Weapons (TJ)

As with Long War 1, Long War 2, and Long War of the Chosen, Ted Jam makes some changes to the weapons available to XCOM:
- 5 tiers of primary weapons are available: Conventional, Laser, Magnetic, Coilgun and Plasma.
- Secondary weapons are unique and tied to each class.
- Rocket Launchers and Flamethrowers are no longer equippable as heavy weapons, they are now part of the Technical class' secondary weapon. In turn, Technicals can't equip the rest of heavy weapons.
- The Pistol is now an auxiliary weapon available for any soldier, equipped in their Utility slots.
Note that while weapons don't have a maximum range, soldiers have a limited sight range of 17 tiles, so unless they have Squadsight they can only shoot (and will only get the range modifier) up to 17 tiles away.
Weapon Tiers

Conventional
The weapons XCOM starts with, they are unlimited in supply and have no special properties. Every default weapon is at this tier.

Laser
The first upgraded weapons XCOM can research provide a +5 aim innate bonus in addition to higher base damage.

Magnetic
The original second tier has been bumped up the tech tree with more damage but otherwise no special properties.

Coilgun
The fourth tier of weapons are significantly more expensive to build, but in addition they ignore 1 point of armor, making them valuable against armored targets.

Plasma
The final tier of weapons need an Elerium Core to build but they boast the highest damage, and any enemy hit by plasma weapons will rupture the target, taking 1 additional damage from any other damage sources.
Primary Weapons
Assault Rifles
Assault Rifles are the default primary weapon of XCOM soldiers, and can be used by any class save for Gunners and Sharpshooters and the heroes. Extremely versatile and "middle of the road" in every way.
| Name | Damage |
Crit Damage |
Clip Size |
Sound Range |
Special properties | Prerequisites |
Cost | Black Market Value | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores | ||||||||
Assault Rifle |
3-5 | +2 | 3 | 20 | - | XCOM starts with an unlimited supply | |||||
Laser Rifle |
4-7 | +2 | 3 | 20 | +5 Aim | Laser Weapons | 20 | 1 | 1 | - | 10 |
Mag Rifle |
5-9 | +3 | 3 | 20 | - | Magnetic Weapons | 30 | 2 | 2 | - | 15 |
Coil Rifle |
6-11 | +4 | 3 | 20 | 1 Armor Pierce | Coilguns | 50 | 3 | 5 | - | 25 |
Plasma Rifle |
8-12 | +5 | 3 | 20 | 1 Rupture 4 Upgrade Slots |
Plasma Rifle | 60 | 4 | 5 | 1 | 30 |
![]() Disruptor Rifle |
7-10 | +4 | 3 | 20 | +100 Crit Against Psionics 2 Upgrade Slots Overbearing Superiority |
Warlock Weapons | - | - | - | - | - |
| Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
| Aim Modifier | 30 | 27 | 24 | 21 | 18 | 15 | 12 | 9 | 6 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -5 | -10 | -15 | -20 | -25 | -30 | |
Cannons
Cannons are the only weapon available to Gunners, automatic rifleman specialist trained in using light machine gun or squad automatic weapon as part of a fireteam. They have higher damage compared to rifles, and larger clips. They suffer penalties at very short range, but nowhere near the extent that sniper rifles do.
| Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26+ | |
| Aim Modifier | -10 | -8 | -6 | -4 | -2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -5 | -10 | -15 | -20 | -25 | -30 | |
Pistols
For most classes, the pistol is now a dedicated slot item and can be equipped on any soldier but costs 1 mobility (Darkclaw does not cost a mobility). Pistol related perks are trainable with AP if you scroll down on the promotion screen (it takes a lot of scrolling!). Officers also have a few abilities related to pistols, including the ability to give one to a civilian ally.
However, Akimbos and Hoplites use pistols as primary weapons. Pistol primaries do not cost 1 mobility and also gain 3 weapon mod slots.
| Name | Damage |
Crit Damage |
Clip Size (Primary Weapon) |
Sound Range |
Special properties | Prerequisites |
Cost | Black Market Value | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores | ||||||||
Pistol |
1-3 | +1 | 6 | 17 | - | XCOM starts with an unlimited supply | |||||
Laser Pistol |
2-4 | +1 | 6 | 17 | +5 Aim | Laser Weapons | 5 | - | 1 | - | 3 |
Mag Pistol |
3-5 | +2 | 6 | 17 | - | Magnetic Weapons | 10 | 1 | 1 | - | 15 |
Gauss Pistol |
4-6 | +2 | 6 | 17 | 1 Armor Pierce | Coilguns | 30 | 2 | 3 | - | 20 |
Plasma Pistol |
5-7 | +3 | 6 | 17 | 1 Rupture | Plasma Rifle | 40 | 3 | 5 | - | 25 |
| Semi-Auto Pistols | |||||||||||
| Semi-Auto Pistol Semi-Auto Pistol |
1 | +1 | 6 | 18 | Reflex Shot | XCOM starts with an unlimited supply | |||||
