Equipment (LWR): Difference between revisions
PuporonGOD (talk | contribs) removed shiv equipments, merged elerium turbo to general table |
PuporonGOD (talk | contribs) edited equipments according to changelog, still missing a lot of pen values and we gotta overhaul the whole base DR thing as well |
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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]]'''||Biosoldiers||Weightless|| || || ||Grants +1.3 mobility<br>Prevents strangulation<br />Automatic bleed out on first drop<br />Increases bleed out time by 2 turns<br>Reveals the bleed out timer||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]||25||title="Cost in Credits (Cost when building quickly)"|40|| || ||title="Cost in Meld (Cost when building quickly)"|40|| ||title="Duration in days (Duration when building quickly)"|10 days | |[[File:Respirator Implant Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Respirator Implant]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Respirator Implant]]'''||Biosoldiers||Weightless|| || || ||Grants +1.3 mobility<br>Prevents strangulation<br />Automatic bleed out on first drop<br />Increases bleed out time by 2 turns<br>Reveals the bleed out timer||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]||25||title="Cost in Credits (Cost when building quickly)"|40|| || ||title="Cost in Meld (Cost when building quickly)"|40|| ||title="Duration in days (Duration when building quickly)"|10 days | ||
|-align="center" | |-align="center" | ||
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Chameleon Vest]]<br />'''[[Equipment (LWR)#Protective gear|Chameleon Vest]]'''||Biosoldiers|| | |[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Chameleon Vest]]<br />'''[[Equipment (LWR)#Protective gear|Chameleon Vest]]'''||Biosoldiers||Weightless|| || ||{{ Shadowstep (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits (Cost when building quickly)"|35||title="Cost in Alien Alloys (Cost when building quickly)"|20||title="Cost in Elerium (Cost when building quickly)"|90||title="Cost in Meld (Cost when building quickly)"|60|| ||title="Duration in days (Duration when building quickly)"|14 days | ||
|-align="center" | |-align="center" | ||
|[[File:Walker Servos Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Walker Servos]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Walker Servos]]'''||Biosoldiers||2.0|| || || ||Set the soldier's mobility to 10.0 and ignore all mobility altering effects||[[Research (LWR)#Armor, MECs, and SHIVs|Advanced Power Armor]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||55||title="Cost in Credits (Cost when building quickly)"|300||title="Cost in Alien Alloys (Cost when building quickly)"|180||title="Cost in Elerium (Cost when building quickly)"|30||title="Cost in Meld (Cost when building quickly)"|10|| ||title="Duration in days (Duration when building quickly)"|19 days | |[[File:Walker Servos Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Walker Servos]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Walker Servos]]'''||Biosoldiers||2.0|| || || ||Set the soldier's mobility to 10.0 and ignore all mobility altering effects||[[Research (LWR)#Armor, MECs, and SHIVs|Advanced Power Armor]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||55||title="Cost in Credits (Cost when building quickly)"|300||title="Cost in Alien Alloys (Cost when building quickly)"|180||title="Cost in Elerium (Cost when building quickly)"|30||title="Cost in Meld (Cost when building quickly)"|10|| ||title="Duration in days (Duration when building quickly)"|19 days | ||
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|-align="center" | |-align="center" | ||
|[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (LWR)#MEC equipment|Incinerator Amp]]<br />'''[[Equipment (LWR)#MEC equipment|Incinerator Amp]]'''||MECs||0.6|| || || || | |[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (LWR)#MEC equipment|Incinerator Amp]]<br />'''[[Equipment (LWR)#MEC equipment|Incinerator Amp]]'''||MECs||0.6|| || || ||Increases Flamethrower damage by +2||[[Research (LWR)#Xenology|Alien Biocybernetics]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Jellied Elerium]]||75||title="Cost in Credits (Cost when building quickly)"|40|| ||title="Cost in Elerium (Cost when building quickly)"|20||title="Cost in Meld (Cost when building quickly)"|10|| ||title="Duration in days (Duration when building quickly)"|22 days | ||
|-align="center" | |-align="center" | ||
