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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=97391</id>
		<title>Rocketeer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=97391"/>
		<updated>2020-09-27T19:59:52Z</updated>

		<summary type="html">&lt;p&gt;Unamourdeswann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Rocketeer (Long War).png|left|frame|64px|&#039;&#039;&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; class is similar to vanilla. Their signature ability is &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Rocket, Shredder Rocket.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Fire Rocket (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Double Tap (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Smoke And Mirrors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Fragmentation (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ First Aid (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Danger Zone (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Ready For Anything (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Mayhem (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mid/Long range Offensive Support.&lt;br /&gt;
&lt;br /&gt;
An offensive support class, whose value depends on the players playstyle. The Rocketeer&#039;s speciality is the Rocket Launcher that they carry with them. &lt;br /&gt;
&lt;br /&gt;
Even though they are less reliable than grenades, the Rocket Launcher&#039;s primary uses are still the same as in vanilla: clearing tightly packed groups or soft cover, while letting the rest of the squad clean up any stragglers.&lt;br /&gt;
&lt;br /&gt;
A key strength of the Rocketeer is the &#039;&#039;&#039;Javelin Rockets&#039;&#039;&#039; they have access to, which have greatly reduced radius, but high damage and minimal scatter. Javelin Rockets also apply Shredded to affected targets, thereby increasing damage dealt by the entire squad.&lt;br /&gt;
&lt;br /&gt;
With perks like &#039;&#039;Double Tap&#039;&#039;, and &#039;&#039;Ranger&#039;&#039;, the Rocketeer can hold their own during firefights if built as a rifleman, though less so than Infantry or Gunners. &lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, Rocketeers no longer rely on their Aim to determine how precisely they can aim their rockets. It can be valuable to end a Rocketeer&#039;s turn with &#039;&#039;steady weapon&#039;&#039; rather than overwatch. The Alloy Bipod can reduce scatter further due to its &#039;&#039;Platform Stability&#039;&#039; perk.&lt;br /&gt;
&lt;br /&gt;
Due to the way that rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers, meaning that danger close rocket support is next to impossible.&lt;br /&gt;
&lt;br /&gt;
Rocketeers excel at removing groups of flying enemies; a Rocketeer with the &#039;&#039;HEAT Warheads&#039;&#039; perk can not only eliminate the support drones surrounding a Cyberdisc, but also inflict significant damage. Rocketeers can enable aggressive styles of play where rockets are used to remove cover, while others push against the enemy position.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds== &lt;br /&gt;
&lt;br /&gt;
===Rocketeer Rifleman===&lt;br /&gt;
&lt;br /&gt;
This build builds on improving the effectivness of the Rocket Launcher while still allowing the Rocketeer to be somewhat effective at general combat with an Assault Rifle. Double Tap helps keep the Rocketeer relevant in combat when not firing or preparing to fire their rocket launcher. HEAT warheads, Danger Zone and Mayhem improve the strength and power of the Rocket Launcher, with HEAT warheads helping guarantee the destruction of Drones and other Mechanical units. Extra Conditioning provides a small late game boost to the Rocketeers surviviabilty, Lock N&#039; Load can be just as strong as an alternative to EC as it can give a bonus when firing their rifle. &lt;br /&gt;
&lt;br /&gt;
Sample Rocketeer Rifleman Build:&lt;br /&gt;
&#039;&#039;Double Tap-&amp;gt; HEAT Warheads -&amp;gt;  Danger Zone -&amp;gt; Shock and Awe -&amp;gt; Mayhem -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Fragmentation can replace Double Tap, this will improve the damage output of rockets but make the Rocketeer less effective in a firefight without rockets. Tandem Warheads can replace HEAT Warheads, while Rockets will lose their lethality against hardened mechanical units, they will gain greater consistency of damage against targets, even at the edge of an explosion. &lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Javelin Rockets, Alien Trophy, Alloy Bipod, Assault Rifle.&lt;br /&gt;
&lt;br /&gt;
===Support Rocketeer===&lt;br /&gt;
&lt;br /&gt;
This build forsakes significantly improving the effectiveness of the Rocket Launcher early on to improve the support capabilities of the Rocketeer, focusing on allowing the Rocketeer to provide effective tactical support via smoke or concussion grenades while providing another source of healing, in addition to providing rocket support. This sets the class to become a form of secondary Medic. &lt;br /&gt;
&lt;br /&gt;
Smoke and Mirrors allows the Rockteer to carry additional support grenades, this can allow the rocketeer to throw a support grenade before then firing a rocket on the same turn. Packmaster further improves the availability of support items by granting an additional support item slot. First Aid can allow a Rocketeer to carry up to three medkits into an operation, or at least guarantee they carry one at all times, this can become more valuable when the Tactical Rigging foundry project is researched, granting the Rocketeer an additional item slot. Mayhem and Extra Conditioning improve the effectiveness of the Rocket Launcher, and improve survivability, respectively. &lt;br /&gt;
