|[[Image: Mind Shield Long War.png|center|128x64px]]'''Mind Shield''' || -1 || Psionic || Provides +25 Will, Grants immunity to strangulation and panic, except Psi Panic || ? || Sectoid Commander Autopsy || 200 || 20 || 30 || 5 || 20 || 5x Sectoid Commander Corpse
|[[Image: Mind Shield Long War.png|center|128x64px]]'''Mind Shield''' || -1 || Psionic || Provides +25 Will, Grants immunity to strangulation and panic, except Psi Panic || ? || Sectoid Commander Autopsy || 200 || 20 || 30 || 5 || 20 || 5x Sectoid Commander Corpse
|-align=center
|-align=center
|[[Image: Psi Screen Long War.png|center|128x64px]]'''Psi Screen''' || -1 || Psionic || Provides +1 DR vs. Psionic, but draws -15 Will when equipped || ? || Mechtoid Autopsy || 85 || 10 || 5 || 10 || 10 || 1x Mechtoid Core
|[[Image: Psi Screen Long War.png|center|128x64px]]'''Psi Screen''' || -1 || Psionic || Provides +1 DR vs. Psionic, but draws -12 Will when equipped || ? || Mechtoid Autopsy || 85 || 10 || 5 || 10 || 10 || 1x Mechtoid Core
|-
|-
!colspan="12" | Thrown Devices
!colspan="12" | Thrown Devices
Revision as of 10:52, 27 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This page may be outdated.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
Classes
Effect
Prerequisites
Cost
Other
Miscellaneous Items
Alien Trophy
-1
All
Grants immunity to panic, except Psi Panic
0
-
N/A
Medikit
-1
All
Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable)
0
-
N/A
Combat Stims
-1
All
Strengthens user's will, grants 40% damage reduction, increased mobility and immunity to critical hits for the next 2 turns
40
Muton Berserker Autopsy
180
0
0
2
10
1xBerserker corpse
Arc Thrower
-2
All
Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43%
20
Xenoneurology
100
0
0
0
10
-
Walker Servos
+2
All
Grants +2 Mobility.
45
Advanced Servomotors
100
5
5
5
10
-
Protective Items
Ceramic Plates
-1
All
Provides +1 Armor HP. Cannot be stacked with other plating items.
?
-
-
Alloy Plating
-1
All
Provides +2 Armor HP. Cannot be stacked with other plating items.
?
Alien Materials
50
5
0
0
6
-
Chitin Plating
-2
All
Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items.
?
Chryssalid Autopsy
100
20
0
0
10
10x Chryssalid Carcass
Reinforced Armor
-2
All
Confers +1 Armor HP and +1 Damage Reduction, but -7 Defense. Can stack with plating items.
?
Alien Materials
70
10
0
0
6
-
Chameleon Suit
-1
Scout
Grants +5 Defense and extra defense during Lighning Reflexes.
?
Seeker Autopsy
60
3
2
5
7
-
Respirator Implant
-1
All
Grants immunity to strangulation and partial immunity to acid.
?
Seeker Autopsy
15
0
0
0
3
-
Impact Vest
-1
Assault
Confers +1 Armor HP. Grants the Shock-Absorbent Armor perk.
?
Mobile Power Armor
100
10
5
5
10
-
Mind Shield
-1
Psionic
Provides +25 Will, Grants immunity to strangulation and panic, except Psi Panic
?
Sectoid Commander Autopsy
200
20
30
5
20
5x Sectoid Commander Corpse
Psi Screen
-1
Psionic
Provides +1 DR vs. Psionic, but draws -12 Will when equipped
?
Mechtoid Autopsy
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
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.
?
Alien Communications Psi Warfare Systems (Foundry)
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
Deals 3-7 damage to units in blast radius and can destroy cover Replaces HE Grenade via Foundry Project.
?
Alien Grenades
-
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
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.
?
Thin Man Autopsy
20
0
0
0
5
3x Thin Man Corpse
Psi Grenade
-1
Psionic
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.
?
Xenopsionics
50
3
1
2
7
-
Ghost Grenade
-1
Psionic
Grants stealth to units in an area for one turn. Confers a 10 Will penalty when equipped.
?
Xenopsionics
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
Grants the Shredder Ammunition perk.
?
Experimental Warfare
30
3
0
0
5
-
Armor Piercing Ammo
-1
Gunner
Reduces enemy damage reduction (including that from cover) by 1.33
?
Experimental Warfare
25
5
0
0
5
-
Breaching Ammo
-1
Assault
Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun.
?
Experimental Warfare
35
3
0
0
5
-
Reaper Rounds
-1
All
Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon's effective range.
?
Experimental Warfare
20
0
0
0
7
-
Alloy-Jacketed Rounds
-1
All
Increases Ballistic and Gauss weapon damage by 1.
?
Enhanced Ballistics
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
Increases aim by +10. Can be used with laser sight for a total of +15 aim. +10% Crit chance with Foundry upgrade
?
Alien Weaponry
80
0
0
0
6
-
Targeting Module
-1
All
Provides +7 Critical Hit Chance to a soldiers primary weapon.
?
Xenobiology
20
0
0
0
7
-
Smartgun Kit
-1
Gunner
Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots.
?
Experimental Warfare
55
0
0
0
7
-
Marksman Scope
-1
Scout
Grants Squadsight to scouts (useful only when they equip Marksman's/Strike Rifles).
?
Experimental Warfare
80
0
0
0
7
-
Alloy Bipod
0
Gunner
Confers Platform Stability perk.
?
Experimental Warfare
25
2
0
0
5
-
Neural Gunlink
-1
Psionic
Grants +10 Aim and +10 Crit, but -12 Will. Stacks with SCOPE and Laser Sight.
?
Xenopsionics
75
3
8
8
7
-
EXALT HQ Loot
Illuminator Gunsight
-1
None
Confers Executioner perk and +10% to both Aim and Critical Chance.
?
EXALT Base Assault Loot
200
-
-
-
-
-
Cognitive Enhancer
-1
None
Confers +20% Experience.
?
EXALT Base Assault Loot
200
-
-
-
-
-
Neuroregulator
-1
None
Confers +20% Psi XP
?
EXALT Base Assault Loot
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
+2
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.