|[[File:The Thumper Long War.png|128px|link=Equipment (LWR)#MEC equipment|The Thumper]]<br />'''[[Equipment (LWR)#MEC equipment|The Thumper]]'''||MECs||Weightless|| || || ||Increases [[Weapons_(LWR)#MEC secondary weapons|Kinetic Strike Module]] damage and penetration by | |[[File:The Thumper Long War.png|128px|link=Equipment (LWR)#MEC equipment|The Thumper]]<br />'''[[Equipment (LWR)#MEC equipment|The Thumper]]'''||MECs||Weightless|| || || ||Increases [[Weapons_(LWR)#MEC secondary weapons|Kinetic Strike Module]] damage by 10 and penetration by 25<br>Doubles KSM damage dealt to Plasma Shields||[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav Systems]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||60||title="Cost in Credits (Cost when building quickly)"|20||title="Cost in Alien Alloys (Cost when building quickly)"|40||title="Cost in Elerium (Cost when building quickly)"|10||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|20 days | ||
|-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]]'''||SHIVs||Weightless|| || || ||Grants +2.0 mobility<br>Increases the effect '''tiles moved''' has on Ram damage by 50%||[[Research (LWR)#Materials and Aerospace|Elerium]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||65||title="Cost in Credits (Cost when building quickly)"|40||title="Cost in Alien Alloys (Cost when building quickly)"|10||title="Cost in Elerium (Cost when building quickly)"|40||title="Cost in Meld (Cost when building quickly)"| ||||title="Duration in days (Duration when building quickly)"|16 days | |[[File:Elerium Turbos Long War.png|128px|link=Equipment (LWR)#SHIV modules|Elerium Turbos]]<br />'''[[Equipment (LWR)#SHIV modules|Elerium Turbos]]'''||SHIVs||Weightless|| || || ||Grants +2.0 mobility<br>Increases the effect '''tiles moved''' has on Ram damage by 50%||[[Research (LWR)#Materials and Aerospace|Elerium]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||65||title="Cost in Credits (Cost when building quickly)"|40||title="Cost in Alien Alloys (Cost when building quickly)"|10||title="Cost in Elerium (Cost when building quickly)"|40||title="Cost in Meld (Cost when building quickly)"| ||||title="Duration in days (Duration when building quickly)"|16 days | ||
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|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}} | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}} | ||
|-align="center" | |-align="center" | ||
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MECs||0.6||title="Average damage (Minimum to maximum damage)"| | |[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MECs||0.6||title="Average damage (Minimum to maximum damage)"|6||8|| || 2 ||Bypasses all DR<br>35% chance for a 60 will test for panic<br />Will test 80 with ''Jellied Elerium''<br />AOE is a cone shape||[[Research (LWR)#Main Research|Alien Biocybernetics]]||35||title="Cost in Credits (Cost when building quickly)"|50||title="Cost in Alien Alloys (Cost when building quickly)"|50||title="Cost in Elerium (Cost when building quickly)"|30||title="Cost in Meld (Cost when building quickly)"|5||title="Duration in days (Duration when building quickly)"|17 days | ||
|-align="center" | |-align="center" | ||
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MECs||0.6|| ||self||2||1||Heals 5 HP in an area||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits (Cost when building quickly)"|60||title="Cost in Alien Alloys (Cost when building quickly)"|50||title="Cost in Elerium (Cost when building quickly)"|40||title="Cost in Meld (Cost when building quickly)"|10||title="Duration in days (Duration when building quickly)"|20 days | |[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MECs||0.6|| ||self||2||1||Heals 5 HP in an area||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits (Cost when building quickly)"|60||title="Cost in Alien Alloys (Cost when building quickly)"|50||title="Cost in Elerium (Cost when building quickly)"|40||title="Cost in Meld (Cost when building quickly)"|10||title="Duration in days (Duration when building quickly)"|20 days | ||
