This page may be outdated. It is up-to-date for version b14. The latest version is 1.0.
In Long War all soldiers have 2 item slots from the start of the game.
Each carried item has weight, and reduces the soldier's mobility by 1 per weight (a soldier's base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). Items with increased charges from perks such as Packmaster do not have increased weight.
An item slot can be cleared with the "empty hand" button in the item slot.
Note that many items listed require Foundry projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn without ending the turn (e.g. a Support may throw a Smoke Grenade and then perform another action).
Soldier Equipment
Protective Items
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.
Protective Items
Name
Mob
Classes
Effect
Prerequisites
Cost
Other
Ceramic Plates
-1
All
Provides +1 Armor HP. Cannot be stacked with other plating items.
0
-
N/A
Alloy Plating
-1
All
Provides +2 Armor HP. Cannot be stacked with other plating items.
15
Alien Materials
50
5
0
0
7
-
Chitin Plating
-2
All
Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items.
35
Chryssalid Autopsy
100
20
0
0
10
10x Chryssalid Carcass
Reinforced Armor
-2
All
Confers +1 Armor HP and +1 Damage Reduction, but -7 to Defense. Can stack with plating items.
15
Alien Materials
90
10
0
0
7
-
Chameleon Suit
-1
Scout
Grants +5 Defense and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots).
35
Seeker Autopsy
80
0
5
12
7
-
Respirator Implant
-1
All
Grants immunity to strangulation and partial immunity to acid.
15
Seeker Autopsy
15
0
0
0
3
-
Impact Vest
-1
Assault
Grants the Shock-Absorbent Armor perk( 33% damage reduction against attacks within 4 tiles) and + 1 HP.
50
Mobile Power Armor
100
10
5
5
10
-
Mind Shield
-1
Psionic
Provide +25 Will, Grants immunity to strangulation and panic, except Psi Panic
55
Sectoid Commander Autopsy
200
20
30
5
20
5x Sectoid Commander Corpse
Psi Screen
-1
Psionic
Confers +1 DR, but draws -12 Will when equipped
45
Mechtoid Autopsy
85
5
10
10
10
1x Mechtoid Core
Thrown Devices
There is nothing new in this category on first glance yet you will probably want to bring at least one Battle Scanner on missions since they not only reveal pods but also cloaked enemies. That makes them a lifesaver against Seeker swarms.
Thrown Devices
Name
Mob
Classes
Effect
Prerequisites
Cost
Other
Battle Scanner
-1
All
Can be thrown to provide vision for two turns. Reveals cloaked targets
0
-
N/A
Mimic Beacon
-1
Psionic
When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. Aliens in combat are less likely to be fooled. Does not affect Mechanical units.
35
Alien Communications Psi Warfare Systems (Foundry)
25
0
0
0
7
1x Sectoid Corpse
Grenades
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer.
Grenades
Name
Mob
Classes
Effect
Prerequisites
Cost
Other
AP Grenade
-1
All
Deals 2-6 damage to units not in cover relative to the center of the blast radius.
0
-
N/A
HE Grenade
-1
All
Deals 1-5 damage to units in blast radius and can destroy cover
0
-
N/A
Alien Grenade
-1
All
Deals 3-7 damage to units in blast radius and can destroy cover Replaces HE Grenade via Foundry Project.
0
Alien Grenades
N/A
Flashbang Grenade
-1
All
Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn. Most synthetic/cybernetic and psionic enemies are immune.
0
-
N/A
Smoke Grenade
-1
All
Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke.
0
-
N/A
Chem Grenade
-1
All
Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune.
25
Thin Man Autopsy
80
0
0
0
5
3x Thin Man Corpse
Psi Grenade
-1
Psionic
Has the same effect as a flashbang grenade, but has a larger area of effect. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. Confers a 2 Will penalty when equipped.
