|Alloy Carbide Plating || {{Yes Icon}} || {{Yes Icon}} || 1 || Heavy Floater Autopsy || Increases both DR and HP of the equipped unit by +1. || 90 || 10 || 0 || 5 || 10
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]'''Alloy Carbide Plating''' || {{Yes Icon}} || {{Yes Icon}} || 1 || Heavy Floater Autopsy || Increases both DR and HP of the equipped unit by +1. || 90 || 10 || 0 || 5 || 10
|-
|-
!colspan="11" | Perk Granting Equipment
!colspan="11" | Perk Granting Equipment
|-
|-align=center
|Autoloader || {{Yes Icon}} || {{Yes Icon}} || 1 || - || Grants Lock N' Load perk, allowing for additional shots to be fired before reloading is required. || 30 || 0 || 0 || 0 || 7
|[[Image: Autoloader Long War.png|center|128x64px]]'''Autoloader''' || {{Yes Icon}} || {{Yes Icon}} || 1 || - || Grants Lock N' Load perk, allowing for additional shots to be fired before reloading is required. || 30 || 0 || 0 || 0 || 7
|[[Image: Damage Control Pod Long War.png|center|128x64px]]'''Damage Control Pod'' || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 65 || 5 || 2 || 0 || 10
|-
|-align=center
|Weapon Supercoolers || {{No Icon}} || {{Yes Icon}} || 1 || Sectopod Autopsy || Grants Light 'Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 130 || 10 || 5 || 0 || 10
|Autosentry Turret || {{No Icon}} || {{Yes Icon}} || 1 || Cyberdisc Autopsy || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 75 || 5 || 0 || 0 || 10
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]'''Weapon Supercooler''' || {{No Icon}} || {{Yes Icon}} || 1 || Sectopod Autopsy || Grants Light 'Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 130 || 10 || 5 || 0 || 10
|-
|-align=center
|Core Armoring || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || 65 || 5 || 0 || 0 || 7
|[[Image: Autosentry Turret Long War.png|center|128x64px]]'''Autosentry Turret''' || {{No Icon}} || {{Yes Icon}} || 1 || Cyberdisc Autopsy || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 75 || 5 || 0 || 0 || 10
|-
|-align=center
|Damage Control Pod || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 65 || 5 || 2 || 0 || 10
|[[Image: Core Armoring Long War.png|center|128x64px]]'''Core Armoring''' || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || 65 || 5 || 0 || 0 || 7
|-
|-align=center
|Tactical Sensors || {{Yes Icon}} || {{No Icon}} || 1 || Mechtoid Autopsy || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 65 || 0 || 0 || 0 || 7
|[[Image: Tactical Sensors Long War.png|center|128x64px]]'''Tactical Sensors''' || {{Yes Icon}} || {{No Icon}} || 1 || Mechtoid Autopsy || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 65 || 0 || 0 || 0 || 7
|[[Image: The Thumper Long War.png|center|128x64px]]'''The Thumper''' || {{Yes Icon}} || {{No Icon}} || 1 || Antigrav Systems || Increases Kinetic Strike Damage by 2. || 85 || 20 || 15 || 0 || 12
|}
|}
[[Category: Long War]]
[[Category: Long War]]
Revision as of 13:52, 26 October 2014
This page may be outdated. It is up-to-date for version b14. The latest version is 1.0.
In Long War all soldiers have 2 item slots from the start of the game. Each carried item has weight, and reduces the soldier's mobility by 1 per weight (a soldier's base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). An item slot can be cleared with the "empty hand" button in the item slot. Items with increased charges from perks such as Packmaster do not have increased weight.
Note that many items listed require Foundry projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn without ending the turn (e.g. a Support may throw a Smoke Grenade and then perform another action).
