Equipment (LWR): Difference between revisions
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|[[File:Alien Trophy Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Alien Trophy]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Alien Trophy]]'''||All soldiers<br />MEC troopers|| || || ||{{ Steadfast (LWR) }}|| ||colspan="8"|XCOM starts with an unlimited supply|| | |[[File:Alien Trophy Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Alien Trophy]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Alien Trophy]]'''||All soldiers<br />MEC troopers|| || || ||{{ Steadfast (LWR) }}|| ||colspan="8"|XCOM starts with an unlimited supply|| | ||
|-align="center" | |-align="center" | ||
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Extrasensory Vest]]<br />'''[[Equipment (LWR)#Protective gear|Extrasensory Vest]]'''||All soldiers||-0.6|| || | |[[File:Tactical Sensors Long War.png|128px|link=Equipment (LWR)#MEC equipment|Proximity Sensor]]<br />'''[[Equipment (LWR)#MEC equipment|Proximity Sensor]]'''||All soldiers||-1|| || || || ||{{ Tracker (LWR) }}||+5 defense||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits (Cost when building quickly)"|75<br />(112)|| || ||title="Cost in Meld (Cost when building quickly)"|10<br />(13)||1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||30 | ||
|-align="center" | |||
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Extrasensory Vest]]<br />'''[[Equipment (LWR)#Protective gear|Extrasensory Vest]]'''||All soldiers||-0.6|| || || || ||{{ Awareness (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits (Cost when building quickly)"|65<br />(97)|| ||title="Cost in Elerium (Cost when building quickly)"|8<br />(12)||title="Cost in Meld (Cost when building quickly)"|20<br />(23)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||26 | |||
|-align="center" | |-align="center" | ||
|[[File:Respirator Implant Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Respirator Implant]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Respirator Implant]]'''||All soldiers||+0.6|| || || ||+5 defense<br>Prevents strangulation<br />Prevents death on the first drop to 0 health per mission<br />Increases bleed timeout by 2 turns, and reveals the timer||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]||25||title="Cost in Credits (Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld (Cost when building quickly)"|8<br />(11)|| ||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||16 | |[[File:Respirator Implant Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Respirator Implant]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Respirator Implant]]'''||All soldiers||+0.6|| || || ||+5 defense<br>Prevents strangulation<br />Prevents death on the first drop to 0 health per mission<br />Increases bleed timeout by 2 turns, and reveals the timer||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]||25||title="Cost in Credits (Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld (Cost when building quickly)"|8<br />(11)|| ||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||16 | ||
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===Special ammunition=== | ===Special ammunition=== | ||
In addition to attaching unique items to your weapons, you can also replace the standard ammunition and clips with more specialized ammunition and clips, to further enhance your attacks. | In addition to attaching unique items to your weapons, you can also replace the standard ammunition and clips with more specialized ammunition and clips, to further enhance your attacks. Like weapon attachments, special ammunition only applies to your primary weapon, and most special ammunition only works with specific weapon types. Note that Hi Cap and Drum Mags can't stack with one another and each unit can only use one ammo type at a time. | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Aim bonus (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (LWR)}} | !rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Aim bonus (LWR)}}!!rowspan="2" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (LWR)}} | ||
|-align="center" | |-align="center" | ||
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}} | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}} | ||
|-align="center" | |-align="center" | ||
|[[File:Hi Cap Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition| | |[[File:Hi Cap Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|High Cap Mags]]<br />'''[[Equipment (LWR)#Special ammunition|High Cap Mags]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || || ||Non-electric primary weapons gain +1 ammo<br />Can't stack with Drum Mags||colspan="7"|XCOM starts with an unlimited supply|| | ||
|-align="center" | |-align="center" | ||
|[[File:Drum Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|Drum Mags]]<br />'''[[Equipment (LWR)#Special ammunition|Drum Mags]]'''|| | |[[File:Drum Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|Drum Mags]]<br />'''[[Equipment (LWR)#Special ammunition|Drum Mags]]'''||All soldiers (except Rookies)||-0.6|| ||{{ Flush (LWR) }}||Non-electric primary weapons gain +2 ammo<br />Only affects Ballistic and Gauss [[Primary Weapons (LWR)#Carbines|Carbines]], [[Primary Weapons (LWR)#Assault Rifles|Assault Rifles]] and [[Primary Weapons (LWR)#Battle Rifles|Battle Rifles]]<br />Can't stack with High Cap Mags||colspan="7"|XCOM starts with an unlimited supply|| | ||
|-align="center" | |-align="center" | ||
|[[File:Breaching Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Breaching Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Breaching Ammo]]'''|| | |[[File:Breaching Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Breaching Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Breaching Ammo]]'''||All soldiers|| ||-10|| ||Nullifies the DR and Crit Resistance '''hardened''' targets receive<br>Ballistic and Gauss series primary Shotguns only||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits (Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys (Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||14 | ||
|-align="center" | |-align="center" | ||
|[[File:Shredder Ammo.png|128px|link=Equipment (LWR)#Special ammunition|Shredder Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Shredder Ammo]]'''||Assaults<br | |[[File:Shredder Ammo.png|128px|link=Equipment (LWR)#Special ammunition|Shredder Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Shredder Ammo]]'''||Infantry<br>Medics<br>Assaults<br>Engineers<br>Scouts|| || ||{{ Shredder (LWR) }}||Ballistic and Gauss series weapons only||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||30||title="Cost in Credits (Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys (Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||12 | ||
|-align="center" | |-align="center" | ||
