|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]'''Illuminator Gunsight''' || -1 || All || Confers Executioner perk and +12 to both aim and critical hit chance. Can't stack with SCOPE or Neural Gunlink. || 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 +12 to both aim and critical hit chance. Does not stack with SCOPE or Neural Gunlink. || 0 || EXALT Base Assault Loot || colspan="6" align="center" | N/A
|-align=center
|-align=center
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]'''Cognitive Enhancer''' || -1 || All|| Confers +20% experience and +5 will. || 0 || EXALT Base Assault Loot || colspan="6" align="center" | N/A
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]'''Cognitive Enhancer''' || -1 || All|| Confers +20% experience and +5 will. || 0 || EXALT Base Assault Loot || colspan="6" align="center" | N/A
Revision as of 12:12, 11 March 2015
This page may be outdated. It is up-to-date for version b15. The latest version is 1.0.
In Long War all soldiers have 2 item slots from the start of the game. This can be upgraded to 3 item slots once the Tactical Rigging foundry project is completed.
Consumable equipment that is in store from the start of the game can be used on all soldiers, so you get an unlimited storage. These items have no cost (N/A). Consumable items that have to be produced can be equipped on one soldier per mission - so they remain in your stores even when used on a mission, but are good for only one use per mission. This can be increased to multiple uses for a single item mission by perks that grant multiple charges. It is also possible to produce an item multiple times to equip it on multiple soldiers or even on multiple slots on a single soldier. These consumable items include mimic beacons, chem and psi grenades, combat stims and arc throwers. The exception to this is the alien grenade, which replaces the HE grenade and thus can be equipped on all soldiers each mission, even multiple times per soldier.
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). Items with increased charges from perks such as Packmaster do not have increased weight.
An item slot can be cleared with the "empty hand" button in the item slot.
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.
Protective Items
Name
Mob
Classes
Effect
Prerequisites
Cost
Other
Ceramic Plates
-1
All
Provides +1 Armor HP. Cannot be stacked with other plating items.
0
-
N/A
Alloy Plating
-1
All
Provides +2 Armor HP. Cannot be stacked with other plating items.
15
Alien Materials
35
8
0
0
7
-
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.
35
Chryssalid Autopsy
80
20
0
0
10
10x Chryssalid Carcass
Reinforced Armor
-2
All
Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items.
18
Improved Body Armor
70
14
0
0
7
-
Chameleon Suit
-1
Scout
Grants +4 Defense, grants immunity to overwatch crits, and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots).
35
Seeker Autopsy New Combat Systems
65
0
8
20
7
-
Respirator Implant
-1
All
Grants immunity to strangulation, partial immunity to acid, causes the first death for the soldier to instead automatically be a critical wound, adds 2 turns to that soldier's bleed out timer, and reveals the bleed out timer. It does not prevent will loss from critical wounds.
25
Seeker Autopsy
50
0
0
0
5
-
Impact Vest
-1
Assault
Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP.
50
Mobile Power Armor
80
14
8
10
10
-
Mind Shield
-1
Psionic
Confers +25 will, grants the Steadfast perk and immunity to strangulation
65
Sectoid Commander Autopsy Psi Warfare Systems
200
40
60
10
20
5x Sectoid Commander Corpse
Psi Screen
-1
Psionic
Confers +1 DR, but draws -12 Will when equipped
45
Mechtoid Autopsy Psi Warfare Systems
65
8
8
15
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.
Thrown Devices
Name
Mob
Classes
Effect
Prerequisites
Cost
Other
Battle Scanner
-1
All
Can be thrown to provide vision for two turns. Reveals cloaked targets
0
-
N/A
Mimic Beacon
-1
Psionic
When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. High will soldiers or aliens have a greater chance to succeed or resist respectively. Does not affect Mechanical units. One use. -10 will when equipped.
75
Alien Communications Psi Warfare Systems
150
2
24
24
14
1x Sectoid 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.
Grenades
Name
Mob
Classes
Effect
Prerequisites
Cost
Other
AP Grenade
-1
All
Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored. Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project.
0
-
N/A
HE Grenade
-1
All
Deals 1-5 damage to units in blast radius and can destroy cover. AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project.
0
-
N/A
Alien Grenade
-1
All
Deals 3-7 damage to units in blast radius and can destroy cover. Replaces HE Grenade via Foundry Project.
0
Alien Grenades
N/A
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 alien turn. Most synthetic/cybernetic and psionic enemies are immune. Also removes overwatch on the turn it is used.
0
-
N/A
Smoke Grenade
-1
All
Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke.
0
-
N/A
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 men and Chryssalids are immune.
40
Thin Man Autopsy New Combat Systems
120
4
0
0
10
15x Thin Man Corpse
Psi Grenade
-1
Psionic
Has the same effect as a flashbang grenade, but has a larger area of effect. Cannot carry these and flashbangs at the same time. Confers a -2 Will penalty when equipped.
25
Xenopsionics
50
2
2
1
7
1x Sectoid Corpse
Shadow Device
-1
Psionic
Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items do not apply.
60
Seeker Autopsy Psi Warfare Systems
100
10
30
40
14
15x Seeker 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.
Ammunition and damage enhancing equipment
Name
Mob
Classes
Effect
Prerequisites
Cost
Other
Rocket
-2
Rocketeer
Grants one additional rocket. Grants +1 mobility after firing the rocket.
0
-
N/A
Shredder Rocket
-2
Rocketeer
Grants one additional shredder rocket. Grants +1 mobility after firing the rocket.
0
-
N/A
Hi Cap Mags
-1
All
Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources.
0
-
N/A
Armor Piercing Ammo
-1
Gunner, Engineer, MECs, SHIVs
Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can't stack with some other specialized ammo.