| Enhanced Laser Semi-Auto Pistol Enhanced Laser Semi-Auto Pistol |
3 | +1 | 6 | 18 | +5 Aim -10 Crit Chance 1 Armor Pierce Reflex Shot |
Magnetic Weapons | 10 | - | 3 | - | 5 |
| Prototype Plasma Semi-Auto Pistol Prototype Plasma Semi-Auto Pistol |
1-5 | +3 | 6 | 30 | -5 Aim +10 Crit Chance 1 Shred Reflex Shot |
Magnetic Weapons | 10 | 4 | 1 | - | 5 |
| Master-Crafted Laser Semi-Auto Pistol Master-Crafted Laser Semi-Auto Pistol |
5 | +1 | 6 | 8 | +10 Aim -20 Crit Chance 2 Armor Pierce Reflex Shot |
Plasma Rifle | 30 | 1 | 7 | - | 15 |
| Turbulent Plasma Semi-Auto Pistol Turbulent Plasma Semi-Auto Pistol |
3-7 | +5 | 6 | 30 | -10 Aim +20 Crit Chance 2 Shred Reflex Shot |
Plasma Rifle | 30 | 9 | 2 | - | 15 |
| Autopistols | |||||||||||
![]() Autopistol |
1 | +3 | 6 | 10 | +40 Crit | XCOM starts with an unlimited supply | |||||
| Laser Autopistol Laser Autopistol |
2 | +3 | 6 | 10 | +5 Aim +40 Crit |
Laser Weapons | 5 | - | 1 | - | 5 |
![]() Mag Autopistol |
3 | +4 | 6 | 10 | +40 Crit | Magnetic Weapons | 10 | 1 | 1 | - | 20 |
| Coil Autopistol Coil Autopistol |
4 | +4 | 6 | 10 | +40 Crit 1 Armor Pierce |
Coilguns | 30 | 2 | 3 | - | 10 |
![]() Plasma Autopistol |
5 | +5 | 6 | 10 | +40 Crit 1 Rupture |
Plasma Rifle | 40 | 3 | 5 | - | 15 |
| Master-Crafted Laser Autopistol Master-Crafted Laser Autopistol |
7 | +0 | 6 | 10 | +10 Aim -20 Crit Chance 2 Armor Pierce |
Plasma Rifle | 30 | 1 | 7 | - | 15 |
| Whippit Shotguns | |||||||||||
| Whippit Shotgun Whippit Shotgun |
4-8 | +4 | 1 | 18 | +5 Crit Chance -3 Armor Pierce |
XCOM starts with an unlimited supply | |||||
| Talon Pistols | |||||||||||
| Mag Talon Mag Talon |
3-5 | +2 | 6 | 18 | +5 Aim Ankle Shot |
ADVENT Duelist Autopsy & Scramble Rounds |
10 | 1 | 1 | 1x ADVENT Duelist Corpse | 5 |
| Beam Talon Beam Talon |
5-7 | +2 | 6 | 18 | +5 Aim Ankle Shot |
ADVENT Duelist Autopsy & Scramble Rounds |
25 | 2 | 2 | 1x Mag Talon | 10 |
| Shadowkeeper | |||||||||||
Shadowkeeper |
1-4 | +1 | 6 | 6 | +10 Aim +15 Crit Chance Shadowfall |
Experimental Weapons | 20 | - | - | - | - |
Enhanced Shadowkeeper |
3-6 | +2 | 6 | 6 | +10 Aim +15 Crit Chance Shadowfall |
Magnetic Weapons | 40 | 5 | - | - | - |
Powered Shadowkeeper |
5-8 | +3 | 6 | 6 | +10 Aim +15 Crit Chance Shadowfall 1 Rupture |
Plasma Rifle | 60 | 5 | 5 | - | - |
| Overseer Pistols | |||||||||||
| Overseer Pistol Overseer Pistol |
5-7 | +4 | 6 | 13 | Liquidator | Metion Tech & Plasma Rifle |
20 | 5 | 3 | 1x Exalted Custodian Corpse | 10 |
| Chosen Weaponry | |||||||||||
![]() Darkclaw |
4-6 | +2 | 6 | 17 | Fatality | Hunter Weapons | - | - | - | - | - |
| Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
| Aim Modifier | 45 | 35 | 25 | 15 | 10 | 7 | 3 | 0 | 0 | 0 | 0 | -4 | -8 | -12 | -16 | -20 | -24 | -30 | -40 | -50 | -60 | -70 | -80 | -90 | -100 | |
Shotguns
Shotguns can be equipped by most soldiers in Long War 2. Assault, Combat Engineer, Crasher, and Scrapper soldiers have several perks specializing in them. They have higher damage than rifles, innate critical chance, high aim bonuses at short range but significant penalties at long range, making it necessary to get close.
| Name | Damage |
Crit Damage |
Clip Size |
Sound Range |
Special properties | Prerequisites |
Cost | Black Market Value | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | ||||||||
Shotgun |
4-6 | +2 | 4 | 20 | +15 Crit | XCOM starts with an unlimited supply | ||||||
Scatterray |
5-8 | +3 | 4 | 20 | +15 Crit +5 Aim |
Advanced Laser Weapons | 25 | 1 | 1 | - | - | 10 |
Shard Gun |
6-11 | +4 | 4 | 20 | +15 Crit | Advanced Magnetic Weaponry | 40 | 2 | 2 | - | - | 20 |
Scattergun |
8-13 | +5 | 4 | 20 | +15 Crit 1 Armor Pierce |
Advanced Coilguns | 60 | 3 | 5 | - | - | 25 |
Storm Gun |
10-14 | +8 | 4 | 20 | +15 Crit 1 Rupture |
Storm Gun | 70 | 6 | 5 | 1 | - | 35 |
| Hunting Shotguns | ||||||||||||
| Hunting Shotgun Hunting Shotgun |
5-7 | +2 | 4 | 20 | +5 Crit 1 Action Single Reload or 2 Action Full Reload |
XCOM starts with an unlimited supply | ||||||
| Enhanced Scatterray Enhanced Scatterray |
9-10 | +2 | 4 | 9 | +5 Aim -5 Crit 1 Armor Pierce 1 Action Single Reload or 2 Action Full Reload |
Advanced Magnetic Weapons | 40 | 3 | - | - | - | 20 |
| Prototype Plasma Trench Gun Prototype Plasma Trench Gun |
5-14 | +6 | 4 | 30 | -5 Aim +15 Crit 1 Shred 1 Action Single Reload or 2 Action Full Reload |
Advanced Magnetic Weapons | 40 | 4 | 1 | - | - | 20 |
| Master-Crafted Scatterray Master-Crafted Scatterray |
13 | +1 | 4 | 9 | +10 Aim -15 Crit 2 Armor Pierce 1 Action Single Reload or 2 Action Full Reload |