&lt;br /&gt;
Sample Support Rocketeer Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; HEAT Warheads -&amp;gt;  First Aid -&amp;gt; Shock and Awe -&amp;gt; Mayhem -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{First Aid (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Packmaster can be swapped with HEAT Warheads, while Packmaster provides good support bonuses, HEAT Warheads significantly improve the Rocket Launchers anti-mech effectiveness.  &lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Smoke Grenades, Concussion Grenades, Javelin Rockets, Medkit. &lt;br /&gt;
&lt;br /&gt;
===Pure Rocketeer===&lt;br /&gt;
&lt;br /&gt;
This build is pretty straightforward: it aims at getting the most out of the rocketeers signature perk - firing rockets - at the cost of forgoing investment in the rocketeer&#039;s capacity for support or shooting.&lt;br /&gt;
&lt;br /&gt;
Despite its low trigger chance, Fragmentation allows for the occasional clutch rocket, especially if targeted at lumped up alien pods. HEAT Warheads are chosen over Tandem Warheads due to the high probability of encountering mechanicals on any given mission except for EXALT missions. Danger Zone increases the rocket&#039;s area of effect, which often allows to hit more aliens per shot and can soften the negative effect of bad aim: even the most awkward painter hits the intended spot if the brush is just big enough. It also makes up for the damage fall-off at the rocket radius&#039; periphery by increasing the radius. Mayhem increases the rocket damage. At the Master Sergeant Level, Extra Conditioning makes the rocketeer more sturdy. Since this build focuses solely on improving rockets, the Pure Rocketeer equips lighter primary weapons to gain higher mobility.&lt;br /&gt;
&lt;br /&gt;
Sample Pure Rocketeer Build:&lt;br /&gt;
&#039;&#039;Fragmentation -&amp;gt; HEAT Warheads -&amp;gt;  Danger Zone -&amp;gt; Shock and Awe -&amp;gt; Mayhem -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Fragmentation (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Javelin Rockets, Alloy Bipod, SMG or Carbine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Unamourdeswann</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=97386</id>
		<title>Rocketeer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=97386"/>
		<updated>2020-09-27T19:57:52Z</updated>

		<summary type="html">&lt;p&gt;Unamourdeswann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Rocketeer (Long War).png|left|frame|64px|&#039;&#039;&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; class is similar to vanilla. Their signature ability is &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Rocket, Shredder Rocket.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Fire Rocket (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Double Tap (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Smoke And Mirrors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Fragmentation (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ First Aid (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Danger Zone (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Ready For Anything (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Mayhem (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mid/Long range Offensive Support.&lt;br /&gt;
&lt;br /&gt;
An offensive support class, whose value depends on the players playstyle. The Rocketeer&#039;s speciality is the Rocket Launcher that they carry with them. &lt;br /&gt;
&lt;br /&gt;
Even though they are less reliable than grenades, the Rocket Launcher&#039;s primary uses are still the same as in vanilla: clearing tightly packed groups or soft cover, while letting the rest of the squad clean up any stragglers.&lt;br /&gt;
&lt;br /&gt;
A key strength of the Rocketeer is the &#039;&#039;&#039;Javelin Rockets&#039;&#039;&#039; they have access to, which have greatly reduced radius, but high damage and minimal scatter. Javelin Rockets also apply Shredded to affected targets, thereby increasing damage dealt by the entire squad.&lt;br /&gt;
&lt;br /&gt;
With perks like &#039;&#039;Double Tap&#039;&#039;, and &#039;&#039;Ranger&#039;&#039;, the Rocketeer can hold their own during firefights if built as a rifleman, though less so than Infantry or Gunners. &lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, Rocketeers no longer rely on their Aim to determine how precisely they can aim their rockets. It can be valuable to end a Rocketeer&#039;s turn with &#039;&#039;steady weapon&#039;&#039; rather than overwatch. The Alloy Bipod can reduce scatter further due to its &#039;&#039;Platform Stability&#039;&#039; perk.&lt;br /&gt;
&lt;br /&gt;
Due to the way that rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers, meaning that danger close rocket support is next to impossible.&lt;br /&gt;
&lt;br /&gt;
Rocketeers excel at removing groups of flying enemies; a Rocketeer with the &#039;&#039;HEAT Warheads&#039;&#039; perk can not only eliminate the support drones surrounding a Cyberdisc, but also inflict significant damage. Rocketeers can enable aggressive styles of play where rockets are used to remove cover, while others push against the enemy position.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds== &lt;br /&gt;
&lt;br /&gt;
===Rocketeer Rifleman===&lt;br /&gt;
