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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ToxicFrog</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ToxicFrog"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/ToxicFrog"/>
	<updated>2026-05-01T08:14:13Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Covering_Fire_(Long_War)&amp;diff=63455</id>
		<title>Template:Covering Fire (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Covering_Fire_(Long_War)&amp;diff=63455"/>
		<updated>2015-03-10T16:53:01Z</updated>

		<summary type="html">&lt;p&gt;ToxicFrog: Added up to date (b15) mechanics details.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SUPPORT COVERINGFIRE.png|32px|{{{align|center}}}|Covering Fire]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (Long War)#Covering Fire|Covering Fire]]&#039;&#039;&#039;&amp;lt;br/&amp;gt;{{#if:{{{text|}}}|&#039;&#039;Allows reaction shots (from overwatch only) to trigger on any enemy actions (except reload, overwatch, hunker).&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War)]]&lt;br /&gt;
[[Category: Templates (Long War)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>ToxicFrog</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=63007</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=63007"/>
		<updated>2015-02-20T22:43:38Z</updated>

		<summary type="html">&lt;p&gt;ToxicFrog: /* Battle Rifle */ in b14 rocketeer can use them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: Soldiers_Weapons_Long_War.png|left|192px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Long War makes several changes to weapons:&lt;br /&gt;
&lt;br /&gt;
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Tiers==&lt;br /&gt;
===Conventional/Ballistic===&lt;br /&gt;
These are the basic weapons you start with - and whilst they&#039;re okay to begin with, they&#039;re not going to be up to scratch in the long run. The sawed-off shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Beam Lasers===&lt;br /&gt;
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good &#039;training&#039; weapons for inexperienced troopers or as aiming aid for rocketeers in their aiming of explosives (much like you might otherwise issue them regular carbines). They also have a little more firepower than Ballistic weapons, but it still won&#039;t be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in long war expense of gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam Lasers use the same visuals as EXALT laser weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Gauss===&lt;br /&gt;
Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it&#039;s a recipe for pretty formidable personal weaponry.  In general Gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as flush ,suppression, collateral damage, in the zone, close combat specialist, close encounters, light &#039;em up, and rapid fire. Uniquely, the sniper rifle of this tier--the Gauss long rifle--grants snipers the HEAT ammo perk, whom otherwise can&#039;t obtain said perk normally. This makes Gauss snipers a powerful counter to mechanical leaders/bosses whom can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss long rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM weapon models. &lt;br /&gt;
&lt;br /&gt;
Note: There are plans to give this tier of weaponry additional damage reduction penetration in &#039;&#039;&#039;future editions&#039;&#039;&#039; of the mod. (b14)&lt;br /&gt;
&lt;br /&gt;
===Pulse Lasers===&lt;br /&gt;
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused assaults and snipers. They use the same visuals as XCOM-built laser weaponry.&lt;br /&gt;
===Plasma===&lt;br /&gt;
Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components... which means you&#039;ll have to stun and capture aliens for every weapon you want to build.&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: &#039;&#039;&#039;SHIV/MEC Primary Weapons&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Light Machine Guns&#039;&#039;&#039; and &#039;&#039;&#039;Shotguns&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Heavy Rifles&#039;&#039;&#039;, &#039;&#039;&#039;Marksman/Sniper rifles&#039;&#039;&#039; and &#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Assault Rifles&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Carbines&#039;&#039;&#039; and &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039;. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally Shotguns&#039; damage is severely impeded by damage reduction.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Pistols&#039;&#039;&#039; === &lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier possesses the Gunslinger perk.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pistol Long War.png|center|128x64px]]&#039;&#039;&#039;Pistol&#039;&#039;&#039; ||  1-3 (2) || 0% || 3-4 || 0 || 0 || 2+1 || 30 || {{No Icon}} ||Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0 ||None ||colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Pistol Long War.png|center|128x64px]] &#039;&#039;&#039;Laser Pistol&#039;&#039;&#039;  || 2-4 (3) || 0% || 4-5 || +7 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer|| 15|| Beam weapons || 30 || 3 || 0 || 0 || 10&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Pistol Long War.png|center|128x64px]] &#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039; || 3-5 (4) || 0% || 5-7 || 0 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90|| Compact Plasma Weapons || 175 || 25 || 20 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;=== &lt;br /&gt;
A more damaging sidearm, but at the cost of added weight and decreased aim when drawn. Machine Pistols also tend to have very limited ammo. Useful for a Gunslinger soldier to finish off targets.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | Machine Pistols&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Machine pistol Long War.png|center|128x64px]]&#039;&#039;&#039;Machine Pistol&#039;&#039;&#039;  || 2-4 (3) || 0% || 4-5 || -10 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0|| None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heater Long War.png|center|128x64px]]&#039;&#039;&#039;Heater&#039;&#039;&#039;  || 3-5 (4) || 0% || 5-7 || -3 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 15|| Beam weapons  || 30 || 3 || 0 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Autopistol Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Autopistol&#039;&#039;&#039;  || 3-5 (4) || 0% || 5-7 || -10 || -1 || 3+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 28 || Gauss Weapons || 40 || 4 || 1 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Blaster Long War.png|center|128x64px]]&#039;&#039;&#039;Blaster&#039;&#039;&#039;  || 4-6 (5) || 10% || 6-9 || -10 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 60 || Pulse Lasers || 80 || 12 || 8 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Mauler Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Mauler&#039;&#039;&#039;  || 4-8 (6) || 0% || 8-11 || -10 || -2 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90 || Compact Plasma Weapons || 230|| 30 || 20 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SMG&#039;&#039;&#039;=== &lt;br /&gt;
SMGs confer +3 mobility bonus and have the lowest damage and crit chance of all the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy. They&#039;re very useful for classes that need to reposition quickly to bring explosives and other area weapons against enemies, making them a good choice for Rocketeers and Engineers. Scouts, who might use the added mobility usually require something that packs a punch, like a Shotgun or any Rifle.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | SMGs&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:SMG Long War.png|center|128x64px]]&#039;&#039;&#039;Submachine Gun&#039;&#039;&#039;  || 2-4 (3) || 0% || 4-5 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 0|| None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Shatterray Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Shatterray&#039;&#039;&#039;  || 3-5 (4) || 0% || 5-7 || +7 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam Weapons || 35 || 3 || 0 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Stuttergun Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Stuttergun&#039;&#039;&#039; || 4-6 (5) || 0% || 6-9 || 0 || +3 || 3+1 || 30 || {{Yes Icon}} || .33 DR reduction || All || 28 || Gauss Weapons || 75 || 6 || 1 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pulse Stengun Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Stengun&#039;&#039;&#039; || 4-8 (6) || 10% || 8-11 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 62 || Pulse Lasers || 120 || 15 || 10 || 0 ||12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Stormgun Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stormgun&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 90 || Plasma Weapons || 200 || 30 || 20 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Carbines&#039;&#039;&#039;===&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus.  They are ideal for inexperienced troops and those that need to move quickly, but experienced troops should switch to other weapons quickly as tougher aliens begin to appear.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Assault Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Assault Carbine&#039;&#039;&#039; || 2-4 (3) || 5% || 4-5 || +7 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Carbine&#039;&#039;&#039; || 3-5 (4) || 5% || 5-7 || +15 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 40 || 3 || 0 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Carbine&#039;&#039;&#039; || 4-6 (5) || 5% || 6-9 || +7 || +1 || 4+1 || 30 || {{Yes Icon}} || .33 DR reduction || All || 30 || Gauss Weapons || 95 || 8 || 2 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pulse Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039; || 4-8 (6) || 15% || 8-11 || +7 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 63 || Pulse Lasers || 180 || 15 || 15 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Carbine&#039;&#039;&#039; || 5-9 (7) || 5% || 9-12 || +7 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 90 || Plasma Weapons || 280 || 30 || 25 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;===&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They have a respectable balance of firepower and accuracy.&amp;lt;br&amp;gt;&lt;br /&gt;
The Arc Rifle is a special Rifle that grants Disabling Shot with the regular 2-turn cooldown, although it does not confer the snap shot perk. It has low damage and ammo capacity. Useful early on for raiding small UFO&#039;s with capable soldiers and plenty of arc thrower uses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Assault Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Assault Rifle&#039;&#039;&#039; || 3-5 (4) || 10% || 5-7 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Rifle&#039;&#039;&#039; || 4-6 (5) || 10% || 6-9 || +7 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 50 || 3 || 0 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039; || 4-8 (6) || 10% || 8-11 || 0 || 0 || 4+1 || 30 || {{Yes Icon}} || .33 DR reduction || All || 30 || Gauss Weapons || 100 || 12 || 2 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pulse Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039; || 5-9 (7) || 20% || 9-12 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 60 || Pulse Lasers || 200 || 20 || 15 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Rifle&#039;&#039;&#039; || 6-10 (8) || 10% || 10-14 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer|| 95 || Advanced Plasma Weapons || 380 || 40 || 30 || 2 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; || 1-3 (2) || 0% || 3-4 || 0 || 0 || 2+1 || 200 (30) || {{No Icon}} || Grants Disabling Shot, Cannot fire after any costly action || All except Gunners and Rocketeers || 25 || Xenoneurology &amp;lt;br/&amp;gt; New Combat Systems || 60 || 2 || 2 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;===&lt;br /&gt;
Battle Rifles are heavier versions of assault rifles. They do increased damage and have one additional burst relative to assault rifles, but carry a mobility penalty and a hefty aim penalty.  They are best used by experienced soldiers who can aim well enough to offset the penalty (Infantry in particular, thanks to their high aim progression and ability to fire multiple times per turn cycle).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;18&amp;quot; | Battle Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Battle Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039; || 4-6 (5) || 15% || 6-9 || -15 || -1 || 4+1 || 30 || {{Yes Icon}} || - || All except Gunner and Sniper || 0 || None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heavy Laser Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Laser Rifle&#039;&#039;&#039; || 4-8 (6) || 15% || 8-11 || -8 || -1 || 4+1 || 30 || {{Yes Icon}} || - || All except Gunner and Sniper || 20 || Advanced Beam Lasers || 70 || 4 || 0 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heavy Gauss Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Gauss Rifle&#039;&#039;&#039; || 5-9 (7) || 15% || 9-12 || -15 || -1 || 5+1 || 30 || {{Yes Icon}} || .33 DR reduction || All except Gunner and Sniper || 40 || Advanced Gauss Weapons || 140 || 15 || 5 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heavy Pulse Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Pulse Rifle&#039;&#039;&#039; || 6-10 (8) || 25% || 10-14 || -15 || -1 || 4+1|| 30 || {{Yes Icon}} || - || All except Gunner and Sniper || 67 || Advanced Pulse Lasers || 220 || 25 || 20 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Heavy Plasma Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Plasma Rifle&#039;&#039;&#039; || 7-11 (9) || 15% || 11-16 || -15 || -1 || 4+1 || 30 || {{Yes Icon}} || - || All except Gunner and Sniper || 105 || Heavy Plasma Weapons || 400 || 40 || 28 || 2 || 18&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Shotgun&#039;&#039;&#039;===&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range.  Shotguns are extremely accurate up close, but suffer from very poor accuracy over longer ranges (even with Cinematic Mode enabled). As such, they work best with highly mobile classes or those that only ever expect to engage enemies up close, like Assault and Scout soldiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sawed-off shotgun, a point-blank range, high damage sidearm with -1 mobility.  It has only one shot, and this cannot be increased by ammo capacity upgrades.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shotgun Long War.png|center|128x64px]]&#039;&#039;&#039;Shotgun&#039;&#039;&#039; || 4-8 (6) || 20% || 8-11 || 0 || 0 || 5+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty || Infantry, Assault, Scout, Medic, Engineer  || 0 || None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Sawed-off Shotgun Long War.png|center|128x64px]]&#039;&#039;&#039;Sawed-Off Shotgun&#039;&#039;&#039; || 4-8 (6) || 5% || 8-11 || -15 || -1 || 1 || 3 || {{No Icon}} || Sidearm. Confers -1 mobility. &amp;lt;br&amp;gt; Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || 1 || None || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Scatter Laser Long War.png|center|128x64px]]&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039; || 5-9 (7) || 20% || 9-12 || +7 || 0 || 3+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 18 || Advanced Beam Weapons || 80 || 3 || 0 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Cannon&#039;&#039;&#039; || 6-10 (8) || 20% || 10-14 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&amp;lt;br&amp;gt;.33 DR reduction&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 32 || Advanced Gauss Weapons || 150 || 18 || 5 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Scatter Blaster Long War.png|center|128x64px]]&#039;&#039;&#039;Scatter Blaster&#039;&#039;&#039; || 7-11 (9) || 30% || 11-16 || 0 || 0 || 3+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer || 62 || Advanced Pulse Weapons || 250 || 20 || 20 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reflex Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Reflex Cannon&#039;&#039;&#039; || 7-13 (10) || 20% || 13-18 || 0 || 0 || 3+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer || 102 || Sectopod Autopsy || 500 || 40 || 30 || 2 || 18&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;===&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not taken a costly action, including reloading, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range, so consider steadying the weapon instead to end a turn without targets (especially if you don&#039;t have snapshot training).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039; || 4-6 (5) || 25% || 6-9 || 0 || -1 || 5+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 0 ||None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sniper Rifle&#039;&#039;&#039; || 4-8 (6) || 25% || 8-11 || +7 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 18 || Advanced Beam Weapons || 50 || 4 || 0 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gauss Long Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Long Rifle&#039;&#039;&#039; || 5-9 (7) || 10% || 9-12 || 0 || -2 || 1+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty&amp;lt;br&amp;gt;Grants HEAT Ammo perk.