Equipment (Long War): Difference between revisions
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== Soldier Equipment== | == Soldier Equipment== | ||
=== Protective Items=== | |||
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description. | |||
{| class="wikitable" | {| class="wikitable" | ||
!colspan="12" | Items | |- | ||
!colspan="12" | Protective Items | |||
|- | |- | ||
!rowspan="2" | Name !! rowspan="2" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" | Classes !! rowspan="2" | Effect !! colspan="2" | Prerequisites !! colspan="6" | Cost | !rowspan="2" | Name !! rowspan="2" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" | Classes !! rowspan="2" | Effect !! colspan="2" | Prerequisites !! colspan="6" | Cost | ||
|-align=center | |-align=center | ||
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | | {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | ||
|-align=center | |-align=center | ||
|[[Image: Ceramic Plates Long War.png|center|128x64px]]'''Ceramic Plates''' || -1 || All || Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan="6" align="center" | N/A | |[[Image: Ceramic Plates Long War.png|center|128x64px]]'''Ceramic Plates''' || -1 || All || Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan="6" align="center" | N/A | ||
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|-align=center | |-align=center | ||
|[[Image: Psi Screen Long War.png|center|128x64px]]'''Psi Screen''' || -1 || Psionic || Confers +1 DR vs. Psionic, but draws -12 Will when equipped || 45 || Mechtoid Autopsy || 85 || 5 || 10 || 10 || 10 || 1x Mechtoid Core | |[[Image: Psi Screen Long War.png|center|128x64px]]'''Psi Screen''' || -1 || Psionic || Confers +1 DR vs. Psionic, but draws -12 Will when equipped || 45 || Mechtoid Autopsy || 85 || 5 || 10 || 10 || 10 || 1x Mechtoid Core | ||
|} | |||
=== Thrown Devices=== | |||
There is nothing new in this category on first glance yet you will probably want to bring at least one Battle Scanner on missions since they not only reveal pods but also cloaked enemies. That makes them a lifesaver against Seeker swarms. | |||
{| class="wikitable" | |||
|- | |- | ||
!colspan="12" | Thrown Devices | !colspan="12" | Thrown Devices | ||
|- | |||
!rowspan="2" | Name !! rowspan="2" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" | Classes !! rowspan="2" | Effect !! colspan="2" | Prerequisites !! colspan="6" | Cost | |||
|-align=center | |||
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | |||
|-align=center | |-align=center | ||
|[[Image: Battle Scanner Long War.png|center|128x64px]]'''Battle Scanner''' || -1 || All || Can be thrown to provide vision for two turns. Reveals cloaked targets|| 0 || - || colspan="6" align="center" | N/A | |[[Image: Battle Scanner Long War.png|center|128x64px]]'''Battle Scanner''' || -1 || All || Can be thrown to provide vision for two turns. Reveals cloaked targets|| 0 || - || colspan="6" align="center" | N/A | ||
|-align=center | |-align=center | ||
|[[Image: Mimic Beacon Long War.png|center|128x64px]]'''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. || 35 || Alien Communications <br/> Psi Warfare Systems (Foundry)|| 25 || 0 || 0 || 0 || 7 || 1xSectoid Corpse | |[[Image: Mimic Beacon Long War.png|center|128x64px]]'''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. || 35 || Alien Communications <br/> Psi Warfare Systems (Foundry)|| 25 || 0 || 0 || 0 || 7 || 1xSectoid Corpse | ||
|} | |||
=== Grenades=== | |||
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer. | |||
{| class="wikitable" | |||
|- | |- | ||
!colspan="12" | Grenades | !colspan="12" | Grenades | ||
|- | |||
!rowspan="2" | Name !! rowspan="2" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" | Classes !! rowspan="2" | Effect !! colspan="2" | Prerequisites !! colspan="6" | Cost | |||
|-align=center | |||
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | |||
|-align=center | |-align=center | ||