25
Improved Body Armor New Combat Systems
50
12
0
0
7
-
Breaching Ammo
-1
Assault
Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun).
35
Alien Materials New Combat Systems
35
6
0
0
5
-
Flak Ammo
-1
All
Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can't stack with some other specialized ammo.
On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks.
35
Floater Autopsy MEC Warfare Systems
60
20
0
0
7
-
Shredder Ammo
-1
Assault, Engineer
Grants the Shredder Ammunition perk. Can't stack with some other specialized ammo.
30
Alien Materials New Combat Systems
30
6
0
0
5
-
Reaper Rounds
-1
All
Increases critical hit chance of ballistic and gauss weapons by 20%, but doubles the weapon's range penalty.
25
New Combat Systems
30
0
0
0
7
-
Alloy-Jacketed Rounds
-1
All
Increases ballistic and gauss weapon damage by 1.
15
Enhanced Ballistics
20
6
0
0
5
-
Enhanced Beam Optics
-1
All
Increases beam and pulse weapon damage by 1.
55
Enhanced Laser
35
8
0
0
10
-
Plasma Stellerator
-1
All
Increases plasma weapon damage by 1.
75
Enhanced Plasma
125
20
20
5
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 note that the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.
Optics and weapon attachments
Name
Mob
Classes
Effect
Prerequisites
Cost
Other
Laser Sight
-1
All
Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Does stack with other aim enhancing items.
0
-
N/A
SCOPE
-1
All
Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Does not stack with Neural Gunlink or Illuminator Gunsight.
15
Alien Weaponry
70
0
0
0
7
-
Targeting Module
-1
All
Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier's primary weapon.
15
Xenobiology
50
0
0
0
7
-
Marksman's Scope
-1
Scout
Grants Squadsight to scouts (useful only when they equip marksman's/strike rifles).
20
Alien Weaponry
30
0
0
0
7
-
Alloy Bipod
0
Sniper
Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items.
25
Alien Materials New Combat Systems
25
4
0
0
5
-
Neural Gunlink
-1
Psionic
Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Does not stack with SCOPE or Illuminator Gunsight.
40
Alien Biocybernetics Psi Warfare Systems
70
6
8
15
7
1x SCOPE
Miscellaneous Items
Various items and curiosities that could make your life easier or harder, depending on how you use them.
Miscellaneous Items
Name
Mob
Classes
Effect
Prerequisites
Cost
Other
Alien Trophy
-1
All
Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic
0
-
N/A
Medikit
-1
All
Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project)
0
-
N/A
Combat Stims
-1
All
Grants Adrenaline Surge perk for the duration of battle, strengthens the user's will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns.
Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs.
60
Antigrav Systems
40
6
24
0
7
-
Walker Servos
+2
All
Grants +2 mobility.
45
Advanced Power Armor Advanced Servomotors
80
8
4
10
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.
EXALT HQ Loot
Name
Mob
Classes
Effect
Prerequisites
Cost
Other
Illuminator Gunsight
-1
All
Confers Executioner perk and +12 to both aim and critical hit chance. Does not stack with SCOPE or Neural Gunlink.
0
EXALT Base Assault Loot
N/A
Cognitive Enhancer
-1
All
Confers +20% experience and +5 will.
0
EXALT Base Assault Loot
N/A
Neuroregulator
-1
Psionic
Confers +50% Psi XP and +10 will.
0
EXALT Base Assault Loot
N/A
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.
Perk Granting Equipment
Name
MEC
SHIV
Mob
Effect
Prerequisites
Cost
Other
Alloy Carbide Plating
-2
Grants Extra Conditioning perk.
35
Heavy Floater Autopsy MEC Warfare Systems
70
32
0
20
10
-
HEAT Ammo
-1
Grants HEAT Ammo perk, providing additional damage against mechanized units.
15
Alien Materials
30
6
0
0
5
-
Adaptive Tracking Pod
-1
Grants the Advanced Fire Control perk.
20
Experimental Warfare
40
0
0
0
7
-
Counterfire Pod
-1
Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire.
40
Mechtoid Autopsy
70
0
0
0
10
Damage Control Pod
-1
Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck.
25
SHIV Defenses
50
10
5
20
10
-
Smartshell Pod
-1
Grants the Flush ability and provides +4 aim.
20
Experimental Warfare
25
0
0
0
7
-
Advanced Suppression Module
-1
Confers the Danger Zone perk.
40
SHIV Suppression
35
0
0
0
7
-
Autosentry Turret
-1
Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch.
35
Cyberdisc Autopsy
60
8
0
0
10
-
Core Armoring
-1
Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits.
15
SHIV Defenses
30
10
0
0
7
-
Holo-Targeter
-1
Grants Holo-Targeting perk and provides +4 aim.
15
Drone Autopsy
40
0
0
0
7
-
Tactical Sensors
-1
Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)
35
Mechtoid Autopsy MEC Warfare Systems
75
0
0
10
10
1x UFO Flight Computer
Weapon Supercooler
-1
Grants Light 'Em Up perk, allowing a second shot or action after firing the main weapon as the first action.
55
Sectopod Autopsy
120
10
5
0
10
-
Miscellaneous Equipment
Here you will find various items designed to give your mechanized units more pronounced attributes.
Miscellaneous Equipment
Name
MEC
SHIV
Mob
Effect
Prerequisites
Cost
Other
Incinerator Module
-1
Increases flamethrower damage by +3.
45
Jellied Elerium MEC Warfare Systems
90
20
20
10
7
-
The Thumper
-1
Increases kinetic strike module damage by +3.
70
Antigrav Systems MEC Warfare Systems
70
30
20
2
7
-
Battle Computer
-1
Provides +8 aim, critical hit chance, and defense.