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|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MECs||2.0||title="Average damage (Minimum to maximum damage)"|7<br>(6-8)||12||3||3||Cannot be equipped with '''Advanced Launcher'''||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits (Cost when building quickly)"|75||title="Cost in Alien Alloys (Cost when building quickly)"|40||title="Cost in Elerium (Cost when building quickly)"|15||title="Cost in Meld (Cost when building quickly)"|10||title="Duration in days (Duration when building quickly)"|16 days | |[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MECs||2.0||title="Average damage (Minimum to maximum damage)"|7<br>(6-8)||12||3||3||Cannot be equipped with '''Advanced Launcher'''||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits (Cost when building quickly)"|75||title="Cost in Alien Alloys (Cost when building quickly)"|40||title="Cost in Elerium (Cost when building quickly)"|15||title="Cost in Meld (Cost when building quickly)"|10||title="Duration in days (Duration when building quickly)"|16 days | ||
|-align="center" | |-align="center" | ||
|[[File:Grenade Launcher Long War.png|128px|Advanced Launcher]]<br />'''Advanced Launcher'''||MECs||3.3||title="Average damage (Minimum to maximum damage)"| | |[[File:Grenade Launcher Long War.png|128px|Advanced Launcher]]<br />'''Advanced Launcher'''||MECs||3.3||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||12||3||4||Cannot be equipped with '''Grenade Launcher''' ||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]<br>[[Research (LWR)#Interrogations|Heavy Floater Interrogation]]||100||title="Cost in Credits (Cost when building quickly)"|150||title="Cost in Alien Alloys (Cost when building quickly)"|80||title="Cost in Elerium (Cost when building quickly)"|30||title="Cost in Meld (Cost when building quickly)"|20||title="Duration in days (Duration when building quickly)"|32 days | ||
|-align="center" | |-align="center" | ||
|[[File:Proximity Mine Launcher Long War.png|128px|Gravity Mine Launcher]]<br />'''Gravity Mine Launcher'''||MECs||1.3||title="Average damage (Minimum to maximum damage)"|10<br>(8-12)||8||4||2||Reduces defense of units within radius by 10<br>Starting a turn in gravity well damages 10% of current HP (bypasses DR)<br>Detonates at the end of XCOM's '''next''' turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits (Cost when building quickly)"|90||title="Cost in Alien Alloys (Cost when building quickly)"|50||title="Cost in Elerium (Cost when building quickly)"|20||title="Cost in Meld (Cost when building quickly)"|5||title="Duration in days (Duration when building quickly)"|25 days | |[[File:Proximity Mine Launcher Long War.png|128px|Gravity Mine Launcher]]<br />'''Gravity Mine Launcher'''||MECs||1.3||title="Average damage (Minimum to maximum damage)"|10<br>(8-12)||8||4||2||Reduces defense of units within radius by 10<br>Starting a turn in gravity well damages 10% of current HP (bypasses DR)<br>Detonates at the end of XCOM's '''next''' turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits (Cost when building quickly)"|90||title="Cost in Alien Alloys (Cost when building quickly)"|50||title="Cost in Elerium (Cost when building quickly)"|20||title="Cost in Meld (Cost when building quickly)"|5||title="Duration in days (Duration when building quickly)"|25 days | ||
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|[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Javelin Rocket]]<br />'''[[Equipment (LWR)#Explosives|Javelin Rocket]]'''||Rocketeers||0.6|| ||18||1||Provides a Javelin rocket<br>Applies '''[[Other Abilities (LWR)#Shred|Explosive Shred]]''' to any unit it damages<br>Deals +50% weapon damage<br>Reduces scatter by 80%<br>No environmental damage||XCOM starts with an unlimited supply | |[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Javelin Rocket]]<br />'''[[Equipment (LWR)#Explosives|Javelin Rocket]]'''||Rocketeers||0.6|| ||18||1||Provides a Javelin rocket<br>Applies '''[[Other Abilities (LWR)#Shred|Explosive Shred]]''' to any unit it damages<br>Deals +50% weapon damage<br>Reduces scatter by 80%<br>No environmental damage||XCOM starts with an unlimited supply | ||
|-align="center" | |-align="center" | ||
|[[File:AP Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|AP Grenade]]<br />'''[[Equipment (LWR)#Explosives|AP Grenade]]'''||Biosoldiers||0.6||title="Average damage (Minimum to maximum damage)"|3<br />(2-4)|| | |[[File:AP Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|AP Grenade]]<br />'''[[Equipment (LWR)#Explosives|AP Grenade]]'''||Biosoldiers||0.6||title="Average damage (Minimum to maximum damage)"|3<br />(2-4)||10||1.5||Applies '''[[Other Abilities (LWR)#Shred|Explosive Shred]]''' to any unit it damages<br>Cover blocks the effect<br>+??? penetration||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]]'''||Biosoldiers||0.6||title="Average damage (Minimum to maximum damage)"|6<br />(5-7)||8||2.5|| ||XCOM starts with an unlimited supply | |[[File:HE Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|HE Grenade]]<br />'''[[Equipment (LWR)#Explosives|HE Grenade]]'''||Biosoldiers||0.6||title="Average damage (Minimum to maximum damage)"|6<br />(5-7)||8||2.5|| ||XCOM starts with an unlimited supply | ||