|[[Image: AP Grenade Long War.png|center|128x64px]]'''AP Grenade''' || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || 0 || - || colspan="6" align="center" | N/A | |[[Image: AP Grenade Long War.png|center|128x64px]]'''AP Grenade''' || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || 0 || - || colspan="6" align="center" | N/A | ||
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|-align=center | |-align=center | ||
|[[Image: Ghost Grenade Long War.png|center|128x64px]]'''Ghost Grenade''' || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. || 35 || Xenopsionics || 150 || 5 || 15 || 10 || 14 || 5xSeeker wreck | |[[Image: Ghost Grenade Long War.png|center|128x64px]]'''Ghost Grenade''' || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. || 35 || Xenopsionics || 150 || 5 || 15 || 10 || 14 || 5xSeeker wreck | ||
|} | |||
=== Ammunition and damage enhancing equipment=== | |||
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons' damage reduction ability, so in essence you will inflict always a -2 to the enemy's damage reduction. | |||
{| class="wikitable" | |||
|- | |- | ||
!colspan="12" | Ammunition and damage enhancing | !colspan="12" | Ammunition and damage enhancing equipment | ||
|- | |||
!rowspan="2" | Name !! rowspan="2" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" | Classes !! rowspan="2" | Effect !! colspan="2" | Prerequisites !! colspan="6" | Cost | |||
|-align=center | |||
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | |||
|-align=center | |-align=center | ||
|[[Image: Rocket Long War.png|center|128x64px]]'''Rocket''' || -2 || Rocketeer || Grants one additional rocket. || 0 || - || colspan="6" align="center" | N/A | |[[Image: Rocket Long War.png|center|128x64px]]'''Rocket''' || -2 || Rocketeer || Grants one additional rocket. || 0 || - || colspan="6" align="center" | N/A | ||
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|-align=center | |-align=center | ||
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]'''Plasma Stellerator''' || -1 || All || Increases Plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 10 || 10 || 2 || 14 || - | |[[Image: Plasma Stellerator Long War.png|center|128x64px]]'''Plasma Stellerator''' || -1 || All || Increases Plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 10 || 10 || 2 || 14 || - | ||
|} | |||
===Optics and weapon attachments === | |||
Since aliens (and Exalt agents ) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do not that all optics stack with one another, so a combination of Laser Sight + Scope + Neural Gunlink will net you +25 Aim and Critical Chance. | |||
{| class="wikitable" | |||
|- | |- | ||
!colspan="12" | Optics and weapon attachments | !colspan="12" | Optics and weapon attachments | ||
|- | |||
!rowspan="2" | Name !! rowspan="2" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" | Classes !! rowspan="2" | Effect !! colspan="2" | Prerequisites !! colspan="6" | Cost | |||
|-align=center | |||
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | |||
|-align=center | |-align=center | ||
|[[Image: Laser Sight Long War.png|center|128x64px]]'''Laser Sight''' || -1 || All || Confers +5 Aim and +5 Critical Hit Chance after SCOPE Upgrade. Stacks with SCOPE. || 0 || - || colspan="6" align="center" | N/A | |[[Image: Laser Sight Long War.png|center|128x64px]]'''Laser Sight''' || -1 || All || Confers +5 Aim and +5 Critical Hit Chance after SCOPE Upgrade. Stacks with SCOPE. || 0 || - || colspan="6" align="center" | N/A | ||
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|-align=center | |-align=center | ||
|[[Image: Neural Gunlink Long War.png|center|128x64px]]'''Neural Gunlink''' || -1 || Psionic || Grants +10 Aim and +10 Crit Chance to primary weapon and rockets launchers, but -12 Will Penalty. Stacks with SCOPE and Laser Sight. || 40 || Xenopsionics || 75 || 3 || 8 || 8 || 7 || 1xSCOPE | |[[Image: Neural Gunlink Long War.png|center|128x64px]]'''Neural Gunlink''' || -1 || Psionic || Grants +10 Aim and +10 Crit Chance to primary weapon and rockets launchers, but -12 Will Penalty. Stacks with SCOPE and Laser Sight. || 40 || Xenopsionics || 75 || 3 || 8 || 8 || 7 || 1xSCOPE | ||
|} | |||
=== Miscellaneous Items=== | |||