&amp;lt;br&amp;gt;.33 DR reduction || Sniper || 35 || Advanced Gauss Weapons || 250 || 15 || 5 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Pulse Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Sniper Rifle&#039;&#039;&#039; || 6-10 (8) || 35% || 10-14 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 65 || Advanced Pulse Lasers || 250 || 25|| 20 || 0|| 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Sniper Rifle&#039;&#039;&#039; || 7-11 (9) || 25% || 11-16 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 105 || Precision Plasma Weapons || 500 || 45 || 30 || 2 || 18&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039;===&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles nonetheless can be fired after moving.  Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. Marksman rifles can  fire reaction shots up to their maximum range, and with Precision Shot they have unlimited range.&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman Rifles are better suited to close-quarters maps where mobility is essential.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | Marksman Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039; || 4-6 (5) || 15% || 6-9 || 0 || 0 || 5+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 0 ||None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Strike Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Strike Rifle&#039;&#039;&#039; || 4-8 (6) || 15% || 8-11 || +7 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 18 || Advanced Beam Lasers || 50 || 3 || 0 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Strike Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Strike Rifle&#039;&#039;&#039; || 5-9 (7) || 15% || 9-12 || 0 || 0 || 4+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty&amp;lt;br&amp;gt;.33 DR reduction || Scout, Sniper || 35 || Advanced Gauss Weapons || 120 || 15 || 3 || 0 || 14 &lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Blaster Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Blaster Rifle&#039;&#039;&#039; || 6-10 (8) || 25% || 10-14 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 67 || Advanced Pulse Lasers || 220 || 25 || 20 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reflex Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Reflex Rifle&#039;&#039;&#039; || 7-11 (9) || 15% || 11-16 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 102 || Precision Plasma Weapons || 450 || 40 || 30 || 2 || 18&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039;===&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage. Suppressing a target with a SAW grants the Opportunist perk for any reaction fire triggered by enemy movement &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | Squad Automatic Weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SAW Long War.png|center|128x64px]]&#039;&#039;&#039;SAW&#039;&#039;&#039; || 4-6 (5) || 0% || 6-9 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 0 ||None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autolaser Long War.png|center|128x64px]]&#039;&#039;&#039;Autolaser&#039;&#039;&#039; || 4-8 (6) || 0% || 8-11 || +7 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 65 || Beam Weapons || 60 || 4 || 0 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gauss Autorifle Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Autorifle&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || 0 || -1 || 7+2 || 30 || {{No Icon}} || .33 DR reduction || Gunner || 32 || Gauss Weapons || 110 || 15 || 2 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Pulse Autoblaster Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Autoblaster&#039;&#039;&#039; || 6-10 (8) || 10% || 10-14 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 65 || Pulse Lasers || 230 || 30 || 20 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Novagun Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Novagun&#039;&#039;&#039; || 7-11 (9) || 0% || 11-16 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 98 || Advanced Plasma Weapons || 500 || 45 || 30 || 2 || 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Light Machine Gun&#039;&#039;&#039;===&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of the extra range. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&amp;lt;br&amp;gt;&lt;br /&gt;
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | Light Machine Guns&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: LMG Long War.png|center|128x64px]]&#039;&#039;&#039;LMG&#039;&#039;&#039; || 4-8 (6) || 5% || 8-11 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 0 || None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gatling Laser Long War.png|center|128x64px]]&#039;&#039;&#039;Gatling Laser&#039;&#039;&#039; || 5-9 (7) || 5% || 9-12 || +7 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 18 || Beam weapons || 60 || 5 || 0 || 0 || 14 &lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gauss Machine Gun Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Machine Gun&#039;&#039;&#039; || 6-10 (8) || 5% || 10-14 || 0 || -2 || 9+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight&amp;lt;br&amp;gt;.33 DR reduction || Gunner || 40 || Gauss Weapons || 140 || 16 || 3 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gatling Pulser Long War.png|center|128x64px]]&#039;&#039;&#039;Gatling Pulser&#039;&#039;&#039; || 7-11 (9) || 15% || 11-16 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 64 || Pulse Lasers || 215 || 35 || 22 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Dragon Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Dragon&#039;&#039;&#039; || 7-13 (10) || 5% || 13-18 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 105 || Heavy Plasma Weapons || 500 || 48 || 32 || 2 || 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Rocket Launchers&#039;&#039;&#039;===&lt;br /&gt;
Sometimes you just have to make a good first-time impression. Sometimes you just happen to not have the right key for a door. Sometimes you just want to give those aliens a running start on their way back - do not fret, Xcom have some portable rocket launchers for you!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rockets are fairly simple to use - pick your ability, aim and fire. There is always some guaranteed scatter which is limited by the soldier&#039;s Aim and Abilities. While mostly used by Rocketeers, Engineers also have the ability at later stages of the game to carry a rocket launcher. Carrying one forfeits your sidearm. For more information regarding rockets read below.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039; || 4-10 (7) || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || - || Rocketeer|| 0 || None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Recoilless Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Recoilless Rifle&#039;&#039;&#039; || 6-12 (9) || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || .33 DR reduction|| Rocketeer|| 35 || Advanced Gauss Weapons || 100 || 25 || 3 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Blaster Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Blaster Launcher&#039;&#039;&#039; || 8-16 (12) || 0% || - || 0 || -2 || 1 || 30 || {{No Icon}} || - || Rocketeer|| 110 || Fusion Weapons || 600 || 60 || 65 || 2 || 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;MEC Primary Weapons&#039;&#039;&#039;===&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | MEC Primary Weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Minigun Long War.png|center|128x64px]]&#039;&#039;&#039;Minigun&#039;&#039;&#039; || 6-10 (8) || 10% || 10-14 || 0 || 0 || 2+1 || 36 (30) || {{No Icon}} || - || MEC || 0 || None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Lance&#039;&#039;&#039; || 7-11 (9) || 10% || 11-16 || +7 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 20 || Advanced Beam Lasers&amp;lt;br /&amp;gt;MEC Warfare Systems || 80 || 5 || 0 || 10 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Railgun Long War.png|center|128x64px]]&#039;&#039;&#039;Railgun&#039;&#039;&#039; || 7-13 (10) || 10% || 13-18 || 0 || 0 || 4+1 || 36 (30) || {{No Icon}} || .33 DR reduction, no suppression || MEC || 35 || Advanced Gauss Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 120 || 25 || 3 || 15 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Pulse Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Lance&#039;&#039;&#039; || 7-13 (10) || 20% || 13-18 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 65 || Advanced Pulse Lasers&amp;lt;br /&amp;gt;MEC Warfare Systems || 240 || 35 || 24 || 30 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Particle Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Particle Cannon&#039;&#039;&#039; || 8-14 (11) || 10% || 14-19 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || No suppression || MEC || 105 || Heavy Plasma Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 450 || 45 || 40 || 35 || 14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;MEC Seconday Weapons&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
With each upgrade of the MEC suit the number secondary weapon slots increases. As such, they can play a vital role in area control, squad support or neutralizing targets. Be advised that unlike vanilla in Long War you have to build the systems yourself and they do cost a lot of meld.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | MEC Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flamethrower Long War.png|center|128x64px]]&#039;&#039;&#039;Flamethrower&#039;&#039;&#039; || 4-10 (7) || 0% || 8-11 || - || -1 || 2 || Cone || {{No Icon}} || Incendiary area attack causing panic:&amp;lt;br /&amp;gt;Will test against 50, 80 with Jellied Elerium upgrade. || MEC || 20 || MEC Warfare Systems || 85 || 0 || 0 || 10 || 7&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Restorative Mist Long War.png|center|128x64px]]&#039;&#039;&#039;Restorative Mist&#039;&#039;&#039; || - || 0% || - || - || -1 || 1 || 17 || {{No Icon}} || Heals allies in an area || MEC || 28 || Thin Man Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 120 || 0 || 0 || 20 || 14 &lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Kinetic Strike Module Long War.png|center|128x64px]]&#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039; || 9-15 (12) || 0% || 15-21 || - || -1 || ∞ || Melee || {{No Icon}} || Close combat weapon || MEC || 22 || Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 200 || 15 || 2 || 18 || 10&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Grenade Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; || 3-7 (10) || 0% || - || - || -1 || 2 || 17 || {{No Icon}} || Indirect-fire Grenade Launcher || MEC || 35 || Gauss Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 150 || 12 || 0 || 12 || 10&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Proximity Mine Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Proximity Mine Launcher&#039;&#039;&#039; || 6-12 (9) || 0% || - || - || -1 || 3 || 17 || {{No Icon}} || Fires Proximity Mines || MEC || 40 || Advanced Gauss Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 150 || 12 || 0 ||  20 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Electro Pulse Long War.png|center|128x64px]]&#039;&#039;&#039;Electropulse&#039;&#039;&#039; || 3-9 (6) || 0% || - || - || -1 || ∞ || 17 || {{No Icon}} || Stuns robots. 3 turn cooldown || MEC || 85 || EMP Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 180 || 15 || 15 || 25 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SHIV Turrets&#039;&#039;&#039;===&lt;br /&gt;
Similar to the SAW but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use. While they suffer from the low base aim of all SHIV units, they can shred through enemies at close range, restrict enemy movement options when in overwatch mode thanks to certain equipment, and can deal massive damage to mechanized forces when equipped with HEAT ammo.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | SHIV Turrets &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autocannon Long War.png|center|128x64px]]&#039;&#039;&#039;Autocannon&#039;&#039;&#039; || 5-9 (7) || 10% || 9-12 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 0 || None  || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Superheavy Laser Long War.png|center|128x64px]]&#039;&#039;&#039;Superheavy Laser&#039;&#039;&#039; || 6-10 (8) || 10% || 10-14 || +7 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 20 || Advanced Beam Lasers || 80|| 5 || 0 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Sentry Gun Long War.png|center|128x64px]]&#039;&#039;&#039;Sentry Gun&#039;&#039;&#039; || 7-11 (9) || 10% || 11-16 || 0 || 0 || 4+1 || 30 || {{No Icon}} || .33 DR reduction || SHIV || 35 || Gauss Weapons || 120|| 15 || 3 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Superheavy Pulser Long War.png|center|128x64px]]&#039;&#039;&#039;Superheavy Pulser&#039;&#039;&#039; || 7-13 (10) || 20% || 13-18 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 65 || Pulse Lasers || 300|| 35 || 25 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Superheavy Plasma Long War.png|center|128x64px]]&#039;&#039;&#039;Superheavy Plasma&#039;&#039;&#039;  || 8-14 (11) || 10% || 14-19 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 100 || Vehicular Plasma Weapons|| 500|| 45 || 40 ||3 || 21&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.  Rockets can not change height through scatter.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. &amp;quot;Scatter&amp;quot; instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation.  Rockets can exceed even this degree of deviation, but the chance is negligible.&lt;br /&gt;
&lt;br /&gt;
Unblocked (no &amp;quot;Shot is Blocked&amp;quot; warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process.  If they encounter an allied or enemy pawn, they will detonate immediately. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Loadout (Long War)]]&lt;/div&gt;</summary>
		<author><name>ToxicFrog</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=61657</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=61657"/>
		<updated>2014-11-22T18:05:09Z</updated>

		<summary type="html">&lt;p&gt;ToxicFrog: changed Marksman Scope requirement to Alien Weaponry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;	 &lt;br /&gt;
In Long War all soldiers have 2 item slots from the start of the game.&lt;br /&gt;
&lt;br /&gt;
* Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;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.&lt;br /&gt;
* An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot.&lt;br /&gt;
&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|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 &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
&lt;br /&gt;
=== Protective Items===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 50 || 5 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -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&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -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 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -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 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || -1 || All ||  Grants immunity to strangulation and partial immunity to acid. || 15 || Seeker Autopsy || 15 || 0 || 0 || 0 || 3 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -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 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -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&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy || 85 || 5 || 10 || 10 || 10 || 1x Mechtoid Core&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Thrown Devices===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Thrown Devices&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns. Reveals cloaked targets|| 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -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. || 35 || Alien Communications &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry)|| 25 || 0 || 0 || 0 || 7 || 1x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.&amp;lt;br&amp;gt;Most synthetic/cybernetic and psionic enemies are immune.|| 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -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 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -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&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -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&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Ghost Grenade&#039;&#039;&#039; || -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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition and damage enhancing equipment===&lt;br /&gt;
