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Equipment (LWR)

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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. Some armors and weapons may result in different slot counts.

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 reduces the mobility of the soldier that equips the item by the amount of weight. The average item has a weight of 0.6, and thus provides a -0.6 tile movement penalty. Some items weigh 1.3 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. This can make the soldier faster at the expense of less equipment. This can be useful when moving items between soldiers, outfitting MECs/SHIVs, or selecting mutually exclusive items.

For the purposes of identifying how the tables categorize units:
-Biosoldiers refers to purely human soldiers (either unmodified, psionic, genetic or officers, but not MECs)
-Psionic Soldiers are human soldiers who have learned at least one Psionic ability
-Genetically Modified soldiers are human soldiers who have at least one Genetically Modified part
-All Units includes all of the above, plus SHIVs and MECs

Passive Equipment

This equipment will grant soldiers benefits passively, without them having to perform any actions.

Platings

In Long War Rebalance, the aliens hit hard. Fortunately, you have access to platings that can be worn in addition to regular armor, providing more survivability. A unit can only equip one plating at a time.

Name Usable
by

Mob offset

HP

Base DR
Special
properties
Prerequisites Cost
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
Biosoldiers 0.6 +2 +5 XCOM starts with an unlimited supply
Alloy Plating
Alloy Plating
Biosoldiers Weightless +4 Alien Materials 12 70 40 10 days
Reinforced Plating
Reinforced Plating
Biosoldiers 1.3 +3 +15 Grants 20 crit resist
Grants -10 defense
Improved Body Armor 18 70 10 16 days
Chitin Plating
Chitin Plating
Genetically Modified Soldiers Weightless +3 +10 Prevents strangulation
Reduces corrosion duration to 1 turn
Chryssalid Autopsy 30 110 15 2 Chryssalid Carcasses 17 days
Regenerative Plating
Regenerative Plating
Biosoldiers Weightless +10 Grants 10 crit resist
Resists 75% of Shred
Regenerates 1 HP anytime this units takes 3 or more damage
New Combat Systems 40 90 80 20 10 20 days
Alloy Carbide Plating
Alloy Carbide Plating
MECs
SHIVs
Weightless +4 +5 Reduces corrosion duration to 1 turn Mechanized Unit Defenses 35 10 55 10 17 days
Core Plating
Core Plating
MECs
SHIVs
0.6 +6 +10 Resists 75% of Shred
Reduces corrosion duration to 1 turn
Advanced Power Armor
Mechanized Unit Defenses
95 50 550 41 days

Scopes

There are an array of accessories that make hitting enemies easier.

Scopes apply their bonus to primary weapons only and each unit can only equip one at a time.

Name Usable
by

Mob offset

Aim

Crit
Bonus
perk
Special
properties
Prerequisites Cost
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
SCOPE
SCOPE
All Units 0.6 +10 +10 Alien Weaponry 15 35 10 days
Marksman Scope
Marksman Scope
Scouts Weightless +5 +20
Squad sight
Squad sight
Can only be equipped with strike rifles Alien Weaponry 10 30 5 days
Illuminator Scope
Illuminator Scope
Soldiers Weightless +10 +30 Looted from the Exalt headquarters
Provided by a Mexican starting bonus
Neural Scope
Neural Scope
Psionic soldiers Weightless +10 +10 Psiscopic Vision: Grants +15 aim to non-reaction shots if a psionic ally can also see the target Alien Biocybernetics
Psi Warfare Systems
40 110 25 20 45 15 days

Weapon Attachments

Like scopes, these attachments can improve a weapons ability to hit and crit enemy targets. Except for perk bonuses, they only affect primary weapons. Unlike scopes, you can equip multiple different weapon attachments on the same unit.

Name Usable
by

Mob offset

Aim

Crit
Bonus
perk
Special
properties
Prerequisites Cost
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 Units Weightless +20 XCOM starts with an unlimited supply
AR Targeter
AR Targeter
All Units Weightless +10 Grants +20% crit damage Xenobiology 15 110 10 days
Alloy Bipod
Alloy Bipod
Snipers
Scouts
Gunners
Rocketeers
0.6
Platform Stability
Platform Stability
Alien Materials
New Combat Systems
20 25 30 10 days
Prediction Computer
Prediction Computer
All Units Weightless Reaction shots gain +2 damage
Reaction shots gain +10 penetration
Grants +10 Defense
Advanced Gauss Weapons 75 150 20 30 10 29 days
Battle Computer
Battle Computer
MECs
SHIVs
1.3 +15 +15 +15 Defense Sectopod Autopsy
MEC Warfare Systems
75 50 90 90 30 1 UFO Flight Computer 27 days

Ammunition Modifiers

In addition to attaching unique items to your weapons, you can augment your ammo sources increasing damage, capacity, and offering other benefits. You can only equip one ammo capacity increasing item at a time.