Soldier Equipment
Items for XCom operatives
Name
Weight
Classes
Research
Effect
Cost
Other
Miscellaneous Items
Alien Trophy
1
All
-
Grants immunity to panic, except Psi Panic
-
Medikit
1
All
-
Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable)
-
Combat Stims
1
All
-
Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable)
-
Arc Thrower
2
All
Xenoneurology
Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43%
100
0
0
0
10
-
Walker Servos
0
All
Advanced Servomotors
Grants +2 Mobility.
55
5
2
2
7
-
Protective Items
Ceramic Plates
1
All
-
Provides +1 Armor HP. Cannot be stacked with other plating items.
-
Alloy Plating
1
All
Alien Materials
Provides +2 Armor HP. Cannot be stacked with other plating items.
50
5
0
0
6
-
Chitin Plating
2
All
Chryssalid Autopsy
Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items.
100
20
0
0
10
10x Chryssalid Carcass
Reinforced Armor
2
All
Alien Materials
Confers +1 Armor HP and +1 Damage Reduction, but -7 Defense. Can stack with plating items.
70
10
0
0
6
-
Chameleon Suit
1
Scout
Seeker Autopsy
Grants +5 Defense and extra defense during Lighning Reflexes.
60
3
2
5
7
-
Respirator Implant
1
All
Seeker Autopsy
Grants immunity to strangulation and partial immunity to acid.
15
0
0
0
3
-
Impact Vest
1
Assault
Mobile Power Armor
Grants the Shock-Absorbent Armor perk.
100
10
5
5
10
-
Mind Shield
1
Psionic
Sectoid Commander Autopsy
Provide +25 Will, Grants immunity to strangulation and panic, except Psi Panic
200
20
30
5
20
5x Sectoid Commander Corpse
Psi Screen
1
Psionic
Mechtoid Autopsy
Provide +1 DR vs. Psionic, but draws -15 Will when equipped
85
10
5
10
10
1x Mechtoid Core
Thrown Devices
Battle Scanner
1
All
-
Can be thrown to provide vision for two turns.
-
Mimic Beacon
1
All
Alien Communications Psi Warfare Systems (Foundry)
When thrown, the mimic beacon generates a unique audio signal that can cause unseen aliens to advance towards it. Has no effect on aliens that have already seen your agents.
15
0
0
0
7
-
Grenades
AP Grenade
1
All
-
Deals 2-6 damage to units not in cover relative to the center of the blast radius.
-
HE Grenade
1
All
-
Deals 1-5 damage to units in blast radius and can destroy cover
-
Alien Grenade
1
All
Alien Grenades
Deals 3-7 damage to units in blast radius and can destroy cover Replaces HE Grenade via Foundry Project.
-
Flashbang Grenade
1
All
-
Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn. Most synthetic/cybernetic and psionic enemies are immune.
-
Smoke Grenade
1
All
-
Confers +20 Defense to units in radius for two turns.
-
Chem Grenade
1
All
Thin Man Autopsy
Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified.
20
0
0
0
5
3x Thin Man Corpse
Psi Grenade
1
Psionic
Xenopsionics
Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in a wider blast radius than flashbangs for one turn. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. Confers a 2 Will penalty when equipped.
50
3
1
2
7
-
Ghost Grenade
1
Psionic
Xenopsionics
Grants stealth to units in an area for one turn.
150
5
15
10
14
-
Ammunition
Rocket
2
Rocketeer
-
Grants one additional rocket.
-
Shredder Rocket
2
Rocketeer
-
Grants one additional shredder rocket.
-
Hi Cap Mags
1
All
-
+1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources.
-
Shredder Ammo
1
Assault
Experimental Warfare
Grants the Shredder Ammunition perk.
30
3
0
0
5
-
Armor Piercing Ammo
1
Gunner
Experimental Warfare
Reduces enemy damage reduction (including that from cover) by 1.33
25
5
0
0
5
-
Breaching Ammo
1
Assault
Experimental Warfare
Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun.
35
3
0
0
5
-
Reaper Rounds
1
All
Experimental Warfare
Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon's effective range.
20
0
0
0
7
-
Alloy-Jacketed Rounds
1
All
Enhanced Ballistics
Increases Ballistic and Gauss weapon damage by 1.
