Jump to content

Equipment (LWR): Difference between revisions

From UFOpaedia
Ucross (talk | contribs)
No edit summary
Ucross (talk | contribs)
No edit summary
Line 47: Line 47:
|[[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|| || ||{{ Awareness (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|65<br />(97)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||26
|[[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&#10;(Cost when building quickly)"|75<br />(112)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(13)||1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;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&#10;(Cost when building quickly)"|65<br />(97)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;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&#10;(Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;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&#10;(Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||16
Line 91: Line 93:


===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. Unlike 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, that Shredder, Armor Piercing and Flak Ammo can't stack with one another, and that none of these items can be equipped more than once.
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|Hi Cap Mags]]<br />'''[[Equipment (LWR)#Special ammunition|Hi Cap Mags]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon gains +1 ammo<br />Can't stack with Drum Mags||colspan="7"|XCOM starts with an unlimited supply||
|[[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]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-2||-4||Primary weapon gains +2 ammo<br />Only affects [[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 Hi Cap Mags||colspan="7"|XCOM starts with an unlimited supply||
|[[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]]'''||Assaults||-1|| ||Negates more effective target DR from [[Primary Weapons (LWR)#Shotguns|Shotguns]]<br />Does not affect [[Secondary Weapons (LWR)#Sawed-off Shotgun|Sawed-off Shotgun]]||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||14
|[[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&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;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 />Engineers||-1|| ||Primary weapon applies the Shredded effect on hits:<br />Target receives 50% more damage for 2 turns<br />Can't stack with Armor Piercing or Flak Ammo||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||12
|[[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&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;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]]'''||Engineers<br />Gunners<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon ignores 2 of target DR<br />Does not affect [[Primary Weapons (LWR)#Shotguns|Shotguns]]<br />Can't stack with Shredder or Flak Ammo||[[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&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|12<br />(18)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
|[[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&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|12<br />(18)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;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||-1|| ||Primary weapon and rockets gain +20% damage to flying units<br />Collateral Damage gains +20% damage and can target flying units<br />Bonus damage is at least +2 and applies after DR is applied<br />Can't stack with Shredder or Armor Piercing Ammo||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||24
|[[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&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;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)}}
Line 115: Line 117:
|{{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||-1|| ||Primary weapon and rockets gain +1 damage<br />Only affects Ballistic and Gauss weapons||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||8
|[[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&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;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||-1|| ||Primary weapon gains +1 damage<br />Only affects Beam and Pulse Laser weapons||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Lasers]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||14
|[[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&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;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||-1|| ||Primary weapon gains +16 crit chance<br />Primary weapon's range penalty is doubled<br />Only affects Beam and Pulse Laser weapons||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
|[[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&#10;(Cost when building quickly)"|50<br />(75)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;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||-1|| ||Primary weapon gains +1 damage<br />Only affects Plasma weapons||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Plasma]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||50
|[[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&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;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. Keep in mind that in Long War, explosives in general have received an overhaul. Unlike vanilla, where explosives dealt a fixed amount of damage to all enemies within the blast radius, in Long War, 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. This also applies to destructible environment, which is a little more durable in general compared to vanilla.
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).
 
Even though Engineers can pick the Fire Rocket perk, they cannot equip these additional rockets, restricting them to the single rocket that's provided by the perk. Rocketeers can only pick up either rocket once, but they can pick up both rockets, though it could be wise to reserve one slot for an aim boosting item.
 
While not as much as rockets, grenades have also received a bit of an overhaul, and the Engineering class has several perks dedicated to lobbing explosive grenades. They still always hit their target, making them more reliable than rockets, especially in the early game, though they can't keep up with range and damage output. Note that soldiers can pick up the same type of grenade more than once.