Storm Gun | 80 | 1 | 7 | - | - | 40 |
| Turbulent Plasma Street Sweeper Turbulent Plasma Street Sweeper |
9-17 | +10 | 4 | 30 | -10 Aim +25 Crit 2 Shred 1 Action Single Reload or 2 Action Full Reload |
Storm Gun | 80 | 8 | 4 | - | - | 40 |
| Purge Guns | ||||||||||||
| Purge Gun Purge Gun |
5-7 | +2 | 6 | 7 | 2 Shred 0 Upgrade Slots Ignites Target Thousands To Go |
ADVENT Purge Priest Autopsy & Advanced Magnetic Weapons |
30 | 3 | 6 | - | 1xADVENT Purge Priest Corpse | 15 |
| Exalted Purge Gun Exalted Purge Gun |
6-10 | +4 | 8 | 7 | 4 Shred 0 Upgrade Slots Ignites Target Thousands To Go |
Exalted Purge Bishop Autopsy & Advanced Coilguns |
40 | 5 | 8 | - | 1xADVENT Purge Priest Corpse | 20 |
| Chosen Weaponry | ||||||||||||
![]() Arashi |
8-13 | +5 | 4 | 20 | +10 Crit Chance 2 Upgrade Slots Vampirism Enhanced Layered Armor |
Assassin Weapons | - | - | - | - | - | |
| Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19+ | |
| Aim Modifier | 60 | 45 | 30 | 15 | 8 | 4 | 0 | 0 | -4 | -8 | -16 | -32 | -40 | -48 | -60 | -70 | -80 | -90 | -100 | |
Sniper Rifles
Sniper Rifles are the only weapon available to Sharpshooters. Sniper rifles have higher damage than rifles and innate critical chance, but they suffer aim penalties at short range and at extreme ranges when used with Squadsight.
| Name | Damage |
Crit Damage |
Clip Size |
Sound Range |
Special properties | Prerequisites |
Cost | Black Market Value | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | ||||||||
Sniper Rifle |
4-6 | +2 | 3 | 20 | +10 Crit Chance | XCOM starts with an unlimited supply | ||||||
Laser Lance |
5-8 | +3 | 3 | 20 | +5 Aim +10 Crit |
Advanced Laser Weapons | 25 | 1 | 1 | - | - | 10 |
Mag Long Rifle |
6-11 | +4 | 3 | 20 | +10 Crit Chance | Advanced Magnetic Weaponry | 40 | 2 | 2 | - | - | 20 |
Gauss Long Rifle |
8-13 | +5 | 3 | 20 | +10 Crit Chance 1 Armor Pierce |
Advanced Coilguns | 60 | 3 | 5 | - | - | 25 |
Plasma Lance |
10-14 | +6 | 3 | 20 | +20 Crit Chance 1 Rupture |
Plasma Lance | 70 | 4 | 5 | 1 | - | 35 |
| Auto-Sniper Rifles | ||||||||||||
| Auto-Sniper Rifle Auto-Sniper Rifle |
6-8 | +3 | 1 | 27 | 1 Armor Pierce | XCOM starts with an unlimited supply | ||||||
| Enhanced Laser Auto-Lance Enhanced Laser Auto-Lance |
10-11 | +1 | 1 | 9 | +15 Aim -10 Crit |
Advanced Magnetic Weapons | 40 | - | 3 | - | - | 20 |
| Prototype Plasma Auto-Long Rifle Prototype Plasma Auto-Long Rifle |
9-14 | +6 | 1 | 30 | +10 Crit Chance 1 Armor Pierce 1 Shred |
Advanced Magnetic Weapons | 40 | 4 | 1 | - | - | 20 |
| Master-Crafted Laser Auto-Lance Master-Crafted Laser Auto-Lance |
14-15 | +2 | 1 | 20 | +20 Aim -20 Crit Chance |
Plasma Lance | 80 | 1 | 7 | - | - | 40 |
| Turbulent Plasma Auto-Long Rifle Turbulent Plasma Auto-Long Rifle |
12-19 | +8 | 1 | 30 | +20 Crit Chance 2 Armor Pierce 2 Shred |
Plasma Lance | 80 | 8 | 4 | - | - | 40 |
| Harbinger Rifle | ||||||||||||
| Harbinger Rifle Harbinger Rifle |
6-11 | +4 | 3 | 18 | +10 Crit Chance 1 Action to Shoot |
Advanced Magnetic Weaponry Harbinger Rifle Project |
30 | 2 | 2 | - | 1x ADVENT Sniper Corpse | 15 |
| Strike Rifles | ||||||||||||
| Strike Rifle Strike Rifle |
3-5 | +2 | 4 | 20 | No Scope Quick Scope |
XCOM starts with an unlimited supply | ||||||
| Laser Strike Rifle Laser Strike Rifle |
4-7 | +2 | 4 | 20 | +5 Aim No Scope Quick Scope |
Advanced Laser Weapons | 20 | 1 | 1 | - | - | 10 |
| Mag Strike Rifle Mag Strike Rifle |
5-9 | +3 | 4 | 20 | No Scope Quick Scope |
Advanced Magnetic Weapons | 30 | 2 | 2 | - | - | 15 |
| Coil Strike Rifle Coil Strike Rifle |
6-11 | +4 | 4 | 20 | 1 Armor Pierce No Scope Quick Scope |
Advanced Coilguns | 50 | 3 | 5 | - | - | 25 |
| Plasma Strike Rifle Plasma Strike Rifle |
8-12 | +5 | 4 | 20 | 1 Rupture No Scope Quick Scope |
Hunter Weapons | 60 | 4 | 5 | 1 | - | 30 |
| Chosen Weaponry | ||||||||||||
![]() Darklance |
8-13 | +5 | 3 | 20 | +20 Crit 2 Upgrade Slots Mark For Death |
Hunter Weapons | - | - | - | - | - | - |
| Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41+ | |
| Aim Modifier | -30 | -27 | -24 | -21 | -18 | -15 | -12 | -9 | -6 | -3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -1 | -2 | -3 | -4 | -5 | -6 | -7 | -8 | -9 | -10 | -11 | -12 | -13 | -14 | -15 | -16 | -17 | -18 | -19 | -20 | |
Submachine Guns
SMG-type weapons can be used by most classes. They do lower damage than assault rifles and have more falloff at range, but increase mobility and more accurate at close range. They also slightly decrease infiltration time for the soldier carrying them.