&lt;br /&gt;
This build builds on improving the effectivness of the Rocket Launcher while still allowing the Rocketeer to be somewhat effective at general combat with an Assault Rifle. Double Tap helps keep the Rocketeer relevant in combat when not firing or preparing to fire their rocket launcher. HEAT warheads, Danger Zone and Mayhem improve the strength and power of the Rocket Launcher, with HEAT warheads helping guarantee the destruction of Drones and other Mechanical units. Extra Conditioning provides a small late game boost to the Rocketeers surviviabilty, Lock N&#039; Load can be just as strong as an alternative to EC as it can give a bonus when firing their rifle. &lt;br /&gt;
&lt;br /&gt;
Sample Rocketeer Rifleman Build:&lt;br /&gt;
&#039;&#039;Double Tap-&amp;gt; HEAT Warheads -&amp;gt;  Danger Zone -&amp;gt; Shock and Awe -&amp;gt; Mayhem -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Fragmentation can replace Double Tap, this will improve the damage output of rockets but make the Rocketeer less effective in a firefight without rockets. Tandem Warheads can replace HEAT Warheads, while Rockets will lose their lethality against hardened mechanical units, they will gain greater consistency of damage against targets, even at the edge of an explosion. &lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Javelin Rockets, Alien Trophy, Alloy Bipod, Assault Rifle.&lt;br /&gt;
&lt;br /&gt;
===Support Rocketeer===&lt;br /&gt;
&lt;br /&gt;
This build forsakes significantly improving the effectiveness of the Rocket Launcher early on to improve the support capabilities of the Rocketeer, focusing on allowing the Rocketeer to provide effective tactical support via smoke or concussion grenades while providing another source of healing, in addition to providing rocket support. This sets the class to become a form of secondary Medic. &lt;br /&gt;
&lt;br /&gt;
Smoke and Mirrors allows the Rockteer to carry additional support grenades, this can allow the rocketeer to throw a support grenade before then firing a rocket on the same turn. Packmaster further improves the availability of support items by granting an additional support item slot. First Aid can allow a Rocketeer to carry up to three medkits into an operation, or at least guarantee they carry one at all times, this can become more valuable when the Tactical Rigging foundry project is researched, granting the Rocketeer an additional item slot. Mayhem and Extra Conditioning improve the effectiveness of the Rocket Launcher, and improve survivability, respectively. &lt;br /&gt;
&lt;br /&gt;
Sample Support Rocketeer Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; HEAT Warheads -&amp;gt;  First Aid -&amp;gt; Shock and Awe -&amp;gt; Mayhem -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{First Aid (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Packmaster can be swapped with HEAT Warheads, while Packmaster provides good support bonuses, HEAT Warheads significantly improve the Rocket Launchers anti-mech effectiveness.  &lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Smoke Grenades, Concussion Grenades, Javelin Rockets, Medkit. &lt;br /&gt;
&lt;br /&gt;
===Pure Rocketeer===&lt;br /&gt;
&lt;br /&gt;
This build is pretty straightforward: it aims at getting the most out of the rocketeers signature perk - firing rockets - at the cost of forgoing investment in the rocketeer&#039;s capacity for support or shooting.&lt;br /&gt;
&lt;br /&gt;
Despite its low trigger chance, Fragmentation allows for the occasional clutch rocket, especially if targeted at lumped up alien pods. HEAT Warheads are chosen over Tandem Warheads due to the high probability of encountering mechanicals on any given mission except for EXALT missions. Danger Zone increases the rocket&#039;s area of effect, which often allows to hit more aliens per shot and can soften the negative effect of bad aim: even the most awkward painter hits the intended spot if the brush is big enough. It also makes up for the damage fall-off at the rocket radius&#039; periphery by increasing the radius. Mayhem increases the rocket damage. At the Master Sergeant Level, Extra Conditioning makes the rocketeer more sturdy. Since this build focuses solely on improving rockets, the Pure Rocketeer equips lighter primary weapons in order to improve mobility.&lt;br /&gt;
&lt;br /&gt;
Sample Pure Rocketeer Build:&lt;br /&gt;
&#039;&#039;Fragmentation -&amp;gt; HEAT Warheads -&amp;gt;  Danger Zone -&amp;gt; Shock and Awe -&amp;gt; Mayhem -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Fragmentation (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Javelin Rockets, Alloy Bipod, SMG or Carbine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Unamourdeswann</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=97341</id>
		<title>Rocketeer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=97341"/>
		<updated>2020-09-27T19:21:13Z</updated>

		<summary type="html">&lt;p&gt;Unamourdeswann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Rocketeer (Long War).png|left|frame|64px|&#039;&#039;&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; class is similar to vanilla. Their signature ability is &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Rocket, Shredder Rocket.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Fire Rocket (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Double Tap (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Smoke And Mirrors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Fragmentation (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ First Aid (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Danger Zone (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Ready For Anything (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Mayhem (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mid/Long range Offensive Support.&lt;br /&gt;