{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
Line 135: Line 133:
!{{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||-2|| || || ||Provides an extra regular rocket||XCOM starts with an unlimited supply
|[[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:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Shredder Rocket]]<br />'''[[Equipment (LWR)#Explosives|Shredder Rocket]]'''||Rocketeers||-2|| || || ||Provides an extra shredder rocket||XCOM starts with an unlimited supply
|[[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&#10;(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:AP Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|AP Grenade]]<br />'''[[Equipment (LWR)#Explosives|AP Grenade]]'''||All soldiers||-1||title="Minimum to maximum damage&#10;(Average damage)"|2-6<br />(4)||15||5.6||Can be equipped multiple times per soldier<br />Units with cover towards the center are unaffected<br />+50% 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
|[[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&#10;(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:HE Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|HE Grenade]]<br />'''[[Equipment (LWR)#Explosives|HE Grenade]]'''||All soldiers||-1||title="Minimum to maximum damage&#10;(Average damage)"|1-5<br />(3)||15||5.6||Can be equipped multiple times per soldier<br />Effective at destroying cover<br />+40% radius 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
|[[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&#10;(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|Alien Grenade]]<br />'''[[Equipment (LWR)#Explosives|Alien Grenade]]'''||All soldiers||-1||title="Minimum to maximum damage&#10;(Average damage)"|3-7<br />(5)||15||5.6||Can be equipped multiple times per soldier<br />Effective at destroying cover<br />+1 charge with the Packmaster perk<br />+1 charge with the Grenadier perk||The ''Alien Grenades'' Foundry project provides an unlimited supply
|[[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&#10;(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===
Like explosive grenades, support grenades have also received a few more perks to enhance them, and while the Grenadier perk doesn't increase the number of support grenades carried, its range bonus does affect both explosive and support grenades. While Battle Scanners and Mimic Beacons aren't called grenades, they are affected by these perks, and are thus included here. Note that soldiers can pick up the same type of grenade more than once. To keep the table size a bit practical, the effects of Disorient, Smoke and Acid are described here instead:
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.


Disorient: Units that are Disoriented immediately cancel Overwatch and Suppression. In addition, their mobility is reduced by 40%, they receive a -50 penalty to aim, and the range of their explosives and thrown devices is severely reduced.
To keep the table size a bit practical, the effects of Disorient, Smoke and Acid are described here instead:


Smoke: Units that are covered by Smoke gain a +20 bonus to defense. In addition, these units do not suffer the increased critical chance when fired at when exposed or flanked, though they are still considered exposed or flanked for the purpose of perks.
'''Disorient''': Cancels overwatch and suppression, -20 defense, -20 will, -50 aim, -50% throw/ability range, -70% mobility, double scatter, lasts through 1 enemy turn


Acid: Acid lasts for 2 to 4 turns and deals 1 damage per action other than Hunker Down or ending the soldier's turn. In addition, their mobility is reduced by 25%, their damage reduction is reduced by 50% (if their damage reduction is less than 6, it's reduced by 3, to a minimum of 0), they receive a -20 penalty to aim and the range of their explosives and thrown devices is severely reduced. Zombies, robotic units and units that have a Respirator Implant or Medikit equipped negate the damage and penalty to mobility.
'''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 bonus (LWR)}}!!rowspan="2" {{Will 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" {{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|Flashbang Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Flashbang Grenade]]'''||All soldiers||-1|| ||15||4.0||Can be equipped multiple times per soldier<br />Disorients enemy units within the area of effect for 1 turn<br />Does not affect allies, Sectoid Commanders, Ethereals or robotic units<br />Can't stack with Psi Grenades<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||colspan="8"|XCOM starts with an unlimited supply||
|[[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:Smoke Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Smoke Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Smoke Grenade]]'''||All soldiers||-1|| ||15||5.6||Can be equipped multiple times per soldier<br />Spawns a smoke cloud at the target location for 2 turns<br />Provides concealment for all units within the cloud<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||colspan="8"|XCOM starts with an unlimited supply||
|[[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&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Meld&#10;(Cost when building quickly)"|1<br />(4)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
|-align="center"
|-align="center"
|[[File:Battle Scanner Long War.png|128px|link=Equipment (LWR)#Support grenades|Battle Scanner]]<br />'''[[Equipment (LWR)#Support grenades|Battle Scanner]]'''||Engineers<br />Scouts||-1|| ||27||30.0||Can be equipped multiple times per soldier<br />Spawns a scanner at the target location for 2 turns<br />Reveals the area, including stealthed units within the area<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||colspan="8"|XCOM starts with an unlimited supply||
|[[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|Chem Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Chem Grenade]]'''||All soldiers||-1|| ||15||4.0||Can be equipped multiple times per soldier<br />Spawns a chemical cloud at the target location for 2 turns<br />Applies acid to all units within the cloud or entering the cloud<br />Does not affect Thin Men or Chryssalids<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(6)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||15 [[Alien Artifacts (LWR)#Aliens|Thin Man Corpses]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48
|[[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&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(6)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||15 [[Alien Artifacts (LWR)#Aliens|Thin Man Corpses]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48
|-align="center"
|-align="center"
|[[File:Psi Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Psi Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Psi Grenade]]'''||Psionic soldiers||-1||-2||15||6.4||Can be equipped multiple times per soldier<br />Disorients enemy units within the area of effect for 1 turn<br />Does not affect allies, Sectoid Commanders, Ethereals or robotic units<br />Can't stack with Flashbang Grenades<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Meld&#10;(Cost when building quickly)"|1<br />(4)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
|[[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&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Meld&#10;(Cost when building quickly)"|25<br />(30)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||60
|-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||-1||-10||27||28.8||Can be equipped multiple times per soldier<br />Spawns a beacon at the target location for 2 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, Exalt or robotic units<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||[[Research (LWR)#Xenology|Alien Communications]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Meld&#10;(Cost when building quickly)"|25<br />(30)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||60
|}
|}