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&#039; damage reduction ability, so in essence you will inflict always a -2 to the enemy&#039;s damage reduction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault || Grants the Shredder Ammunition perk. || 30 || Experimental Warfare || 30 || 3|| 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner || Reduces enemy damage reduction (including that from cover) by 1.66 || 25 || Experimental Warfare || 25 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. || 35 || Experimental Warfare || 35 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon&#039;s effective range. || 25 || Experimental Warfare || 20 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All || Increases Ballistic and Gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All || Increases Beam and Pulse weapon damage by 1. || 55 || Enhanced Laser|| 35 || 4 || 0 || 1 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All || Increases Plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 10 || 10 || 2 || 14 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optics and weapon attachments ===&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All || Confers +5 Aim and +5 Critical Hit Chance after SCOPE Upgrade. Stacks with SCOPE. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -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 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +7 Critical Hit Chance to a soldier&#039;s primary weapon. || 15 || Xenobiology || 20 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartgun Kit Long War.png|center|128x64px]]&#039;&#039;&#039;Smartgun Kit&#039;&#039;&#039; || -1 || Gunner || Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots. || 30 || Experimental Warfare || 60 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip Marksman&#039;s/Strike Rifles). || 20 || Alien Weaponry || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 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 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Items for XCom operatives&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants immunity to panic, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Strengthens user&#039;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&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. &amp;lt;br&amp;gt; Upgraded: 58%/58%/56%/55%/49%/43% || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers additional flight fuel for Archangel and Seraph armors. || 60 ||  Antigrav Systems || 50 || 4 || 15 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 Mobility. ||45 || Advanced Servomotors || 100 || 5 || 5 || 5 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*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)&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +10% to both Aim and Critical Chance.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% Experience. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +20% Psi XP || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Belt Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Belt&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Extra Conditioning perk. || 20 ||  Alien Materials || 40 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +5 aim . || 20 ||  Experimental Warfare || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Counterfire Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Counterfire Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. || 40 ||  Mechtoid Autopsy || 120 || 0 || 0 || 0 || 10&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 55 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -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 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +5 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;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 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 75 || 5 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || 15 || SHIV Defenses  || 35 || 5 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Damage Enhancing Equipment ===&lt;br /&gt;
Looking for an extra punch? Look no further, equip one of these and invite the aliens to a dance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Damage Enhancing Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Depleted Elerium Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Depleted Elerium Rounds&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. || 15 ||  Enhanced Ballistics || 50 || 5 || 1 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Pumper Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Pumper&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1. || 55 ||  Enhanced Lasers|| 75 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Zevatron Booster Long War.png|center|128x64px]]&#039;&#039;&#039;Zevatron Booster&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Particle Cannon and Superheavy Plasma damage by 1. || 135 ||  Enchanced Plasma || 180 || 20 || 20 || 10 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases Kinetic Strike Damage by 3. || 70 ||  Antigrav Systems || 85 || 20 || 15 || 1 || 12 || -&lt;br /&gt;
	&lt;br /&gt;
|}&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader Long War.png|center|128x64px]]&#039;&#039;&#039;Autoloader&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 ||Confers 1 additional shot or burst to primary weapon. Stacks with Lock&#039;N&#039;Load.  || 10 ||  - || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases both DR and HP of the equipped unit by +1. || 35 ||  Heavy Floater Autopsy || 90 || 10 || 0 || 5 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Gyros Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Gyros&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +5 aim and +5 crit. || 12 ||  Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +10 aim, crit chance and defence. || 75 ||  Sectopod Autopsy || 300 || 25 || 5 || 25 || 12 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || +2 || Increases SHIV/MEC mobility by 2 points. || 45 ||  Advanced Servomotors || 30 || 8 || 15 || 10 || 7 || -&lt;br /&gt;
	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>ToxicFrog</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=59710</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=59710"/>
		<updated>2014-09-26T19:05:25Z</updated>

		<summary type="html">&lt;p&gt;ToxicFrog: /* Weapons */  Gauss Autopistol crit damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
==Weapon tiers==&lt;br /&gt;
===Conventional/Ballistic===&lt;br /&gt;
These are the basic weapons you start with - and whilst they&#039;re okay to begin with, they&#039;re not going to be up to scratch in the long run. The sawed-off shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Beam Lasers===&lt;br /&gt;
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good &#039;training&#039; weapons for inexperienced troopers or as aiming aid for rocketeers in their aiming of explosives (much like you might otherwise issue them regular carbines). They also have a little more firepower than Ballistic weapons, but it still won&#039;t be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in long war expense of gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam Lasers use the same visuals as EXALT laser weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Gauss===&lt;br /&gt;
Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it&#039;s a recipe for pretty formidable personal weaponry.  In general Gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as flush ,suppression, collateral damage, in the zone, close combat specialist, close encounters, light &#039;em up, and rapid fire. Uniquely, the sniper rifle of this tier--the Gauss long rifle--grants snipers the HEAT ammo perk, whom otherwise can&#039;t obtain said perk normally. This makes Gauss snipers a powerful counter to mechanical leaders/bosses whom can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss long rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM weapon models. &lt;br /&gt;
&lt;br /&gt;
Note: There are plans to give this tier of weaponry additional damage reduction penetration in &#039;&#039;&#039;future editions&#039;&#039;&#039; of the mod. (b14)&lt;br /&gt;
&lt;br /&gt;
===Pulse Lasers===&lt;br /&gt;
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused assaults and snipers. They use the same visuals as XCOM-built laser weaponry.&lt;br /&gt;
===Plasma===&lt;br /&gt;
Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components... which means you&#039;ll have to stun and capture aliens for every weapon you want to build.&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: &#039;&#039;&#039;SHIV/MEC Primary Weapons&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Light Machine Guns&#039;&#039;&#039; and &#039;&#039;&#039;Shotguns&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Heavy Rifles&#039;&#039;&#039;, &#039;&#039;&#039;Marksman/Sniper rifles&#039;&#039;&#039; and &#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Assault Rifles&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Carbines&#039;&#039;&#039; and &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039;. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally ,Shotguns&#039; damage is severely impeded by damage reduction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;: Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim, and have a respectable balance of firepower and accuracy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carbines&#039;&#039;&#039;: Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. Carbines can be steadied to improve aim. They are ideal for inexperienced troops and those that need to move quickly, but experienced troops should switch to other weapons quickly as tougher aliens begin to appear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMG&#039;&#039;&#039;: Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun&amp;lt;br&amp;gt;&lt;br /&gt;
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy, and they also have the lowest damage of any primary. They&#039;re very useful for classes that need to reposition quickly to bring explosives and other area weapons against enemies, making them a good choice for Rocketeers and Engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;: Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Battle Rifles are heavier versions of assault rifles. They do increased damage, but carry a mobility penalty and a hefty aim penalty. They can be steadied. They can be used by Infantry, Assaults, Scouts, Medics and Engineers. They are best used by experienced soldiers who can aim well enough to offset the penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range. They can be used by Infantry, Assaults, Scouts, Medics and Engineers. Shotguns are extremely accurate up close, but suffer from very poor accuracy over longer ranges (even with Cinematic Mode enabled). As such, they work best with highly mobile classes or those that only ever expect to engage enemies up close.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;: Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not moved, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039;: Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles, but can be fired after moving. The squadsight perk is required to use the extra range. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. With squadsight, marksman rifles can overwatch fire up to their maximum range, and with Precision Shot they have unlimited range.&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman Rifles are better suited to close-quarters maps where mobility is essential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039;: SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun&amp;lt;br&amp;gt;&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Machine Gun&#039;&#039;&#039;: LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon&amp;lt;br&amp;gt;&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of it. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&amp;lt;br&amp;gt;&lt;br /&gt;
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEC Primary Weapons&#039;&#039;&#039;: Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
The Arc Rifle is a special Marksman Rifle that inflicts Disabling Shot with every hit althogh it does not confer the snap shot perk. It has low damage and ammo capacity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;: Pistol, Laser Pistol, Plasma Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier possesses the Gunslinger perk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;: Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler&amp;lt;br&amp;gt;&lt;br /&gt;
A more damaging sidearm, but the added weight gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk. They also incur an Aim penalty when drawn (but not when stowed). Machine Pistols also tend to have very limited ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
A very short range, high damage sidearm with -1 mobility. Can be used by Infantry, Assaults, Scouts, Medics and Engineers. It has only one shot, and this cannot be increased by ammo capacity upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHIV Turrets&#039;&#039;&#039;: Autocannon, Superheavy Laser, Sentry Gun, Superheavy Pulser, Superheavy Plasma&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the Assault Rifles but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Prerequisite !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim !! rowspan=&amp;quot;2&amp;quot; | Mobility !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| § || [[Meld (EU2012)|M]] || [[Elerium (EU2012)|E]] || [[Alien Alloys (EU2012)|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 30 || 1-3 || 0% || 3-4 || No || -10 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || Beam weapons|| 30 || 2-4 || 0% || 4-5 || No || -10 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 30 || 0 || 0 || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || Compact Plasma Weapons || 30 || 3-5 || 0% || 5-6 || No || -10 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 175 || 1 || 20 || 15 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Machine Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Machine Pistol || None || 30 || 2-4 || 0% || 4-5 || No || -10 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heater || Beam weapons || 30 || 3-5 || 0% || 5-7 || No || -3 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 30 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Autopistol || Gauss Weapons || 30 || 3-5 || 0% || 5-7 || No || -10 || -1 || 3+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 40 || 0 || 1 || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Blaster || Pulse Lasers || 30 || 4-6 || 10% || 6-9 || No || -10 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 80 || 0 || 8 || 8 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Mauler || Compact Plasma Weapons || 30 || 5-7 || 0% || 7-11 || No || -10 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 230|| 1 || 20 || 20 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | SMGs&lt;br /&gt;
|-&lt;br /&gt;
|Submachine Gun || None || 30 || 2-4 || 0% || 4-5 || No || 0 || +3 || 2+1 || - || All || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Shatterray || Beam Weapons || 30 || 3-5 || 0% || 5-7 || No || +7 || +3 || 2+1 || - || All || 35 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Stuttergun || Gauss Weapons || 30 || 4-6 || 0% || 6-9 || No || 0 || +3 || 3+1 || - || All || 90 || 0 || 1 || 6 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Stengun || Pulse Lasers || 30 || 4-8 || 10% || 8-11 || No || 0 || +3 || 2+1 || - || All || 100 || 0 || 10 || 10 ||12&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Stormgun || Plasma Weapons || 30 || 5-9 || 0% || 9-12 || No || 0 || +3 || 2+1 || - || All || 200 || 1 || 20 || 20 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
|Assault Carbine || None || 30 || 2-4 || 5% || 4-5 || Yes || +7 || +1 || 3+1 || - || All || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Carbine || Beam weapons || 30 || 3-5 || 5% || 5-7 || Yes || +15 || +1 || 3+1 || - || All || 40 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Carbine || Gauss Weapons || 30 || 4-6 || 5% || 6-9 || Yes || +7 || +1 || 3+1 || - || All || 105 || 0 || 2 || 8 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Carbine || Pulse Lasers || 30 || 4-8 || 15% || 8-11 || Yes || +7 || +1 || 3+1 || - || All || 160 || 0 || 15 || 12 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Carbine || Plasma Weapons || 30 || 5-9 || 5% || 9-12 || Yes || +7 || +1 || 3+1 || - || All || 280 || 2 || 25 || 20 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || None || 30 || 3-5 || 10% || 5-7 || Yes || 0 || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle || Beam weapons || 30 || 4-6 || 10% || 6-9 || Yes || +7 || 0 || 3+1 || - || All || 50 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || Gauss Weapons || 30 || 4-8 || 10% || 8-11 || Yes || 0 || 0 || 3+1 || - || All || 120 || 0 || 2 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Rifle || Pulse Lasers || 30 || 5-9 || 20% || 9-12 || Yes || 0 || 0 || 3+1 || - || All || 175 || 0 || 15 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Rifle || Advanced Plasma Weapons || 30 || 6-10 || 10% || 10-14 || Yes || 0 || 0 || 3+1 || - || Infantry, Assault, Scout, Medic, Engineer|| 380 || 3 || 30 || 30 || 14&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;17&amp;quot; | Battle Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Battle Rifle || None || 30 || 4-6 || 10% || 6-9 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser Rifle || Advanced Beam Lasers || 30 || 4-8|| 15% || 8-11 || Yes || -8 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 60 || 0 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Gauss Rifle || Advanced Gauss Weapons || 30 || 5-9 || 15% || 9-12 || Yes || -15 || -1 || 5+1 || - || Infantry, Assault, Scout, Medic, Engineer || 160 || 0 || 5 || 18 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Pulse Rifle || Advanced Pulse Lasers || 30 || 6-10 || 25% || 10-14 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 200 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Rifle || Heavy Plasma Weapons || 30 || 7-11 || 10% || 11-16 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 400 || 4 || 28 || 30 || 18&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 30 (14) || 4-8 || 20% || 8-11 || No  || 0 || 0 || 5+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage Reduction]] penalty || Infantry, Assault, Scout, Medic, Engineer  || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-Off Shotgun || None || 3 || 4-8 || 25% || 8-11 || No  || 0 || -1 || 1 || Sidearm. Confers -1 mobility. Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Laser || Advanced Beam Weapons || 30 (14) || 5-9 || 20% || 9-12 || No || +7 || 0 || 3+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 80 || 0 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Cannon || Advanced Gauss Weapons || 30 (14) || 6-10 || 20% || 10-14 || No || 0 || 0 || 4+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 200 || 0 || 5 || 25 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Blaster || Advanced Pulse Weapons || 30 (14) || 7-11 || 30% || 11-16 || No || 0 || 0 || 3+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 210 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Cannon || Sectopod Autopsy || 30 (14) || 7-13 || 20% || 13-18 || No || 0 || 0 || 3+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 500 || 4 || 30 || 30 || 18&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || None || 200 (30) || 4-6 || 25% || 6-9 || Yes || 0 || -1 || 5+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sniper Rifle || Advanced Beam Weapons || 200 (30) || 4-8 || 25% || 8-11 || Yes || +7 || -1 || 3+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 50 || 0 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Long Rifle || Advanced Gauss Weapons || 200 (30) || 5-9 || 10% || 9-12 || Yes || -10 || -2 || 1+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty&amp;lt;br&amp;gt;Grants HEAT Ammo perk. || Sniper || 120 || 0 || 2 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Sniper Rifle || Advanced Pulse Lasers || 200 (30) || 6-10 || 35% || 10-14 || Yes || 0 || -1 || 3+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 220 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Sniper Rifle || Precision Plasma Weapons || 200 (30) || 7-11 || 35% || 11-16 || Yes || 0 || -1 || 3+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 500 || 4 || 30 || 35 || 18&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Marksman Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Marksman Rifle || None || 36 || 4-6 || 15% || 6-9 || Yes || 0 || 0 || 5+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Strike Rifle || Advanced Beam Lasers || 36 || 4-8 || 15% || 8-11 || Yes || +7 || 0 || 3+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 50 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Strike Rifle || Advanced Gauss Weapons || 36 || 5-9 || 15% || 9-12 || Yes || 0 || 0 || 4+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 140 || 0 || 3 || 18 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|Blaster Rifle || Advanced Pulse Lasers || 36 || 6-10 || 25% || 10-14 || Yes || 0 || 0 || 3+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 200 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Rifle || Precision Plasma Weapons || 36 || 7-11 || 15% || 11-16 || Yes || 0 || 0 || 3+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 450 || 4 || 30 || 30 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Arc Rifle || Xenoneurology &amp;lt;br/&amp;gt; New Combat Systems || 36 (30) || 1-3 || 0% || 3-4 || No || 0 || 0 || 2+1 || Inflicts Disabling Shot || Scout, Sniper || 60 || 0 || 2 || 2 || 10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Squad Automatic Weapons&lt;br /&gt;
|-&lt;br /&gt;
|SAW || None || 30 || 4-6 || 0% || 6-9 || No || 0 || -1 || 6+1 || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Autolaser || Beam Weapons || 30 || 4-8 || 0% || 8-11 || No || +7 || -1 || 6+1 || - || Gunner || 60 || 0 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Autorifle || Gauss Weapons || 30 || 5-9 || 0% || 9-12 || No || 0 || -1 || 6+1 || - || Gunner || 150 || 0 || 2 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Autolaser || Pulse Lasers || 30 || 6-10 || 10% || 10-14 || No || 0 || -1 || 5+1 || - || Gunner || 210 || 0 || 20 || 20 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Novagun || Advanced Plasma Weapons || 30 || 7-11 || 0% || 11-16 || No || 0 || -1 || 5+1 || - || Gunner || 500 || 4 || 30 || 35 || 20&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Light Machine Guns&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 36 (30) || 4-8 || 5% || 8-11 || No || 0 || -2 || 8+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Gatling Laser || Beam weapons || 36 (30) || 5-9 || 5% || 9-12 || No || +10 || -2 || 8+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 60 || 0 || 0 || 5 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|Gauss Machine Gun || Gauss Weapons || 36 (30) || 6-10 || 5% || 10-14 || No || 0 || -2 || 8+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 160 || 0 || 3 || 16 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Gatling Pulser || Pulse Lasers || 36 (30) || 7-11 || 15% || 11-16 || No || 0 || -2 || 7+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 215 || 0 || 22 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Dragon || Heavy Plasma Weapons || 36 (30) || 7-13 || 5% || 13-18 || No || 0 || -2 || 7+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 500 || 4 || 32 || 38 || 20&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher || None || ? || 4-10 || 0% || 8-11 || No || 0 || 0 || 1 || - || Rocketeer|| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Recoilless Rifle || Advanced Gauss Weapons || ? || 6-12 || 0% || 8-11 || No || 0 || 0 || 1 || - || Rocketeer|| 180 || 0 || 3 || 25 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher || Fusion Weapons || ? || ? || ? || ? || No || 0 || 0 || 1 || - || Rocketeer|| 600 || 4 || 65 || 50 || 20&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | MEC Primary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Minigun || None || 36 (30) || 5-9 || 10% || 9-12 || No || 0 || 0 || 2+1 || No suppression || MEC || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Lance || Advanced Beam Lasers || 36 (30) || 6-10 || 10% || 10-14 || No || +7 || 0 || 3+1 || - || MEC || 80 || 0 || 0 || 5 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Railgun || Advanced Gauss Weapons || 36 (30) || 7-13 || 10% || 13-18 || No || 0 || 0 || 4+1 || ? || MEC || 150 || 0 || 3 || 25 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lance || Advanced Pulse Lasers || 36 (30) || 7-13 || 25% || 13-18 || No || 0 || 0 || 3+1 || - || MEC || 210 || 0 || 24 || 18 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Particle Cannon || Heavy Plasma Weapons || 36 (30) || 8-14 || 15% || 14-19 || No || 0 || 0 || 3+1 || No suppression || MEC || 210 || 0 || 24 || 18 || 14&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | MEC Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower || MEC Warfare Systems || ? || 3-9 || % || - || No || - || - || 2 || Incendiary area attack || MEC || 72 || 5 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Kinetic Strike Module || Floater Autopsy || ? || 6-18 || 0% || - || No || - || - || ∞ || Close combat weapon || MEC || 175 || 10 || 0 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher || Gauss Weapons || ? || 3-7 || 0% || - || No || - || - || 2 || Indirect-fire Grenade Launcher || MEC || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Prox. Mine Launcher || Advanced Gauss Weapons || ? || 6-12 || % || - || No || - || - || 3 || Fires Proximity Mines || MEC || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Restorative Mist || Thin Man Autopsy || ? || ?-? || % || - || No || - || - || 1 || Heals allies in an area || MEC || 102 || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Electro Pulse || EMP Weapons || ? || 3-9 || % || - || No || - || - || ∞ || Stuns robots. 3 turn cooldown || MEC || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | SHIV Turrets&lt;br /&gt;
|-&lt;br /&gt;
|Autocannon || None  || 30 || 5-9 || 10% || 9-12 || No || 0 || 0 || 3+1 || +1 Damage with Depleted Elerium Rounds || SHIV || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Laser || Advanced Beam Lasers || 30 || 6-10 || 10% || 10-14 || No || +7 || 0 || 3+1 || +1 Damage with Laser Pumper || SHIV || 80|| 0 || 0 || 5 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Sentry Gun || Gauss Weapons || 30 || 7-11 || 10% || 11-16 || No || 0 || 0 || 4+1 || +1 Damage with Depleted Elerium Rounds || SHIV || 150|| 0 || 3 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Pulser || Pulse Lasers || 30 || 8-14 || 20% || 14-19 || No || 0 || 0 || 3+1 || +1 Damage with Laser Pumper (untested) || SHIV || 280|| 0 || 25 || 20 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Plasma || Vehicular Plasma Weapons || 30 || 9-15 || 10% || 15-21 || No || 0 || 0 || 3+1 || - || SHIV || 500|| 5 || 40 ||35 || 21&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>ToxicFrog</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=59573</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=59573"/>
		<updated>2014-09-17T20:10:10Z</updated>

		<summary type="html">&lt;p&gt;ToxicFrog: scatter laser real damage (beta 13 GUI may show wrong values)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
==Weapon tiers==&lt;br /&gt;
===Conventional/Ballistic===&lt;br /&gt;
These are the basic weapons you start with - and whilst they&#039;re okay to begin with, they&#039;re not going to be up to scratch in the long run. The sawed-off shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Beam Lasers===&lt;br /&gt;
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good &#039;training&#039; weapons for inexperienced troopers or as aiming aid for rocketeers in their aiming of explosives (much like you might otherwise issue them regular carbines). They also have a little more firepower than Ballistic weapons, but it still won&#039;t be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in long war expense of gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam Lasers use the same visuals as EXALT laser weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Gauss===&lt;br /&gt;
Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it&#039;s a recipe for pretty formidable personal weaponry.  In general Gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as flush ,suppression, collateral damage, in the zone, close combat specialist, close encounters, light &#039;em up, and rapid fire. Uniquely, the sniper rifle of this tier--the Gauss long rifle--grants snipers the HEAT ammo perk, whom otherwise can&#039;t obtain said perk normally. This makes Gauss snipers a powerful counter to mechanical leaders/bosses whom can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss long rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM weapon models. &lt;br /&gt;
&lt;br /&gt;
Note: There are plans to give this tier of weaponry additional damage reduction penetration in &#039;&#039;&#039;future editions&#039;&#039;&#039; of the mod. (b14)&lt;br /&gt;
&lt;br /&gt;
===Pulse Lasers===&lt;br /&gt;
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused assaults and snipers. They use the same visuals as XCOM-built laser weaponry.&lt;br /&gt;
===Plasma===&lt;br /&gt;
Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components... which means you&#039;ll have to stun and capture aliens for every weapon you want to build.&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: &#039;&#039;&#039;SHIV/MEC Primary Weapons&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Light Machine Guns&#039;&#039;&#039; and &#039;&#039;&#039;Shotguns&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Heavy Rifles&#039;&#039;&#039;, &#039;&#039;&#039;Marksman/Sniper rifles&#039;&#039;&#039; and &#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Assault Rifles&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Carbines&#039;&#039;&#039; and &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039;. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally ,Shotguns&#039; damage is severely impeded by damage reduction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;: Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim, and have a respectable balance of firepower and accuracy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carbines&#039;&#039;&#039;: Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. Carbines can be steadied to improve aim. They are ideal for inexperienced troops and those that need to move quickly, but experienced troops should switch to other weapons quickly as tougher aliens begin to appear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMG&#039;&#039;&#039;: Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun&amp;lt;br&amp;gt;&lt;br /&gt;
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy, and they also have the lowest damage of any primary. They&#039;re very useful for classes that need to reposition quickly to bring explosives and other area weapons against enemies, making them a good choice for Rocketeers and Engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;: Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Battle Rifles are heavier versions of assault rifles. They do increased damage, but carry a mobility penalty and a hefty aim penalty. They can be steadied. They can be used by Infantry, Assaults, Scouts, Medics and Engineers. They are best used by experienced soldiers who can aim well enough to offset the penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range. They can be used by Infantry, Assaults, Scouts, Medics and Engineers. Shotguns are extremely accurate up close, but suffer from very poor accuracy over longer ranges (even with Cinematic Mode enabled). As such, they work best with highly mobile classes or those that only ever expect to engage enemies up close.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;: Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not moved, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039;: Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles, but can be fired after moving. The squadsight perk is required to use the extra range. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. With squadsight, marksman rifles can overwatch fire up to their maximum range, and with Precision Shot they have unlimited range.&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman Rifles are better suited to close-quarters maps where mobility is essential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039;: SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun&amp;lt;br&amp;gt;&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Machine Gun&#039;&#039;&#039;: LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon&amp;lt;br&amp;gt;&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of it. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&amp;lt;br&amp;gt;&lt;br /&gt;
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEC Primary Weapons&#039;&#039;&#039;: Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
The Arc Rifle is a special Marksman Rifle that inflicts Disabling Shot with every hit althogh it does not confer the snap shot perk. It has low damage and ammo capacity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;: Pistol, Laser Pistol, Plasma Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier possesses the Gunslinger perk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;: Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler&amp;lt;br&amp;gt;&lt;br /&gt;
A more damaging sidearm, but the added weight gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk. They also incur an Aim penalty when drawn (but not when stowed). Machine Pistols also tend to have very limited ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
A very short range, high damage sidearm with -1 mobility. Can be used by Infantry, Assaults, Scouts, Medics and Engineers. It has only one shot, and this cannot be increased by ammo capacity upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHIV Turrets&#039;&#039;&#039;: Autocannon, Superheavy Laser, Sentry Gun, Superheavy Pulser, Superheavy Plasma&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the Assault Rifles but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Prerequisite !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim !! rowspan=&amp;quot;2&amp;quot; | Mobility !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| § || [[Meld (EU2012)|M]] || [[Elerium (EU2012)|E]] || [[Alien Alloys (EU2012)|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 30 || 1-3 || 0% || 3-4 || No || -10 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || Beam weapons|| 30 || 2-4 || 0% || 4-5 || No || -10 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 30 || 0 || 0 || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || Compact Plasma Weapons || 30 || 3-5 || 0% || 5-6 || No || -10 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 175 || 1 || 20 || 15 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Machine Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Machine Pistol || None || 30 || 2-4 || 0% || 4-5 || No || -10 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heater || Beam weapons || 30 || 3-5 || 0% || 5-7 || No || -3 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 30 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Autopistol || Gauss Weapons || 30 || 3-5 || 0% || 5-6 || No || -10 || -1 || 3+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 40 || 0 || 1 || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Blaster || Pulse Lasers || 30 || 4-6 || 10% || 6-9 || No || -10 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 80 || 0 || 8 || 8 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Mauler || Compact Plasma Weapons || 30 || 5-7 || 0% || 7-11 || No || -10 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 230|| 1 || 20 || 20 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | SMGs&lt;br /&gt;
|-&lt;br /&gt;