&lt;br /&gt;
An offensive support class, whose value depends on the players playstyle. The Rocketeer&#039;s speciality is the Rocket Launcher that they carry with them. &lt;br /&gt;
&lt;br /&gt;
Even though they are less reliable than grenades, the Rocket Launcher&#039;s primary uses are still the same as in vanilla: clearing tightly packed groups or soft cover, while letting the rest of the squad clean up any stragglers.&lt;br /&gt;
&lt;br /&gt;
A key strength of the Rocketeer is the &#039;&#039;&#039;Javelin Rockets&#039;&#039;&#039; they have access to, which have greatly reduced radius, but high damage and minimal scatter. Javelin Rockets also apply Shredded to affected targets, thereby increasing damage dealt by the entire squad.&lt;br /&gt;
&lt;br /&gt;
With perks like &#039;&#039;Double Tap&#039;&#039;, and &#039;&#039;Ranger&#039;&#039;, the Rocketeer can hold their own during firefights if built as a rifleman, though less so than Infantry or Gunners. &lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, Rocketeers no longer rely on their Aim to determine how precisely they can aim their rockets. It can be valuable to end a Rocketeer&#039;s turn with &#039;&#039;steady weapon&#039;&#039; rather than overwatch. The Alloy Bipod can reduce scatter further due to its &#039;&#039;Platform Stability&#039;&#039; perk.&lt;br /&gt;
&lt;br /&gt;
Due to the way that rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers, meaning that danger close rocket support is next to impossible.&lt;br /&gt;
&lt;br /&gt;
Rocketeers excel at removing groups of flying enemies; a Rocketeer with the &#039;&#039;HEAT Warheads&#039;&#039; perk can not only eliminate the support drones surrounding a Cyberdisc, but also inflict significant damage. Rocketeers can enable aggressive styles of play where rockets are used to remove cover, while others push against the enemy position.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds== &lt;br /&gt;
&lt;br /&gt;
===Rocketeer Rifleman===&lt;br /&gt;
&lt;br /&gt;
This build builds on improving the effectivness of the Rocket Launcher while still allowing the Rocketeer to be somewhat effective at general combat with an Assault Rifle. Double Tap helps keep the Rocketeer relevant in combat when not firing or preparing to fire their rocket launcher. HEAT warheads, Danger Zone and Mayhem improve the strength and power of the Rocket Launcher, with HEAT warheads helping guarantee the destruction of Drones and other Mechanical units. Extra Conditioning provides a small late game boost to the Rocketeers surviviabilty, Lock N&#039; Load can be just as strong as an alternative to EC as it can give a bonus when firing their rifle. &lt;br /&gt;
&lt;br /&gt;
Sample Rocketeer Rifleman Build:&lt;br /&gt;
&#039;&#039;Double Tap-&amp;gt; HEAT Warheads -&amp;gt;  Danger Zone -&amp;gt; Shock and Awe -&amp;gt; Mayhem -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Fragmentation can replace Double Tap, this will improve the damage output of rockets but make the Rocketeer less effective in a firefight without rockets. Tandem Warheads can replace HEAT Warheads, while Rockets will lose their lethality against hardened mechanical units, they will gain greater consistency of damage against targets, even at the edge of an explosion. &lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Javelin Rockets, Alien Trophy, Alloy Bipod, Assault Rifle.&lt;br /&gt;
&lt;br /&gt;
===Support Rocketeer===&lt;br /&gt;
&lt;br /&gt;
This build forsakes significantly improving the effectiveness of the Rocket Launcher early on to improve the support capabilities of the Rocketeer, focusing on allowing the Rocketeer to provide effective tactical support via smoke or concussion grenades while providing another source of healing, in addition to providing rocket support. This sets the class to become a form of secondary Medic. &lt;br /&gt;
&lt;br /&gt;
Smoke and Mirrors allows the Rockteer to carry additional support grenades, this can allow the rocketeer to throw a support grenade before then firing a rocket on the same turn. Packmaster further improves the availability of support items by granting an additional support item slot. First Aid can allow a Rocketeer to carry up to three medkits into an operation, or at least guarantee they carry one at all times, this can become more valuable when the Tactical Rigging foundry project is researched, granting the Rocketeer an additional item slot. Mayhem and Extra Conditioning improve the effectiveness of the Rocket Launcher, and improve survivability, respectively. &lt;br /&gt;
&lt;br /&gt;
Sample Support Rocketeer Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; HEAT Warheads -&amp;gt;  First Aid -&amp;gt; Shock and Awe -&amp;gt; Mayhem -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{First Aid (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Packmaster can be swapped with HEAT Warheads, while Packmaster provides good support bonuses, HEAT Warheads significantly improve the Rocket Launchers anti-mech effectiveness.  &lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Smoke Grenades, Concussion Grenades, Javelin Rockets, Medkit. &lt;br /&gt;
&lt;br /&gt;
===Pure Rocketeer===&lt;br /&gt;
&lt;br /&gt;