Line 179: Line 179:
{|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" {{Will 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)}}
!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:Medkit Long War.png|128px|link=Equipment (LWR)#Utility devices|Medikit]]<br />'''[[Equipment (LWR)#Utility devices|Medikit]]'''||All soldiers||-1|| ||3|| ||Can be equipped multiple times per soldier<br />Prevents mobility penalty and damage from acid when equipped<br />Can be used on self or nearby soldier to remove acid and heal 3 hp<br />Alternatively, it can be used to stabilize a critically wounded soldier<br />Doubles healing with the ''Improved Medikit'' Foundry project<br />+1 charge with the Packmaster perk<br />+1 charge with the Field Medic perk||colspan="8"|XCOM starts with an unlimited supply|| ||
|[[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:Motion Tracker Long War.png|128px|link=Equipment (LWR)#Utility devices|Motion Tracker]]<br />'''[[Equipment (LWR)#Utility devices|Motion Tracker]]'''||All soldiers<br />SHIV units||-1|| || ||35.0||3 charges. 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 />Covert operatives also see hackable radar arrays as Green<br />+1 charge with the Packmaster perk|| ||10||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||8||
|[[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:Arc Thrower Long War.png|128px|link=Equipment (LWR)#Utility devices|Arc Thrower]]<br />'''[[Equipment (LWR)#Utility devices|Arc Thrower]]'''||All soldiers||-2|| ||5|| ||Can be equipped multiple times per soldier<br />Can be used to repair SHIVS and MECs with the ''Field Repairs'' Foundry project<br />Can be used to stun enemies, to capture them and their weapons<br />Chance of success is 54/48/42/29% on targets with 1/2/3/4+ hp<br />Increased chance with the ''Improved Arc Thrower'' Foundry project:<br />57/54/48/42/29% on targets with 3-/4/5/6/7+ hp<br />Does not affect Chryssalids, Zombies or robotic units<br />+1 charge with the Packmaster perk<br />+2 charges with the Repair perk||[[Research (LWR)#Xenology|Xenoneurology]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||40||[[Secondary Weapons (LWR)#MEC secondary weapons|Electro Pulse]] (1)
|[[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&#10;(Cost when building quickly)"|20<br />(30)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;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||-1|| || || ||Gain [[Abilities List (LWR)#Adrenaline Surge|Adrenaline Surge]] (+10 aim, +10 crit chance) when equipped<br />Can be used on self to become Stimmed for 2 turns:<br />Increases mobility (+4), reduces damage received by 40%,<br />and grants immunity to crits while in cover and not flanked||[[Research (LWR)#Alien Autopsies|Berserker Autopsy]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|4<br />(9)||1 [[Alien Artifacts (LWR)#Aliens|Berserker Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48||
|[[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&#10;(Cost when building quickly)"|120<br />(180)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|4<br />(9)||1 [[Alien Artifacts (LWR)#Aliens|Berserker Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48
|-align="center"
|-align="center"
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (LWR)#Utility devices|Shadow Device]]<br />'''[[Equipment (LWR)#Utility devices|Shadow Device]]'''||Psionic soldiers||-1||-10||15||4.0||Stealths friendly units within the area of effect for 1 turn<br />Attacks gain a solid bonus to crit chance, but break stealth<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&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|40<br />(45)||15 [[Alien Artifacts (LWR)#Aliens|Seeker Wrecks]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||60||
|[[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&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|40<br />(45)||15 [[Alien Artifacts (LWR)#Aliens|Seeker Wrecks]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||60
|}
|}


