timer
Seeker Autopsy 25 40
(60)
8
(11)
5 days
(2.5 days)
16
Extrasensory Vest
Extrasensory Vest
All soldiers -0.6
Awareness
Awareness
Seeker Autopsy
New Combat Systems
35 65
(97)
8
(12)
20
(23)
7 days
(3.5 days)
26
Walker Servos
Walker Servos
All soldiers Sets mobility to 8.7 at the beginning of any mission Advanced Power Armor
Advanced Servomotors
45 80
(120)
8
(12)
4
(6)
10
(14)
10 days
(5.0 days)
32
Fuel Cell
Fuel Cell
All soldiers
SHIV units
+2.5 Increases flight fuel by 14
Double fuel with the Advanced Flight Foundry project
Antigrav Systems 60 40
(60)
8
(12)
24
(36)
0
(3)
7 days
(3.5 days)
16
Cognitive Enhancer
Cognitive Enhancer
All soldiers
MEC troopers
+10 +5 aim, crit, and defense
Increases XP gained by 100%
Looted from the Exalt headquarters 200
Neuroregulator
Neuroregulator
Psionic soldiers +0.6 +10 Increases Psi XP gained by 100% Looted from the Exalt headquarters 200
Psi Frayer
Psi Frayer
Psionic soldiers -0.6 +15
Mind Fray
Mind Fray
Prevents strangulation Sectoid Commander Autopsy
Psi Warfare Systems
65 200
(300)
20
(30)
60
(90)
10
(17)
5 Sectoid Commander Corpses 20 days
(10.0 days)
80
Psi Retaliator
Psi Screen
Psionic soldiers +10
Neural Feedback
Neural Feedback
+0.5 Damage Resistance Mechtoid Autopsy
Psi Warfare Systems
45 65
(97)
8
(12)
8
(12)
15
(18)
1 Mechtoid Core 10 days
(5.0 days)
26

Weapon Sightings

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.

Scope-type accessories 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
All soldiers
MEC troopers
SHIV units
+5 +10 Alien Weaponry 15 70
(105)
0
(3)
7 days
(3.5 days)
28 SCOPE Upgrade (1)
Neural Gunlink (1)
Marksman's Scope
Marksman's Scope
Scouts +5 +5
Squad sight
Squad sight
Reduces the squadsight penalty to -2 aim per tile further than 20 tiles
Can only be equipped with strike rifles
Alien Weaponry 20 30
(45)
0
(2)
7 days
(3.5 days)
12
Neural Gunlink
Neural Gunlink
Psionic soldiers +15 +15 Alien Biocybernetics
Psi Warfare Systems
40 70
(105)
6
(9)
8
(12)
15
(18)
1 SCOPE 7 days
(3.5 days)
28
Illuminator Gunsight
Illuminator Gunsight
All soldiers -0.6 +10
Executioner
Executioner
Looted from the Exalt headquarters
Provided by a Mexican starting bonus
200

Weapon Attachments

Like weapon sightings, these attachments can improve a weapons ability to hit and crit enemy targets.

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
Laser Sight
Laser Sight
All soldiers
MEC troopers
SHIV units
+15 XCOM starts with an unlimited supply
Alloy Bipod
Alloy Bipod
All soldiers -0.6
Platform Stability
Platform Stability
Alien Materials
New Combat Systems
25 25
(37)
4
(6)
0
(2)
5 days
(2.5 days)
10
Targeting Module
Targeting Module
All soldiers
MEC troopers
SHIV units
+10 +1 damage during critical hits Xenobiology 15 50
(75)
0
(3)
7 days
(3.5 days)
20

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.

Name Usable
by

Mob

Aim
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
All soldiers
MEC troopers
SHIV units
Non-electric primary weapons gain +1 ammo
Can't be equipped with Drum Mags
XCOM starts with an unlimited supply
Drum Mags
Drum Mags
All soldiers (except Rookies) -0.6
Saturation Fire
Saturation Fire
Non-electric primary weapons gain +2 ammo
Only affects Ballistic and Gauss Carbines, Assault Rifles and Battle Rifles
Can't be equipped with High Cap Mags
XCOM starts with an unlimited supply
Alloy Jacketed Rounds
Alloy Jacketed Rounds
All soldiers
MEC troopers
SHIV units
Primary weapons gain +1 damage
Only affects Ballistic and Gauss weapons
Enhanced Ballistics 15 20
(30)
6
(9)
0
(2)
5 days
(2.5 days)
8
Enhanced Beam Optics
Enhanced Beam Optics
All soldiers
MEC troopers
SHIV units
Primary weapons gain +1 damage
Only affects Beam and Pulse Laser weapons
Enhanced Lasers 30 35
(52)
8
(12)
0
(2)
10 days
(5.0 days)
14
Reaper Pack
Reaper Pack
All soldiers Primary weapon gain +25 crit
Primary weapon range penalties are doubled
Only affects Beam and Pulse Laser weapons
Supercapacitors 70 50
(75)
10
(15)
0
(3)
7 days
(3.5 days)
20
Plasma Stellerator
Plasma Stellerator
All soldiers
MEC troopers
SHIV units
Primary weapons gain +2 damage
Only affects Plasma weapons
Primary weapons gain +50% weapon damage when targeting units with distortion
Enhanced Plasma 75 125
(187)
20
(30)
20
(30)
5
(10)
14 days
(7.0 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.