| Name | Damage |
Crit Damage |
Clip Size |
Sound Range |
Special properties | Prerequisites |
Cost | Black Market Value | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores | ||||||||
SMG |
2-4 | +1 | 3 | 18 | +2 Mobility -12.5% Detection Radius |
XCOM starts with an unlimited supply | |||||
Laser Stengun |
3-6 | +2 | 3 | 18 | +2 Mobility -12.5% Detection Radius +5 Aim |
Laser Weapons | 20 | 1 | 1 | - | 10 |
Stuttermag |
4-7 | +2 | 3 | 18 | +2 Mobility -12.5% Detection Radius |
Magnetic Weapons | 30 | 2 | 2 | - | 20 |
Subcoiler |
5-9 | +3 | 3 | 18 | +2 Mobility -12.5% Detection Radius 1 Armor Pierce |
Coilguns | 55 | 3 | 5 | - | 25 |
Scramgun |
6-11 | +4 | 3 | 18 | +2 Mobility -12.5% Detection Radius 1 Rupture |
Plasma Rifle | 65 | 4 | 5 | 1 | 30 |
| SMG Master-Crafted Laser SMG |
8-9 | +1 | 3 | 9 | +2 Mobility -12.5% Detection Radius +10 Aim -20 Crit 2 Armor Pierce |
Plasma Rifle | 70 | 2 | 10 | - | 35 |
| SMG Turbulent Plasma SMG |
4-14 | +6 | 3 | 30 | +2 Mobility -12.5% Detection Radius -10 Aim +20 Crit 2 Shred |
Plasma Rifle | 70 | 8 | 3 | - | 35 |
| Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
| Aim Modifier | 45 | 35 | 25 | 15 | 10 | 7 | 3 | 0 | 0 | 0 | 0 | -4 | -8 | -12 | -16 | -20 | -24 | -30 | -40 | -50 | -60 | -70 | -80 | -90 | -100 | |
Mech Rifles
Mech Rifles are the basic weapons wielded by SPARKs and MEC Troopers. They have the highest damage of all primary weapons.
| Name | Damage |
Crit Damage |
Clip Size |
Sound Range |
Special properties | Prerequisites |
Cost | Black Market Value | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | |||||||||
Heavy Autocannon |
5-7 | +3 | 3 | 24 | - | - | Mechanized Warfare | XCOM starts with an unlimited supply | |||||
Spitfire Pulsecannon |
6-9 | +4 | 3 | 24 | +5 Aim | Mechanized Warfare Advanced Laser Weapons |
25 | 1 | 1 | - | - | 10 | |
Helix Rail-Cannon |
7-12 | +5 | 3 | 24 | - | Mechanized Warfare Advanced Magnetic Weaponry |
30 | 3 | 2 | - | - | 10 | |
Rush-Nano Gausscannon |
9-13 | +5 | 3 | 24 | 1 Armor Pierce | Mechanized Warfare Advanced Coilguns |
60 | 3 | 5 | - | - | 25 | |
Elerium Phase-Cannon |
10-15 | +6 | 4 | 24 | 1 Rupture | Mechanized Warfare Beam Cannon |
60 | 6 | 10 | 1 | - | 25 | |
| Master-Crafted Laser SPARK Rifle Master-Crafted Laser SPARK Rifle |
12-13 | +2 | 3 | 13 | +10 Aim -20 Crit 3 Armor Pierce |
Mechanized Warfare Beam Cannon |
70 | 3 | 16 | - | - | 40 | |
| Assault MEC Shotguns | |||||||||||||
| Assault MEC Shotgun Assault MEC Shotgun |
10-14 | +6 | 4 | 20 | +10 Crit | Assault MEC Autopsy Advanced Magnetic Weaponry |
30 | 2 | 1 | - | 1x Assault MEC Corpse | 15 | |
| Elerium Assault Shotgun Elerium Assault Shotgun |
12-17 | +8 | 4 | 20 | +10 Crit | Assault MEC Autopsy Beam Cannon |
60 | 4 | 6 | 1 | 1x Assault MEC Corpse | 30 | |
| Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
| Aim Modifier | 30 | 27 | 24 | 21 | 18 | 15 | 12 | 9 | 6 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -5 | -10 | -15 | -20 | -25 | -30 | |
Artillery Cannons
Artillery Cannons are alternate weapons wielded by MEC Troopers and SPARKs, though only MEC Snipers make the best use of them. They have only one ammo at a time, and their damage is reduced by cover. In addition, equipping Heavy Shells grants access to a number of other alternative methods of firing the Artillery Cannon.