20
3
0
0
5
-
Optics and weapon attachments
Laser Sight
1
All
-
+5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade.
-
SCOPE
1
All
Alien Weaponry
Increases aim by +10. Can be used with laser sight for a total of +15 aim. +10% Crit chance with Foundry upgrade
80
0
0
0
6
-
Targeting Module
1
All
Xenobiology
Provides +7 Critical Hit Chance to a soldiers primary weapon.
20
0
0
0
7
-
Smartgun Kit
1
Gunner
Experimental Warfare
Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots.
55
0
0
0
7
-
Marksman Scope
0
Scout
Experimental Warfare
Grants Squadsight to scouts (useful only when they equip Marksman's/Strike Rifles).
80
0
0
0
7
-
Alloy Bipod
0
Gunner
Experimental Warfare
Confers Platform Stability perk.
25
2
0
0
5
-
Neural Gunlink
1
Psionic
Xenopsionics
Grants +10 Aim and +10 Crit, but -15 Will. Stacks with SCOPE and Laser Sight.
75
3
8
8
7
-
EXALT HQ Loot
Illuminator Gunsight
1
None
EXALT Base Assault Loot
Confers Executioner perk and +10% to both Aim and Critical Chance.
200
-
-
-
-
-
Cognitive Enhancer
1
None
EXALT Base Assault Loot
Confers +20% Experience.
200
-
-
-
-
-
Neuroregulator
1
None
EXALT Base Assault Loot
Confers +20% Psi XP
200
-
-
-
-
-
MEC and SHIV Equipment
Items for mechanized units
Name
MEC
SHIV
Weight
Research
Effect
Cost
Miscellaneous Equipment
Weapon Gyros
1
Alien Weaponry
Provides +5 aim and +5 crit.
30
0
0
0
7
Battle Computer
1
Sectopod Autopsy
Provides +10 aim, crit chance and defence. Requires a UFO Flight Computer.
200
5
5
20
12
Elerium Turbos
0
Advanced Servomotors
Increases SHIV/MEC mobility by 2 points.
30
8
15
10
7
Alloy Carbide Plating
1
Heavy Floater Autopsy
Increases both DR and HP of the equipped unit by +1.
90
10
0
5
10
Perk Granting Equipment
Autoloader
1
-
Grants Lock N' Load perk, allowing for additional shots to be fired before reloading is required.
30
0
0
0
7
Alloy Belt
1
Alien Materials
Grants Extra Conditioning perk.
40
12
0
0
7
HEAT Ammo
1
Alien Materials
Grants HEAT Ammo perk, providing additional damage against mechanized units.
30
3
0
0
5
Smartshell Pod
1
Experimental Warfare
Grants the Flush ability and provides +5 aim .
30
0
0
0
7
Counterfire Pod
1
Mechtoid Autopsy
Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire.
120
0
0
0
10
Adaptive Tracking Pod
1
Experimental Warfare
Grants the Advanced Fire Control perk.
55
0
0
0
7
'Damage Control Pod
1
SHIV Defenses
Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck.
65
5
2
0
10
Holo-Targeter
1
Drone Autopsy
Grants Holo-Targeting perk and provides +5 aim.
40
0
0
0
7
Weapon Supercooler
1
Sectopod Autopsy
Grants Light 'Em Up perk, allowing a second shot or action after firing the main weapon as the first action.
130
10
5
0
10
Autosentry Turret
1
Cyberdisc Autopsy
Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch.
75
5
0
0
10
Core Armoring
1
SHIV Defenses
Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits.
65
5
0
0
7
Tactical Sensors
1
Mechtoid Autopsy
Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)
65
0
0
0
7
Damage Enhancing Equipment
Depleted Elerium Rounds
1
Enhanced Ballistics
Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1.
50
5
1
0
7
Laser Pumper
1
Enhanced Lasers
Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1.
75
10
5
0
10
Zevatron Booster
1
Precision Plasma Weapons
Increases Particle Cannon and Superheavy Plasma damage by 1.