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Equipment (Long War)

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Revision as of 18:29, 26 October 2014 by 8wayz (talk | contribs) (Updating the entries, to continue later)

Soldier Equipment

Items for XCom operatives
Name Mobility
Classes Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
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 Strengths user's will, grants 40% damage reduction, increased mobility and immunity to critical hits for the next 2 turns 40 Muton Berserker Autopsy colspan="6" align="center" 180 0 0 2 10 1xBerserker 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 -
Walker Servos
+2 All Grants +2 Mobility. 45 Advanced Servomotors 100 5 5 5 10 -
Protective Items
Ceramic Plates
-1 All Provides +1 Armor HP. Cannot be stacked with other plating items. ? - -
Alloy Plating
-1 All Provides +2 Armor HP. Cannot be stacked with other plating items. ? Alien Materials 50 5 0 0 6 -
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. ? Chryssalid Autopsy 100 20 0 0 10 10x Chryssalid Carcass
Reinforced Armor
2 All Confers +1 Armor HP and +1 Damage Reduction, but -7 Defense. Can stack with plating items. ? Alien Materials 70 10 0 0 6 -
Chameleon Suit
1 Scout Grants +5 Defense and extra defense during Lighning Reflexes. ? Seeker Autopsy 60 3 2 5 7 -
Respirator Implant
1 All Grants immunity to strangulation and partial immunity to acid. ? Seeker Autopsy 15 0 0 0 3 -
Impact Vest
1 Assault Grants the Shock-Absorbent Armor perk. ? Mobile Power Armor 100 10 5 5 10 -
Mind Shield
1 Psionic Provide +25 Will, Grants immunity to strangulation and panic, except Psi Panic ? Sectoid Commander Autopsy 200 20 30 5 20 5x Sectoid Commander Corpse
Psi Screen
1 Psionic Provide +1 DR vs. Psionic, but draws -15 Will when equipped ? Mechtoid Autopsy 85 10 5 10 10 1x Mechtoid Core
Thrown Devices
Battle Scanner
1 All Can be thrown to provide vision for two turns. ? - -
Mimic Beacon
1 All When thrown, the mimic beacon generates a unique audio signal that can cause unseen aliens to advance towards it. Has no effect on aliens that have already seen your agents. ? Alien Communications
Psi Warfare Systems (Foundry)
15 0 0 0 7 -
Grenades
AP Grenade
1 All Deals 2-6 damage to units not in cover relative to the center of the blast radius. ? - -
HE Grenade
1 All Deals 1-5 damage to units in blast radius and can destroy cover ? - -
Alien Grenade
1 All Deals 3-7 damage to units in blast radius and can destroy cover Replaces HE Grenade via Foundry Project. ? Alien Grenades -
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.
? - -
Smoke Grenade
1 All Confers +20 Defense to units in radius for two turns. ? - -
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 Man Autopsy 20 0 0 0 5 3x Thin Man Corpse
Psi Grenade
1 Psionic Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in a wider blast radius than flashbangs for one turn. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. Confers a 2 Will penalty when equipped. ? Xenopsionics 50 3 1 2 7 -
Ghost Grenade
1 Psionic Grants stealth to units in an area for one turn. ? Xenopsionics 150 5 15 10 14 -
Ammunition
Rocket
2 Rocketeer Grants one additional rocket. ? - -
Shredder Rocket
2 Rocketeer Grants one additional shredder rocket. ? - -
Hi Cap Mags
1 All +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. ? - -
Shredder Ammo
1 Assault Grants the Shredder Ammunition perk. ? Experimental Warfare 30 3 0 0 5 -
Armor Piercing Ammo
1 Gunner Reduces enemy damage reduction (including that from cover) by 1.33 ? Experimental Warfare 25 5 0 0 5 -
Breaching Ammo
1 Assault Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. ? 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. ? Experimental Warfare 20 0 0 0 7 -
Alloy-Jacketed Rounds
1 All Increases Ballistic and Gauss weapon damage by 1. ? Enhanced Ballistics 20 3 0 0 5 -
Optics and weapon attachments
Laser Sight
1 All +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. ? - -
SCOPE
1 All Increases aim by +10. Can be used with laser sight for a total of +15 aim. +10% Crit chance with Foundry upgrade ? Alien Weaponry 80 0 0 0 6 -
Targeting Module
1 All Provides +7 Critical Hit Chance to a soldiers primary weapon. ? Xenobiology 20 0 0 0 7 -
Smartgun Kit
1 Gunner Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots. ? Experimental Warfare 55 0 0 0 7 -
Marksman Scope
0 Scout Grants Squadsight to scouts (useful only when they equip Marksman's/Strike Rifles). ? Experimental Warfare 80 0 0 0 7 -
Alloy Bipod
0 Gunner Confers Platform Stability perk. ? Experimental Warfare 25 2 0 0 5 -
Neural Gunlink
1 Psionic Grants +10 Aim and +10 Crit, but -15 Will. Stacks with SCOPE and Laser Sight. ? Xenopsionics 75 3 8 8 7 -
EXALT HQ Loot
Illuminator Gunsight
1 None Confers Executioner perk and +10% to both Aim and Critical Chance. ? EXALT Base Assault Loot 200 - - - - -
Cognitive Enhancer
1 None Confers +20% Experience. ? EXALT Base Assault Loot 200 - - - - -
Neuroregulator
1 None Confers +20% Psi XP ? EXALT Base Assault Loot 200 - - - - -