|[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]'''|| | |[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]'''||All soldiers<br>MEC troopers<br>SHIV units|| || || ||+1 penetration<br />Ballistic and Gauss: Assault Rifles, Carbines, Battle Rifles, SHIV weapons, and MEC weapons only||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits (Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys (Cost when building quickly)"|12<br />(18)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(3)||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||20 | ||
|-align="center" | |-align="center" | ||
|[[File:Flak Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Flak Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Flak Ammo]]'''||All soldiers<br />MEC troopers<br />SHIV units|| | |[[File:Flak Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Flak Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Flak Ammo]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || || ||Primary weapons gain +4 damage against flying units that are aloft||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits (Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys (Cost when building quickly)"|20<br />(30)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(3)||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||24 | ||
|- | |- | ||
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Aim bonus (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (LWR)}} | !rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Aim bonus (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (LWR)}} | ||
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|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}} | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}} | ||
|-align="center" | |-align="center" | ||
|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]<br />'''[[Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]'''||All soldiers<br />MEC troopers<br />SHIV units|| | |[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]<br />'''[[Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || || ||Primary weapons gain +1 damage<br />Only affects Ballistic and Gauss weapons||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]]||15||title="Cost in Credits (Cost when building quickly)"|20<br />(30)||title="Cost in Alien Alloys (Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||8 | ||
|-align="center" | |-align="center" | ||
|[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]<br />'''[[Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]'''||All soldiers<br />MEC troopers<br />SHIV units|| | |[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]<br />'''[[Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || || ||Primary weapons gain +1 damage<br />Only affects Beam and Pulse Laser weapons||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Lasers]]||30||title="Cost in Credits (Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||14 | ||
|-align="center" | |-align="center" | ||
|[[File:Reaper Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Reaper Pack]]<br />'''[[Equipment (LWR)#Special ammunition|Reaper Pack]]'''||All soldiers|| | |[[File:Reaper Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Reaper Pack]]<br />'''[[Equipment (LWR)#Special ammunition|Reaper Pack]]'''||All soldiers|| || || ||Primary weapon gain +25 crit<br />Primary weapon range penalties are doubled<br />Only affects Beam and Pulse Laser weapons||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors]]||70||title="Cost in Credits (Cost when building quickly)"|50<br />(75)|| ||title="Cost in Elerium (Cost when building quickly)"|10<br />(15)||title="Cost in Meld (Cost when building quickly)"|0<br />(3)||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||20 | ||
|-align="center" | |-align="center" | ||
|[[File:Plasma Stellerator Long War.png|128px|link=Equipment (LWR)#Special ammunition|Plasma Stellerator]]<br />'''[[Equipment (LWR)#Special ammunition|Plasma Stellerator]]'''||All soldiers<br />MEC troopers<br />SHIV units|| | |[[File:Plasma Stellerator Long War.png|128px|link=Equipment (LWR)#Special ammunition|Plasma Stellerator]]<br />'''[[Equipment (LWR)#Special ammunition|Plasma Stellerator]]'''||All soldiers<br />MEC troopers<br />SHIV units|| || || ||Primary weapons gain +2 damage<br />Only affects Plasma weapons<br>Primary weapons gain +50% weapon damage when targeting units with distortion||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Plasma]]||75||title="Cost in Credits (Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys (Cost when building quickly)"|20<br />(30)||title="Cost in Elerium (Cost when building quickly)"|20<br />(30)||title="Cost in Meld (Cost when building quickly)"|5<br />(10)||title="Duration in days (Duration when building quickly)"|14 days<br />(7.0 days)||50 | ||
|} | |} | ||
===Explosives=== | ===Explosives=== | ||
Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. These are the right tools for the job. | Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. These are the right tools for the job. 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). | ||
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!{{Item name (LWR)}}!!{{Usable by (LWR)}}!!{{Mobility bonus (LWR)}}!!{{Weapon damage (LWR)}}!!{{Weapon range (LWR)}}!!{{Blast radius (LWR)}}!!{{Special properties (LWR)}}!!{{Item source (LWR)}} | !{{Item name (LWR)}}!!{{Usable by (LWR)}}!!{{Mobility bonus (LWR)}}!!{{Weapon damage (LWR)}}!!{{Weapon range (LWR)}}!!{{Blast radius (LWR)}}!!{{Special properties (LWR)}}!!{{Item source (LWR)}} | ||
|-align="center" | |-align="center" | ||
|[[File:Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Rocket]]<br />'''[[Equipment (LWR)#Explosives|Rocket]]'''||Rocketeers||- | |[[File:Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Rocket]]<br />'''[[Equipment (LWR)#Explosives|Rocket]]'''||Rocketeers||-1.6||x1||18.7||5||Provides an extra regular rocket||XCOM starts with an unlimited supply | ||
|-align="center" | |||