25
Xenopsionics
50
1
1
1
7
1x Sectoid Corpse
Ghost Grenade
-1
Psionic
Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items still apply.
35
Xenopsionics
150
5
15
10
14
5x Seeker wreck
Ammunition and damage enhancing equipment
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons' damage reduction ability, so in essence you will inflict always a -2 to the enemy's damage reduction.
Ammunition and damage enhancing equipment
Name
Mob
Classes
Effect
Prerequisites
Cost
Other
Rocket
-2
Rocketeer
Grants one additional rocket.
0
-
N/A
Shredder Rocket
-2
Rocketeer
Grants one additional shredder rocket.
0
-
N/A
Hi Cap Mags
-1
All
Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources.
0
-
N/A
Shredder Ammo
-1
Assault
Grants the Shredder Ammunition perk.
30
Experimental Warfare
30
3
0
0
5
-
Armor Piercing Ammo
-1
Gunner
Reduces enemy damage reduction (including that from cover) by 1.66
25
Experimental Warfare
25
3
0
0
5
-
Breaching Ammo
-1
Assault
Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun.
35
Experimental Warfare
35
3
0
0
5
-
Reaper Rounds
-1
All
Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon's effective range.
25
Experimental Warfare
20
0
0
0
7
-
Alloy-Jacketed Rounds
-1
All
Increases Ballistic and Gauss weapon damage by 1.
15
Enhanced Ballistics
20
3
0
0
5
-
Enhanced Beam Optics
-1
All
Increases Beam and Pulse weapon damage by 1.
55
Enhanced Laser
35
4
0
1
10
-
Plasma Stellerator
-1
All
Increases Plasma weapon damage by 1.
75
Enhanced Plasma
125
10
10
2
14
-
Optics and weapon attachments
Since aliens (and Exalt agents ) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that all optics stack with one another, so a combination of Laser Sight + Scope + Neural Gunlink will net you +25 Aim and Critical Chance.
Optics and weapon attachments
Name
Mob
Classes
Effect
Prerequisites
Cost
Other
Laser Sight
-1
All
Confers +5 Aim and +5 Critical Hit Chance after SCOPE Upgrade. Stacks with SCOPE.
0
-
N/A
SCOPE
-1
All
Increases aim by +10 for primary weapon and rocket launchers. . Receives +10% Crit chance with Foundry upgrade
15
Alien Weaponry
80
0
0
0
7
-
Targeting Module
-1
All
Confers +7 Critical Hit Chance to a soldier's primary weapon.
15
Xenobiology
20
0
0
0
7
-
Smartgun Kit
-1
Gunner
Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots.
30
Experimental Warfare
60
0
0
0
7
-
Marksman's Scope
-1
Scout
Grants Squadsight to scouts (useful only when they equip Marksman's/Strike Rifles).
20
Alien Weaponry
35
0
0
0
7
-
Alloy Bipod
0
Gunner
Confers Platform Stability perk. (Shots taken before any costly actions have +10 Aim and +10% critical chance.)
25
Experimental Warfare
25
2
0
0
5
-
Neural Gunlink
-1
Psionic
Grants +10 Aim and +10 Crit Chance to primary weapon and rockets launchers, but -12 Will Penalty. Stacks with SCOPE and Laser Sight.
40
Xenopsionics
75
3
8
8
7
1x SCOPE
Miscellaneous Items
Various items and curiosities that could make your life easier or harder, depending on how you use them.
Items for XCom operatives
Name
Mob
Classes
Effect
Prerequisites
Cost
Other
Miscellaneous Items
Alien Trophy
-1
All
Grants immunity to panic, except Psi Panic
0
-
N/A
Medikit
-1
All
Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable)
0
-
N/A
Combat Stims
-1
All
Strengthens user's will, grants 40% damage reduction, increased mobility and immunity to critical hits for the next 2 turns
40
Muton Berserker Autopsy
180
0
0
2
10
1x Berserker corpse
Arc Thrower
-2
All
Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43%
20
Xenoneurology
100
0
0
0
10
-
Fuel Cell
-2
All
Confers additional flight fuel for Archangel and Seraph armors.