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|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Alien Grenade]]<br />'''[[Equipment (LWR)#Explosives|Alien Grenade]]'''||Biosoldiers||0.6||title="Average damage (Minimum to maximum damage)"|8<br />(7-9)||10||2||Can't be equipped with Plasma Grenades||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]]'''||Biosoldiers||0.6||title="Average damage (Minimum to maximum damage)"|8<br />(7-9)||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]]'''||Biosoldiers||0.6||title="Average damage (Minimum to maximum damage)"| | |[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Plasma Grenade]]<br />'''[[Equipment (LWR)#Explosives|Plasma Grenade]]'''||Biosoldiers||0.6||title="Average damage (Minimum to maximum damage)"|10<br />(10-14)||10||2||Can't be equipped with Alien Grenades||The ''Condensed Plasma'' Foundry project allows production. | ||
|} | |} | ||
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|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}} | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}} | ||
|-align="center" | |-align="center" | ||
|[[File:Battle Scanner Long War.png|128px|link=Equipment (LWR)#Support grenades|Battle Scanner]]<br />'''[[Equipment (LWR)#Support grenades|Battle Scanner]]'''||Scouts||0.6|| | |[[File:Battle Scanner Long War.png|128px|link=Equipment (LWR)#Support grenades|Battle Scanner]]<br />'''[[Equipment (LWR)#Support grenades|Battle Scanner]]'''||Scouts||0.6||10||Does not trigger reaction fire<br>Spawns a battle scanner at the target location until end of turn<br>Grants +20 aim/crit against any enemy (even those not in view) within the area<br />Reveals a 12 tile radius area (including stealthed units)||colspan="8"|XCOM starts with an unlimited supply | ||
|-align="center" | |-align="center" | ||
|[[File:Medkit Long War.png|128px|link=Equipment (LWR)#Utility devices|Medikit]]<br />'''[[Equipment (LWR)#Utility devices|Medikit]]'''||Biosoldiers||Weightless||2||Max 1 use per turn<br>Removes acid and heals 4 HP<br />Works on any biosoldier<br>Can stabilize a critically wounded MEC or biosoldier<br />||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]]'''||Biosoldiers||Weightless||2||Max 1 use per turn<br>Removes acid and heals 4 HP<br />Works on any biosoldier<br>Can stabilize a critically wounded MEC or biosoldier<br />||colspan="8"|XCOM starts with an unlimited supply | ||
Revision as of 07:44, 25 September 2025
In General

In Long War Rebalance, all regular soldiers have 2 equipment slots from the start of the game. The Tactical Rigging Foundry project increases this to 3 slots. Some armors and weapons may result in different slot counts.
All equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien Grenades, once you have researched the Alien Grenades Foundry project.
All other items need to be produced first, and can only be equipped once per time they are produced. Note that producing consumables represents a production line for these consumables. You can still only equip it once for each time you have produced them, but using them during the mission does not expend them from your storage, and unless damaged, you can bring them again during the next mission.
Most items have a weight, which reduces the mobility of the soldier that equips the item by the amount of weight. The average item has a weight of 0.6, and thus provides a -0.6 tile movement penalty. Some items weigh 1.3 or more, and a few items weigh nothing or even provide a movement bonus. Extra charges from perks such as Packmaster, Grenadier and Smoke and Mirrors do not increase the weight and do not provide additional movement penalties.
You can choose to equip less than the maximum number of items by clicking on the empty hand icon. This can make the soldier faster at the expense of less equipment. This can be useful when moving items between soldiers, outfitting MECs/SHIVs, or selecting mutually exclusive items.
Passive Equipment
This equipment will grant soldiers benefits passively, without them having to perform any actions.
Platings
In Long War Rebalance, the aliens hits hard. Fortunately, you have access to platings that can be worn in addition to regular armor, providing more survivability. A unit can only equip one plating at a time.