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Javelin Rocket]]<br />'''[[Equipment (LWR)#Explosives|Javelin Rocket]]'''||Rocketeers||-1.6||x2||18.7||1||Provides a Javelin rocket<br>-50% scatter<br>No environmental damage<br>Shreds any unit it hits||XCOM starts with an unlimited supply | |||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:AP Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|AP Grenade]]<br />'''[[Equipment (LWR)#Explosives|AP Grenade]]'''||All soldiers||-1||title="Average damage (Minimum to maximum damage)"|4<br />(3-5)||10||2||Units with cover towards the center are unaffected<br />+2 damage with the ''Alien Grenades'' Foundry project<br />+1 charge with the Packmaster perk<br />+1 charge with the Grenadier perk||XCOM starts with an unlimited supply | ||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:HE Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|HE Grenade]]<br />'''[[Equipment (LWR)#Explosives|HE Grenade]]'''||All soldiers||-1||title="Average damage (Minimum to maximum damage)"|6<br />(5-7)||7.5||2||+3 damage with the ''Alien Grenades'' Foundry project<br />+1 charge with the Packmaster perk<br />+1 charge with the Grenadier perk||XCOM starts with an unlimited supply | ||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Alien Grenade]]<br />'''[[Equipment (LWR)#Explosives|Alien Grenade]]'''||All soldiers||-1||title="Average damage (Minimum to maximum damage)"|7<br />(6-8)||10||2||Can't be equipped with Plasma Grenades<br />+1 charge with the Packmaster perk<br />+1 charge with the Grenadier perk||The ''Alien Grenades'' Foundry project provides an unlimited supply | ||
|-align="center" | |-align="center" | ||
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives| | |[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Plasma Grenade]]<br />'''[[Equipment (LWR)#Explosives|Plasma Grenade]]'''||All soldiers||-1||title="Average damage (Minimum to maximum damage)"|10<br />(8-12)||10||2||+4 penetration<br>Can't be equipped with Alien Grenades<br />+1 charge with the Packmaster perk<br />+1 charge with the Grenadier perk||The ''Alien Grenades'' Foundry project provides an unlimited supply | ||
|} | |} | ||
===Support grenades=== | ===Support grenades=== | ||
Support grenades deal no damage but can still be extremely effective. All of these items gain an extra charge with the Packmaster perk and the Smoke and Mirrors perk. | |||
To keep the table size a bit practical, the effects of Disorient, Smoke and Acid are described here instead: | |||
'''Disorient''': Cancels overwatch and suppression, -20 defense, -20 will, -50 aim, -50% throw/ability range, -70% mobility, double scatter, lasts through 1 enemy turn | |||
'''In Smoke''': Grants -15 aim, +30 defense, does not trigger non-suppression reaction shots, and has no flanked/exposed/close range crit bonus, lasts through 2 enemy turns | |||
'''Corrosion''': Disables passive healing, strips all flat DR, -20 aim, -20% mobility, and -50% range for AoE attacks, indefinitely | |||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility | !rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Weapon range (LWR)}}!!rowspan="2" {{Blast radius (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (LWR)}} | ||
|-align="center" | |-align="center" | ||
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}} | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}} | ||
|-align="center" | |-align="center" | ||
|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades| | |[[File:Flashbang Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Concussion Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Flashbang Grenade]]'''||All soldiers||-0.6||10||4||Cover blocks the effect<br />Disorients enemies<br />Does not affect robotic units<br />Can't be equipped with Psi Grenades||colspan="8"|XCOM starts with an unlimited supply|| | ||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:Psi Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Psi Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Psi Grenade]]'''||Psionic soldiers|| ||12.5||6||Cover blocks the effect<br />Disorients enemies<br />Does not affect robotic units<br />Can't be equipped with Psi Grenades||[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||25||title="Cost in Credits (Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys (Cost when building quickly)"|2<br />(3)||title="Cost in Elerium (Cost when building quickly)"|2<br />(3)||title="Cost in Meld (Cost when building quickly)"|1<br />(4)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||20 | ||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:Smoke Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Smoke Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Smoke Grenade]]'''||All soldiers||-0.6||10||3.5||Spawns smoke at the target location through 2 enemy turns<br />Grants '''In Smoke''' to all units within the smoke||colspan="8"|XCOM starts with an unlimited supply|| | ||
|-align="center" | |-align="center" | ||
|[[File:Chem Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades| | |[[File:Chem Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Acid Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Acid Grenade]]'''||All soldiers||-0.6||10||3||Spawns a chemical cloud at the target location through 2 enemy turns<br />Applies '''Corrosion''' to all units within the cloud or entering the cloud||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||40||title="Cost in Credits (Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys (Cost when building quickly)"|4<br />(6)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||15 [[Alien Artifacts (LWR)#Aliens|Thin Man Corpses]]||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||48 | ||
|-align="center" | |-align="center" | ||
|[[File:Mimic Beacon Long War.png|128px|link=Equipment (LWR)#Support grenades|Mimic Beacon]]<br />'''[[Equipment (LWR)#Support grenades|Mimic Beacon]]'''||Psionic soldiers||-0.6||10||8||Spawns a beacon at the target location through 2 enemy turns<br />Aliens must succeed a will check or move towards the beacon<br />The will check's difficulty scales with the throwing soldier's will<br />Does not affect allies or robotic units||[[Research (LWR)#Xenology|Alien Communications]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||75||title="Cost in Credits (Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys (Cost when building quickly)"|2<br />(3)||title="Cost in Elerium (Cost when building quickly)"|25<br />(37)||title="Cost in Meld (Cost when building quickly)"|25<br />(30)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title="Duration in days (Duration when building quickly)"|14 days<br />(7.0 days)||60 | |||
|[[File:Mimic Beacon Long War.png|128px|link=Equipment (LWR)#Support grenades|Mimic Beacon]]<br />'''[[Equipment (LWR)#Support grenades|Mimic Beacon]]'''||Psionic soldiers||- | |||
|} | |} | ||
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{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility | !rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Weapon range (LWR)}}!!rowspan="2" {{Blast radius (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (LWR)}}!!rowspan="2" {{Required for combined (LWR)}} | ||
|-align="center" | |-align="center" | ||