|Submachine Gun || None || 30 || 2-4 || 0% || 4-5 || No || 0 || +3 || 2+1 || - || All || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Shatterray || Beam Weapons || 30 || 3-5 || 0% || 5-7 || No || +7 || +3 || 2+1 || - || All || 35 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Stuttergun || Gauss Weapons || 30 || 4-6 || 0% || 6-9 || No || 0 || +3 || 3+1 || - || All || 90 || 0 || 1 || 6 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Stengun || Pulse Lasers || 30 || 4-8 || 10% || 8-11 || No || 0 || +3 || 2+1 || - || All || 100 || 0 || 10 || 10 ||12&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Stormgun || Plasma Weapons || 30 || 5-9 || 0% || 9-12 || No || 0 || +3 || 2+1 || - || All || 200 || 1 || 20 || 20 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
|Assault Carbine || None || 30 || 2-4 || 5% || 4-5 || Yes || +7 || +1 || 3+1 || - || All || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Carbine || Beam weapons || 30 || 3-5 || 5% || 5-7 || Yes || +15 || +1 || 3+1 || - || All || 40 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Carbine || Gauss Weapons || 30 || 4-6 || 5% || 6-9 || Yes || +7 || +1 || 3+1 || - || All || 105 || 0 || 2 || 8 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Carbine || Pulse Lasers || 30 || 4-8 || 15% || 8-11 || Yes || +7 || +1 || 3+1 || - || All || 160 || 0 || 15 || 12 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Carbine || Plasma Weapons || 30 || 5-9 || 5% || 9-12 || Yes || +7 || +1 || 3+1 || - || All || 280 || 2 || 25 || 20 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || None || 30 || 3-5 || 10% || 5-7 || Yes || 0 || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle || Beam weapons || 30 || 4-6 || 10% || 6-9 || Yes || +7 || 0 || 3+1 || - || All || 50 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || Gauss Weapons || 30 || 4-8 || 10% || 8-11 || Yes || 0 || 0 || 3+1 || - || All || 120 || 0 || 2 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Rifle || Pulse Lasers || 30 || 5-9 || 20% || 9-12 || Yes || 0 || 0 || 3+1 || - || All || 175 || 0 || 15 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Rifle || Advanced Plasma Weapons || 30 || 6-10 || 10% || 10-14 || Yes || 0 || 0 || 3+1 || - || Infantry, Assault, Scout, Medic, Engineer|| 380 || 3 || 30 || 30 || 14&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;17&amp;quot; | Battle Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Battle Rifle || None || 30 || 4-6 || 10% || 6-9 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser Rifle || Advanced Beam Lasers || 30 || 4-8|| 15% || 8-11 || Yes || -8 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 60 || 0 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Gauss Rifle || Advanced Gauss Weapons || 30 || 5-9 || 15% || 9-12 || Yes || -15 || -1 || 5+1 || - || Infantry, Assault, Scout, Medic, Engineer || 160 || 0 || 5 || 18 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Pulse Rifle || Advanced Pulse Lasers || 30 || 6-10 || 25% || 10-14 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 200 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Rifle || Heavy Plasma Weapons || 30 || 7-11 || 10% || 11-16 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 400 || 4 || 28 || 30 || 18&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 30 (14) || 4-8 || 20% || 8-11 || No  || 0 || 0 || 5+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage Reduction]] penalty || Infantry, Assault, Scout, Medic, Engineer  || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-Off Shotgun || None || 3 || 4-8 || 25% || 8-11 || No  || 0 || -1 || 1 || Sidearm. Confers -1 mobility. Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Laser || Advanced Beam Weapons || 30 (14) || 5-9 || 20% || 9-12 || No || +7 || 0 || 3+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 80 || 0 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Cannon || Advanced Gauss Weapons || 30 (14) || 6-10 || 20% || 10-14 || No || 0 || 0 || 4+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 200 || 0 || 5 || 25 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Blaster || Advanced Pulse Weapons || 30 (14) || 7-11 || 30% || 11-16 || No || 0 || 0 || 3+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 210 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Cannon || Sectopod Autopsy || 30 (14) || 7-13 || 20% || 13-18 || No || 0 || 0 || 3+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 500 || 4 || 30 || 30 || 18&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || None || 200 (30) || 4-6 || 25% || 6-9 || Yes || 0 || -1 || 5+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sniper Rifle || Advanced Beam Weapons || 200 (30) || 4-8 || 25% || 8-11 || Yes || +7 || -1 || 3+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 50 || 0 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Long Rifle || Advanced Gauss Weapons || 200 (30) || 5-9 || 10% || 9-12 || Yes || -10 || -2 || 1+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty&amp;lt;br&amp;gt;Grants HEAT Ammo perk. || Sniper || 120 || 0 || 2 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Sniper Rifle || Advanced Pulse Lasers || 200 (30) || 6-10 || 35% || 10-14 || Yes || 0 || -1 || 3+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 220 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Sniper Rifle || Precision Plasma Weapons || 200 (30) || 7-11 || 35% || 11-16 || Yes || 0 || -1 || 3+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 500 || 4 || 30 || 35 || 18&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Marksman Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Marksman Rifle || None || 36 || 4-6 || 15% || 6-9 || Yes || 0 || 0 || 5+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Strike Rifle || Advanced Beam Lasers || 36 || 4-8 || 15% || 8-11 || Yes || +7 || 0 || 3+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 50 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Strike Rifle || Advanced Gauss Weapons || 36 || 5-9 || 15% || 9-12 || Yes || 0 || 0 || 4+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 140 || 0 || 3 || 18 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|Blaster Rifle || Advanced Pulse Lasers || 36 || 6-10 || 25% || 10-14 || Yes || 0 || 0 || 3+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 200 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Rifle || Precision Plasma Weapons || 36 || 7-11 || 15% || 11-16 || Yes || 0 || 0 || 3+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 450 || 4 || 30 || 30 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Arc Rifle || Xenoneurology &amp;lt;br/&amp;gt; New Combat Systems || 36 (30) || 1-3 || 0% || 3-4 || No || 0 || 0 || 2+1 || Inflicts Disabling Shot || Scout, Sniper || 60 || 0 || 2 || 2 || 10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Squad Automatic Weapons&lt;br /&gt;
|-&lt;br /&gt;
|SAW || None || 30 || 4-6 || 0% || 6-9 || No || 0 || -1 || 6+1 || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Autolaser || Beam Weapons || 30 || 4-8 || 0% || 8-11 || No || +7 || -1 || 6+1 || - || Gunner || 60 || 0 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Autorifle || Gauss Weapons || 30 || 5-9 || 0% || 9-12 || No || 0 || -1 || 6+1 || - || Gunner || 150 || 0 || 2 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Autolaser || Pulse Lasers || 30 || 6-10 || 10% || 10-14 || No || 0 || -1 || 5+1 || - || Gunner || 210 || 0 || 20 || 20 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Novagun || Advanced Plasma Weapons || 30 || 7-11 || 0% || 11-16 || No || 0 || -1 || 5+1 || - || Gunner || 500 || 4 || 30 || 35 || 20&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Light Machine Guns&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 36 (30) || 4-8 || 5% || 8-11 || No || 0 || -2 || 8+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Gatling Laser || Beam weapons || 36 (30) || 5-9 || 5% || 9-12 || No || +10 || -2 || 8+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 60 || 0 || 0 || 5 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|Gauss Machine Gun || Gauss Weapons || 36 (30) || 6-10 || 5% || 10-14 || No || 0 || -2 || 8+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 160 || 0 || 3 || 16 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Gatling Pulser || Pulse Lasers || 36 (30) || 7-11 || 15% || 11-16 || No || 0 || -2 || 7+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 215 || 0 || 22 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Dragon || Heavy Plasma Weapons || 36 (30) || 7-13 || 5% || 13-18 || No || 0 || -2 || 7+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 500 || 4 || 32 || 38 || 20&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher || None || ? || 4-10 || 0% || 8-11 || No || 0 || 0 || 1 || - || Rocketeer|| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Recoilless Rifle || Advanced Gauss Weapons || ? || 6-12 || 0% || 8-11 || No || 0 || 0 || 1 || - || Rocketeer|| 180 || 0 || 3 || 25 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher || Fusion Weapons || ? || ? || ? || ? || No || 0 || 0 || 1 || - || Rocketeer|| 600 || 4 || 65 || 50 || 20&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | MEC Primary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Minigun || None || 36 (30) || 5-9 || 10% || 9-12 || No || 0 || 0 || 2+1 || No suppression || MEC || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Lance || Advanced Beam Lasers || 36 (30) || 6-10 || 10% || 10-14 || No || +7 || 0 || 3+1 || - || MEC || 80 || 0 || 0 || 5 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Railgun || Advanced Gauss Weapons || 36 (30) || 7-13 || 10% || 13-18 || No || 0 || 0 || 4+1 || ? || MEC || 150 || 0 || 3 || 25 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lance || Advanced Pulse Lasers || 36 (30) || 7-13 || 25% || 13-18 || No || 0 || 0 || 3+1 || - || MEC || 210 || 0 || 24 || 18 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Particle Cannon || Heavy Plasma Weapons || 36 (30) || 8-14 || 15% || 14-19 || No || 0 || 0 || 3+1 || No suppression || MEC || 210 || 0 || 24 || 18 || 14&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | MEC Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower || MEC Warfare Systems || ? || 3-9 || % || - || No || - || - || 3? || Incendiary area attack || MEC || 72 || 5 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Kinetic Strike Module || Floater Autopsy || ? || 6-18 || 0% || - || No || - || - || ∞ || Close combat weapon || MEC || 175 || 10 || 0 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher || Gauss Weapons || ? || 3-7 || 0% || - || No || - || - || 2 || Indirect-fire Grenade Launcher || MEC || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Prox. Mine Launcher || Advanced Gauss Weapons || ? || 6-12 || % || - || No || - || - || 3 || Fires Proximity Mines || MEC || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Restorative Mist || Thin Man Autopsy || ? || ?-? || % || - || No || - || - || 1 || Heals allies in an area || MEC || 102 || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Electro Pulse || EMP Weapons || ? || 3-9 || % || - || No || - || - || ∞ || Stuns robots. 3 turn cooldown || MEC || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | SHIV Turrets&lt;br /&gt;
|-&lt;br /&gt;
|Autocannon || None  || 30 || 5-9 || 10% || 9-12 || No || 0 || 0 || 3+1 || +1 Damage with Depleted Elerium Rounds || SHIV || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Laser || Advanced Beam Lasers || 30 || 6-10 || 10% || 10-14 || No || +7 || 0 || 3+1 || +1 Damage with Laser Pumper || SHIV || 80|| 0 || 0 || 5 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Sentry Gun || Gauss Weapons || 30 || 7-11 || 10% || 11-16 || No || 0 || 0 || 4+1 || +1 Damage with Depleted Elerium Rounds || SHIV || 150|| 0 || 3 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Pulser || Pulse Lasers || 30 || 8-14 || 20% || 14-19 || No || 0 || 0 || 3+1 || +1 Damage with Laser Pumper (untested) || SHIV || 280|| 0 || 25 || 20 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Plasma || Vehicular Plasma Weapons || 30 || 9-15 || 10% || 15-21 || No || 0 || 0 || 3+1 || - || SHIV || 500|| 5 || 40 ||35 || 21&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>ToxicFrog</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(Long_War)&amp;diff=59483</id>
		<title>Strategy (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(Long_War)&amp;diff=59483"/>
		<updated>2014-09-08T20:51:58Z</updated>

		<summary type="html">&lt;p&gt;ToxicFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Economy==&lt;br /&gt;
Long War&#039;s economy is very different to vanilla. While launching satellites will increase your income, &#039;&#039;satellite spam is not the answer to all your problems&#039;&#039; like it is in vanilla. Satellite uplinks give only one satellite per uplink plus adjacency and satellites are more expensive, so the cost of increasing your satellite coverage is much higher. The extra income you gain from each satellite is lower, since a country will already fund you 50% in normal (classic=40%, brutal=33%, impossible=25%) without a satellite. Your satellite network must be protected by interceptors, and interceptor maintenance is expensive - in fact it&#039;s likely your single biggest expenditure each month. Even with good interceptor coverage, eventually the aliens will get annoyed enough to send battleships after your satellites, so you will need to occasionally replace them. With all of these factors combined, launching more satellites will only marginally increase your income. You can improve this aspect of your income by thinking about efficiency - cover high income countries and cover whole continents to improve the efficiency of your interceptor placement. Prioritising aerospace research will also help, since it will allow you to reliably shoot down UFOs with fewer interceptors and less damage taken, meaning less interceptors needed and less maintenance.&lt;br /&gt;
&lt;br /&gt;
A large amount of your income will come from the sale of alien artifacts. Long War presents you with a &#039;&#039;lot&#039;&#039; of missions, which means a lot of alloys, elerium and corpses to sell - chances are you&#039;ll have considerably more of these things than you can sensibly use in the early game. While satellites don&#039;t give you so much direct income, the extra UFOs you can assault with more satellite coverage will mean more artifacts to sell, and hence more income indirectly. Do not sell things on the Gray Market until you need the money, because you never know when EXALT is going to hack your funding and steal a portion of your funds.&lt;br /&gt;
&lt;br /&gt;
In fact, with the Foundry projects that increase the amount of Alloys and Elerium you recover from raided UFOs: if you can confidently do so with regularity, particularly with landed Barges, selling the two can be an extra means of income. And with an array of Workshops giving you refunds on them on projects, it is not too difficult to reach a sustainable balance between selling and using, even with the occasional Council request giving additional personnel and credits in exchange.&lt;br /&gt;
&lt;br /&gt;
The amount of Meld that you get from canisters scales with how well the aliens are doing. As such, you may find that Meld becomes hard to come by if you&#039;re doing &amp;quot;too well&amp;quot;, so selling it or giving it by Request should not be done. On the other hand, if the aliens have you on the back foot, you may find yourself with enough Meld to build plentiful MECs and gene mods to help you get back in the game.&lt;br /&gt;
&lt;br /&gt;
==Panic==&lt;br /&gt;
The two main sources of panic in the Long War are Terror Missions, where an excellent mission rating only &#039;&#039;minimizes&#039;&#039; the Panic raise that &#039;&#039;will&#039;&#039; occur, and public UFO sightings in Council Nation airspace.&lt;br /&gt;
&lt;br /&gt;
For satellite coverage, since Uplink and Nexus capacity has been halved, you&#039;ll need more to fully cover all Council nations. The ideal satellite facility configuration is now a 2x3 block, with 3 Uplinks and 3 Nexi; this will allow you to cover all 16 countries. While at first you &#039;&#039;will&#039;&#039; lose at least 1 country, and have only 15 countries to cover at start-- though you can liberate the 16th; in fact, liberating at least one country is required for story progression, as any withdrawn nation will spawn an Alien Base within it&#039;s borders-- you should build with the 3 and 3 in mind, so that you will not need to rebuild later, if your aim is to rescue all member nations.&lt;br /&gt;
&lt;br /&gt;
Still, coverage as soon as possible is ideal, so you can manage any smaller craft that come into covered airspace, and assault landed UFOs that are too big for your interceptors, or at least harass them in-flight. This (ineffectual) show of force is at least good PR for the Council nations, as doing at least 50% damage to UFOs reduces both Panic, as well as slows the aliens&#039; research progression. Try to keep some satellites in reserve, for when the inevitable Battleship comes for your satellites. Well, if you have the money, that is.&lt;br /&gt;
&lt;br /&gt;
Story progression is nearly identical to Vanilla, except that a satellite must be put over a withdrawn nation (be it that first one, or one later lost to Panic), along with a skeleton key being built. Any further countries lost will also spawn bases for additional assaults (and while difficult, they have been made profitable, to give you a fighting chance to bounce back from severe panic conitions).&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Due to the fact that aliens can now conduct research themselves, it is recommended to have a general direction towards which to focus your efforts in order not to fall too far behind them and avoid researching projects that may not prove immediately necessary at the present moment.&lt;br /&gt;