| Name | Damage |
Crit Damage |
Clip Size |
Sound Range |
HEAT Shells HEAT Shells |
HEDP Shells HEDP Shells |
HE Shells HE Shells |
HESH Shells HESH Shells |
Shrapnel Shells Shrapnel Shells |
Flechette Shells Flechette Shells |
Special properties | Prerequisites |
Cost | Black Market Value | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores | ||||||||||||||||||||
| Artillery Cannon Artillery Cannon |
8-11 | +4 | 1 | 24 | 3-4 (AoE) 3 Armor Pierce* +1 Crit Damage |
5-6 (AoE) 3 Armor Pierce* +1 Crit Damage |
6-7 (AoE) +2 Crit Damage |
8-9 (Center) 6-7 (AoE) +2 Crit Damage |
5-8 +2 Crit Damage |
5-8 +2 Crit Damage 5 Armor Pierce vs. Organics |
Squadsight 2 Actions to Shoot |
Mechanized Warfare | XCOM starts with an unlimited supply | ||||||||||
| Mag Artillery Cannon Mag Artillery Cannon |
10-14 | +6 | 1 | 24 | 4-5 (AoE) 4 Armor Pierce* +2 Crit Damage |
6-7 (AoE) 4 Armor Pierce* +2 Crit Damage |
8-9 (AoE) +3 Crit Damage |
10-11 (Center) 8-9 (AoE) +3 Crit Damage |
7-10 +3 Crit Damage |
7-10 +3 Crit Damage 5 Armor Pierce vs. Organics |
Squadsight 2 Actions to Shoot |
Mechanized Warfare & Advanced Magnetic Weaponry |
30 | 3 | 2 | - | 15 | ||||||
| Plasma Artillery Cannon Plasma Artillery Cannon |
12-17 | +8 | 1 | 24 | 5-6 (AoE) 5 Armor Pierce* +3 Crit Damage |
7-8 (AoE) 3 Armor Pierce* +3 Crit Damage |
10-11 (AoE) +4 Crit Damage |
12-13 (Center) 10-11 (AoE) +4 Crit Damage |
9-12 +4 Crit Damage |
9-12 +2 Crit Damage 5 Armor Pierce vs. Organics |
Squadsight 2 Actions to Shoot 1 Rupture** |
Mechanized Warfare & Beam Cannon |
60 | 6 | 10 | 1 | 30 | ||||||
* Armor Pierce for HEAT Shells and HEDP Shells only applies to the center target.
** Rupture for the Plasma Artillery Cannon does not apply to HE Shells, HESH Shells, or AoE damage from HEAT/HEDP Shells.
Incinerators
Incinerators are flamethrowers wielded by SPARKs and MEC Troopers, though only the MEC Hellion class specializes in it. They function identically to Chemthrowers, but are larger and deal more damage. Note that unlike chemthrowers, incinerators do not automatically get Chemthrower Suppression.
| Name | Damage |
Crit Damage |
Clip Size |
Sound Range |
Special properties | Prerequisites |
Cost | Black Market Value | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores | ||||||||
| Incinerator Incinerator |
3-6 | +1 | 3 | 7 | Ignites the target | Mechanized Warfare | XCOM starts with an unlimited supply | ||||
| Mag Incinerator Mag Incinerator |
5-8 | +2 | 3 | 7 | Ignites the target | Mechanized Warfare Advanced Magnetic Weaponry |
40 | 2 | 2 | - | 20 |
| Beam Incinerator Beam Incinerator |
7-10 | +3 | 3 | 7 | Ignites the target | Mechanized Warfare Beam Cannon |
70 | 4 | 5 | 1 | 35 |
Bolt Caster
The Bolt Caster is a unique weapon from the Alien Hunters DLC, with only one available per campaign. While it counts as an assault rifle, it has higher damage, aim and crit bonuses, shreds 1 armor and has a 20% chance to stun on a hit, which becomes 30% on Alien Rulers. As a counterbalance, it has only 1 shot available before having to reload, and it can't be modified with weapon upgrades.
| Name | Damage |
Crit Damage |
Clip Size |
Sound Range |
Special properties | Prerequisites |
Cost | ||
|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals | |||||||
Bolt Caster |
4-7 | +2 | 1 | 18 | +5 Aim +5 Crit Chance 1 Armor Pierce 20% Chance of Stun (30% vs Rulers) Lock N Load Concentration |
Experimental Weapons | 20 | - | - |
Magnetic Bolt Caster |
7-11 | +4 | 1 | 18 | +10 Aim +10 Crit Chance 1 Armor Pierce 20% Chance of Stun (30% vs Rulers) Lock N Load Concentration |
Magnetic Weapons | 40 | 5 | - |
Plasma Bolt Caster |
9-16 | +6 | 1 | 18 | +15 Aim +15 Crit Chance 1 Armor Pierce 20% Chance of Stun (30% vs Rulers) 1 Rupture Lock N Load Concentration |
Plasma Rifle | 75 | 5 | 5 |
| Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
| Aim Modifier | 30 | 27 | 24 | 21 | 18 | 15 | 12 | 9 | 6 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -5 | -10 | -15 | -20 | -25 | -30 | |
Bullpups
Bullpups are the weapons wielded by Skirmishers. They act similar to smgs having lower damage than an assault rifle and less accurate at longer range but having a bonus to mobility, infiltration time, and aim at closer range.
| Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
| Aim Modifier | 45 | 35 | 25 | 15 | 10 | 7 | 3 | 0 | 0 | 0 | 0 | -4 | -8 | -12 | -16 | -20 | -24 | -30 | -40 | -50 | -60 | -70 | -80 | -90 | -100 | |
Vektor Rifles
Vektor rifles are the weapons wielded by Reapers. It serves as a marksman rifle being more accurate than an assault rifle and still effective slightly beyond visual range but having slight penalties at close range. Although they have the same base damage as a rifle, they are far more lethal when scoring a critical hit.
| Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | |
| Aim Modifier | -25 | -20 | -15 | -10 | -5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -1 | -3 | -6 | -9 | -12 | -15 | -18 | -21 | -24 | -27 | -30 | -33 | -36 | -39 | -42 | -45 | -48 | -51 | -54 | -100 | |
Templar Gauntlet
Templar gauntlets are the weapons wielded by Templars. Unlike all other soldiers who wield some sort of firearm as a primary, templars is more melee-oriented, closing in on enemies to strike at.
Secondary Weapons
Secondary weapons are available only to Soldier classes. These weapons require specific training and each Soldier class can use only one type of special weapon.
Arc Throwers
The Arc Thrower is used by the Assault class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.
Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones) and reduce their hack defense.
| Name | Stun Duration (Organic Only) |
EMPulse Damage (Robotic only) |
Sound Range |
Special properties | Prerequisites |
Cost | Black Market Value | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | |||||||
Arc Thrower |
2 actions / 1 turn | 2-5 | 20 | +5 Aim | XCOM starts with an unlimited supply | ||||||
Advanced Arc Thrower |
3 actions / 1 and half turns | 4-9 | 20 | +5 Aim | ADVENT Stun Lancer Autopsy | 20 | 1 | 3 | - | - | 10 |
Arc Blaster |
4 actions / 2 turns | 7-12 | 20 | +5 Aim | Gatekeeper Autopsy | 35 | 1 | 5 | 1 | 1x Gatekeeper Shell | 20 |
| Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
| Aim Modifier | 30 | 27 | 24 | 21 | 18 | 15 | 12 | 9 | 6 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -5 | -10 | -15 | -20 | -25 | -30 | |
Grenade Launchers
The Grenade Launcher is used by the Grenadier class. They provide extended range and blast radius bonuses over Grenades thrown by other classes, and grenades launched by these do not suffer the cooldown preventing other classes from using grenades every turn
| Name | Range Bonus |
Radius Bonus |
Special properties | Prerequisites |
Cost | Black Market Value | |||
|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores | ||||||
Grenade Launcher |
+4 | +1 | - | XCOM starts with an unlimited supply | |||||
Advanced Grenade Launcher |
+4 | +1 | Heavy Ordnance | Magnetic Weapons | 25 | 1 | 1 | - | 20 |
![]() Beam Grenade Launcher |
+4 | +1 | Guided Grenades can launch around obstacles Full Kit Heavy Ordnance |
Powered Armor | 100 | 5 | 10 | 1 | 50 |
Combat Knives
The Combat Knife is used by the Gunner class. While it is weaker than the Sword, this melee weapon is highly accurate and has a higher innate chance to crit.
Sawed-Off Shotguns
The Sawed-Off Shotgun is used by the Buccaneer, Keeper, Ranger, and Survivalist classes. It deals colossal damage at close range, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.
| Name | Damage |
Crit Damage |
Clip Size |
Sound Range |
Special properties | Prerequisites |
Cost | Black Market Value | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores | ||||||||
Sawed-Off Shotgun |
4-8 | +3 | 2 | 20 | +15 Crit Chance | XCOM starts with an unlimited supply | |||||
| Blazer Blazer |
6-10 | +4 | 2 | 4 | +5 Aim +15 Crit Chance |
Laser Weapons | 5 | 1 | 1 | - | 3 |
![]() Mag Shorty |
7-13 | +5 | 2 | 20 | +15 Crit Chance | Magnetic Weapons | 25 | 1 | 1 | - | 8 |
| Coil Shorty Coil Shorty |
9-15 | +6 | 2 | 4 | +15 Crit Chance 1 Armor Pierce |
Coilguns | 30 | 3 | 3 | - | 15 |
Plasma Shorty |
10-18 | +7 | 2 | 20 | +15 Crit Chance | Plasma Rifle | 50 | 3 | 5 | 1 | 25 |
| Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7+ | |
| Aim Modifier | 60 | 30 | 0 | -20 | -40 | -80 | -100 | |
Holotargeters
The Holotargeter is used by the Sharpshooter class. Holotargeters have squadsight range and apply an aim bonus to any targeted enemies. The Sharpshooter can specialize in various skills to augment the Holotargeter with additional bonuses and allow targeting of multiple enemies in a single turn.
| Name | Aim Bonus |
HiDef Holo Crit Bonus |
VPT Damage Bonus |
Multitargeting Radius |
Prerequisites |
Cost | Black Market Value | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | |||||||
Holotargeter |
+10 | +10 | +1 | 4 | XCOM starts with an unlimited supply | ||||||
Holotargeter Mark II |
+15 | +15 | +1 | 5 | ADVENT MEC Breakdown | 30 | 1 | 0 | 1 | 1x ADVENT MEC Wreck | 5 |
Holotargeter Mark III |
+20 | +20 | +2 | 6 | Andromedon Autopsy | 60 | 3 | 0 | 1 | 1x Andromedon Wreck | 10 |
Swords
The Sword is used by the Buccaneer, Crasher, Hunter, Shinobi, Stormrider, and Warden classes. Hunter's Axes and Scimitars are both classified as swords.