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}} | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}} | ||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:Battle Scanner Long War.png|128px|link=Equipment (LWR)#Support grenades|Battle Scanner (2-Pack)]]<br />'''[[Equipment (LWR)#Support grenades|Battle Scanner (2-Pack)]]'''||Scouts|| ||7.5||11.2||Spawns a battle scanner at the target location through 2 enemy turns<br>Grants +5 aim against any enemy within the area<br />Reveals the area, including stealthed units||colspan="8"|XCOM starts with an unlimited supply|| | ||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:Medkit Long War.png|128px|link=Equipment (LWR)#Utility devices|Medikit]]<br />'''[[Equipment (LWR)#Utility devices|Medikit]]'''||All soldiers||-0.6||1.8||Single Target||Can be used on self or nearby soldier to remove acid and heal 3 HP<br />Can be used to stabilize a critically wounded soldier<br />+1 charge with the Packmaster perk<br />+1 charge with the Field Medic perk||colspan="8"|XCOM starts with an unlimited supply|| | ||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:Motion Tracker Long War.png|128px|link=Equipment (LWR)#Utility devices|Motion Tracker]]<br />'''[[Equipment (LWR)#Utility devices|Motion Tracker]]'''||SHIV units|| ||Self||25||1 charge. When used, displays a radar with color signals:<br />* Blue: Friendly units<br />* White: Human civilians<br />* Red: Aliens and gene modded Exalt<br />* Yellow: Meld canisters<br />* Green: Bombs and power nodes<br />Can display cloaked units|| ||10||title="Cost in Credits (Cost when building quickly)"|20<br />(30)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)|| ||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||8 | ||
|-align="center" | |-align="center" | ||
|[[File:Combat Stims Long War.png|128px|link=Equipment (LWR)#Utility devices|Combat Stims]]<br />'''[[Equipment (LWR)#Utility devices|Combat Stims]]'''||All soldiers||- | |[[File:Combat Stims Long War.png|128px|link=Equipment (LWR)#Utility devices|Combat Stims]]<br />'''[[Equipment (LWR)#Utility devices|Combat Stims]]'''||All soldiers||-0.6||Self||Self||Use on self (0 AP cost) to become Stimmed [+2 regeneration, +1.2 mobility, +10 aim, +15 will, immunity to crits/fatigued/exhausted, and 20% DR] for 4 turns<br />||[[Research (LWR)#Alien Autopsies|Berserker Autopsy]]||45||title="Cost in Credits (Cost when building quickly)"|120<br />(180)|| || ||title="Cost in Meld (Cost when building quickly)"|4<br />(9)||1 [[Alien Artifacts (LWR)#Aliens|Berserker Corpse]]||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||48 | ||
|-align="center" | |-align="center" | ||
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (LWR)#Utility devices| | |[[File:Ghost Grenade Long War.png|128px|link=Equipment (LWR)#Utility devices|Elerium Emitter]]<br />'''[[Equipment (LWR)#Utility devices|Elerium Emitter]]'''||Psionic soldiers|| ||5||0.48||Grants +2 damage resistance to the carrier<br>3 charges<br>Stealths a friendly unit through 1 enemy turn<br />Does not affect enemies, panicked units, or units with the Concealment perk||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||60||title="Cost in Credits (Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(15)||title="Cost in Elerium (Cost when building quickly)"|30<br />(45)||title="Cost in Meld (Cost when building quickly)"|40<br />(45)||15 [[Alien Artifacts (LWR)#Aliens|Seeker Wrecks]]||title="Duration in days (Duration when building quickly)"|14 days<br />(7.0 days)||60 | ||
|} | |} | ||
==MEC and SHIV equipment== | ==MEC and SHIV equipment== | ||
Mechanized units have a lot of versatility. A lot of that versatility comes from the items listed below. | |||
Note that none of these items can be equipped more than once, but MEC troopers and SHIVs can equip several of the items listed above for regular soldiers. | |||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
| Line 204: | Line 206: | ||
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}} | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}} | ||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:HEAT Ammo Long War.png|128px|link=Equipment (LWR)#SHIV modules|Ammo Module]]<br />'''[[Equipment (LWR)#MEC equipment|Ammo Module]]'''||MEC troopers<br />SHIV units||-0.6|| || || ||Grants +1 ammo|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title="Cost in Credits (Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys (Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)||title="Duration in days (Duration when building quickly)"|5 days<br />(2.5 days)||12 | ||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]<br />'''[[Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]'''||MEC troopers<br />SHIV units|| ||+5|| || || || || ||[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]||35||title="Cost in Credits (Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys (Cost when building quickly)"|30<br />(45)|| ||title="Cost in Meld (Cost when building quickly)"|20<br />(23)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||28 | ||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:Core Armoring Long War.png|128px|link=Equipment (LWR)#MEC equipment|Core Armoring]]<br />'''[[Equipment (LWR)#MEC equipment|Core Armoring]]'''||MEC troopers<br />SHIV units||-0.6||+4|| || || || ||Grants +2 damage resistance||[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]||15||title="Cost in Credits (Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(3)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||20 | ||
|-align="center" | |-align="center" | ||
|[[File:Battle Computer Long War.png|128px|link=Equipment (LWR)#MEC equipment|Battle Computer]]<br />'''[[Equipment (LWR)#MEC equipment|Battle Computer]]'''||MEC troopers<br />SHIV units||- | |[[File:Battle Computer Long War.png|128px|link=Equipment (LWR)#MEC equipment|Battle Computer]]<br />'''[[Equipment (LWR)#MEC equipment|Battle Computer]]'''||MEC troopers<br />SHIV units||-0.6|| ||+10||+10||+10|| || ||[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits (Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys (Cost when building quickly)"|30<br />(45)||title="Cost in Elerium (Cost when building quickly)"|10<br />(15)||title="Cost in Meld (Cost when building quickly)"|30<br />(38)||1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]||title="Duration in days (Duration when building quickly)"|12 days<br />(6.0 days)||100 | ||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:Incinerator_Module_(LWR).png|128px|link=Equipment (LWR)#MEC equipment|Incinerator Module]]<br />'''[[Equipment (LWR)#MEC equipment|Incinerator Module]]'''||MEC troopers|| || || || || || ||Grants +1 charge to the [[Weapons (LWR)#MEC secondary weapons|Flamethrower]]<br>Increases [[Weapons (LWR)#MEC secondary weapons|Flamethrower]] damage by 5||[[Research (LWR)#Xenology|Alien Biocybernetics]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Jellied Elerium]]||45||title="Cost in Credits (Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys (Cost when building quickly)"|20<br />(30)||title="Cost in Elerium (Cost when building quickly)"|20<br />(30)||title="Cost in Meld (Cost when building quickly)"|10<br />(14)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||36 | ||