This build is pretty straightforward: it aims at getting the most out of the rocketeers signature perk - firing rockets - by forgoing investment in the rocketeer&#039;s capacity for support or shooting.&lt;br /&gt;
&lt;br /&gt;
Despite its low trigger chance, Fragmentation allows for the occasional clutch rocket, especially if targeted at lumped up alien pods. HEAT Warheads are chosen over Tandem Warheads due to the high probability of encountering mechanicals on any given mission except for EXALT missions. Danger Zone increases the rocket&#039;s area of effect, which often allows to hit more aliens per shot and can soften the negative effect of bad aim: even the most awkward painter hits the intended spot if the brush is big enough. It also makes up for the damage fall-off at the rocket radius&#039; periphery by increasing the radius. Mayhem increases the rocket damage. At the Master Sergeant Level, Extra Conditioning makes the rocketeer more sturdy. Since this build focuses solely on improving rockets, the Pure Rocketeer equips lighter primary weapons in order to improve mobility.&lt;br /&gt;
&lt;br /&gt;
Sample Pure Rocketeer Build:&lt;br /&gt;
&#039;&#039;Fragmentation -&amp;gt; HEAT Warheads -&amp;gt;  Danger Zone -&amp;gt; Shock and Awe -&amp;gt; Mayhem -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Fragmentation (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Javelin Rockets, Alloy Bipod, SMG or Carbine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Unamourdeswann</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=97340</id>
		<title>Rocketeer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=97340"/>
		<updated>2020-09-27T19:20:27Z</updated>

		<summary type="html">&lt;p&gt;Unamourdeswann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Rocketeer (Long War).png|left|frame|64px|&#039;&#039;&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; class is similar to vanilla. Their signature ability is &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Rocket, Shredder Rocket.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Fire Rocket (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Double Tap (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Smoke And Mirrors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Fragmentation (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ First Aid (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Danger Zone (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Ready For Anything (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Mayhem (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mid/Long range Offensive Support.&lt;br /&gt;
&lt;br /&gt;
An offensive support class, whose value depends on the players playstyle. The Rocketeer&#039;s speciality is the Rocket Launcher that they carry with them. &lt;br /&gt;
&lt;br /&gt;
Even though they are less reliable than grenades, the Rocket Launcher&#039;s primary uses are still the same as in vanilla: clearing tightly packed groups or soft cover, while letting the rest of the squad clean up any stragglers.&lt;br /&gt;
&lt;br /&gt;
A key strength of the Rocketeer is the &#039;&#039;&#039;Javelin Rockets&#039;&#039;&#039; they have access to, which have greatly reduced radius, but high damage and minimal scatter. Javelin Rockets also apply Shredded to affected targets, thereby increasing damage dealt by the entire squad.&lt;br /&gt;
&lt;br /&gt;
With perks like &#039;&#039;Double Tap&#039;&#039;, and &#039;&#039;Ranger&#039;&#039;, the Rocketeer can hold their own during firefights if built as a rifleman, though less so than Infantry or Gunners. &lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, Rocketeers no longer rely on their Aim to determine how precisely they can aim their rockets. It can be valuable to end a Rocketeer&#039;s turn with &#039;&#039;steady weapon&#039;&#039; rather than overwatch. The Alloy Bipod can reduce scatter further due to its &#039;&#039;Platform Stability&#039;&#039; perk.&lt;br /&gt;
&lt;br /&gt;
Due to the way that rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers, meaning that danger close rocket support is next to impossible.&lt;br /&gt;
&lt;br /&gt;
Rocketeers excel at removing groups of flying enemies; a Rocketeer with the &#039;&#039;HEAT Warheads&#039;&#039; perk can not only eliminate the support drones surrounding a Cyberdisc, but also inflict significant damage. Rocketeers can enable aggressive styles of play where rockets are used to remove cover, while others push against the enemy position.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds== &lt;br /&gt;
&lt;br /&gt;
===Rocketeer Rifleman===&lt;br /&gt;
&lt;br /&gt;
This build builds on improving the effectivness of the Rocket Launcher while still allowing the Rocketeer to be somewhat effective at general combat with an Assault Rifle. Double Tap helps keep the Rocketeer relevant in combat when not firing or preparing to fire their rocket launcher. HEAT warheads, Danger Zone and Mayhem improve the strength and power of the Rocket Launcher, with HEAT warheads helping guarantee the destruction of Drones and other Mechanical units. Extra Conditioning provides a small late game boost to the Rocketeers surviviabilty, Lock N&#039; Load can be just as strong as an alternative to EC as it can give a bonus when firing their rifle. &lt;br /&gt;
&lt;br /&gt;
Sample Rocketeer Rifleman Build:&lt;br /&gt;