Ammunition modifiers only affect primary weapons.

Name Usable
by

Mob offset

Aim

Damage

Crit
Special
properties
Prerequisites Cost
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
Biosoldiers 0.6 Primary weapons gain +1 ammo
Can't be equipped with Drum Mags
XCOM starts with an unlimited supply
Drum Mags
Drum Mags
Non-Private biosoldiers
SMGs, Carbines, Assault Rifles, or Battle Rifles only
1.3 Primary weapons gain +2 ammo
Can't be equipped with High Cap Mags
XCOM starts with an unlimited supply
Heavy Mags
Heavy Mags
MECs
SHIVs
1.3 Grants +2 ammo Alien Materials 35 80 40 14 days
Alloy Enhanced Rounds
Alloy Enhanced Rounds
All Units
Ballistic/gauss primary weapons only
0.6 +5 +1 Enhanced Ballistics 15 20 10 8 days
Enhanced Beam Optics
Enhanced Beam Optics
All Units
Laser/pulse primary weapons only
0.6 +1 +5 Enhanced Lasers 15 20 10 8 days
Reaper Ammo
Reaper Ammo
All Units
Laser/pulse primary weapons only
0.6 +20 Grants +30% crit damage
Primary weapon range penalties are doubled
Supercapacitors 40 100 60 80 17 days
Plasma Stellerator
Plasma Stellerator
All Units
Plasma primary weapons only
0.6 +10 +1 +10 Penetration Enhanced Plasma 75 100 230 80 29 days

Ballistic/Gauss Special Ammunition

In addition to augmenting your ammo sources, you can also change them with one of the following ammo types. Only one ammo type can be equipped at a time.

All special ammunition is restricted to Ballistic and Gauss weapons only.

Name Usable
by

Mob offset

Aim
Bonus
perk
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Duration in days
Breaching Ammo
Breaching Ammo
Biosoldiers with Shotguns 0.6 The primary weapon gains +30 penetration when used against targets with the Hardened perk Alien Materials
New Combat Systems
35 35 8 12 days
Shredder Ammo
Shredder Ammo
All biosoldiers except Snipers and Gunners 1.3
Shredder
Shredder
-30 critical hit chance Alien Materials 15 50 5 10 days
Armor Piercing Ammo
Armor Piercing Ammo
All Biosoldier weapons except
Shotguns, Strike and Sniper rifles
MECs
SHIVs
0.6
Penetrator
Penetrator
Improved Body Armor
New Combat Systems
50 20 15 21 days
Flak Ammo
Flak Ammo
All Units 0.6 -5 Shots from the primary weapon ignore the 30 defense bonus flying targets receive
Non-reaction standard shots from the primary weapon deal 1 damage to all flying units within 4 tiles of the primary target
Floater Autopsy
New Combat Systems
65 90 20 28 days

Non-Weapon Passive Equipment

These items offer a range of benefits not directly related to the primary weapon.