&lt;br /&gt;
With the way fatigue and injury are handled in Long War, armor becomes a much more valuable asset to your troops as only hits that manage to successfully penetrate a soldier&#039;s armor can grant him a vacation in your sickbay. Skipping Laser Weaponry entirely is not recommended on higher difficulties unless especial care is taken to maximize scientists through Council Requests and Satelite Coverage in addition to having a healthy amount of laboratories, as the both the accuracy bonus and damage are highly desireable in the early stages of the game. Even later on, handing a Rocketeer a Laser Carbine may even be better than having him use advanced weaponry as this improves his ability to hit bullseye with his launcher and results in less scatter.&lt;br /&gt;
&lt;br /&gt;
Furthermore, it is very important to put research effort into your airspace capabilities if you wish to preserve your satellite coverage. When given the choice whether to buy additional Interceptors or upgrade existing ones through foundry projects, weaponry or even temporary boosters, it is almost always recommended to go for the latter. The more UFO&#039;s you are able to successfully shoot down with your Interceptors, the more materials and money you will be able to salvage in the long run.&lt;br /&gt;
&lt;br /&gt;
The pace at which the aliens conduct research is dictated both by difficulty level and player action. Soldiers that are MIA (left behind) at the end of a mission will significantly boost alien research and should at all times be avoided unless if by doing so more are likely to meet the same fate. As of Beta 14, this will still be in effect, albeit in a much lesser fashion (1/4 of its original value). If you lose a soldier but win the mission, the aliens don&#039;t get research.&lt;br /&gt;
&lt;br /&gt;
They don&#039;t gain research for shooting down an interceptor.&lt;br /&gt;
&lt;br /&gt;
They don&#039;t gain research for shooting down a satellite.&lt;br /&gt;
&lt;br /&gt;
They do gain a little research for each non-air raid UFO that escapes undamaged.&lt;br /&gt;
&lt;br /&gt;
They have a chance to gain a little research if a UFO escapes lightly damaged.&lt;br /&gt;
&lt;br /&gt;
They gain a good bit of research if a landed UFO on a research mission is not defeated.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>ToxicFrog</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(Long_War)&amp;diff=59454</id>
		<title>Strategy (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(Long_War)&amp;diff=59454"/>
		<updated>2014-09-07T08:05:24Z</updated>

		<summary type="html">&lt;p&gt;ToxicFrog: /* Economy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Economy==&lt;br /&gt;
Long War&#039;s economy is very different to vanilla. While launching satellites will increase your income, &#039;&#039;satellite spam is not the answer to all your problems&#039;&#039; like it is in vanilla. Satellite uplinks give only one satellite per uplink plus adjacency and satellites are more expensive, so the cost of increasing your satellite coverage is much higher. The extra income you gain from each satellite is lower, since a country will already fund you 25% without a satellite. Your satellite network must be protected by interceptors, and interceptor maintenance is expensive - in fact it&#039;s likely your single biggest expenditure each month. Even with good interceptor coverage, eventually the aliens will get annoyed enough to send battleships after your satellites, so you will need to occasionally replace them. With all of these factors combined, launching more satellites will only marginally increase your income. You can improve this aspect of your income by thinking about efficiency - cover high income countries and cover whole continents to improve the efficiency of your interceptor placement. Prioritising aerospace research will also help, since it will allow you to reliably shoot down UFOs with fewer interceptors and less damage taken, meaning less interceptors needed and less maintenance.&lt;br /&gt;
&lt;br /&gt;
A large amount of your income will come from the sale of alien artifacts. Long War presents you with a &#039;&#039;lot&#039;&#039; of missions, which means a lot of alloys, elerium and corpses to sell - chances are you&#039;ll have considerably more of these things than you can sensibly use in the early game. While satellites don&#039;t give you so much direct income, the extra UFOs you can assault with more satellite coverage will mean more artifacts to sell, and hence more income indirectly. Do not sell things on the Gray Market until you need the money, because you never know when EXALT is going to hack your funding and steal a portion of your funds.&lt;br /&gt;
&lt;br /&gt;
In fact, with the Foundry projects that increase the amount of Alloys and Elerium you recover from raided UFOs: if you can confidently do so with regularity, particularly with landed Barges, selling the two can be an extra means of income. And with an array of Workshops giving you refunds on them on projects, it is not too difficult to reach a sustainable balance between selling and using, even with the occasional Council request giving additional personnel and credits in exchange.&lt;br /&gt;
&lt;br /&gt;
The amount of Meld that you get from canisters scales with how well the aliens are doing. As such, you may find that Meld becomes hard to come by if you&#039;re doing &amp;quot;too well&amp;quot;, so selling it or giving it by Request should not be done. On the other hand, if the aliens have you on the back foot, you may find yourself with enough Meld to build plentiful MECs and gene mods to help you get back in the game.&lt;br /&gt;
&lt;br /&gt;
==Panic==&lt;br /&gt;
The two main sources of panic in the Long War are Terror Missions, where an excellent mission rating only &#039;&#039;minimizes&#039;&#039; the Panic raise that &#039;&#039;will&#039;&#039; occur, and public UFO sightings in Council Nation airspace.&lt;br /&gt;
&lt;br /&gt;
For satellite coverage, since Uplink and Nexus capacity has been halved, you&#039;ll need more to fully cover all Council nations. The ideal satellite facility configuration is now a 2x3 block, with 3 Uplinks and 3 Nexi; this will allow you to cover all 16 countries. While at first you &#039;&#039;will&#039;&#039; lose at least 1 country, and have only 15 countries to cover at start-- though you can liberate the 16th; in fact, liberating at least one country is required for story progression, as any withdrawn nation will spawn an Alien Base within it&#039;s borders-- you should build with the 3 and 3 in mind, so that you will not need to rebuild later, if your aim is to rescue all member nations.&lt;br /&gt;
&lt;br /&gt;
Still, coverage as soon as possible is ideal, so you can manage any smaller craft that come into covered airspace, and assault landed UFOs that are too big for your interceptors, or at least harass them in-flight. This (ineffectual) show of force is at least good PR for the Council nations, as doing at least 50% damage to UFOs reduces both Panic, as well as slows the aliens&#039; research progression. Try to keep some satellites in reserve, for when the inevitable Battleship comes for your satellites. Well, if you have the money, that is.&lt;br /&gt;
&lt;br /&gt;
Story progression is nearly identical to Vanilla, except that a satellite must be put over a withdrawn nation (be it that first one, or one later lost to Panic), along with a skeleton key being built. Any further countries lost will also spawn bases for additional assaults (and while difficult, they have been made profitable, to give you a fighting chance to bounce back from severe panic conitions).&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Due to the fact that aliens can now conduct research themselves, it is recommended to have a general direction towards which to focus your efforts in order not to fall too far behind them and avoid researching projects that may not prove immediately necessary at the present moment.&lt;br /&gt;
&lt;br /&gt;
With the way fatigue and injury are handled in Long War, armor becomes a much more valuable asset to your troops as only hits that manage to successfully penetrate a soldier&#039;s armor can grant him a vacation in your sickbay. Skipping Laser Weaponry entirely is not recommended on higher difficulties unless especial care is taken to maximize scientists through Council Requests and Satelite Coverage in addition to having a healthy amount of laboratories, as the both the accuracy bonus and damage are highly desireable in the early stages of the game. Even later on, handing a Rocketeer a Laser Carbine may even be better than having him use advanced weaponry as this improves his ability to hit bullseye with his launcher and results in less scatter.&lt;br /&gt;
&lt;br /&gt;
Furthermore, it is very important to put research effort into your airspace capabilities if you wish to preserve your satellite coverage. When given the choice whether to buy additional Interceptors or upgrade existing ones through foundry projects, weaponry or even temporary boosters, it is almost always recommended to go for the latter. The more UFO&#039;s you are able to successfully shoot down with your Interceptors, the more materials and money you will be able to salvage in the long run.&lt;br /&gt;
&lt;br /&gt;
The pace at which the aliens conduct research is dictated both by difficulty level and player action. Soldiers that are MIA (left behind) at the end of a mission will significantly boost alien research and should at all times be avoided unless if by doing so more are likely to meet the same fate. As of Beta 14, this will still be in effect, albeit in a much lesser fashion (1/4 of its original value). If you lose a soldier but win the mission, the aliens don&#039;t get research.&lt;br /&gt;
&lt;br /&gt;
They don&#039;t gain research for shooting down an interceptor.&lt;br /&gt;
&lt;br /&gt;
They don&#039;t gain research for shooting down a satellite.&lt;br /&gt;
&lt;br /&gt;
They do gain a little research for each non-air raid UFO that escapes undamaged.&lt;br /&gt;
&lt;br /&gt;
They have a chance to gain a little research if a UFO escapes lightly damaged.&lt;br /&gt;
&lt;br /&gt;
They gain a good bit of research if a landed UFO on a research mission is not defeated.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>ToxicFrog</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=59378</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=59378"/>
		<updated>2014-08-31T17:56:45Z</updated>

		<summary type="html">&lt;p&gt;ToxicFrog: for Smartgun Kit, added short description of Advanced Fire Control perk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Long War all soldiers have 2 item slots from the start of the game. Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot. Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|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 &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Items for XCom operatives&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Weight !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
! {{Credits Icon}} !! {{AA Icon}} !! {{Elerium Icon}} !! {{Meld Icon}} !! {{Time Icon}} !! Other&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
|Alien Trophy || 1 || All || - || Grants immunity to panic, except Psi Panic || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Medikit || 1 || All || - || Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Rocket || 2 || Rocketeer || - || Grants one additional rocket. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Shredder Rocket || 2 || Rocketeer || - || Grants one additional shredder rocket. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Arc Thrower || 2 || All || Xenoneurology || Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% || 100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Smartgun Kit || 1 || Gunner || Experimental Warfare || Grants the Advanced Fire Control perk (removes aim penalty on overwatch). || 55 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-&lt;br /&gt;
|Walker Servos || 0 || Assault || Advanced Servomotors || Grants +2 Mobility. || 55 || 5 || 2 || 2 || 7 || -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
|Ceramic Plating || 1 || All || - || Provides +1 Armor HP. Cannot be stacked with other plating items. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Plating || 1 || All || Alien Materials || Provides +2 Armor HP. Cannot be stacked with other plating items. || 50 || 5 || 0 || 0 || 6 || -&lt;br /&gt;
|-&lt;br /&gt;
|Chitin Plating || 2 || All || Chryssalid Autopsy || Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 100 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-&lt;br /&gt;
|Reinforced Armor || 2 || All || Alien Materials || Confers +1 Armor HP and +1 Damage Reduction, but -7 Defense. Can stack with plating items. || 70 || 10 || 0 || 0 || 6 || -&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Suit || 1 || All || Seeker Autopsy || Grants +7 Defense . || 51 || 3 || 2 || 5 || 7 || -&lt;br /&gt;
|-&lt;br /&gt;
|Respirator Implant || 1 || All || Seeker Autopsy || Grants immunity to strangulation and partial immunity to acid. || 15 || 0 || 0 || 0 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|Impact Vest || 1 || Assault || Mobile Power Armor || Grants the Shock-Absorbent Armor perk. || 100 || 10 || 5 || 5 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Mind Shield || 1 || Psionic || Sectoid Commander Autopsy || Provide +25 Will, Grants immunity to strangulation and panic, except Psi Panic || 200 || 20 || 30 || 5 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Thrown Devices&lt;br /&gt;
|-&lt;br /&gt;
|Battle Scanner || 1 || All || - || Can be thrown to provide vision for two turns. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|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. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
|AP Grenade || 1 || All || - || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang Grenade || 1 || All || - ||  Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.&amp;lt;br&amp;gt;Most synthetic/cybernetic and psionic enemies are immune.|| colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade || 1 || All || - || Confers +20 Defense to units in radius for two turns. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|HE Grenade || 1 || All || - || Deals 1-5 damage to units in blast radius and can destroy cover || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Alien Grenade || 1 || All || Alien Grenades || Deals ?-? damage to units in blast radius and can destroy cover  Replaces HE Grenade via Foundry Project.|| colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Chem Grenade || 1 || All || Thin Man Autopsy || 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 and damage reduction penalties. || 20 || 0 || 0 || 0 || ? || 3x Thin Man Corpse&lt;br /&gt;
|-&lt;br /&gt;
|Psi Grenade || 1 || Psionic || Xenopsionics || 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. || ? || ? || ? || ? || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Grenade || 1 || Psionic || Xenopsionics || Grants stealth to units in an area for one turn. || ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Ammunition&lt;br /&gt;
|-&lt;br /&gt;
|Hi Cap Mags || 1 || All || - || +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Shredder Ammo || 1 || Assault || Experimental Warfare || Grants the Shredder Ammunition perk. || ? || ? || ? || ? || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Armor Piercing Ammo || 1 || Gunner || Experimental Warfare || Reduces enemy damage reduction (including that from cover) by 1. || 25 || 5 || 0 || 0 || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Breaching Ammo || 1 || Assault || Experimental Warfare || Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. || 35 || 5 || 0 || 0 || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Reaper Rounds || 1 || All || Experimental Warfare || Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon&#039;s effective range. || 20 || 0 || 0 || 0 || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Alloy-Jacketed Rounds || 1 || All || Enhanced Ballistics || Increases Ballistic and Gauss weapon damage by 1. || ? || ? || ? || ? || ? || -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Gunsights and Optics&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || 1 || All || - || +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|SCOPE || 1 || All || Alien Weaponry || Increases aim by +10. Can be used with laser sight for a total of +15 aim. +10% Crit chance with Foundry upgrade || 80 || 0 || 0 || 0 || 6 || -&lt;br /&gt;
|-&lt;br /&gt;