Various items and curiosities that could make your life easier or harder, depending on how you use them. | |||
{| class="wikitable" | |||
!colspan="12" | Items for XCom operatives | |||
|- | |||
!rowspan="2" | Name !! rowspan="2" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" | Classes !! rowspan="2" | Effect !! colspan="2" | Prerequisites !! colspan="6" | Cost | |||
|-align=center | |||
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | |||
|- | |||
!colspan="12" | Miscellaneous Items | |||
|-align=center | |||
|[[Image: Alien Trophy Long War.png|center|128x64px]]'''Alien Trophy''' || -1 || All || Grants immunity to panic, except Psi Panic || 0 || - || colspan="6" align="center" | N/A | |||
|-align=center | |||
|[[Image: Medkit Long War.png|center|128x64px]]'''Medikit''' || -1 || All || Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || 0 || - || colspan="6" align="center" | N/A | |||
|-align=center | |||
|[[Image: Combat Stims Long War.png|center|128x64px]]'''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 | |||
|-align=center | |||
|[[Image: Arc Thrower Long War.png|center|128x64px]]'''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 || - | |||
|-align=center | |||
|[[Image: Fuel Cell Long War.png|center|128x64px]]'''Fuel Cell''' || -2 || All || Confers additional flight fuel for Archangel and Seraph armors. || 60 || Antigrav Systems || 50 || 4 || 15 || 0 || 7 || - | |||
|-align=center | |||
|[[Image: Walker Servos Long War.png|center|128x64px]]'''Walker Servos'''|| +2 || All || Grants +2 Mobility. ||45 || Advanced Servomotors || 100 || 5 || 5 || 5 || 10 || - | |||
|} | |||
=== EXALT HQ Loot=== | |||
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. | |||
{| class="wikitable" | |||
|- | |- | ||
!colspan="12" | EXALT HQ Loot | !colspan="12" | EXALT HQ Loot | ||
|- | |||
!rowspan="2" | Name !! rowspan="2" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" | Classes !! rowspan="2" | Effect !! colspan="2" | Prerequisites !! colspan="6" | Cost | |||
|-align=center | |||
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other | |||
|-align=center | |-align=center | ||
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]'''Illuminator Gunsight''' || -1 || All || Confers Executioner perk and +10% to both Aim and Critical Chance. || 0 || EXALT Base Assault Loot || colspan="6" align="center" | N/A | |[[Image: Illuminator Gunsight Long War.png|center|128x64px]]'''Illuminator Gunsight''' || -1 || All || Confers Executioner perk and +10% to both Aim and Critical Chance. || 0 || EXALT Base Assault Loot || colspan="6" align="center" | N/A | ||
Revision as of 13:29, 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
Protective Items
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.
Thrown Devices
There is nothing new in this category on first glance yet you will probably want to bring at least one Battle Scanner on missions since they not only reveal pods but also cloaked enemies. That makes them a lifesaver against Seeker swarms.
Grenades
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer.
Ammunition and damage enhancing equipment
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons' damage reduction ability, so in essence you will inflict always a -2 to the enemy's damage reduction.
Optics and weapon attachments
Since aliens (and Exalt agents ) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do not that all optics stack with one another, so a combination of Laser Sight + Scope + Neural Gunlink will net you +25 Aim and Critical Chance.
Miscellaneous Items
Various items and curiosities that could make your life easier or harder, depending on how you use them.
EXALT HQ Loot
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt.
MEC and SHIV Equipment
Perk Granting Equipment
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.
Damage Enhancing Equipment
Looking for an extra punch? Look no further, equip one of these and invite the aliens to a dance.
Miscellaneous Equipment
Here you will find various items designed to give your mechanized units more pronounced attributes.
































































