This page may be outdated. It is up-to-date for version b15. The latest version is 1.0.
In Long War all soldiers have 2 item slots from the start of the game. This can be upgraded to 3 item slots once the Tactical Rigging foundry project is completed.
Consumable equipment that is in store from the start of the game can be used on all soldiers, so you get an unlimited storage. These items have no cost (N/A).
Consumable items that have to be produced can be equipped on one soldier per mission - so they remain in your stores even when used on a mission, but are good for only one use per mission. This can be increased to multiple uses for a single item mission by perks that grant multiple charges. It is also possible to produce an item multiple times to equip it on multiple soldiers or even on multiple slots on a single soldier. These consumable items include mimic beacons, chem and psi grenades, combat stims and arc throwers. The exception to this is the alien grenade, which replaces the HE grenade and thus can be equipped on all soldiers each mission, even multiple times per soldier.
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
Alloy Plating
-1
All
Provides +2 Armor HP. Cannot be stacked with other plating items.
15
Alien Materials
35
8
0
0
7
-
Ceramic Plates
-1
All
Provides +1 Armor HP. Cannot be stacked with other plating items.
0
-
N/A
Chameleon Suit
-1
Scout
Grants +4 Defense, grants immunity to overwatch crits, and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots).
35
Seeker Autopsy New Combat Systems
65
0
8
20
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
80
20
0
0
10
10x Chryssalid Carcass
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
80
14
8
10
10
-
Mind Shield
-1
Psionic
Confers +25 will, grants the Steadfast perk and immunity to strangulation
65
Sectoid Commander Autopsy Psi Warfare Systems
200
40
60
10
20
5x Sectoid Commander Corpse
Psi Screen
-1
Psionic
Confers +1 DR, but draws -12 Will when equipped
45
Mechtoid Autopsy Psi Warfare Systems
65
8
8
15
10
1x Mechtoid Core
Reinforced Armor
-2
All
Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items.
18
Improved Body Armor
70
14
0
0
7
-
Respirator Implant
0
All
Grants immunity to strangulation, partial immunity to acid, causes the first death for the soldier to instead automatically be a critical wound, adds 2 turns to that soldier's bleed out timer, and reveals the bleed out timer. It does not prevent will loss from critical wounds.
25
Seeker Autopsy
50
0
0
0
5
-
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. The first three are destructive grenades (affected by the Grenadier perk) while the rest are support grenades (affected by the Smoke & Mirrors perk).
Grenades
Name
Mob
Classes
Effect
Prerequisites
Cost
Other
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
AP Grenade
-1
All
Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored. Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project.
0
-
N/A
Battle Scanner
-1
All
Can be thrown to provide vision for two turns. Reveals cloaked targets
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.
40
Thin Man Autopsy New Combat Systems
120
4
0
0
10
15x Thin Man Corpse
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 alien turn. Most synthetic/cybernetic and psionic enemies are immune. Also removes overwatch on the turn it is used.
0
-
N/A
HE Grenade
-1
All
Deals 1-5 damage to units in blast radius and can destroy cover. AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project.
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. High will soldiers or aliens have a greater chance to succeed or resist respectively. Does not affect Mechanical units. One use. -10 will when equipped.
75
Alien Communications Psi Warfare Systems
150
2
24
24
14
1x Sectoid Corpse
Psi Grenade
-1
Psionic
Has the same effect as a flashbang grenade, but has a larger area of effect. Cannot carry these and flashbangs at the same time. Confers a -2 Will penalty when equipped.
25
Xenopsionics
50
2
2
1
7
1x Sectoid Corpse
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
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.
Ammunition and damage enhancing equipment
Name
Mob
Classes
Effect
Prerequisites
Cost
Other
Alloy-Jacketed Rounds
-1
All, MECs
Increases ballistic and gauss weapon damage by 1.
15
Enhanced Ballistics
20
6
0
0
5
-
Armor Piercing Ammo
-1
Gunner, Engineer, MECs, SHIVs
Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can't stack with some other specialized ammo.
25
Improved Body Armor New Combat Systems
50
12
0
0
7
-
Breaching Ammo
-1
Assault
Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun).
35
Alien Materials New Combat Systems
35
6
0
0
5
-
Drum Mags
-2
Assault, Infantry, Scout, Engineer, Medic
Grants +2 ammo capacity for primary weapon. Incurs a -4 Aim penalty when equipped. Cannot be stacked with High Cap Mags.
0
-
N/A
Enhanced Beam Optics
-1
All, MECs
Increases beam and pulse weapon damage by 1.
55
Enhanced Laser
35
8
0
0
10
-
Flak Ammo
-1
All, MECs
Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can't stack with some other specialized ammo.
On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks.