&#039;&#039;Double Tap-&amp;gt; HEAT Warheads -&amp;gt;  Danger Zone -&amp;gt; Shock and Awe -&amp;gt; Mayhem -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Fragmentation can replace Double Tap, this will improve the damage output of rockets but make the Rocketeer less effective in a firefight without rockets. Tandem Warheads can replace HEAT Warheads, while Rockets will lose their lethality against hardened mechanical units, they will gain greater consistency of damage against targets, even at the edge of an explosion. &lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Javelin Rockets, Alien Trophy, Alloy Bipod, Assault Rifle.&lt;br /&gt;
&lt;br /&gt;
===Support Rocketeer===&lt;br /&gt;
&lt;br /&gt;
This build forsakes significantly improving the effectiveness of the Rocket Launcher early on to improve the support capabilities of the Rocketeer, focusing on allowing the Rocketeer to provide effective tactical support via smoke or concussion grenades while providing another source of healing, in addition to providing rocket support. This sets the class to become a form of secondary Medic. &lt;br /&gt;
&lt;br /&gt;
Smoke and Mirrors allows the Rockteer to carry additional support grenades, this can allow the rocketeer to throw a support grenade before then firing a rocket on the same turn. Packmaster further improves the availability of support items by granting an additional support item slot. First Aid can allow a Rocketeer to carry up to three medkits into an operation, or at least guarantee they carry one at all times, this can become more valuable when the Tactical Rigging foundry project is researched, granting the Rocketeer an additional item slot. Mayhem and Extra Conditioning improve the effectiveness of the Rocket Launcher, and improve survivability, respectively. &lt;br /&gt;
&lt;br /&gt;
Sample Support Rocketeer Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; HEAT Warheads -&amp;gt;  First Aid -&amp;gt; Shock and Awe -&amp;gt; Mayhem -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{First Aid (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Packmaster can be swapped with HEAT Warheads, while Packmaster provides good support bonuses, HEAT Warheads significantly improve the Rocket Launchers anti-mech effectiveness.  &lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Smoke Grenades, Concussion Grenades, Javelin Rockets, Medkit. &lt;br /&gt;
&lt;br /&gt;
===Pure Rocketeer===&lt;br /&gt;
&lt;br /&gt;
This build is pretty straightforward: it aims at getting the most out of the rocketeers signature perk - firing rockets - by forgoing investment in the rocketeer&#039;s capacity for support or shooting.&lt;br /&gt;
&lt;br /&gt;
Despite its low trigger chance, Fragmentation allows for the occasional clutch rocket, especially if targeted at lumped up alien pods. HEAT Warheads are chosen over Tandem Warheads due to the high probability of encountering mechanicals on any given mission except for EXALT missions. Danger Zone increases the rocket&#039;s area of effect, which often allows to hit more aliens per shot and can soften the negative effect of bad aim: even the most awkward painter hits the intended spot if the brush is big enough. It also makes up for the damage fall-off at the rocket radius&#039; periphery by increasing the radius. Mayhem increases the rocket damage. At the Master Sergeant Level, Extra Conditioning makes the rocketeer more sturdy. Since this build focuses solely on improving rockets, the Pure Rocketeer equips lighter primary weapons in order to improve mobility.&lt;br /&gt;
&lt;br /&gt;
Sample Pure Rocketeer Build:&lt;br /&gt;
&#039;&#039;Fragmentation -&amp;gt; HEAT Warheads -&amp;gt;  Danger Zone -&amp;gt; Shock and Awe -&amp;gt; Mayhem -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Fragmentation (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Fragmentation can replace Double Tap, this will improve the damage output of rockets but make the Rocketeer less effective in a firefight without rockets. Tandem Warheads can replace HEAT Warheads, while Rockets will lose their lethality against hardened mechanical units, they will gain greater consistency of damage against targets, even at the edge of an explosion. &lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Javelin Rockets, Alloy Bipod, SMG or Carbine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Unamourdeswann</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=97337</id>
		<title>Rocketeer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=97337"/>
		<updated>2020-09-27T19:19:50Z</updated>

		<summary type="html">&lt;p&gt;Unamourdeswann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Rocketeer (Long War).png|left|frame|64px|&#039;&#039;&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; class is similar to vanilla. Their signature ability is &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Rocket, Shredder Rocket.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Fire Rocket (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Double Tap (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Smoke And Mirrors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Fragmentation (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ First Aid (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Danger Zone (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Ready For Anything (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Mayhem (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mid/Long range Offensive Support.&lt;br /&gt;
&lt;br /&gt;
An offensive support class, whose value depends on the players playstyle. The Rocketeer&#039;s speciality is the Rocket Launcher that they carry with them. &lt;br /&gt;