60
Antigrav Systems
50
4
15
0
7
-
Walker Servos
+2
All
Grants +2 Mobility.
45
Advanced Servomotors
100
5
5
5
10
-
If a soldier is wearing all pink armor the chance to stun with an arc thrower is far higher than displayed. (source: Ellatan - Programmer and Chief Quality Assurance Specialist for Long War)
EXALT HQ Loot
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt.
EXALT HQ Loot
Name
Mob
Classes
Effect
Prerequisites
Cost
Other
Illuminator Gunsight
-1
All
Confers Executioner perk and +10% to both Aim and Critical Chance.
0
EXALT Base Assault Loot
N/A
Cognitive Enhancer
-1
All
Confers +20% Experience.
0
EXALT Base Assault Loot
N/A
Neuroregulator
-1
Psionic
Confers +20% Psi XP
0
EXALT Base Assault Loot
N/A
MEC and SHIV Equipment
Perk Granting Equipment
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.
Perk Granting Equipment
Name
MEC
SHIV
Mob
Effect
Prerequisites
Cost
Other
Alloy Belt
-1
Grants Extra Conditioning perk.
20
Alien Materials
40
20
0
0
7
-
HEAT Ammo
-1
Grants HEAT Ammo perk, providing additional damage against mechanized units.
15
Alien Materials
30
3
0
0
5
-
Smartshell Pod
-1
Grants the Flush ability and provides +5 aim .
20
Experimental Warfare
30
0
0
0
7
-
Counterfire Pod
-1
Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire.
40
Mechtoid Autopsy
120
0
0
0
10
Adaptive Tracking Pod
-1
Grants the Advanced Fire Control perk.
20
Experimental Warfare
55
0
0
0
7
-
Damage Control Pod
-1
Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck.
25
SHIV Defenses
65
5
2
0
10
-
Holo-Targeter
-1
Grants Holo-Targeting perk and provides +5 aim.
15
Drone Autopsy
40
0
0
0
7
-
Weapon Supercooler
-1
Grants Light 'Em Up perk, allowing a second shot or action after firing the main weapon as the first action.
55
Sectopod Autopsy
130
10
5
0
10
-
Autosentry Turret
-1
Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch.
35
Cyberdisc Autopsy
75
5
0
0
10
-
Core Armoring
-1
Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits.
15
SHIV Defenses
35
5
0
0
7
-
Tactical Sensors
-1
Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)
35
Mechtoid Autopsy
65
0
0
0
7
1x UFO Flight Computer
Damage Enhancing Equipment
Looking for an extra punch? Look no further, equip one of these and invite the aliens to a dance.
Damage Enhancing Equipment
Name
MEC
SHIV
Mob
Effect
Prerequisites
Cost
Other
Depleted Elerium Rounds
-1
Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1.
15
Enhanced Ballistics
50
5
1
0
7
-
Laser Pumper
-1
Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1.
55
Enhanced Lasers
75
10
5
0
10
-
Zevatron Booster
-1
Increases Particle Cannon and Superheavy Plasma damage by 1.
135
Enchanced Plasma
180
20
20
10
14
-
The Thumper
-1
Increases Kinetic Strike Damage by 3.
70
Antigrav Systems
85
20
15
1
12
-
Miscellaneous Equipment
Here you will find various items designed to give your mechanized units more pronounced attributes.
Miscellaneous Equipment
Name
MEC
SHIV
Mob
Effect
Prerequisites
Cost
Other
Autoloader
-1
Confers 1 additional shot or burst to primary weapon. Stacks with Lock'N'Load.
10
-
30
0
0
0
7
-
Alloy Carbide Plating
-1
Increases both DR and HP of the equipped unit by +1.