35
Floater Autopsy MEC Warfare Systems
60
20
0
0
7
-
Hi Cap Mags
-1
All, MECs, SHIVs
Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources (cannot be stacked with Drum Mags).
0
-
N/A
Plasma Stellerator
-1
All, MECs
Increases plasma weapon damage by 1.
75
Enhanced Plasma
125
20
20
5
14
-
Reaper Rounds
-1
All
Increases critical hit chance of ballistic and gauss weapons by 16%, but doubles the weapon's range penalty.
25
New Combat Systems
30
0
0
0
7
-
Rocket
-2
Rocketeer
Grants one additional rocket. Grants +1 mobility after firing the rocket.
0
-
N/A
Shredder Ammo
-1
Assault, Engineer
Grants the Shredder Ammunition perk. Can't stack with some other specialized ammo.
30
Alien Materials New Combat Systems
30
6
0
0
5
-
Shredder Rocket
-2
Rocketeer
Grants one additional shredder rocket. Grants +1 mobility after firing the rocket.
0
-
N/A
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 the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.
Optics and weapon attachments
Name
Mob
Classes
Effect
Prerequisites
Cost
Other
Alloy Bipod
0
Sniper
Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items.
25
Alien Materials New Combat Systems
25
4
0
0
5
-
Laser Sight
-1
All, MECs, SHIVs
Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Does stack with other aim enhancing items.
0
-
N/A
Marksman's Scope
-1
Scout
Grants Squadsight to scouts (useful only when they equip marksman's/strike rifles).
20
Alien Weaponry
30
0
0
0
7
-
Neural Gunlink
-1
Psionic
Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Does not stack with SCOPE or Illuminator Gunsight.
40
Alien Biocybernetics Psi Warfare Systems
70
6
8
15
7
1x SCOPE
SCOPE
-1
All, MECs, SHIVs
Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Does not stack with Neural Gunlink or Illuminator Gunsight.
15
Alien Weaponry
70
0
0
0
7
-
Targeting Module
-1
All
Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier's primary weapon.
15
Xenobiology
50
0
0
0
7
-
Miscellaneous Items
Various items and curiosities that could make your life easier or harder, depending on how you use them.
Miscellaneous Items
Name
Mob
Classes
Effect
Prerequisites
Cost
Other
Alien Trophy
-1
All
Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic
Grants Adrenaline Surge perk (+10 Aim, +10% critical chance) for the duration of battle, strengthens the user's will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns.
45
Muton Berserker Autopsy
120
0
0
4
10
1x Berserker corpse
Fuel Cell
-2
All
Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs.
60
Antigrav Systems
40
6
24
0
7
-
Medikit
-1
All
Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project)
0
-
N/A
Shadow Device
-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 do not apply.
60
Seeker Autopsy Psi Warfare Systems
100
10
30
40
14
15x Seeker wreck
Walker Servos
+2
All
Grants +2 mobility.
45
Advanced Power Armor Advanced Servomotors
80
8
4
10
10
-
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
Cognitive Enhancer
-1
All
Confers +20% experience and +5 will.
0
EXALT Base Assault Loot
N/A
Illuminator Gunsight
-1
All
Confers Executioner perk and +12 to both aim and critical hit chance. Does not stack with SCOPE or Neural Gunlink.
0
EXALT Base Assault Loot
N/A
Neuroregulator
-1
Psionic
Confers +50% Psi XP and +10 will.
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
Adaptive Tracking Pod
-1
Grants the Advanced Fire Control perk.
20
Experimental Warfare
40
0
0
0
7
-
Advanced Suppression Module
-1
Confers the Danger Zone perk.
20
SHIV Suppression
35
0
0
0
7
-
Alloy Carbide Plating
-2
Grants Extra Conditioning perk.
35
Heavy Floater Autopsy MEC Warfare Systems
70
32
0
20
10
-
Autosentry Turret
-1
Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch.
35
Cyberdisc Autopsy
60
8
0
0
10
-
Core Armoring
-1
Grants +2 HP and the Resilience perk, rendering the mechanized unit immune to Critical Hits.
15
SHIV Defenses
30
10
0
0
7
-
Counterfire Pod
-1
Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire.
40
Mechtoid Autopsy
70
0
0
0
10
-
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
50
10
5
20
10
-
HEAT Ammo
-1
Grants HEAT Ammo perk, providing additional damage against mechanized units.
15
Alien Materials
30
6
0
0
5
-
Holo-Targeter
-1
Grants Holo-Targeting perk and provides +4 aim.
15
Drone Autopsy
40
0
0
0
7
-
Smartshell Pod
-1
Grants the Flush ability and provides +4 aim.
20
Experimental Warfare
25
0
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 MEC Warfare Systems
75
0
0
10
10
1x UFO Flight Computer
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
120
10
5
0
10
-
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
Battle Computer
-1
Provides +8 aim, critical hit chance, and defense.