| Name | Usable by |
Mob offset |
HP |
Base DR |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||
Ceramic Plating |
Biosoldiers | 0.6 | +2 | +10 | XCOM starts with an unlimited supply | ||||||||
Alloy Plating |
Biosoldiers | Weightless | +4 | Alien Materials | 12 | 70 | 40 | 10 days | |||||
Reinforced Plating |
Biosoldiers | 1.3 | +3 | +35 | Grants 35 crit resist Grants -10 defense |
Improved Body Armor | 18 | 70 | 10 | 16 days | |||
Chitin Plating |
Genetically Modified Soldiers | Weightless | +3 | +15 | Prevents strangulation Reduces corrosion duration to 1 turn |
Chryssalid Autopsy | 30 | 110 | 15 | 2 Chryssalid Carcasses | 17 days | ||
Regenerative Plating |
Biosoldiers | Weightless | +20 | Grants 20 crit resist Resists 75% of Shred Regenerates 1 HP anytime this units takes 3 or more damage |
New Combat Systems | 40 | 90 | 80 | 20 | 10 | 20 days | ||
Alloy Carbide Plating |
MECs SHIVs |
Weightless | +4 | +10 | Reduces corrosion duration to 1 turn | Mechanized Unit Defenses | 35 | 10 | 55 | 10 | 17 days | ||
Core Plating |
MECs SHIVs |
0.6 | +6 | +20 | Resists 75% of Shred Reduces corrosion duration to 1 turn |
Advanced Power Armor Mechanized Unit Defenses |
95 | 50 | 550 | 41 days | |||
Scopes
There are an array of accessories that make hitting enemies easier.
Scopes apply their bonus to primary weapons only and each unit can only equip one at a time.
| Name | Usable by |
Mob offset |
Aim |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SCOPE |
All Units | 0.6 | +10 | +10 | Alien Weaponry | 15 | 35 | 10 days | ||||||
Marksman Scope |
Scouts | Weightless | +5 | +20 | Can only be equipped with strike rifles | Alien Weaponry | 10 | 30 | 5 days | |||||
Illuminator Scope |
Soldiers | Weightless | +10 | +30 | Looted from the Exalt headquarters Provided by a Mexican starting bonus | |||||||||
Neural Scope |
Psionic soldiers | Weightless | +10 | +10 | Psiscopic Vision: Grants +15 aim to non-reaction shots if a psionic ally can also see the target | Alien Biocybernetics Psi Warfare Systems |
40 | 110 | 25 | 20 | 45 | 15 days | ||
Weapon Attachments
Like scopes, these attachments can improve a weapons ability to hit and crit enemy targets. Except for perk bonuses, they only affect primary weapons. Unlike scopes, you can equip multiple different weapon attachments on the same unit.
| Name | Usable by |
Mob offset |
Aim |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||
Laser Sight |
All Units | Weightless | +20 | XCOM starts with an unlimited supply | ||||||||||
AR Targeter |
All Units | Weightless | +10 | +1 base damage during critical hits | Xenobiology | 15 | 110 | 10 days | ||||||
Alloy Bipod |
Snipers Scouts Gunners Rocketeers |
0.6 | Alien Materials New Combat Systems |
20 | 25 | 30 | 10 days | |||||||
Prediction Computer |
All Units | Weightless | Reaction shots gain +2 damage Reaction shots gain +2 penetration Grants +10 Defense |
Advanced Gauss Weapons | 75 | 150 | 20 | 30 | 10 | 29 days
| ||||
Battle Computer |
MECs SHIVs |
1.3 | +15 | +15 | +15 Defense | Sectopod Autopsy MEC Warfare Systems |
75 | 50 | 90 | 90 | 30 | 1 UFO Flight Computer | 27 days | |
Ammunition Modifiers
In addition to attaching unique items to your weapons, you can augment your ammo sources increasing damage, capacity, and offering other benefits. You can only equip one ammo capacity increasing item at a time.
Ammunition modifiers only affect primary weapons.
| Name | Usable by |
Mob offset |
Aim |
Damage |
Crit |
Special properties |
Prerequisites | Cost | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
High Cap Mags |
Biosoldiers | 0.6 | Primary weapons gain +1 ammo Can't be equipped with Drum Mags |
XCOM starts with an unlimited supply | |||||||||
Drum Mags |
Non-Private biosoldiers SMGs, Carbines, Assault Rifles, or Battle Rifles only |
1.3 | Primary weapons gain +2 ammo Can't be equipped with High Cap Mags |
XCOM starts with an unlimited supply | |||||||||
Heavy Mags |
MECs SHIVs |
1.3 | Grants +2 ammo | Alien Materials | 35 | 80 | 40 | 14 days | |||||
Alloy Enhanced Rounds |
All Units Ballistic/gauss primary weapons only |
0.6 | +5 | +1 | Enhanced Ballistics | 15 | 20 | 10 | 8 days | ||||
Enhanced Beam Optics |
All Units Laser/pulse primary weapons only |
0.6 | +1 | +5 | Enhanced Lasers | 15 | 20 | 10 | 8 days | ||||
Reaper Ammo |
All Units Laser/pulse primary weapons only |
0.6 | +20 | +2 base damage during critical hits Primary weapon range penalties are doubled |
Supercapacitors | 40 | 100 | 60 | 80 | 17 days | |||
Plasma Stellerator |
All Units Plasma primary weapons only |
0.6 | +10 | +1 | +1 Penetration | Enhanced Plasma | 75 | 100 | 230 | 80 | 29 days | ||
Ballistic/Gauss Special Ammunition
In addition to augmenting your ammo sources, you can also change them with one of the following ammo types. Only one ammo type can be equipped at a time.