|-align="center" | |-align="center" | ||
|[[File:The Thumper Long War.png|128px|link=Equipment (LWR)#MEC equipment|The Thumper]]<br />'''[[Equipment (LWR)#MEC equipment|The Thumper]]'''||MEC troopers|| || || || || || ||Increases [[Secondary Weapons (LWR)#MEC secondary weapons|Kinetic Strike Module]] penetration by 10||[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav Systems]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||70||title="Cost in Credits (Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys (Cost when building quickly)"|20<br />(30)||title="Cost in Elerium (Cost when building quickly)"|20<br />(30)||title="Cost in Meld (Cost when building quickly)"|2<br />(5)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||28 | |||
|[[File:The Thumper Long War.png|128px|link=Equipment (LWR)#MEC equipment|The Thumper]]<br />'''[[Equipment (LWR)#MEC equipment|The Thumper]]'''||MEC troopers|| | |||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:Autoloader Long War.png|128px|link=Equipment (LWR)#SHIV modules|Targeting Motor]]<br />'''[[Equipment (LWR)#SHIV modules|Targeting Motor]]'''||SHIV units|| ||+10|| || || ||{{ Mayhem (LWR) }}|| ||[[Foundry (LWR)#SHIV-Specific Upgrades|SHIV Suppression]]||20||title="Cost in Credits (Cost when building quickly)"|35<br />(52)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||14 | ||
|-align="center" | |-align="center" | ||
|[[File: | |[[File:Holo Targeter Long War.png|128px|link=Equipment (LWR)#MEC equipment|Holo Charger]]<br />'''[[Equipment (LWR)#MEC equipment|Holo Charger]]'''||SHIV units||0.6|| || || || ||{{ Holo Rounds (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Drone Autopsy]]||15||title="Cost in Credits (Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(3)|| ||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||16 | ||
|-align="center" | |-align="center" | ||
|[[File:Adaptive Tracking Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Adaptive Tracking Pod]]<br />'''[[Equipment (LWR)#SHIV modules|Adaptive Tracking Pod]]'''||SHIV units|| | |[[File:Adaptive Tracking Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Adaptive Tracking Pod]]<br />'''[[Equipment (LWR)#SHIV modules|Adaptive Tracking Pod]]'''||SHIV units|| ||+5|| || || ||{{ Bullseye (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title="Cost in Credits (Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(3)||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||16 | ||
|-align="center" | |-align="center" | ||
|[[File:Smartshell Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Smartshell Pod]]<br />'''[[Equipment (LWR)#SHIV modules|Smartshell Pod]]'''||SHIV units|| | |[[File:Smartshell Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Smartshell Pod]]<br />'''[[Equipment (LWR)#SHIV modules|Smartshell Pod]]'''||SHIV units|| ||+10|| || || ||{{ Flush (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title="Cost in Credits (Cost when building quickly)"|25<br />(37)|| || ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||10 | ||
|-align="center" | |-align="center" | ||
|[[File:Damage Control Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules| | |[[File:Damage Control Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Shielding Pod]]<br />'''[[Equipment (LWR)#SHIV modules|Shielding Pod]]'''||SHIV units|| || || || || ||{{ Absorption Fields (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Heavy Floater Autopsy]]||55||title="Cost in Credits (Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(15)||title="Cost in Elerium (Cost when building quickly)"|5<br />(7)||title="Cost in Meld (Cost when building quickly)"|20<br />(23)||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||20 | ||
|-align="center" | |-align="center" | ||
|[[File:Autosentry Turret Long War.png|128px|link=Equipment (LWR)#SHIV modules|AutoSentry Turret]]<br />'''[[Equipment (LWR)#SHIV modules|AutoSentry Turret]]'''||SHIV units|| | |[[File:Autosentry Turret Long War.png|128px|link=Equipment (LWR)#SHIV modules|AutoSentry Turret]]<br />'''[[Equipment (LWR)#SHIV modules|AutoSentry Turret]]'''||SHIV units|| || || || || ||{{ Reactive Targeting Sensors (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]||35||title="Cost in Credits (Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(3)||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||24 | ||
|-align="center" | |-align="center" | ||
|[[File:Weapon Supercooler Long War.png|128px|link=Equipment (LWR)#SHIV modules|Weapon Supercooler]]<br />'''[[Equipment (LWR)#SHIV modules|Weapon Supercooler]]'''||SHIV units||- | |[[File:Weapon Supercooler Long War.png|128px|link=Equipment (LWR)#SHIV modules|Weapon Supercooler]]<br />'''[[Equipment (LWR)#SHIV modules|Weapon Supercooler]]'''||SHIV units||-0.6|| || || || ||{{ Light Em Up (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]||55||title="Cost in Credits (Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(15)||title="Cost in Elerium (Cost when building quickly)"|5<br />(7)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||48 | ||
|-align="center" | |-align="center" | ||
|[[File:Elerium Turbos Long War.png|128px|link=Equipment (LWR)#SHIV modules|Elerium Turbos]]<br />'''[[Equipment (LWR)#SHIV modules|Elerium Turbos]]'''||SHIV units||+2|| || || ||[[Research (LWR)#Materials and Aerospace|Elerium]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title="Cost in Credits (Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys (Cost when building quickly)"|12<br />(18)||title="Cost in Elerium (Cost when building quickly)"|16<br />(24)||title="Cost in Meld (Cost when building quickly)"|0<br />(2)||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||12 | |[[File:Elerium Turbos Long War.png|128px|link=Equipment (LWR)#SHIV modules|Elerium Turbos]]<br />'''[[Equipment (LWR)#SHIV modules|Elerium Turbos]]'''||SHIV units||+2.5|| || || || || || ||[[Research (LWR)#Materials and Aerospace|Elerium]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title="Cost in Credits (Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys (Cost when building quickly)"|12<br />(18)||title="Cost in Elerium (Cost when building quickly)"|16<br />(24)||title="Cost in Meld (Cost when building quickly)"|0<br />(2)||title="Duration in days (Duration when building quickly)"|7 days<br />(3.5 days)||12 | ||
|} | |} | ||
Revision as of 15:00, 24 October 2020
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.
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 is represented as a movement penalty. The average item has a weight of 0.6, and thus provides a -0.6 tile movement penalty. Some items weigh 1.2 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. Since most items provide a movement penalty, this effectively gives you a small movement bonus.