Name Usable
by

Mob offset

Will

Def
Bonus
perk
Special
properties
Prerequisites Cost
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
Soldiers Weightless Grants +15% xp
Reduces damage taken from Mind Fray by 30%
Reduces duration of panic on this unit to 1 turn max
Prevents triggering enemy countercharges
10 15 1 Sectoid Corpse 4 days
Airburst Actuators
Airburst Actuators
Rocketeers Weightless Reduces Rocket Scatter by 25%
Increases damage dealt to airborne targets by 25%
Beam Lasers 25 55 10 4 Drone Wrecks
4 Floater Corpses
10 days
Proximity Sensor
Proximity Sensor
Biosoldiers Weightless
Tracker
Tracker
Displays a 12 tile radius radar for hidden aliens
Provides an alert if a hidden alien is within 12 tiles
15 15 4 days
Respirator Implant
Respirator Implant
Biosoldiers Weightless Grants +1.3 mobility
Prevents strangulation
Automatic bleed out on first drop
Increases bleed out time by 2 turns
Reveals the bleed out timer
Xenoneurology 25 40 40 10 days
Chameleon Vest
Chameleon Vest
Biosoldiers Weightless
Shadowstep
Shadowstep
Grants +30 crit Seeker Autopsy
New Combat Systems
35 35 10 45 30 14 days
Walker Servos
Walker Servos
Biosoldiers 2.0 Set the soldier's mobility to 10.0 and ignore all mobility altering effects Advanced Power Armor
Advanced Servomotors
55 300 180 30 10 19 days
Cognitive Enhancer
Cognitive Enhancer
Soldiers 0.6 +10
Awareness
Awareness
Increases XP gained by 70%
10% chance for any idle-ending action to cost 0 AP
Looted from the Exalt headquarters
Provided by a Mexican starting bonus
Neuroregulator
Neuroregulator
Psionic soldiers Weightless +15 Grants +2.6 mobility
Increases Psi XP gained by 100%
Looted from the Exalt headquarters
Provided by a Mexican starting bonus
Conduit
Conduit
Psionic Soldiers 0.6 +1 damage to all weapons and equipment
Provides a will/4% (max 25%) chance for idle-ending actions to cost 0 AP
Psi Warfare Systems 55 40 60 70 50 1 Outsider Shard 22 days
Psi Frayer
Psi Frayer
Psionic soldiers 0.6 +20 Resets the cooldown of Mind Fray after use
Prevents strangulation
Sectoid Commander Autopsy
Psi Warfare Systems
65 200 20 90 10 2 Sectoid Commander Corpses 33 days
Psi Defender
Psi Defender
Psionic soldiers Weightless +15% DR when protected by cover
+15 Crit Resistance when protected by cover
Sectoid Commander Interrogation
Psi Warfare Systems
45 220 5 10 1 Mechtoid Core 19 days
Incinerator Amp
Incinerator Amp
MECs 0.6 Increases Flamethrower damage by +2 Alien Biocybernetics
Jellied Elerium
75 40 20 10 22 days
The Thumper
The Thumper
MECs with KSM Weightless Increases Kinetic Strike Module damage by 10 and penetration by 25
Triples KSM damage dealt to Plasma Shields
Antigrav Systems
MEC Warfare Systems
60 20 40 10 20 days
Elerium Turbos
Elerium Turbos
SHIVs Weightless Grants +2.0 mobility
Increases the effect tiles moved has on Ram damage by 50%
Elerium
Advanced Servomotors
65 40 10 40 16 days

Active Equipment

This equipment has limited uses and often needs to be used (activated) to have an effect.

Large Equipment (MEC)

MECs have a variety of options for their large equipment slots, which are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.

Name
Mob offset
Weapon damage
Dmg
Weapon
range
Blast
radius
Base
charges
Special
properties
Prerequisites Cost
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
Flamethrower
Flamethrower
0.6 6 8 2 Bypasses all DR
35% chance for a 60 will test for panic
Will test 80 with Jellied Elerium
AOE is a cone shape
Alien Biocybernetics 35 50 50 30 5 17 days
Restorative Mist
Restorative Mist
0.6 self 2 1 Heals 5 HP in an area Thin Man Autopsy
MEC Warfare Systems
45 60 50 40 10 20 days
Kinetic Strike Module
Kinetic Strike Module
Weightless 20
(18-22)
melee 1 per turn Melee weapon
Can target adjacent cover
Alien Biocybernetics 30 50 20 10 5 16 days
Grenade Launcher
Grenade Launcher
2.0 7
(6-8)
12 3 3 Cannot be equipped with Advanced Launcher MEC Warfare Systems 50 75 40 15 10 16 days
Advanced Launcher
Advanced Launcher
3.3 9
(8-10)
12 3 4 Cannot be equipped with Grenade Launcher MEC Warfare Systems
Heavy Floater Interrogation
100 150 80 30 20 32 days
Gravity Mine Launcher
Gravity Mine Launcher
1.3 10
(8-12)
8 4 2 Reduces defense of units within radius by 10
Starting a turn in gravity well damages 10% of current HP (bypasses DR)
Detonates at the end of XCOM's next turn
Advanced Gauss Weapons
MEC Warfare Systems
55 90 50 20 5 25 days
Electropulse
Electropulse
1.3 3 self 8 unlimited 0 AP Cost
Does not trigger reaction fire
Affects only enemy units
Clears overwatch on all enemies affected
3 turn cooldown
EMP Weapons
MEC Warfare Systems
75 40 150 90 15 25 days

Rocket Launchers

Each rocket launcher is fitted with 2 rockets. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown is the maximum possible scatter which is 2 standard deviations. Soldier aim does *not* affect rocket scatter but soldier base HP can lower scatter (see: Effects of Attributes). Firing a rocket with 1 AP doubles scatter and decreases range by 25%. Rockets 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 offset
Weapon damage
Dmg
Weapon
ammo
Weapon
range
Blast
radius
Special
properties
Prerequisites Cost
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
Rocket Launcher
Rocket Launcher
Rocketeers 0.6 6
(5-7)
2 18 5 2 turn cooldown XCOM starts with an unlimited supply
Recoilless Rifle
Recoilless Launcher
Rocketeers 0.6 9
(8-10)
2 18 5 2 turn cooldown Advanced Gauss Weapons 45 100 55 10 23 days
Blaster Launcher
Blaster Launcher
Rocketeers 0.6 12
(10-14)
2 18 5 Requires 2 AP to fire
2 turn cooldown
Can path around obstacles
No Scatter
Fusion Weapons 140 600 130 70 60 2 UFO Flight Computers
1 Fusion Core
84 days

Explosives

Sometimes, the best answer is to blow up the enemy. These are the right tools for the job.

