Equipment (LWR): Difference between revisions
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Revision as of 14:28, 22 January 2026
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.
For the purposes of identifying how the tables categorize units:
-Biosoldiers refers to purely human soldiers (either unmodified, psionic, genetic or officers, but not MECs)
-Psionic Soldiers are human soldiers who have learned at least one Psionic ability
-Genetically Modified soldiers are human soldiers who have at least one Genetically Modified part
-All Units includes all of the above, plus SHIVs and MECs
Passive Equipment
This equipment will grant soldiers benefits passively, without them having to perform any actions.
Platings
In Long War Rebalance, the aliens hit 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 |
Weight |
HP |
Base DR |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||
Ceramic Plating |
Biosoldiers | 0.6 | +2 | XCOM starts with an unlimited supply | |||||||||
Alloy Plating |
Biosoldiers | Weightless | +4 | Grants 5 crit resist | Alien Materials | 12 | 70 | 40 | 10 days | ||||
Reinforced Plating |
Biosoldiers | 1.3 | +3 | +10 | Grants 35 crit resist Grants -10 defense |
Improved Body Armor | 18 | 70 | 10 | 16 days | |||
Chitin Plating |
Genetically Modified Soldiers | Weightless | +3 | +5 | Grants 15 crit resist Prevents strangulation Reduces corrosion duration to 1 turn |
Chryssalid Autopsy | 30 | 110 | 15 | 2 Chryssalid Carcasses | 17 days | ||
Regenerative Plating |
Biosoldiers | Weightless | +5 | Grants 25 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 | Grants 20 crit resist Reduces corrosion duration to 1 turn |
Mechanized Unit Defenses | 35 | 10 | 55 | 10 | 17 days | |||
Core Plating |
MECs SHIVs |
0.6 | +4 | +5 | Grants 25 crit resist 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 |
Weight |
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 |
Weight |
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 | Grants +25% crit damage | 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 +10 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 |
Weight |
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 +3 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 | +1 | +5 penetration | Enhanced Ballistics | 15 | 20 | 10 | 8 days | ||||
Enhanced Beam Optics |
All Units Laser/pulse primary weapons only |
0.6 | +5 | +1 | +5 | Enhanced Lasers | 15 | 20 | 10 | 8 days | |||
Reaper Ammo |
All Units Laser/pulse primary weapons only |
0.6 | +10 | Grants +25% crit damage 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 | +10 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 |
Weight |
Aim |
Bonus perk |
Special properties |
Prerequisites | Cost | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
Breaching Ammo |
Biosoldiers with Shotguns | 0.6 | The primary weapon gains +50 penetration when used against targets with the Hardened perk | Alien Materials New Combat Systems |
35 | 35 | 8 | 12 days | ||||
Shredder Ammo |
All biosoldiers except Snipers and Gunners | 1.3 | -30 critical hit chance | Alien Materials | 15 | 50 | 5 | 10 days | ||||
Armor Piercing Ammo |
All Biosoldier weapons except Shotguns, Strike and Sniper rifles 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 |
Weight |
Will |
Def |
Bonus perk |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||
Alien Trophy |
Soldiers | Weightless | Grants +15% xp Reduces damage taken from Mind Fray by 50% 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 25% Increases damage dealt to airborne targets by 25% |
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 |
Xenoneurology | 25 | 40 | 40 | 10 days | ||||||
Chameleon Vest |
Biosoldiers | Weightless | Grants +10 crit | Seeker Autopsy New Combat Systems |
35 | 35 | 10 | 45 | 30 | 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 70% 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 | 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 | +15% DR when protected by cover +15 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 +4 | Alien Biocybernetics Jellied Elerium |
75 | 40 | 20 | 10 | 22 days | |||||
The Thumper |
MECs with KSM | Weightless | Increases Kinetic Strike Module damage by 10 and penetration by 25 Triples KSM damage dealt to Plasma Shields |
Antigrav Systems MEC Warfare Systems |
60 | 20 | 40 | 10 | 20 days | |||||
Elerium Turbos |
SHIVs | Weightless | 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 | Weight |
Dmg |
Weapon range |
Blast radius |
Base charges |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Flamethrower |
0.6 | 8 | 10 | 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 |
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 |
Weightless | 20 (18-22) |
melee | 1 per turn | Melee weapon Can target adjacent cover |
Alien Biocybernetics | 30 | 50 | 20 | 10 | 5 | 16 days | ||
Grenade Launcher |
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 |
3.3 | 10 (8-12) |
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 |
0.6 | 16 (14-18) |
8 | 4 | 2 | Reduces defense of units within radius by 15 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 |
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 |
EMP Weapons MEC Warfare Systems |
75 | 40 | 150 | 90 | 15 | 25 days | |
Rocket Launchers
Each rocket launcher is fitted with 2 rockets. 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%. Rockets 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).
| Name | Usable by |
Weight |
Dmg |
Weapon ammo |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||||
Rocket Launcher |
Rocketeers | 0.6 | 6 (5-7) |
2 | 16 | 5 | 2 turn cooldown | XCOM starts with an unlimited supply | |||||||
Recoilless Launcher |
Rocketeers | 0.6 | 9 (8-10) |
2 | 16 | 5 | 2 turn cooldown | Advanced Gauss Weapons | 45 | 100 | 55 | 10 | 23 days | ||
Blaster Launcher |
Rocketeers | 0.6 | 12 (10-14) |
2 | 16 | 5 | Requires 2 AP to fire 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.
Just like rockets, 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).
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 |
Weight |
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 +30 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 |
Weight |
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 |
Weight |
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 | Weightless | 3 charges (4 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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