Soldier equipment
Protective gear
In Long War Rebalance, the aliens hits hard. Fortunately, you have access to significant protective items that can be worn in addition to regular armor, providing more survivability. A soldier can only equip one of these protective items at a time.
| Name | Usable by |
Mob |
HP |
Base DR |
Def |
Will |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||||||
Ceramic Plating |
All soldiers | -0.6 | +2 | +1 | XCOM starts with an unlimited supply | ||||||||||||
Alloy Plating |
All soldiers | -0.6 | +4 | +1 | Alien Materials | 15 | 35 (52) |
8 (12) |
0 (2) |
7 days (3.5 days) |
14 | ||||||
Chitin Plating |
All soldiers | +2 | +1 | Reduces melee damage by 40% Prevents strangulation |
Chryssalid Autopsy | 35 | 80 (120) |
20 (30) |
0 (4) |
10 Chryssalid Carcasses | 10 days (5.0 days) |
32 | |||||
Reinforced Armor |
All soldiers | -1.2 | +3 | +2.5 | Improved Body Armor | 18 | 70 (105) |
14 (21) |
0 (3) |
7 days (3.5 days) |
28 | ||||||
Regenerator Vest |
All soldiers | -0.6 | +3 | Mobile Power Armor New Combat Systems |
50 | 90 (135) |
18 (27) |
10 (15) |
10 (14) |
10 days (5.0 days) |
36 | ||||||
Miscellaneous gear
Unlike strictly protective items, these items offer a range of other benefits.
| Name | Usable by |
Mob |
HP |
Will |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||||||
Alien Trophy |
All soldiers MEC troopers |
XCOM starts with an unlimited supply | |||||||||||||||
Proximity Sensor |
All soldiers | -1 | +5 defense | Mechtoid Autopsy MEC Warfare Systems |
35 | 75 (112) |
10 (13) |
1 UFO Flight Computer | 10 days (5.0 days) |
30 | |||||||
Extrasensory Vest |
All soldiers | -0.6 | Seeker Autopsy New Combat Systems |
35 | 65 (97) |
8 (12) |
20 (23) |
7 days (3.5 days) |
26 | ||||||||
Respirator Implant |
All soldiers | +0.6 | +5 defense Prevents strangulation Prevents death on the first drop to 0 health per mission Increases bleed timeout by 2 turns, and reveals the timer |
Seeker Autopsy | 25 | 40 (60) |
8 (11) |
5 days (2.5 days) |
16 | ||||||||
Walker Servos |
All soldiers | Sets mobility to 8.7 at the beginning of any mission | Advanced Power Armor Advanced Servomotors |
45 | 80 (120) |
8 (12) |
4 (6) |
10 (14) |
10 days (5.0 days) |
32 | |||||||
Fuel Cell |
All soldiers SHIV units |
+2.5 | Increases flight fuel by 14 Double fuel with the Advanced Flight Foundry project |
Antigrav Systems | 60 | 40 (60) |
8 (12) |
24 (36) |
0 (3) |
7 days (3.5 days) |
16 | ||||||
Psi Frayer |
Psionic soldiers | -0.6 | +15 | Prevents strangulation | Sectoid Commander Autopsy Psi Warfare Systems |
65 | 200 (300) |
20 (30) |
60 (90) |
10 (17) |
5 Sectoid Commander Corpses | 20 days (10.0 days) |
80 | ||||
Psi Screen |
Psionic soldiers | +10 | +0.5 Damage Resistance | Mechtoid Autopsy Psi Warfare Systems |
45 | 65 (97) |
8 (12) |
8 (12) |
15 (18) |
1 Mechtoid Core | 10 days (5.0 days) |
26 | |||||
Cognitive Enhancer |
All soldiers MEC troopers |
+10 | +5 aim, crit, and defense Increases XP gained by 100% |
Looted from the Exalt headquarters | 200 | ||||||||||||
Neuroregulator |
Psionic soldiers | +0.6 | +10 | Increases Psi XP gained by 100% | Looted from the Exalt headquarters | 200 | |||||||||||
Weapon attachments
In Long War Rebalance, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of items available to enhance your weapons.
These items apply their bonus to primary weapons only. Note that Scopes, Neural Gunlinks, Marksman Scopes, and Illuminator Gunsights can't stack with one another.
| Name | Usable by |
Mob |
Aim |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value |
Required for | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
Laser Sight |
All soldiers MEC troopers SHIV units |
+15 | XCOM starts with an unlimited supply | |||||||||||||
Targeting Module |
All soldiers MEC troopers SHIV units |
+10 | +1 damage during critical hits | Xenobiology | 15 | 50 (75) |
0 (3) |
7 days (3.5 days) |
20 | |||||||
SCOPE |
All soldiers MEC troopers SHIV units |
+5 | +10 | Alien Weaponry | 15 | 70 (105) |
0 (3) |
7 days (3.5 days) |
28 | SCOPE Upgrade (1) Neural Gunlink (1) | ||||||
Neural Gunlink |
Psionic soldiers | +15 | +15 | Alien Biocybernetics Psi Warfare Systems |
40 | 70 (105) |
6 (9) |
8 (12) |
15 (18) |
1 SCOPE | 7 days (3.5 days) |
28 | ||||
Illuminator Gunsight |
All soldiers | -0.6 | +10 | Looted from the Exalt headquarters Provided by a Mexican starting bonus |
200 | |||||||||||
Marksman's Scope |
Scouts | +5 | +5 | Reduces the squadsight penalty to -2 aim per tile further than 20 tiles (from -3 aim per tile) Can only be equipped with strike rifles |
Alien Weaponry | 20 | 30 (45) |
0 (2) |
7 days (3.5 days) |
12 | ||||||
Alloy Bipod |
All soldiers | -0.6 | Alien Materials New Combat Systems |
25 | 25 (37) |
4 (6) |
0 (2) |
5 days (2.5 days) |
10 | |||||||
Special ammunition
In addition to attaching unique items to your weapons, you can also replace the standard ammunition and clips with more specialized ammunition and clips, to further enhance your attacks. Like weapon attachments, special ammunition only applies to your primary weapon, and most special ammunition only works with specific weapon types. Note that Hi Cap and Drum Mags can't stack with one another and each unit can only use one ammo type at a time.