&lt;br /&gt;
Even though they are less reliable than grenades, the Rocket Launcher&#039;s primary uses are still the same as in vanilla: clearing tightly packed groups or soft cover, while letting the rest of the squad clean up any stragglers.&lt;br /&gt;
&lt;br /&gt;
A key strength of the Rocketeer is the &#039;&#039;&#039;Javelin Rockets&#039;&#039;&#039; they have access to, which have greatly reduced radius, but high damage and minimal scatter. Javelin Rockets also apply Shredded to affected targets, thereby increasing damage dealt by the entire squad.&lt;br /&gt;
&lt;br /&gt;
With perks like &#039;&#039;Double Tap&#039;&#039;, and &#039;&#039;Ranger&#039;&#039;, the Rocketeer can hold their own during firefights if built as a rifleman, though less so than Infantry or Gunners. &lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, Rocketeers no longer rely on their Aim to determine how precisely they can aim their rockets. It can be valuable to end a Rocketeer&#039;s turn with &#039;&#039;steady weapon&#039;&#039; rather than overwatch. The Alloy Bipod can reduce scatter further due to its &#039;&#039;Platform Stability&#039;&#039; perk.&lt;br /&gt;
&lt;br /&gt;
Due to the way that rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers, meaning that danger close rocket support is next to impossible.&lt;br /&gt;
&lt;br /&gt;
Rocketeers excel at removing groups of flying enemies; a Rocketeer with the &#039;&#039;HEAT Warheads&#039;&#039; perk can not only eliminate the support drones surrounding a Cyberdisc, but also inflict significant damage. Rocketeers can enable aggressive styles of play where rockets are used to remove cover, while others push against the enemy position.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds== &lt;br /&gt;
&lt;br /&gt;
===Rocketeer Rifleman===&lt;br /&gt;
&lt;br /&gt;
This build builds on improving the effectivness of the Rocket Launcher while still allowing the Rocketeer to be somewhat effective at general combat with an Assault Rifle. Double Tap helps keep the Rocketeer relevant in combat when not firing or preparing to fire their rocket launcher. HEAT warheads, Danger Zone and Mayhem improve the strength and power of the Rocket Launcher, with HEAT warheads helping guarantee the destruction of Drones and other Mechanical units. Extra Conditioning provides a small late game boost to the Rocketeers surviviabilty, Lock N&#039; Load can be just as strong as an alternative to EC as it can give a bonus when firing their rifle. &lt;br /&gt;
&lt;br /&gt;
Sample Rocketeer Rifleman Build:&lt;br /&gt;
&#039;&#039;Double Tap-&amp;gt; HEAT Warheads -&amp;gt;  Danger Zone -&amp;gt; Shock and Awe -&amp;gt; Mayhem -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Fragmentation can replace Double Tap, this will improve the damage output of rockets but make the Rocketeer less effective in a firefight without rockets. Tandem Warheads can replace HEAT Warheads, while Rockets will lose their lethality against hardened mechanical units, they will gain greater consistency of damage against targets, even at the edge of an explosion. &lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Javelin Rockets, Alien Trophy, Alloy Bipod, Assault Rifle.&lt;br /&gt;
&lt;br /&gt;
===Support Rocketeer===&lt;br /&gt;
&lt;br /&gt;
This build forsakes significantly improving the effectiveness of the Rocket Launcher early on to improve the support capabilities of the Rocketeer, focusing on allowing the Rocketeer to provide effective tactical support via smoke or concussion grenades while providing another source of healing, in addition to providing rocket support. This sets the class to become a form of secondary Medic. &lt;br /&gt;
&lt;br /&gt;
Smoke and Mirrors allows the Rockteer to carry additional support grenades, this can allow the rocketeer to throw a support grenade before then firing a rocket on the same turn. Packmaster further improves the availability of support items by granting an additional support item slot. First Aid can allow a Rocketeer to carry up to three medkits into an operation, or at least guarantee they carry one at all times, this can become more valuable when the Tactical Rigging foundry project is researched, granting the Rocketeer an additional item slot. Mayhem and Extra Conditioning improve the effectiveness of the Rocket Launcher, and improve survivability, respectively. &lt;br /&gt;
&lt;br /&gt;
Sample Support Rocketeer Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; HEAT Warheads -&amp;gt;  First Aid -&amp;gt; Shock and Awe -&amp;gt; Mayhem -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{First Aid (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Packmaster can be swapped with HEAT Warheads, while Packmaster provides good support bonuses, HEAT Warheads significantly improve the Rocket Launchers anti-mech effectiveness.  &lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Smoke Grenades, Concussion Grenades, Javelin Rockets, Medkit. &lt;br /&gt;
&lt;br /&gt;
===Pure Rocketeer===&lt;br /&gt;
&lt;br /&gt;