|Targeting Module || 1 || All || Xenobiology || Provides +7 Critical Hit Chance to a soldiers primary weapon. || 20 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator Gunsight || 0 || Scout || Experimental Warfare || Confers Executioner perk. || ? || ? || ? || ? || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Marksman Scope || 0 || Scout || Experimental Warfare || Grants Sharpshooter perk. || ? || ? || ? || ? || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Bipod || 0 || Gunner || Experimental Warfare || Confers Platform Stability perk. || 25 || 3 || 0 || 0 || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Neural Gunlink || 1 || Psionic || Xenopsionics || Grants +10 Aim, but -15 Will. Stacks with SCOPE and Laser Sight. || ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Items for mechanized units&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; | Weight !! rowspan=&amp;quot;2&amp;quot; | Research !!  rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Gyros || {{Yes Icon}} || {{Yes Icon}} || 1 || Alien Weaponry || Provides +5 aim and +5 crit. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Battle Computer || {{Yes Icon}} || {{No Icon}} || 1 || Sectopod Autopsy || Provides +10 aim, crit chance and defence. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Elerium Turbos || {{Yes Icon}} || {{Yes Icon}} || 0 || Advanced Servomotors || Increases SHIV/MEC mobility by 2 points. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Carbide Plating || {{Yes Icon}} || {{Yes Icon}} || 1 || Heavy Floater Autopsy || Increases both DR and HP of the equipped unit by +1. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Autoloader || {{Yes Icon}} || {{Yes Icon}} || 1 || - || Grants Lock N&#039; Load perk, allowing for additional shots to be fired before reloading is required. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|HEAT Ammo || {{No Icon}} || {{Yes Icon}} || 1 || Alien Materials || Grants HEAT Ammo perk, providing additional damage against mechanized units. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Belt || {{Yes Icon}} || {{Yes Icon}} || 1 || Alien Materials || Grants Extra Conditioning perk. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Smartshell Pods || {{No Icon}} || {{Yes Icon}} || 1 || Experimental Warfare || Grants the Flush ability and provides +5 aim . || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Counterfire Pods || {{No Icon}} || {{Yes Icon}} || 1 || Mechtoid Autopsy || Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Tracking Pods || {{No Icon}} || {{Yes Icon}} || 1 || Experimental Warfare || Grants the Advanced Fire Control perk. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Holo-Targeter || {{Yes Icon}} || {{Yes Icon}} || 1 || Drone Autopsy || Grants Holo-Targeting perk and provides +5 aim. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Supercoolers || {{No Icon}} || {{Yes Icon}} || 1 || Sectopod Autopsy || Grants Light &#039;Em Up perk . || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Autosentry Turret || {{No Icon}} || {{Yes Icon}} || 1 || Cyberdisc Autopsy  || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Core Armoring || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses  || Grants the Damage Control perk. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Damage Control Pod || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses  || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Sensors || {{Yes Icon}} || {{No Icon}} || 1 || Mechtoid Autopsy  || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Damage Enhancing Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Depleted Elerium Rounds || {{Yes Icon}} || {{Yes Icon}} || 1 || Enhanced Ballistics || Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pumper || {{Yes Icon}} || {{Yes Icon}} || 1 || Enhanced Lasers|| Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1. || 75 || 10 || 5 || 0 || ?&lt;br /&gt;
|-&lt;br /&gt;
|Zevatron Booster || {{Yes Icon}} || {{Yes Icon}} || 1 || Precision Plasma Weapons || Increases Particle Cannon and Superheavy Plasma damage by 1. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|The Thumper || {{Yes Icon}} || {{No Icon}} || 1 || Antigrav Systems || Increases Kinetic Strike Damage by 2. || 85 || 20 || 15 || 0 || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>ToxicFrog</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=HQ_Facilities_(Long_War)&amp;diff=59336</id>
		<title>HQ Facilities (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=HQ_Facilities_(Long_War)&amp;diff=59336"/>
		<updated>2014-08-29T22:06:32Z</updated>

		<summary type="html">&lt;p&gt;ToxicFrog: added/fixed beta13 base cost/time/upkeep/power for each facilities.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=HQ facilities=&lt;br /&gt;
The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base&#039;s important strategic and research functions. The base building in Long War is mostly the same as vanilla, with pretty much every building doing what you&#039;d expect it to from vanilla. Base facilities can optionally be built quickly by selecting the option when building the facility, which will make it cost considerably more cash and some Meld.&lt;br /&gt;
&lt;br /&gt;
==Static facilities==&lt;br /&gt;
Several crucial facilities are automatically available to player and their base locations remain static throughout the game.&lt;br /&gt;
&lt;br /&gt;
===[[Mission Control (Long War)|Mission Control]]===&lt;br /&gt;
The focus of XCOM engagement. Features a rotating hologram of Earth (referred to by Bradford as a &#039;hologlobe&#039;). In this room you can scan for incoming alien contacts through XCOM&#039;s satellite network (allowing for the passage of time), and missions can be launched from here.&lt;br /&gt;
&lt;br /&gt;
===[[Situation Room (Long War)|Situation Room]]===&lt;br /&gt;
The Situation Room has two primary uses. The first is monitoring the panic levels the individual nations of The Council and launching satellites to help mitigate that panic and provide additional coverage against alien UFOs. The second is managing XCOM&#039;s finances and resources; in the Situation Room you can see your monthly expenditures and incomes, visit the Gray Market, and review any Pending Requests from The Council.&lt;br /&gt;
&lt;br /&gt;
===[[Engineering (Long War)|Engineering]]===&lt;br /&gt;
This facility, managed by Dr. Shen, allows players to build a wide variety of items that have been researched by the scientists in the labs or designed by the engineers in the Foundry.&lt;br /&gt;
&lt;br /&gt;
===[[Research (Long War)|Research Labs]]===&lt;br /&gt;
The research team, headed by Dr. Vahlen, can be found in this location. The laboratory allows players to research upgrades and can be improved to increase research speed. In this room players can also peruse the research archives, detailing previously completed projects.&lt;br /&gt;
&lt;br /&gt;
===[[Barracks (Long War)|Barracks]]===&lt;br /&gt;
In the Barracks, players can manage their soldiers, including equipping and customizing the troops, managing their skills and hiring new soldiers. There is also a Memorial Wall dedicated to those who have lost their lives in the line of duty. Players can also access the Officer Training School and the Psionic Labs through the Barracks.&lt;br /&gt;
&lt;br /&gt;
===[[Hangar (Long War)|Hangar]]===&lt;br /&gt;
The Hangar allows players to manage their aircraft, including purchasing new Interceptors, transferring craft between continents, and changing their weapon load-outs.&lt;br /&gt;
&lt;br /&gt;
==Additional facilities==&lt;br /&gt;
Dozens of additional facilities can be purchased and built into player bases, bestowing certain benefits. These locations are housed in the base underneath the existing static locations. Most cave locations will require excavation before new facilities can be built in them.&lt;br /&gt;
&lt;br /&gt;
Most of these facilities grant an adjacency bonus, giving nearby rooms of the same type particular benefits, such as rebates on building materials or increased power from power generators. Rooms in the same category give these bonuses, so placing a Satellite Nexus next to a Satellite Uplink will grant a bonus. It&#039;s also worth noting that these bonuses go both left and right and up and down, so the most efficient placement for four facilities that can grant bonuses with each other would be putting them into a square shape.&lt;br /&gt;
&lt;br /&gt;
Each of these additional facilities require maintenance, which costs a fixed amount each month. The maintenance cost can be reduced by employing additional engineers. With limited resources, players will be unable to build all available facilities simultaneously.&lt;br /&gt;
&lt;br /&gt;
===[[Access Lift (Long War)|Access Lift]]===&lt;br /&gt;
Access Lifts are required to reach the lower levels of your base. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §100 for 7 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -2&lt;br /&gt;
&lt;br /&gt;
===[[Alien Containment (Long War)|Alien Containment]]===&lt;br /&gt;
Houses aliens for interrogation. Requires Xenobiology to construct.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §200 + 10 alloys for 14 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §30&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -10&lt;br /&gt;
&lt;br /&gt;
===[[Cybernetics Lab (Long War)|Cybernetics Lab]]===&lt;br /&gt;
Allows the conversion of soldiers to [[MEC Trooper (Long War)|MEC Troopers]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §300 for 21 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : $35&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -6&lt;br /&gt;
&lt;br /&gt;
===[[Fission Generator (Long War)|Fission Generator]]===&lt;br /&gt;
Provides power and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §120 for 10 days. Or §180 + 10 meld for 5 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : $25&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : +6&lt;br /&gt;
&lt;br /&gt;
===[[Elerium Generator (Long War)|Elerium Generator]]===&lt;br /&gt;
Provides power and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §400 + 30 elerium + 30 alloys for 25 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §25&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : +35&lt;br /&gt;
&lt;br /&gt;
===[[Thermo Generator (Long War)|Thermo Generator]]===&lt;br /&gt;
Provides power (but must be built on a steam vent) and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §350 for 21 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §35&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : +25&lt;br /&gt;
&lt;br /&gt;
===[[Foundry (Long War)|Foundry]]===&lt;br /&gt;
Allows research of foundry projects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §200 for 18 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §25&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -5&lt;br /&gt;
&lt;br /&gt;
===[[Genetics Lab (Long War)|Genetics Lab]]===&lt;br /&gt;
Allows [[Gene Mods (Long War)|genetic modification]] of soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §200 for 21 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §30&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -4&lt;br /&gt;
&lt;br /&gt;
===[[Hyperwave Relay (Long War)|Hyperwave Relay]]===&lt;br /&gt;
Allows detection of [[UFOs (Long War)#Overseer|special UFOs]], and shows extended information about UFOs when they are detected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §600 + 30 elerium + 50 alloys for 28 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §100&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -15&lt;br /&gt;
&lt;br /&gt;
===[[Laboratory (Long War)|Laboratory]]===&lt;br /&gt;
Speeds up research by 20%, +10% bonus for each adjacent laboratories or genetics lab.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §200 for 21 days. Or §300 + 10 meld for 11 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §30&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -4&lt;br /&gt;
&lt;br /&gt;
===[[Officer Training School (Long War)|Officer Training School]]===&lt;br /&gt;
Allows you to upgrade different aspects of your squad. This building becomes available to build after a squad member reaches the rank of Corporal. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §200 for 7 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -1&lt;br /&gt;
&lt;br /&gt;
===[[Psionics Labs (Long War)|Psionic Labs]]===&lt;br /&gt;
Allow soldiers to train [[Psionic (Long War)|psionic]] abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §250 for 21 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §30&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -5&lt;br /&gt;
&lt;br /&gt;
===[[Satellite Nexus (Long War)|Satellite Nexus]]===&lt;br /&gt;
A Satellite Nexus is a direct upgrade to the Satellite Uplink, providing communication to 2 satellites with similar adjacency bonus of one additional satellite per adjacency. Sharing the engineers requirement of the Satellite Uplink.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §300 + 10 elerium + 25 alloys + 2 UFO flight computers for 21 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §30&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -8&lt;br /&gt;
&lt;br /&gt;
===[[Satellite Uplink (Long War)|Satellite Uplink]]===&lt;br /&gt;
A Satellite Uplink provides communication to 1 satellite. The Satellite Uplink also provides an adjacency bonus of one additional satellite per adjacency when connecting to another Satellite Uplink or Satellite Nexus.&lt;br /&gt;
To build a Satellite Uplink, one must have 5/10/20/30/40/?? engineers on staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §200 for 21 days. Or §300 + 10 meld for 11 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §20&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -5&lt;br /&gt;
&lt;br /&gt;
===[[Workshop (Long War)|Workshop]]===&lt;br /&gt;
A Workshop gives the player a direct 10% cash discount on items from the Engineering department, as well as a 10% refund of materials used ; plus an adjacency bonus of 5% with workshops/foundy/cybernetic lab. The total discount cannot exceed 50%.&lt;br /&gt;
Requires 10/? engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §200 for 21 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §30&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -4&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>ToxicFrog</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=HQ_Facilities_(Long_War)&amp;diff=58807</id>
		<title>HQ Facilities (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=HQ_Facilities_(Long_War)&amp;diff=58807"/>
		<updated>2014-08-14T14:38:18Z</updated>

		<summary type="html">&lt;p&gt;ToxicFrog: /* Satellite Uplink */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=HQ facilities=&lt;br /&gt;
The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base&#039;s important strategic and research functions. The base building in Long War is mostly the same as vanilla, with pretty much every building doing what you&#039;d expect it to from vanilla. Base facilities can optionally be built quickly by selecting the option when building the facility, which will make it cost considerably more cash and some Meld.&lt;br /&gt;
&lt;br /&gt;
==Static facilities==&lt;br /&gt;
Several crucial facilities are automatically available to player and their base locations remain static throughout the game.&lt;br /&gt;
&lt;br /&gt;
===[[Mission Control (Long War)|Mission Control]]===&lt;br /&gt;
The focus of XCOM engagement. Features a rotating hologram of Earth (referred to by Bradford as a &#039;hologlobe&#039;). In this room you can scan for incoming alien contacts through XCOM&#039;s satellite network (allowing for the passage of time), and missions can be launched from here.&lt;br /&gt;
&lt;br /&gt;
===[[Situation Room (Long War)|Situation Room]]===&lt;br /&gt;
The Situation Room has two primary uses. The first is monitoring the panic levels the individual nations of The Council and launching satellites to help mitigate that panic and provide additional coverage against alien UFOs. The second is managing XCOM&#039;s finances and resources; in the Situation Room you can see your monthly expenditures and incomes, visit the Gray Market, and review any Pending Requests from The Council.&lt;br /&gt;
&lt;br /&gt;
===[[Engineering (Long War)|Engineering]]===&lt;br /&gt;
This facility, managed by Dr. Shen, allows players to build a wide variety of items that have been researched by the scientists in the labs or designed by the engineers in the Foundry.&lt;br /&gt;
&lt;br /&gt;
===[[Research (Long War)|Research Labs]]===&lt;br /&gt;
The research team, headed by Dr. Vahlen, can be found in this location. The laboratory allows players to research upgrades and can be improved to increase research speed. In this room players can also peruse the research archives, detailing previously completed projects.&lt;br /&gt;
&lt;br /&gt;
===[[Barracks (Long War)|Barracks]]===&lt;br /&gt;
In the Barracks, players can manage their soldiers, including equipping and customizing the troops, managing their skills and hiring new soldiers. There is also a Memorial Wall dedicated to those who have lost their lives in the line of duty. Players can also access the Officer Training School and the Psionic Labs through the Barracks.&lt;br /&gt;
&lt;br /&gt;
===[[Hangar (Long War)|Hangar]]===&lt;br /&gt;
The Hangar allows players to manage their aircraft, including purchasing new Interceptors, transferring craft between continents, and changing their weapon load-outs.&lt;br /&gt;
&lt;br /&gt;
==Additional facilities==&lt;br /&gt;
Dozens of additional facilities can be purchased and built into player bases, bestowing certain benefits. These locations are housed in the base underneath the existing static locations. Most cave locations will require excavation before new facilities can be built in them.&lt;br /&gt;
&lt;br /&gt;
Most of these facilities grant an adjacency bonus, giving nearby rooms of the same type particular benefits, such as rebates on building materials or increased power from power generators. Rooms in the same category give these bonuses, so placing a Satellite Nexus next to a Satellite Uplink will grant a bonus. It&#039;s also worth noting that these bonuses go both left and right and up and down, so the most efficient placement for four facilities that can grant bonuses with each other would be putting them into a square shape.&lt;br /&gt;
&lt;br /&gt;