| Name | Usable by |
Mob |
Aim |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
High Cap Mags |
All soldiers MEC troopers SHIV units |
Non-electric primary weapons gain +1 ammo Can't stack with Drum Mags |
XCOM starts with an unlimited supply | ||||||||||
Drum Mags |
All soldiers (except Rookies) | -0.6 | Non-electric primary weapons gain +2 ammo Only affects Ballistic and Gauss Carbines, Assault Rifles and Battle Rifles Can't stack with High Cap Mags |
XCOM starts with an unlimited supply | |||||||||
Breaching Ammo |
All soldiers | -10 | Nullifies the DR and Crit Resistance hardened targets receive Ballistic and Gauss series primary Shotguns only |
Alien Materials New Combat Systems |
35 | 35 (52) |
6 (9) |
0 (2) |
5 days (2.5 days) |
14 | |||
Shredder Ammo |
Infantry Medics Assaults Engineers Scouts |
Ballistic and Gauss series weapons only | Alien Materials New Combat Systems |
30 | 30 (45) |
6 (9) |
0 (2) |
5 days (2.5 days) |
12 | ||||
Armor Piercing Ammo |
All soldiers MEC troopers SHIV units |
+1 penetration Ballistic and Gauss: Assault Rifles, Carbines, Battle Rifles, SHIV weapons, and MEC weapons only |
Improved Body Armor New Combat Systems |
25 | 50 (75) |
12 (18) |
0 (3) |
7 days (3.5 days) |
20 | ||||
Flak Ammo |
All soldiers MEC troopers SHIV units |
Primary weapons gain +4 damage against flying units that are aloft | Floater Autopsy MEC Warfare Systems |
35 | 60 (90) |
20 (30) |
0 (3) |
7 days (3.5 days) |
24 | ||||
| Name | Usable by |
Mob |
Aim |
Special properties |
Prerequisites | Cost | Sell value | ||||||
Alloy Jacketed Rounds |
All soldiers MEC troopers SHIV units |
Primary weapons gain +1 damage Only affects Ballistic and Gauss weapons |
Enhanced Ballistics | 15 | 20 (30) |
6 (9) |
0 (2) |
5 days (2.5 days) |
8 | ||||
Enhanced Beam Optics |
All soldiers MEC troopers SHIV units |
Primary weapons gain +1 damage Only affects Beam and Pulse Laser weapons |
Enhanced Lasers | 30 | 35 (52) |
8 (12) |
0 (2) |
10 days (5.0 days) |
14 | ||||
Reaper Pack |
All soldiers | Primary weapon gain +25 crit Primary weapon range penalties are doubled Only affects Beam and Pulse Laser weapons |
Supercapacitors | 70 | 50 (75) |
10 (15) |
0 (3) |
7 days (3.5 days) |
20 | ||||
Plasma Stellerator |
All soldiers MEC troopers SHIV units |
Primary weapons gain +2 damage Only affects Plasma weapons Primary weapons gain +50% weapon damage when targeting units with distortion |
Enhanced Plasma | 75 | 125 (187) |
20 (30) |
20 (30) |
5 (10) |
14 days (7.0 days) |
50 | |||
Explosives
Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. These are the right tools for the job. 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).
| Name | Usable by |
Mob |
Dmg |
Weapon range |
Blast radius |
Special properties |
Source |
|---|---|---|---|---|---|---|---|
Rocket |
Rocketeers | -1.6 | x1 | 18.7 | 5 | Provides an extra regular rocket | XCOM starts with an unlimited supply |
Javelin Rocket |
Rocketeers | -1.6 | x2 | 18.7 | 1 | Provides a Javelin rocket -50% scatter No environmental damage Shreds any unit it hits |
XCOM starts with an unlimited supply |
AP Grenade |
All soldiers | -1 | 4 (3-5) |
10 | 2 | Units with cover towards the center are unaffected +2 damage with the Alien Grenades Foundry project +1 charge with the Packmaster perk +1 charge with the Grenadier perk |
XCOM starts with an unlimited supply |
HE Grenade |
All soldiers | -1 | 6 (5-7) |
7.5 | 2 | +3 damage with the Alien Grenades Foundry project +1 charge with the Packmaster perk +1 charge with the Grenadier perk |
XCOM starts with an unlimited supply |
Alien Grenade |
All soldiers | -1 | 7 (6-8) |
10 | 2 | Can't be equipped with Plasma Grenades +1 charge with the Packmaster perk +1 charge with the Grenadier perk |
The Alien Grenades Foundry project provides an unlimited supply |
Plasma Grenade |
All soldiers | -1 | 10 (8-12) |
10 | 2 | +4 penetration Can't be equipped with Alien Grenades +1 charge with the Packmaster perk +1 charge with the Grenadier perk |
The Alien Grenades Foundry project provides an unlimited supply |
Support grenades
Support grenades deal no damage but can still be extremely effective. All of these items gain an extra charge with the Packmaster perk and the Smoke and Mirrors perk.
To keep the table size a bit practical, the effects of Disorient, Smoke and Acid are described here instead:
Disorient: Cancels overwatch and suppression, -20 defense, -20 will, -50 aim, -50% throw/ability range, -70% mobility, double scatter, lasts through 1 enemy turn
In Smoke: Grants -15 aim, +30 defense, does not trigger non-suppression reaction shots, and has no flanked/exposed/close range crit bonus, lasts through 2 enemy turns
Corrosion: Disables passive healing, strips all flat DR, -20 aim, -20% mobility, and -50% range for AoE attacks, indefinitely
| Name | Usable by |
Mob |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||
Flashbang Grenade |
All soldiers | -0.6 | 10 | 4 | 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 | 12.5 | 6 | Cover blocks the effect Disorients enemies Does not affect robotic units Can't be equipped with Psi Grenades |
Psi Warfare Systems | 25 | 50 (75) |
2 (3) |
2 (3) |
1 (4) |
1 Sectoid Corpse | 7 days (3.5 days) |
20 | |
Smoke Grenade |
All soldiers | -0.6 | 10 | 3.5 | Spawns smoke at the target location through 2 enemy turns Grants In Smoke to all units within the smoke |
XCOM starts with an unlimited supply | ||||||||
Acid Grenade |
All soldiers | -0.6 | 10 | 3 | Spawns a chemical cloud at the target location through 2 enemy turns Applies Corrosion to all units within the cloud or entering the cloud |
Thin Man Autopsy New Combat Systems |
40 | 120 (180) |
4 (6) |
0 (5) |
15 Thin Man Corpses | 10 days (5.0 days) |
48 | |
Mimic Beacon |
Psionic soldiers | -0.6 | 10 | 8 | Spawns a beacon at the target location through 2 enemy turns Aliens must succeed a will check or move towards the beacon The will check's difficulty scales with the throwing soldier's will Does not affect allies or robotic units |
Alien Communications Psi Warfare Systems |
75 | 150 (225) |
2 (3) |
25 (37) |
25 (30) |
1 Sectoid Corpse | 14 days (7.0 days) |
60 |
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. Thus, these items grant the most varied effects. Note that soldiers can equip more than one Medikit or Arc Thrower, but not more than one of each other item.