All special ammunition is restricted to Ballistic and Gauss weapons only.
| Name | Usable by |
Mob offset |
Aim |
Bonus perk |
Special properties |
Prerequisites | Cost | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
Breaching Ammo |
Biosoldiers with Shotguns | 0.6 | The primary weapon gains 3 penetration when used against targets with the Hardened perk | Alien Materials New Combat Systems |
35 | 35 | 8 | 12 days | ||||
Shredder Ammo |
Infantry Medics Assaults Engineers Scouts |
0.6 | Alien Materials | 15 | 50 | 5 | 10 days | |||||
Armor Piercing Ammo |
Biosoldiers with a SAW/LMG/AR/Carbine/SMG/BR MECs SHIVs |
0.6 | Improved Body Armor New Combat Systems |
50 | 20 | 15 | 21 days | |||||
Flak Ammo |
All Units | 0.6 | -5 | Shots from the primary weapon ignore the 30 defense bonus flying targets receive Non-reaction standard shots from the primary weapon deal 1 damage to all flying units within 4 tiles of the primary target |
Floater Autopsy New Combat Systems |
65 | 90 | 20 | 28 days | |||
Non-Weapon Passive Equipment
These items offer a range of benefits not directly related to the primary weapon.
| Name | Usable by |
Mob offset |
Will |
Def |
Bonus perk |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||
Alien Trophy |
Soldiers | Weightless | Grants +20% xp Reduces damage taken from Mind Fray by 30% Reduces duration of panic on this unit to 1 turn max Prevents triggering enemy countercharges |
10 | 15 | 1 Sectoid Corpse | 4 days | |||||||
Airburst Actuators |
Rocketeers | Weightless | Reduces Rocket Scatter by 35% Increases damage dealt to airborne targets by 35% |
Beam Lasers | 25 | 55 | 10 | 4 Drone Wrecks 4 Floater Corpses |
10 days | |||||
Proximity Sensor |
Biosoldiers | Weightless | Displays a 12 tile radius radar for hidden aliens Provides an alert if a hidden alien is within 12 tiles |
15 | 15 | 4 days | ||||||||
Respirator Implant |
Biosoldiers | Weightless | Grants +1.3 mobility Prevents strangulation Automatic bleed out on first drop Increases bleed out time by 2 turns Reveals the bleed out timer |
Seeker Autopsy | 25 | 40 | 40 | 10 days | ||||||
Chameleon Vest |
Biosoldiers | Weightless | Seeker Autopsy New Combat Systems |
35 | 35 | 20 | 90 | 60 | 14 days | |||||
Walker Servos |
Biosoldiers | 2.0 | Set the soldier's mobility to 10.0 and ignore all mobility altering effects | Advanced Power Armor Advanced Servomotors |
55 | 300 | 180 | 30 | 10 | 19 days | ||||
Cognitive Enhancer |
Soldiers | 0.6 | +10 | Increases XP gained by 100% 10% chance for any idle-ending action to cost 0 AP |
Looted from the Exalt headquarters Provided by a Mexican starting bonus | |||||||||
Neuroregulator |
Psionic soldiers | Weightless | +15 | +15 | Grants +2.6 mobility Increases Psi XP gained by 100% |
Looted from the Exalt headquarters Provided by a Mexican starting bonus | ||||||||
Conduit |
Psionic Soldiers | 0.6 | +1 damage to all weapons and equipment Provides a will/4% (max 25%) chance for idle-ending actions to cost 0 AP |
Psi Warfare Systems | 55 | 40 | 60 | 70 | 50 | 1 Outsider Shard | 22 days | |||
Psi Frayer |
Psionic soldiers | 0.6 | +20 | Resets the cooldown of Mind Fray after use Prevents strangulation |
Sectoid Commander Autopsy Psi Warfare Systems |
65 | 200 | 20 | 90 | 10 | 2 Sectoid Commander Corpses | 33 days | ||
Psi Defender |
Psionic soldiers | Weightless | +35% DR when protected by cover +35 Crit Resistance when protected by cover |
Sectoid Commander Interrogation Psi Warfare Systems |
45 | 220 | 5 | 10 | 1 Mechtoid Core | 19 days | ||||
Incinerator Amp |
MECs | 0.6 | Increases Flamethrower damage by +2 | Alien Biocybernetics Jellied Elerium |
75 | 40 | 20 | 10 | 22 days | |||||
The Thumper |
MECs | Weightless | Increases Kinetic Strike Module damage by 10 and penetration by 25 Doubles KSM damage dealt to Plasma Shields |
Antigrav Systems MEC Warfare Systems |
60 | 20 | 40 | 10 | 20 days | |||||
Elerium Turbos |
SHIVs | Weightless | Grants +2.0 mobility Increases the effect tiles moved has on Ram damage by 50% |
Elerium Advanced Servomotors |
65 | 40 | 10 | 40 | 16 days | |||||
Active Equipment
This equipment has limited uses and often needs to be used (activated) to have an effect.