Each of these additional facilities require maintenance, which costs a fixed amount each month. The maintenance cost can be reduced by employing additional engineers. With limited resources, players will be unable to build all available facilities simultaneously.&lt;br /&gt;
&lt;br /&gt;
===[[Access Lift (Long War)|Access Lift]]===&lt;br /&gt;
Access Lifts are required to reach the lower levels of your base. &lt;br /&gt;
&lt;br /&gt;
The base cost and time to construct is §60 and 5 days. It requires 2 power and costs §10 to maintain each month.&lt;br /&gt;
&lt;br /&gt;
===[[Alien Containment (Long War)|Alien Containment]]===&lt;br /&gt;
Houses aliens for interrogation. Requires Xenobiology to construct.  &lt;br /&gt;
&lt;br /&gt;
The base cost and time to construct is §120, 10x alloys, and 6 days. It costs 10 power and §30 to maintain each month.&lt;br /&gt;
&lt;br /&gt;
===[[Cybernetics Lab (Long War)|Cybernetics Lab]]===&lt;br /&gt;
Allows the conversion of soldiers to [[MEC Trooper (Long War)|MEC Troopers]].&lt;br /&gt;
&lt;br /&gt;
===[[Fission Generator (Long War)|Fission Generator]]===&lt;br /&gt;
The Fission Generator provides +6 power to your facility. Fission Generators also provide an adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator. &lt;br /&gt;
&lt;br /&gt;
The base cost and time to construct is §72 and 6 days. It costs §25 to maintain each month.&lt;br /&gt;
&lt;br /&gt;
===[[Elerium Generator (Long War)|Elerium Generator]]===&lt;br /&gt;
&lt;br /&gt;
===[[Thermo Generator (Long War)|Thermo Generator]]===&lt;br /&gt;
The Thermo Generator provides +25 power to your base but must be built on a steam vent. Thermo Generators also provide an adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator.&lt;br /&gt;
&lt;br /&gt;
The base cost and time to construct is §350 and 21 days. It requires §35 to maintain each month.&lt;br /&gt;
&lt;br /&gt;
===[[Foundry (Long War)|Foundry]]===&lt;br /&gt;
Allows research of foundry projects.&lt;br /&gt;
&lt;br /&gt;
===[[Genetics Lab (Long War)|Genetics Lab]]===&lt;br /&gt;
Allows [[Gene Mods (Long War)|genetic modification]] of soldiers.&lt;br /&gt;
&lt;br /&gt;
===[[Hyperwave Relay (Long War)|Hyperwave Relay]]===&lt;br /&gt;
Allows detection of [[UFOs (Long War)#Overseer|special UFOs]], and shows extended information about UFOs when they are detected.&lt;br /&gt;
&lt;br /&gt;
===[[Laboratory (Long War)|Laboratory]]===&lt;br /&gt;
Speeds up research.  §200, 21 days build, §300 x10Meld 11 day fast build, §30/mo upkeep.&lt;br /&gt;
&lt;br /&gt;
===[[Officer Training School (Long War)|Officer Training School]]===&lt;br /&gt;
Allows you to upgrade different aspects of your squad. This building becomes available to build after a squad member reaches the rank of Corporal. &lt;br /&gt;
&lt;br /&gt;
The base cost and time to construct is §120 and 5 days. It requires 1 power and §25 to maintain each month.&lt;br /&gt;
&lt;br /&gt;
===[[Psionics Labs (Long War)|Psionic Labs]]===&lt;br /&gt;
Allow soldiers to train [[Psionic (Long War)|psionic]] abilities.&lt;br /&gt;
&lt;br /&gt;
===[[Satellite Nexus (Long War)|Satellite Nexus]]===&lt;br /&gt;
A Satellite Nexus is a direct upgrade to the Satellite Uplink, providing communication to 2 satellites with similar adjacency bonus of one additional satellite per adjacency. Sharing the engineers requirement of the Satellite Uplink, the base cost is §300, 8x Elerium, 25x Alien Alloys and 2 UFO Flight Computers. It requires 8 power.&lt;br /&gt;
&lt;br /&gt;
===[[Satellite Uplink (Long War)|Satellite Uplink]]===&lt;br /&gt;
A Satellite Uplink provides communication to 1 satellite. The Satellite Uplink also provides an adjacency bonus of one additional satellite per adjacency when connecting to another Satellite Uplink or Satellite Nexus.&lt;br /&gt;
&lt;br /&gt;
To build a Satellite Uplink, one must have 5/10/20/30/40/?? engineers on staff. The base cost and time to construct is §200 for 21 days (or §300 + 10 meld for 11 days). It requires 5 power and costs §20 to maintain each month.&lt;br /&gt;
&lt;br /&gt;
===[[Workshop (Long War)|Workshop]]===&lt;br /&gt;
&lt;br /&gt;
A Workshop gives the player a direct 10% cash discount on items from the Engineering department, as well as a 10% refund of materials used.&lt;br /&gt;
&lt;br /&gt;
The Workshop costs §200 and 4 power, as well as requiring 10/? engineers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>ToxicFrog</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=58225</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=58225"/>
		<updated>2014-07-27T21:26:11Z</updated>

		<summary type="html">&lt;p&gt;ToxicFrog: beta 12 damages &amp;amp; crits for Gatling Laser&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;: Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carbines&#039;&#039;&#039;: Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. Carbines can be steadied to improve aim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMG&#039;&#039;&#039;: Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun&amp;lt;br&amp;gt;&lt;br /&gt;
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;: Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Battle Rifles are heavier versions of assault rifles. They do increased damage, but carry a mobility penalty and a hefty aim penalty. They can be steadied. They can be used by Infantry, Assaults, Scouts, Medics and Engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range. They can be used by Infantry, Assaults, Scouts, Medics and Engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;: Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not moved, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039;: Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles, but can be fired after moving. The squadsight perk is required to use the extra range. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. With squadsight, marksman rifles can overwatch fire up to their maximum range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039;: SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun&amp;lt;br&amp;gt;&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Machine Gun&#039;&#039;&#039;: LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon&amp;lt;br&amp;gt;&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have longer range than most weapons and confer the Squadsight perk on the user so they can make use of it. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEC Primary Weapons&#039;&#039;&#039;: Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
The Arc Rifle is a special Marksman Rifle that inflicts Disabling Shot with every hit. It has low damage and ammo capacity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;: Pistol, Laser Pistol, Plasma Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier is a Gunslinger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;: Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler&amp;lt;br&amp;gt;&lt;br /&gt;
A more damaging sidearm, but the extra encumbrance gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
A very short range, high damage sidearm with -1 mobility. Can be used by Infantry, Assaults, Scouts, Medics and Engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHIV Turrets&#039;&#039;&#039;: Autocannon, Superheavy Laser, Sentry Gun, Superheavy Pulser, Superheavy Plasma&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the Assault Rifles but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Prerequisite !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim !! rowspan=&amp;quot;2&amp;quot; | Mobility !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| § || [[Elerium (EU2012)|E]] || [[Alien Alloys (EU2012)|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 30 || 1-3 || 0% || 3-4 || No || -10 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || Beam weapons|| 30 || 2-4 || 0% || 4-5 || No || -10 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 30 || 0 || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Pistol || Pulse Lasers || 30 || 4-6 || 0% || 6-7 || No || -10 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || Compact Plasma Weapons || 30 || 5-7 || 0% || 7-8 || No || -10 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | Machine Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Machine Pistol || None || 30 || 2-4 || 0% || 3-4 || No || -20 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heater || Beam weapons || 30 || 3-5 || 0% || 5-6 || No || -13 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 30 || 0 || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Autopistol || Gauss Weapons || 30 || 4-6 || 0% || 6-7 || No || -20 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 40 || 1 || 4 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Blaster || Pulse Lasers || 30 || 5-7 || 0% || 7-8 || No || -20 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Mauler || Compact Plasma Weapons || 30 || 6-8 || 0% || 8-9 || No || -20 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | SMGs&lt;br /&gt;
|-&lt;br /&gt;
|Submachine Gun || None || 30 || 2-4 || 0% || 4-5 || No || 0 || +3 || 2+? || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Shatterray || Beam Weapons || 30 || 3-5 || 0% || 5-7 || No || +7 || +3 || 2+? || - || All || 35 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Stuttergun || Gauss Weapons || 30 || 4-6 || 0% || 6-9 || No || 0 || +3 || 3+? || - || All || 90 || 1 || 6 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Stengun || Pulse Lasers || 30 || 4-8 || 10% || 8-11 || No || 0 || +3 || 2 || - || All || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Stormgun || Plasma Weapons || 30 || ? || 0% || ? || No || 0 || +3 || ? || - || All || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
|Assault Carbine || None || 30 || 2-4 || 5% || 4-5 || Yes || +7 || +1 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Carbine || Beam weapons || 30 || 3-5 || 5% || 5-7 || Yes || +15 || +1 || 3+1 || - || All || 40 || 0 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Carbine || Gauss Weapons || 30 || 4-6 || 5% || 6-9 || Yes || +7 || +1 || ? || - || All || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Carbine || Pulse Lasers || 30 || 4-8 || 15% || 8-11 || Yes || +7 || +1 || 3 || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Carbine || Plasma Weapons || 30 || ? || 5% || ? || Yes || +7 || +1 || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || None || 30 || 3-5 || 10% || 5-7 || Yes || 0 || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle || Beam weapons || 30 || 4-6 || 10% || 6-9 || Yes || +7 || 0 || 3+1 || - || All || 50 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || Gauss Weapons || 30 || 4-8 || 10% || 8-11 || Yes || 0 || 0 || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Rifle || Pulse Lasers || 30 || 5-9 || 20% || 9-12 || Yes || 0 || 0 || 0 || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Rifle || Advanced Plasma Weapons || 30 || ? || ? || ? || Yes || ? || 0 || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Battle Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Battle Rifle || None || 30 || 4-6 || 10% || 6-9 || Yes || -15 || -1 || 4+? || - || Infantry, Assault, Scout, Medic, Engineer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser Rifle || Advanced Beam Lasers || 30 || 4-8|| 15% || 8-11 || Yes || -8 || -1 || ? || - || Infantry, Assault, Scout, Medic, Engineer || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Gauss Rifle || Advanced Gauss Weapons || 30 || 5-9 || 15% || 9-12 || Yes || -15 || -1 || ? || - || Infantry, Assault, Scout, Medic, Engineer || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Pulse Rifle || Advanced Pulse Lasers || 30 || 6-10 || 25% || 10-14 || Yes || -15 || -1 || ? || - || Infantry, Assault, Scout, Medic, Engineer || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Rifle || Heavy Plasma Weapons || 30 || ? || 10% || ? || Yes || -15 || -1 || ? || - || Infantry, Assault, Scout, Medic, Engineer || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 30 (14) || 4-8 || 20% || 8-11 || No  || 0 || 0 || 5+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage Reduction]] penalty || Infantry, Assault, Scout, Medic, Engineer  || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-Off Shotgun || None || 3 || 4-8 || 25% || 8-11 || No  || 0 || -1 || 1 || Sidearm. Confers -1 mobility. Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Laser || Advanced Beam Weapons || 30 (14) || 5-9 || 20% || 9-12 || No || +7 || 0 || 4+? || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 80 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Cannon || Advanced Gauss Weapons || 30 (14) || 6-10 || 20% || 10-14 || No || 0 || 0 || ? || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Blaster || Advanced Pulse Weapons || 30 (14) || 7-11 || 30% || 11-16 || No || 0 || 0 || ? || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Cannon || Sectopod Autopsy || 30 (14) || 7-13 || 20$ || 13-18 || No || 0 || 0 || ? || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || None || 200 (30) || 4-6 || 25% || 6-9 || Yes || 0 || -1 || 5+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sniper Rifle || Advanced Beam Weapons || 200 (30) || 4-8 || 25% || 8-11 || Yes || +7 || -1 || ? || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 50 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Long Rifle || Advanced Gauss Weapons || 200 (30) || 5-9 || 10% || 9-12 || Yes || -10 || -2 || 1+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty&amp;lt;br&amp;gt;Grants HEAT Ammo perk. || Sniper || 252 || 5 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Sniper Rifle || Advanced Pulse Lasers || 200 (30) || 6-10 || 35% || 10-14 || Yes || ? || -1 || ? || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Sniper Rifle || Precision Plasma Weapons || 200 (30) || ? || ? || ? || Yes || ? || -1 || ? || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | Marksman Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Marksman Rifle || None || 36 || 4-6 || 15% || 6-9 || Yes || 0 || 0 || 5+? || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Strike Rifle || Advanced Beam Lasers || 36 || 4-8 || 15% || 8-11 || Yes || +7 || 0 || ? || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Strike Rifle || Advanced Gauss Weapons || 36 || 5-9 || 15% || 9-12 || Yes || 0 || 0 || ? || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Rifle || Advanced Pulse Lasers || 36 || 6-10 || 25% || 10-14 || Yes || 0 || 0 || ? || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Rifle || Precision Plasma Weapons || 36 || ? || 15% || ? || Yes || 0 || 0 || ? || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Arc Rifle || Xenoneurology || 36 (30) || 1-3 || 0% || 3-4 || ? || 0 || 0 || 2+? || Inflicts Disabling Shot || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | Squad Automatic Weapons&lt;br /&gt;
|-&lt;br /&gt;
|SAW || None || 30 || 4-6 || 0% || 6-9 || No || 0 || -1 || 6+? || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Autolaser || Beam Weapons || 30 || 4-8 || 0% || 8-11 || No || +7 || -1 || ? || - || Gunner || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Autorifle || Gauss Weapons || 30 || 5-9 || 0% || 9-12 || No || 0 || -1 || ? || - || Gunner || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Autoblaster || Pulse Lasers || 30 || 6-10 || 10% || 10-14 || No || 0 || -1 || ? || - || Gunner || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Novagun || Advanced Plasma Weapons || 30 || ? || 0% || ? || No || 0 || -1 || ? || - || Gunner || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | Light Machine Guns&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 36 (30) || 4-8 || 5% || 8-11 || No || 0 || -2 || 8+? || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Gatling Laser || Beam weapons || 36 (30) || 5-9 || 5% || 9-12 || No || +10 || -2 || ? || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 60 || 0 || 4 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|Gauss Machine Gun || Gauss Weapons || 36 (30) || 6-10 || 5% || 10-14 || No || 0 || -2 || ? || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|Gatling Pulser || Pulse Lasers || 36 (30) || 7-11 || 15% || 11-16 || No || ? || -2 || ? || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Dragon || Heavy Plasma Weapons || 36 (30) || ? || ? || ? || No || ? || -2 || ? || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher || None || ? || 4-10 || 0% || 8-11 || No || 0 || 0 || 1 || - || Rocketeer|| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Recoilless Rifle || Advanced Gauss Weapons || ? || 6-12 || 0% || 8-11 || No || 0 || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher || Fusion Weapons || ? || ? || ? || ? || No || 0 || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | SHIV Turrets&lt;br /&gt;
|-&lt;br /&gt;
|Autocannon || None  || 30 || 5-9 || 10% || 9-12 || No || 0 || 0 || 3+? || +1 Damage with Depleted Elerium Rounds || SHIV || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Laser || Advanced Beam Lasers || 30 || 6-10 || 10% || 10-14 || No || +7 || 0 || 3+? || +1 Damage with Laser Pumper || SHIV || 80|| 0 || 5 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Sentry Gun || Gauss Weapons || 30 || 7-11 || 10% || 11-16 || No || 0 || 0 || 4+? || +1 Damage with Depleted Elerium Rounds || SHIV || 150|| 3 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Pulser || Pulse Lasers || 30 || 8-14 || 20% || 14-19 || No || 0 || 0 || ? || +1 Damage with Laser Pumper (untested) || SHIV || 280|| 25 || 20 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Plasma || Vehicular Plasma Weapons || 30 || 9-15 || 10% || 15-21 || No || 0 || 0 || ? || - || SHIV || 500|| ? || 35 || 21&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>ToxicFrog</name></author>
	</entry>
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