Name Usable
by

Mob

Aim
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
All soldiers -10 Nullifies the DR and Crit Resistance hardened targets receive
Ballistic and Gauss series primary Shotguns only
Alien Materials
New Combat Systems
35 35
(52)
6
(9)
0
(2)
5 days
(2.5 days)
14
Shredder Ammo
Shredder Ammo
Infantry
Medics
Assaults
Engineers
Scouts
Shredder
Shredder
Ballistic and Gauss series weapons only Alien Materials
New Combat Systems
30 30
(45)
6
(9)
0
(2)
5 days
(2.5 days)
12
Armor Piercing Ammo
Armor Piercing Ammo
All soldiers
MEC troopers
SHIV units
+1 penetration
Ballistic and Gauss: Assault Rifles, Carbines, Battle Rifles, SHIV weapons, and MEC weapons only
Improved Body Armor
New Combat Systems
25 50
(75)
12
(18)
0
(3)
7 days
(3.5 days)
20
Flak Ammo
Flak Ammo
All soldiers
MEC troopers
SHIV units
Primary weapons gain +4 damage against flying units that are aloft
Ballistic and Gauss series weapons only
Floater Autopsy
MEC Warfare Systems
35 60
(90)
20
(30)
0
(3)
7 days
(3.5 days)
24

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.

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 x1 18.7 5 Provides an extra regular rocket XCOM starts with an unlimited supply
Javelin Rocket
Javelin Rocket
Rocketeers -0.6 x2 18.7 1 Provides a Javelin rocket
-50% scatter
No environmental damage
Shreds any unit it hits
XCOM starts with an unlimited supply
AP Grenade
AP Grenade
All soldiers -1 4
(3-5)
10 2 Units with cover towards the center are unaffected
+2 damage with the Alien Grenades Foundry project
XCOM starts with an unlimited supply
HE Grenade
HE Grenade
All soldiers -1 6
(5-7)
7.5 2 +3 damage with the Alien Grenades Foundry project XCOM starts with an unlimited supply
Alien Grenade
Alien Grenade
All soldiers -1 7
(6-8)
10 2 Can't be equipped with Plasma Grenades The Alien Grenades Foundry project provides an unlimited supply
Plasma Grenade
Plasma Grenade
All soldiers -1 10
(8-12)
10 2 +4 penetration
Can't be equipped with Alien Grenades
The Alien Grenades Foundry project provides an unlimited supply

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.

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
Concussion Grenade
Concussion Grenade
All soldiers -0.6 10 4 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 12.5 6 Cover blocks the effect
Disorients enemies
Does not affect robotic units
Can't be equipped with Concussion Grenades
Psi Warfare Systems 25 50
(75)
2
(3)
2
(3)
1
(4)
1 Sectoid Corpse 7 days
(3.5 days)
20
Smoke Grenade
Smoke Grenade
All soldiers -0.6 10 3.5 Spawns smoke at the target location through 2 enemy turns
Grants In Smoke to all units within the smoke
XCOM starts with an unlimited supply
Acid Grenade
Acid Grenade
All soldiers -0.6 10 3 Spawns an acid cloud at the target location through 2 enemy turns
Applies Corrosion to all units within the cloud or entering the cloud
Thin Man Autopsy
New Combat Systems
40 120
(180)
4
(6)
0
(5)
15 Thin Man Corpses 10 days
(5.0 days)
48
Mimic Beacon
Mimic Beacon
Psionic soldiers -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
(225)
2
(3)
25
(37)
25
(30)
1 Sectoid Corpse 14 days
(7.0 days)
60

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. Thus, these items grant the most varied effects. Note that soldiers can equip more than one Medikit or Arc Thrower, but not more than one of each other item.