| Name | Damage |
Crit Damage |
Sound Range |
Special properties | Prerequisites |
Cost | Black Market Value | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | |||||||
Sword |
3-5 | +2 | 6 | +20 Aim +10 Crit Chance |
XCOM starts with an unlimited supply | ||||||
| Alloy Sword Alloy Sword |
4-6 | +2 | 6 | +20 Aim +10 Crit Chance |
Hybrid Materials | 5 | 1 | - | - | - | 5 |
| Laser Sword Laser Sword |
5-7 | +3 | 6 | +25 Aim +10 Crit Chance |
Advanced Laser Weapons | 25 | 1 | 1 | - | - | 10 |
Arc Blade |
6-10 | +4 | 6 | +25 Aim +15 Crit Chance 5% chance of stunning for 2 actions / 1 turn |
Magnetic Weapons | 45 | 2 | 2 | - | - | 25 |
| Laser-Edged Sword Laser-Edged Sword |
10-11 | +1 | 1 | +40 Aim -20 Crit Chance Body Harvest |
Magnetic Weapons Spectre Autopsy |
60 | 6 | 4 | - | 1x Spectre Corpse | 25 |
| Plasma-Edged Sword Plasma-Edged Sword |
8-15 | +5 | 6 | +25 Aim +10 Crit Chance 1 Shred Mutilate |
Magnetic Weapons Spectre Autopsy |
60 | 6 | 4 | - | 1x Spectre Corpse | 25 |
| Coil Sword Coil Sword |
8-12 | +3 | 6 | +25 Aim +15 Crit Chance 2 Armor Pierce |
Advanced Coilguns | 60 | 5 | 3 | - | - | 25 |
| Master-Crafted Laser Sword Master-Crafted Laser Sword |
12-13 | +3 | 1 | +40 Aim 2 Armor Pierce Body Harvest |
Advanced Coilguns Archon Autopsy |
80 | 6 | 5 | 1 | 1x Archon Corpse | 40 |
Fusion Blade |
10-14 | +6 | 6 | +30 Aim +20 Crit Chance 10% chance of burning for 2 turns |
Plasma Rifle | 80 | 6 | 5 | 1 | - | 40 |
| Celatid Scimitars | |||||||||||
| Scimitar Scimitar |
4-6 | +1 | 0 | +20 Aim +15 Crit Chance 1 Armor Pierce Poisons on hit Celatid Immunities |
Hybrid Alien Sword | 20 | 2 | - | - | 1x Celatid Corpse | 10 |
| Magnetic Scimitar Magnetic Scimitar |
6-8 | +2 | 0 | +20 Aim +20 Crit Chance 1 Armor Pierce Poisons on hit Celatid Immunities |
Muton Autopsy Hybrid Alien Sword |
15 | 3 | - | - | 1x Scimitar | 17 |
| Plasma Scimitar Plasma Scimitar |
8-10 | +3 | 0 | +20 Aim +25 Crit Chance 1 Armor Pierce Poisons on hit Celatid Immunities |
Archon Autopsy Hybrid Alien Sword |
15 | 3 | 3 | 1 | 1x Magnetic Scimitar | 25 |
| Hunter's Axe | |||||||||||
Hunter's Axe |
4-6 | +2 | 6 | +15 Aim +10 Crit Chance |
Experimental Weapons | 30 | - | - | - | - | - |
Ionic Axe |
6-10 | +4 | 6 | +15 Aim +15 Crit Chance 25% chance of stunning for 2 actions / 1 turn |
ADVENT Stun Lancer Autopsy | 30 | 5 | - | - | - | - |
Fusion Axe |
10-14 | +6 | 6 | +15 Aim +20 Crit Chance 50% chance of inflicting burn |
Archon Autopsy | 50 | 5 | 5 | - | - | - |
| Chosen Weaponry | |||||||||||
![]() Katana |
7-11 | +5 | 6 | +25 Aim +20 Crit Chance Blood Thirst |
Assassin Weapons | - | - | - | - | - | |
GREMLINs
The GREMLIN is used by the Specialist class. These little robots provide electronic warfare and logistical combat support, such as remote hacking and healing, and can deal damage with the right perks, especially against mechanical enemies.
| Name | Hack Bonus |
Aid Protocol Defense Bonus |
Combat Protocol Damage |
Revival Protocol Charges |
Interference Charges |
Scanning Protocol Charges |
Heal Bonus |
Rescue Protocol Charges |
Capacitor Discharge Damage |
Prerequisites |
Cost | Black Market Value | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | ||||||||||||
GREMLIN |
+0 | +20 | 2 / 4-5 | 2 | 3 | 2 | +0 | 1 | 3-6 / 5-8 | - | - | - | - | - | - | |
GREMLIN Mark II |
+20 | +25 | 5 / 9-10 | 3 | 5 | 3 | +1 | 2 | 5-8 / 8-11 | ADVENT Robotics | 20 | 1 | 1 | - | 1x Drone Wreck | 10 |
GREMLIN Mark III |
+40 | +30 | 8 / 14-15 | 4 | 7 | 4 | +2 | 3 | 7-10 / 11-14 | Sectopod Breakdown | 35 | 1 | - | 1 | 1x Sectopod Wreck | 20 |
Gauntlets
The Gauntlet is used by the Technical class allowing the use of a rocket launcher and flamethrower. The gauntlet is equipped with 1 rocket and 2 charges of the flamethrower. The rocket has a radius of ~3 tiles and the flamethrower fires in a cone with a range of 7 tiles and spanning out to 5 tiles wide. The flamethrower has a 60% chance to burn targets and a 50% chance to burn environmental tiles.
| Name | Damage |
Sound Range |
Env. Damage |
Shred |
Panic Strength |
Prerequisites |
Cost | Black Market Value | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | ||||||||
Gauntlet |
2-7 / 2-5 | 26 / 13 | 20 | 2 | 50 | XCOM starts with an unlimited supply | ||||||
Gauntlet Mark II |
4-9 / 4-7 | 26 / 13 | 25 | 2 | 65 | Magnetic Weapons | 30 | 3 | 5 | - | - | 10 |
Blaster Gauntlet |
5-12 / 6-11 | 26 / 13 | 30 | 3 | 85 | Battlesuits Muton Elite Autopsy |
150 | 5 | 10 | 2 | 1x Muton Elite Corpse | 20 |
Psi Underlays
The Psi Amp has been replaced by the Psi Underlay in Ted Jam, and it is used by the Psi Operative class. They are used for all psionic attacks.