==MEC and SHIV equipment==
==MEC and SHIV equipment==
===MEC equipment===
 
One of the main features of Long War is the versatility of mechanized units. Not only do you have eight different classes of MEC troopers at your disposal, you also have the option to fully kit them with items that can supplement or completely change their role on the battlefield. Note that none of these items can be equipped more than once, but MEC troopers can also equip several of the items listed above for regular soldiers.
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:Holo Targeter Long War.png|128px|link=Equipment (LWR)#MEC equipment|Holo-Targeter]]<br />'''[[Equipment (LWR)#MEC equipment|Holo-Targeter]]'''||MEC troopers<br />SHIV units||-1|| || ||+4|| ||{{ Holo-Targeting (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Drone Autopsy]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16
|[[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&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||12
|-align="center"
|-align="center"
|[[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||-1||+2|| || || ||{{ Resilience (LWR) }}|| ||[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20
|[[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&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||28
|-align="center"
|-align="center"
|[[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||-2||+4|| || || || || ||[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||28
|[[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&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;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||-1|| ||+8||+8||+8|| || ||[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(38)||1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||100
|[[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&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(38)||1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||100
|-align="center"
|-align="center"
|[[File:Tactical Sensors Long War.png|128px|link=Equipment (LWR)#MEC equipment|Tactical Sensors]]<br />'''[[Equipment (LWR)#MEC equipment|Tactical Sensors]]'''||MEC troopers||-1|| || || || ||{{ Tactical Sense (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(13)||1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||30
|[[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&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(14)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||36
|-align="center"
|-align="center"
|[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (LWR)#MEC equipment|Incinerator Module]]<br />'''[[Equipment (LWR)#MEC equipment|Incinerator Module]]'''||MEC troopers||-1|| || || || || ||Increases [[Secondary Weapons (Long_War)#MEC secondary weapons|Flamethrower]] damage by 3||[[Research (LWR)#Xenology|Alien Biocybernetics]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Jellied Elerium]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(14)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||36
|[[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&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|2<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28
|-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||-1|| || || || || ||Increases [[Secondary Weapons (Long_War)#MEC secondary weapons|Kinetic Strike Module]] damage by 3||[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav Systems]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|2<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28
|}
 
===SHIV modules===
While SHIVs cannot go up in rank, and thus cannot earn any perks, they can equip a varied amount of modules that grant different perks, allowing them to fill in for whichever role you need them to. Note that none of these items can be equipped more than once, but SHIV units can also equip several of the items listed above for regular soldiers and MEC troopers.
 
{|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" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (LWR)}}
|-align="center"
|{{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:HEAT Ammo Long War.png|128px|link=Equipment (LWR)#SHIV modules|HEAT Ammo]]<br />'''[[Equipment (LWR)#SHIV modules|HEAT Ammo]]'''||SHIV units||-1|| ||{{ HEAT Ammo (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||12
|[[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&#10;(Cost when building quickly)"|35<br />(52)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||14
|-align="center"
|-align="center"
|[[File:Autoloader Long War.png|128px|link=Equipment (LWR)#SHIV modules|Advanced Suppression Module]]<br />'''[[Equipment (LWR)#SHIV modules|Advanced Suppression Module]]'''||SHIV units||-1|| ||{{ Danger Zone (LWR) }}|| ||[[Foundry (LWR)#SHIV-Specific Upgrades|SHIV Suppression]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||14
|[[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&#10;(Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;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||-1|| ||{{ Advanced Fire Control (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16
|[[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&#10;(Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;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||-1||+4||{{ Flush (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(37)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||10
|[[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&#10;(Cost when building quickly)"|25<br />(37)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||10
|-align="center"
|-align="center"
|[[File:Damage Control Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Damage Control Pod]]<br />'''[[Equipment (LWR)#SHIV modules|Damage Control Pod]]'''||SHIV units||-1|| ||{{ Damage Control (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Heavy Floater Autopsy]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||20
|[[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&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;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||-1|| ||{{ Sentinel (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||24
|[[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&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;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||-1|| ||{{ Light Em Up (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48
|[[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&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;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&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|12<br />(18)||title="Cost in Elerium&#10;(Cost when building quickly)"|16<br />(24)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;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&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|12<br />(18)||title="Cost in Elerium&#10;(Cost when building quickly)"|16<br />(24)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||12
|}
|}