Just like rockets, 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).

Throw range of all grenades is modified by base (non-armor) soldier HP (see: Effects of Attributes). Throw distance is also increased by various perks and is decreased by Red Fog.

Name Usable
by

Mob offset
Weapon damage
Dmg
Weapon
range
Blast
radius
Special
properties
Source
Javelin Rocket
Javelin Rocket
Rocketeers 0.6 18 1 Provides a Javelin rocket
Applies Explosive Shred to any unit it damages
Deals +50% weapon damage
Reduces scatter by 80%
No environmental damage
XCOM starts with an unlimited supply
AP Grenade
AP Grenade
Biosoldiers 0.6 3
(2-4)
10 1.5 Applies Explosive Shred to any unit it damages
Cover blocks the effect
+30 penetration
XCOM starts with an unlimited supply
HE Grenade
HE Grenade
Biosoldiers 0.6 6
(5-7)
8 2.5 XCOM starts with an unlimited supply
Alien Grenade
Alien Grenade
Biosoldiers 0.6 8
(7-9)
10 2 Can't be equipped with Plasma Grenades The Alien Grenades Foundry project provides an unlimited supply.
Plasma Grenade
Plasma Grenade
Biosoldiers 0.6 10
(10-14)
10 2 Can't be equipped with Alien Grenades The Condensed Plasma Foundry project allows production.

Support grenades

Support grenades deal no damage but can still be extremely effective. Their throw range is modified by HP in the same manner as explosive grenades.

Name Usable
by

Mob offset
Weapon
range
Blast
radius
Special
properties
Prerequisites Cost
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
Smoke Grenade
Smoke Grenade
Biosoldiers 0.6 14 2.5 Does not trigger reaction fire
Creates a 5x5 tile cloud of smoke (missing a tile from each corner) through 1 enemy turn
Grants In Smoke to all units within the smoke
XCOM starts with an unlimited supply
Acid Grenade
Acid Grenade
Biosoldiers 0.6 10 2.5 Creates a 5x5 tile cloud of acid (missing a tile from each corner) until end of turn
Applies Corrosion to all units within the cloud or entering the cloud
Thin Man Autopsy
New Combat Systems
40 120 4 30 20 Thin Man Corpses 18 days
Concussion Grenade
Concussion Grenade
Biosoldiers 0.6 12 1.5 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 0.6 12 2.0 Starts with 2 uses
Cover blocks the effect
Disorients enemies
Does not affect robotic units
Can't be equipped with Concussion Grenades
Psi Warfare Systems 25 50 10 10 10 1 Sectoid Corpse 12 days
Shadow Grenade
Shadow Grenade
Biosoldiers 0.6 8 2 Clears holo and grants combat readiness before Shadowing 1 friendly unit through 1 enemy turn or until the unit acts
Does not affect enemies, this unit, panicking units, or units in One For All
Seeker Autopsy
Psi Warfare Systems
60 50 10 20 8 Seeker Wrecks 26 days

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.

Name Usable
by

Mob offset
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Meld
Other
Duration in days
Battle Scanner
Battle Scanner
Scouts 0.6 10 Does not trigger reaction fire
Spawns a battle scanner at the target location until end of turn
Grants +20 aim/crit against any enemy (even those not in view) within the area
Reveals a 12 tile radius area (including stealthed units)
XCOM starts with an unlimited supply
Medikit
Medikit
Biosoldiers Weightless 2 Max 1 use per turn
Removes acid and heals 4 HP
Works on any biosoldier
Can stabilize a critically wounded MEC or biosoldier
XCOM starts with an unlimited supply
Combat Stims
Combat Stims
Biosoldiers 0.6 Self Use on self (0 AP cost) to become Stimmed for 3 turns
Berserker Autopsy 45 360 20 1 Berserker Corpse 19 days
Motion Tracker
Motion Tracker
SHIVs 0.6 2 charges (3 with Elerium Batteries)
When used, displays a 24 tile radius radar
Blue: XCOM, White: Civilians, Red: Enemies, Yellow: Meld, Green: Bombs/Nodes
Can display cloaked units
15 25 8 days

See also

Long War Rebalance: Loadout 
Weapons
Weapons

Weapons

Primary
Weapons

Secondary
Weapons
Armor
Armor

Armor

MEC
Exoskeletons
Equipment
Equipment

Equipment