| Name | Psi Offense Bonus |
Soulfire Damage |
Void Rift Damage |
Null Lance Damage |
Mind Merge Additional Bonuses |
Soulstorm Damage |
Soulsteal Ablative Gain |
Null Ward Ablative Gain |
Fireball Fireball |
Prerequisites |
Cost | Black Market Value | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | ||||||||||||
| Psi Amp Psi Amp |
+0 | 4-6 | 2-5 1 Rupture |
6-9 | - | 5-10 | 3 | 3 | 4-6 | XCOM starts with an unlimited supply | ||||||
| Advanced Psi Underlay Advanced Psi Underlay |
+10 | 6-9 | 4-7 1 Rupture |
8-12 | +5 Will +5 Crit Chance +1 Ablative HP |
7-13 | 4 | 4 | 5-7 | Psionics & ADVENT Priest Autopsy |
40 | 2 | 5 | 1 | 2x Sectoid Corpse | 5 |
| Alien Psi Underlay Alien Psi Underlay |
+20 | 9-11 | 7-9 2 Rupture |
10-15 | +10 Will +10 Crit Chance +2 Ablative HP |
9-16 | 6 | 6 | 7-9 | Psionics & Elerium |
100 | 2 | 10 | 1 | 2x ADVENT Priest Corpse | 10 |
Kinesis Perks: Note that some psi perks use the Kinesis hit chance formula, which fundamentally is a Psi Offense vs Defense roll instead of a Psi Offense vs Will roll. However, it is more complex than simply Psi Offense vs. Defense. That formula is:Round(30.48 * (7.72 + Sqrt(PsiOffense)))
and the hit chance is then modified by
- Defense
- Cover
- Height
- Flanking
- Range
- Concealment (ignores dodge)
SPARK BITs
SPARK BITs are drones used by SPARKs, as well as most classes that can use Gremlins, including Dragoons, Specialists, and MEC Troopers. They can be used to hack targets like GREMLINs, use heavy weapons or explode at a distance. BITs grant one heavy weapon slot.
Throwing Knives
Throwing Knives are the new secondaries of Reapers. They serve as their close range option, being more accurate and reliable up close compared to their vektor rifle. These new weapons allow the reaper to take highly aggressive positions, going deep into enemy lines, in shadow as these weapons are guaranteed to never reveal.
| Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
| Aim Modifier | 45 | 35 | 25 | 15 | 10 | 7 | 3 | 0 | 0 | 0 | 0 | -4 | -8 | -12 | -16 | -20 | -24 | -30 | -40 | -50 | -60 | -70 | -80 | -90 | -100 | |
Ripjack
Ripjacks are the secondaries used by Skirmishers. They have a built in Grapple Hook and can also Slash at any adjacent target.
| Name | Damage |
Crit Damage |
Sound Range |
Whiplash Damage |
Special properties | Prerequisites |
Cost | Black Market Value | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | ||||||||
![]() Ripjack |
4 | +1 | 5 | 4 (8 Vs Mechs) |
+25 Aim | XCOM starts with an unlimited supply | ||||||
| Laser Ripjack Laser Ripjack |
6 | +1 | 5 | 6 (10-11 Vs Mechs) |
+25 Aim | Advanced Laser Weapons | 20 | 1 | 1 | - | - | 10 |
![]() Ionic Ripjack |
8 | +2 | 5 | 8 (13 Vs Mechs) |
+25 Aim 5% chance to Stun |
Advanced Magnetic Weaponry | 35 | 2 | 2 | - | - | 25 |
| Coil Ripjack Coil Ripjack |
10 | +2 | 5 | 10 (15-16 Vs Mechs) |
+25 Aim 1 Armor Pierce |
Advanced Coilguns | 45 | 5 | 3 | - | - | 25 |
![]() Fusion Ripjack |
12 | +3 | 5 | 12 (18 Vs Mechs) |
+25 Aim 10% chance to Burn |
Plasma Rifle | 70 | 6 | 5 | 1 | - | 40 |
| Master-Crafted Laser Ripjack Master-Crafted Laser Ripjack |
10 | +0 | 1 | 10 (15-16 Vs Mechs) |
+35 Aim -20 Crit Body Harvest |
Muton Elite Autopsy | 60 | 1 | 8 | - | 1x Muton Elite Corpse | 15 |
Heavy Weapons
There are two types of Heavy Weapons: those carried by the Technical class in their Gauntlet, and those used in Heavy Armor suits and SPARK BITs. Technicals cannot make use of the second even when wearing a Heavy suit, but they can carry extra ammo for their Gauntlet weapons.
The other Heavy Weapons have a single charge and fire in a cone 25 tiles long and 12 tiles wide. XCOM has infinite Shredder Guns at their disposal, but more advanced variants have to be researched and built.
Rocket Scatter
Rocket scatter is calculated by making a number of aim rolls against the maximum scatter distance and applying scatter of that number of tiles in a random direction. The maximum scatter is by default 4 tiles, reduced by 2 tiles by the Fire In The Hole ability, and increased by 2 tiles if the soldier has only one action remaining.
The aim rolls are based on the aim of the soldier, reduced by 30 if the soldier has only one action remaining, with a range penalty of 3 per tile further than 9.
So, if your Tech has 70 Aim innately and Fire In The Hole, hasn't moved and is taking a shot at a target 14 tiles away (-15), you want 2 rolls of 55%. You have a 30% chance of a direct hit and an 80% chance of getting 1 tile or less. Not bad. On the other hand if they moved before firing, you'll be making 4 rolls of 25%. Not great odds!
Rocket accuracy can further be increased by increasing the soldier's base aim. Modifiers based on the soldier's weapon will not effect it. For example, these effect the soldier's aim in general and will boost rocket accuracy:
- Aim progression on stat bonuses from leveling up
- Lone Wolf
- Combat Fitness
- Steady Hands
- Aim (Perk)
- PCS: Perception
- PCS: Combat Rush
For a counter-example, these effect effects are tied to weapons and don't effect rocket accuracy:
- The accuracy boost from laser weapons
- Weapon upgrade modules (scopes, stocks, etc)
- Tracer rounds
- PCS: Hyper reactive pupils
Weapon Upgrades
After researching Modular Weapons, most primary weapons will be available for upgrading. In Long War of the Chosen, weapon upgrades can be applied, replaced and removed freely. Scopes and Laser Sights are mutually exclusive, same as Expanded Magazines and Auto Loaders.
Weapon upgrades can be obtained from ADVENT loot drops, mission rewards, Covert Actions, or bought from the Black Market. After obtaining 1 of a specific weapon upgrade, a Proving Grounds project will become available to begin fabricating them.
X and Y in the "Effect" column of the table below refer to the first and second numerical values in the "Effect Value" column.



