Large Equipment (MEC)
MECs have a variety of options for their large equipment slots, which are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.
| Name | Usable by |
Mob offset |
Dmg |
Weapon range |
Blast radius |
Base charges |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Flamethrower |
MECs | 0.6 | 6 | 8 | 2 | Bypasses all DR 35% chance for a 60 will test for panic Will test 80 with Jellied Elerium AOE is a cone shape |
Alien Biocybernetics | 35 | 50 | 50 | 30 | 5 | 17 days | ||
Restorative Mist |
MECs | 0.6 | self | 2 | 1 | Heals 5 HP in an area | Thin Man Autopsy MEC Warfare Systems |
45 | 60 | 50 | 40 | 10 | 20 days | ||
Kinetic Strike Module |
MECs | 0.6 | 20 (18-22) |
melee | 1 per turn | Melee weapon | Alien Biocybernetics | 30 | 50 | 20 | 10 | 5 | 16 days | ||
Grenade Launcher |
MECs | 2.0 | 7 (6-8) |
12 | 3 | 3 | Cannot be equipped with Advanced Launcher | MEC Warfare Systems | 50 | 75 | 40 | 15 | 10 | 16 days | |
Advanced Launcher |
MECs | 3.3 | 9 (8-10) |
12 | 3 | 4 | Cannot be equipped with Grenade Launcher | MEC Warfare Systems Heavy Floater Interrogation |
100 | 150 | 80 | 30 | 20 | 32 days | |
Gravity Mine Launcher |
MECs | 1.3 | 10 (8-12) |
8 | 4 | 2 | Reduces defense of units within radius by 10 Starting a turn in gravity well damages 10% of current HP (bypasses DR) Detonates at the end of XCOM's next turn |
Advanced Gauss Weapons MEC Warfare Systems |
55 | 90 | 50 | 20 | 5 | 25 days | |
Electropulse |
MECs | 1.3 | 3 | self | 8 | unlimited | 0 AP Cost Does not trigger reaction fire Affects only enemy units Clears overwatch on all enemies affected 3 turn cooldown |
Electromagnetic Pulse Weapons MEC Warfare Systems |
75 | 40 | 150 | 90 | 15 | 25 days | |
Rocket Launchers
Each rocket launcher is fitted with at least 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown is the maximum possible scatter which is 2 standard deviations. Soldier aim does *not* affect rocket scatter but soldier base HP can lower scatter (see: Effects of Attributes). Firing a rocket with 1 AP doubles scatter and decreases range by 25%.
| Name | Usable by |
Mob offset |
Dmg |
Weapon ammo |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||||
Rocket Launcher |
Rocketeers | 0.6 | 6 (5-7) |
2 | 18 | 5 | 2 turn cooldown | XCOM starts with an unlimited supply | |||||||
Recoilless Launcher |
Rocketeers | 0.6 | 9 (8-10) |
2 | 18 | 5 | +1 penetration 2 turn cooldown |
Advanced Gauss Weapons | 45 | 100 | 55 | 10 | 23 days | ||
Blaster Launcher |
Rocketeers | 0.6 | 12 (10-14) |
2 | 18 | 5 | Requires 2 AP to fire +2 penetration 2 turn cooldown Can path around obstacles No Scatter |
Fusion Weapons | 140 | 600 | 130 | 70 | 60 | 2 UFO Flight Computers 1 Fusion Core |
84 days |
Explosives
Sometimes, the best answer is to blow up the enemy. These are the right tools for the job.