| Name | Usable by |
Mob |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | Sell value |
Required for | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||||
Battle Scanner (2-Pack) |
Scouts | 7.5 | 11.2 | Spawns a battle scanner at the target location through 2 enemy turns Grants +5 aim against any enemy within the area Reveals the area, including stealthed units |
XCOM starts with an unlimited supply | ||||||||||
Medikit |
All soldiers | -0.6 | 1.8 | Single Target | Can be used on self or nearby soldier to remove acid and heal 3 HP Can be used to stabilize a critically wounded soldier +1 charge with the Packmaster perk +1 charge with the Field Medic perk |
XCOM starts with an unlimited supply | |||||||||
Motion Tracker |
SHIV units | Self | 25 | 1 charge. When used, displays a radar with color signals: * Blue: Friendly units * White: Human civilians * Red: Aliens and gene modded Exalt * Yellow: Meld canisters * Green: Bombs and power nodes Can display cloaked units |
10 | 20 (30) |
0 (2) |
5 days (2.5 days) |
8 | ||||||
Combat Stims |
All soldiers | -0.6 | Self | Self | Use on self (0 AP cost) to become Stimmed [+2 regeneration, +1.2 mobility, +10 aim, +15 will, immunity to crits/fatigued/exhausted, and 20% DR] for 4 turns |
Berserker Autopsy | 45 | 120 (180) |
4 (9) |
1 Berserker Corpse | 10 days (5.0 days) |
48 | |||
Elerium Emitter |
Psionic soldiers | 5 | 0.48 | Grants +2 damage resistance to the carrier 3 charges Stealths a friendly unit through 1 enemy turn Does not affect enemies, panicked units, or units with the Concealment perk |
Seeker Autopsy Psi Warfare Systems |
60 | 150 (225) |
10 (15) |
30 (45) |
40 (45) |
15 Seeker Wrecks | 14 days (7.0 days) |
60 | ||
MEC and SHIV equipment
Mechanized units have a lot of versatility. A lot of that versatility comes from the items listed below.
Note that none of these items can be equipped more than once, but MEC troopers and SHIVs can equip several of the items listed above for regular soldiers.
| Name | Usable by |
Mob |
HP |
Def |
Aim |
Crit |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||||||
Ammo Module |
MEC troopers SHIV units |
-0.6 | Grants +1 ammo | Alien Materials | 15 | 30 (45) |
6 (9) |
0 (2) |
5 days (2.5 days) |
12 | |||||||
Alloy Carbide Plating |
MEC troopers SHIV units |
+5 | Mechanized Unit Defenses | 35 | 70 (105) |
30 (45) |
20 (23) |
10 days (5.0 days) |
28 | ||||||||
Core Armoring |
MEC troopers SHIV units |
-0.6 | +4 | Grants +2 damage resistance | Mechanized Unit Defenses | 15 | 50 (75) |
10 (15) |
0 (3) |
7 days (3.5 days) |
20 | ||||||
Battle Computer |
MEC troopers SHIV units |
-0.6 | +10 | +10 | +10 | Sectopod Autopsy MEC Warfare Systems |
75 | 250 (375) |
30 (45) |
10 (15) |
30 (38) |
1 UFO Flight Computer | 12 days (6.0 days) |
100 | |||
| Incinerator Module Incinerator Module |
MEC troopers | Grants +1 charge to the Flamethrower Increases Flamethrower damage by 5 |
Alien Biocybernetics Jellied Elerium |
45 | 90 (135) |
20 (30) |
20 (30) |
10 (14) |
7 days (3.5 days) |
36 | |||||||
The Thumper |
MEC troopers | Increases Kinetic Strike Module penetration by 10 | Antigrav Systems MEC Warfare Systems |
70 | 70 (105) |
20 (30) |
20 (30) |
2 (5) |
7 days (3.5 days) |
28 | |||||||
Targeting Motor |
SHIV units | +10 | SHIV Suppression | 20 | 35 (52) |
0 (2) |
7 days (3.5 days) |
14 | |||||||||
Holo Charger |
SHIV units | 0.6 | Drone Autopsy | 15 | 40 (60) |
0 (3) |
7 days (3.5 days) |
16 | |||||||||
Adaptive Tracking Pod |
SHIV units | +5 | Experimental Warfare | 20 | 40 (60) |
0 (3) |
7 days (3.5 days) |
16 | |||||||||
Smartshell Pod |
SHIV units | +10 | Experimental Warfare | 20 | 25 (37) |
0 (2) |
7 days (3.5 days) |
10 | |||||||||
Shielding Pod |
SHIV units | Heavy Floater Autopsy | 55 | 50 (75) |
10 (15) |
5 (7) |
20 (23) |
10 days (5.0 days) |
20 | ||||||||
AutoSentry Turret |
SHIV units | Cyberdisc Autopsy | 35 | 60 (90) |
8 (12) |
0 (3) |
10 days (5.0 days) |
24 | |||||||||
Weapon Supercooler |
SHIV units | -0.6 | Template:Light Em Up (LWR) | Sectopod Autopsy | 55 | 120 (180) |
10 (15) |
5 (7) |
0 (5) |
10 days (5.0 days) |
48 | ||||||
Elerium Turbos |
SHIV units | +2.5 | Elerium Advanced Servomotors |
45 | 30 (45) |
12 (18) |
16 (24) |
0 (2) |
7 days (3.5 days) |
12 | |||||||
See also
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