Name Usable
by

Mob
Weapon
range
Blast
radius
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
Battle Scanner (2-Pack)
Battle Scanner (2-Pack)
Scouts 7.5 11.2 Spawns a battle scanner at the target location through 2 enemy turns
Grants +5 aim against any enemy within the area
Reveals the area, including stealthed units
XCOM starts with an unlimited supply
Medikit
Medikit
All soldiers -0.6 1.8 Single Target Can be used on self or nearby soldier to remove acid and heal 3 HP
Can be used to stabilize a critically wounded soldier
+1 charge with the Packmaster perk
+1 charge with the Field Medic perk
XCOM starts with an unlimited supply
Motion Tracker
Motion Tracker
SHIV units Self 25 1 charge
When used, displays a radar with color signals:
* Blue: Friendly units
* White: Human civilians
* Red: Aliens and gene modded Exalt
* Yellow: Meld canisters
* Green: Bombs and power nodes
Can display cloaked units
10 20
(30)
0
(2)
5 days
(2.5 days)
8
Combat Stims
Combat Stims
All soldiers -0.6 Self Self Use on self (0 AP cost) to become Stimmed for 4 turns
Berserker Autopsy 45 120
(180)
4
(9)
1 Berserker Corpse 10 days
(5.0 days)
48
Elerium Emitter
Elerium Emitter
Psionic soldiers 5 0.48 3 charges
Grants +2 damage resistance to the carrier
Stealths a friendly unit through 1 enemy turn
Does not affect enemies, panicked units, 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

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 MEC troopers and SHIVs can equip several of the items listed above for regular soldiers.

MEC and SHIV

Name Usable
by

Mob

HP

Def

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
Ammo Module
Ammo Module
MEC troopers
SHIV units
-0.6 Grants +1 ammo Alien Materials 15 30
(45)
6
(9)
0
(2)
5 days
(2.5 days)
12
Alloy Carbide Plating
Alloy Carbide Plating
MEC troopers
SHIV units
+5 Mechanized Unit Defenses 35 70
(105)
30
(45)
20
(23)
10 days
(5.0 days)
28
Core Armoring
Core Armoring
MEC troopers
SHIV units
-0.6 +4 Grants +2 damage resistance Mechanized Unit Defenses 15 50
(75)
10
(15)
0
(3)
7 days
(3.5 days)
20
Battle Computer
Battle Computer
MEC troopers
SHIV units
-0.6 +10 +10 +10 Sectopod Autopsy
MEC Warfare Systems
75 250
(375)
30
(45)
10
(15)
30
(38)
1 UFO Flight Computer 12 days
(6.0 days)
100

MEC Only

Name Usable
by

Mob

HP

Def

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
Incinerator Module
Incinerator Module
MEC troopers Grants +1 charge to the Flamethrower
Increases Flamethrower damage by 5
Alien Biocybernetics
Jellied Elerium
45 90
(135)
20
(30)
20
(30)
10
(14)
7 days
(3.5 days)
36
The Thumper
The Thumper
MEC troopers Increases Kinetic Strike Module penetration by 10 Antigrav Systems
MEC Warfare Systems
70 70
(105)
20
(30)
20
(30)
2
(5)
7 days
(3.5 days)
28

SHIV Only

Name Usable
by

Mob

HP

Def

Aim

Crit
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Targeting Motor
Targeting Motor
SHIV units +10
Mayhem
Mayhem
SHIV Suppression 20 35
(52)
0
(2)
7 days
(3.5 days)
14
Holo Charger
Holo Charger
SHIV units 0.6
Holo Rounds
Holo Rounds
Drone Autopsy 15 40
(60)
0
(3)
7 days
(3.5 days)
16
Adaptive Tracking Pod
Adaptive Tracking Pod
SHIV units +5
Bull Rush
Bull Rush
Experimental Warfare 20 40
(60)
0
(3)
7 days
(3.5 days)
16
Smartshell Pod
Smartshell Pod
SHIV units +10
Saturation Fire
Saturation Fire
Experimental Warfare 20 25
(37)
0
(2)
7 days
(3.5 days)
10
Shielding Pod
Shielding Pod
SHIV units
Absorption Fields
Absorption Fields
Heavy Floater Autopsy 55 50
(75)
10
(15)
5
(7)
20
(23)
10 days
(5.0 days)
20
AutoSentry Turret
AutoSentry Turret
SHIV units
Reactive Targeting Sensors
Reactive Targeting Sensors
Cyberdisc Autopsy 35 60
(90)
8
(12)
0
(3)
10 days
(5.0 days)
24
Weapon Supercooler
Weapon Supercooler
SHIV units -0.6
Light 'Em Up
Light 'Em Up
Sectopod Autopsy 55 120
(180)
10
(15)
5
(7)
0
(5)
10 days
(5.0 days)
48
Elerium Turbos
Elerium Turbos
SHIV units +2.5 Elerium
Advanced Servomotors
45 30
(45)
12
(18)
16
(24)
0
(2)
7 days
(3.5 days)
12

See also

Long War Rebalance: Loadout 
Weapons
Weapons

Weapons

Primary
Weapons

Secondary
Weapons
Armor
Armor

Armor

MEC
Exoskeletons
Equipment
Equipment

Equipment