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 35% damage at the periphery).
Throw range of all grenades is modified by base (non-armor) soldier HP (see: Effects of Attributes). Throw distance is also increased by various perks and is decreased by Red Fog.
| Name | Usable by |
Mob offset |
Dmg |
Weapon range |
Blast radius |
Special properties |
Source |
|---|---|---|---|---|---|---|---|
Javelin Rocket |
Rocketeers | 0.6 | 18 | 1 | Provides a Javelin rocket Applies Explosive Shred to any unit it damages Deals +50% weapon damage Reduces scatter by 80% No environmental damage |
XCOM starts with an unlimited supply | |
AP Grenade |
Biosoldiers | 0.6 | 3 (2-4) |
10 | 1.5 | Applies Explosive Shred to any unit it damages Cover blocks the effect +??? penetration |
XCOM starts with an unlimited supply |
HE Grenade |
Biosoldiers | 0.6 | 6 (5-7) |
8 | 2.5 | XCOM starts with an unlimited supply | |
Alien Grenade |
Biosoldiers | 0.6 | 8 (7-9) |
10 | 2 | Can't be equipped with Plasma Grenades | The Alien Grenades Foundry project provides an unlimited supply. |
Plasma Grenade |
Biosoldiers | 0.6 | 10 (10-14) |
10 | 2 | Can't be equipped with Alien Grenades | The Condensed Plasma Foundry project allows production. |
Support grenades
Support grenades deal no damage but can still be extremely effective. Their throw range is modified by HP in the same manner as explosive grenades.
| Name | Usable by |
Mob offset |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||
Smoke Grenade |
Biosoldiers | 0.6 | 14 | 2.5 | Does not trigger reaction fire Creates a 5x5 tile cloud of smoke (missing a tile from each corner) through 1 enemy turn Grants In Smoke to all units within the smoke |
XCOM starts with an unlimited supply | |||||||
Acid Grenade |
Biosoldiers | 0.6 | 10 | 2.5 | Creates a 5x5 tile cloud of acid (missing a tile from each corner) until end of turn Applies Corrosion to all units within the cloud or entering the cloud |
Thin Man Autopsy New Combat Systems |
40 | 120 | 4 | 30 | 20 Thin Man Corpses | 18 days | |
Concussion Grenade |
Biosoldiers | 0.6 | 12 | 1.5 | Cover blocks the effect Disorients enemies Does not affect robotic units Can't be equipped with Psi Grenades |
XCOM starts with an unlimited supply | |||||||
Psi Grenade |
Psionic soldiers | 0.6 | 12 | 2.0 | Starts with 2 uses Cover blocks the effect Disorients enemies Does not affect robotic units Can't be equipped with Concussion Grenades |
Psi Warfare Systems | 25 | 50 | 10 | 10 | 10 | 1 Sectoid Corpse | 12 days |
Shadow Grenade |
Biosoldiers | 0.6 | 8 | 2 | Clears holo and grants combat readiness before Shadowing 1 friendly unit through 1 enemy turn or until the unit acts Does not affect enemies, this unit, panicking units, or units in One For All |
Seeker Autopsy Psi Warfare Systems |
60 | 50 | 10 | 20 | 8 Seeker Wrecks | 26 days | |
Utility devices
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges.
| Name | Usable by |
Mob offset |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||
Battle Scanner |
Scouts | 0.6 | 10 | Does not trigger reaction fire Spawns a battle scanner at the target location until end of turn Grants +20 aim/crit against any enemy (even those not in view) within the area Reveals a 12 tile radius area (including stealthed units) |
XCOM starts with an unlimited supply | |||||||
Medikit |
Biosoldiers | Weightless | 2 | Max 1 use per turn Removes acid and heals 4 HP Works on any biosoldier Can stabilize a critically wounded MEC or biosoldier |
XCOM starts with an unlimited supply | |||||||
Combat Stims |
Biosoldiers | 0.6 | Self | Use on self (0 AP cost) to become Stimmed for 3 turns |
Berserker Autopsy | 45 | 360 | 20 | 1 Berserker Corpse | 19 days | ||
Motion Tracker |
SHIVs | 0.6 | 2 charges (3 with Elerium Batteries) When used, displays a 24 tile radius radar Blue: XCOM, White: Civilians, Red: Enemies, Yellow: Meld, Green: Bombs/Nodes Can display cloaked units |
15 | 25 | 8 days | ||||||
See also
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