Revision as of 15:00, 24 October 2020

Back To Main Page

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
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Ceramic Plating
Ceramic Plating
All soldiers -0.6 +2 +1 XCOM starts with an unlimited supply
Alloy Plating
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
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
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
Regenerator Vest
All soldiers -0.6 +3
Repair Servos
Repair Servos
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
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Alien Trophy
Alien Trophy
All soldiers
MEC troopers
Steadfast
Steadfast
XCOM starts with an unlimited supply
Proximity Sensor
Proximity Sensor
All soldiers -1
Tracker
Tracker
+5 defense Mechtoid Autopsy
MEC Warfare Systems
35 75
(112)
10
(13)
1 UFO Flight Computer 10 days
(5.0 days)
30
Extrasensory Vest
Extrasensory Vest
All soldiers -0.6
Awareness
Awareness
Seeker Autopsy
New Combat Systems
35 65
(97)
8
(12)
20
(23)
7 days
(3.5 days)
26
Respirator Implant
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
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
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
Psi Frayer
Psionic soldiers -0.6 +15
Mind Fray
Mind Fray
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 Retaliator
Psi Screen
Psionic soldiers +10
Neural Feedback
Neural Feedback
+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
Cognitive Enhancer
All soldiers
MEC troopers
+10 +5 aim, crit, and defense
Increases XP gained by 100%
Looted from the Exalt headquarters 200
Neuroregulator
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
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Laser Sight
Laser Sight
All soldiers
MEC troopers
SHIV units
+15 XCOM starts with an unlimited supply
Targeting Module
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
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
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
Illuminator Gunsight
All soldiers -0.6 +10
Executioner
Executioner
Looted from the Exalt headquarters
Provided by a Mexican starting bonus
200
Marksman's Scope
Marksman's Scope
Scouts +5 +5
Squad sight
Squad sight
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
Alloy Bipod
All soldiers -0.6
Platform Stability
Platform Stability
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
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Duration in days
High Cap Mags
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
Drum Mags
All soldiers (except Rookies) -0.6
Saturation Fire
Saturation Fire
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
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
Shredder Ammo
Infantry
Medics
Assaults
Engineers
Scouts
Shredder
Shredder
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
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
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
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Duration in days
Alloy Jacketed Rounds
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
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
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
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
Weapon damage
Dmg
Weapon
range
Blast
radius
Special
properties
Source
Rocket
Rocket
Rocketeers -1.6 x1 18.7 5 Provides an extra regular rocket XCOM starts with an unlimited supply
Javelin Rocket
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
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
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
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
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
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Concussion Grenade
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
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
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
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
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
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Battle Scanner (2-Pack)
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
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
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
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
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
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Ammo Module
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
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
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
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
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
Targeting Motor
SHIV units +10
Mayhem
Mayhem
SHIV Suppression 20 35
(52)
0
(2)
7 days
(3.5 days)
14
Holo Charger
Holo Charger
SHIV units 0.6
Holo Rounds
Holo Rounds
Drone Autopsy 15 40
(60)
0
(3)
7 days
(3.5 days)
16
Adaptive Tracking Pod
Adaptive Tracking Pod
SHIV units +5
Bull Rush
Bull Rush
Experimental Warfare 20 40
(60)
0
(3)
7 days
(3.5 days)
16
Smartshell Pod
Smartshell Pod
SHIV units +10
Saturation Fire
Saturation Fire
Experimental Warfare 20 25
(37)
0
(2)
7 days
(3.5 days)
10
Shielding Pod
Shielding Pod
SHIV units
Absorption Fields
Absorption Fields
Heavy Floater Autopsy 55 50
(75)
10
(15)
5
(7)
20
(23)
10 days
(5.0 days)
20
AutoSentry Turret
AutoSentry Turret
SHIV units
Reactive Targeting Sensors
Reactive Targeting Sensors
Cyberdisc Autopsy 35 60
(90)
8
(12)
0
(3)
10 days
(5.0 days)
24
Weapon Supercooler
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
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

Long War Rebalance: Loadout 
Weapons
Weapons

Weapons

Primary
Weapons

Secondary
Weapons
Armor
Armor

Armor

MEC
Exoskeletons
Equipment
Equipment

Equipment