This build is pretty straightforward: it aims at getting the most out of the rocketeers signature perk - firing rockets - by forgoing investment in the rocketeer&#039;s capacity for support or shooting. Despite its low trigger chance, Fragmentation allows for the occasional clutch rocket, especially if targeted at lumped up alien pods. HEAT Warheads are chosen over Tandem Warheads due to the high probability of encountering mechanicals on any given mission except for EXALT missions. Danger Zone increases the rocket&#039;s area of effect, which often allows to hit more aliens per shot and can soften the negative effect of bad aim: even the most awkward painter hits the intended spot if the brush is big enough. It also makes up for the damage fall-off at the rocket radius&#039; periphery by increasing the radius. Mayhem increases the rocket damage. At the Master Sergeant Level, Extra Conditioning makes the rocketeer more sturdy. Since this build focuses solely on improving rockets, the Pure Rocketeer equips lighter primary weapons in order to improve mobility.&lt;br /&gt;
&lt;br /&gt;
Sample Pure Rocketeer Build:&lt;br /&gt;
&#039;&#039;Fragmentation -&amp;gt; HEAT Warheads -&amp;gt;  Danger Zone -&amp;gt; Shock and Awe -&amp;gt; Mayhem -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Fragmentation (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Fragmentation can replace Double Tap, this will improve the damage output of rockets but make the Rocketeer less effective in a firefight without rockets. Tandem Warheads can replace HEAT Warheads, while Rockets will lose their lethality against hardened mechanical units, they will gain greater consistency of damage against targets, even at the edge of an explosion. &lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Javelin Rockets, Alloy Bipod, SMG or Carbine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Unamourdeswann</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=97335</id>
		<title>Rocketeer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=97335"/>
		<updated>2020-09-27T19:18:34Z</updated>

		<summary type="html">&lt;p&gt;Unamourdeswann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Rocketeer (Long War).png|left|frame|64px|&#039;&#039;&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; class is similar to vanilla. Their signature ability is &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Rocket, Shredder Rocket.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Fire Rocket (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Double Tap (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Smoke And Mirrors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Fragmentation (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ First Aid (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Danger Zone (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Ready For Anything (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Mayhem (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mid/Long range Offensive Support.&lt;br /&gt;
&lt;br /&gt;
An offensive support class, whose value depends on the players playstyle. The Rocketeer&#039;s speciality is the Rocket Launcher that they carry with them. &lt;br /&gt;
&lt;br /&gt;
Even though they are less reliable than grenades, the Rocket Launcher&#039;s primary uses are still the same as in vanilla: clearing tightly packed groups or soft cover, while letting the rest of the squad clean up any stragglers.&lt;br /&gt;
&lt;br /&gt;
A key strength of the Rocketeer is the &#039;&#039;&#039;Javelin Rockets&#039;&#039;&#039; they have access to, which have greatly reduced radius, but high damage and minimal scatter. Javelin Rockets also apply Shredded to affected targets, thereby increasing damage dealt by the entire squad.&lt;br /&gt;
&lt;br /&gt;
With perks like &#039;&#039;Double Tap&#039;&#039;, and &#039;&#039;Ranger&#039;&#039;, the Rocketeer can hold their own during firefights if built as a rifleman, though less so than Infantry or Gunners. &lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, Rocketeers no longer rely on their Aim to determine how precisely they can aim their rockets. It can be valuable to end a Rocketeer&#039;s turn with &#039;&#039;steady weapon&#039;&#039; rather than overwatch. The Alloy Bipod can reduce scatter further due to its &#039;&#039;Platform Stability&#039;&#039; perk.&lt;br /&gt;
&lt;br /&gt;
Due to the way that rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers, meaning that danger close rocket support is next to impossible.&lt;br /&gt;
&lt;br /&gt;
Rocketeers excel at removing groups of flying enemies; a Rocketeer with the &#039;&#039;HEAT Warheads&#039;&#039; perk can not only eliminate the support drones surrounding a Cyberdisc, but also inflict significant damage. Rocketeers can enable aggressive styles of play where rockets are used to remove cover, while others push against the enemy position.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds== &lt;br /&gt;
&lt;br /&gt;
===Rocketeer Rifleman===&lt;br /&gt;
&lt;br /&gt;
This build builds on improving the effectivness of the Rocket Launcher while still allowing the Rocketeer to be somewhat effective at general combat with an Assault Rifle. Double Tap helps keep the Rocketeer relevant in combat when not firing or preparing to fire their rocket launcher. HEAT warheads, Danger Zone and Mayhem improve the strength and power of the Rocket Launcher, with HEAT warheads helping guarantee the destruction of Drones and other Mechanical units. Extra Conditioning provides a small late game boost to the Rocketeers surviviabilty, Lock N&#039; Load can be just as strong as an alternative to EC as it can give a bonus when firing their rifle. &lt;br /&gt;
&lt;br /&gt;
Sample Rocketeer Rifleman Build:&lt;br /&gt;
&#039;&#039;Double Tap-&amp;gt; HEAT Warheads -&amp;gt;  Danger Zone -&amp;gt; Shock and Awe -&amp;gt; Mayhem -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Fragmentation can replace Double Tap, this will improve the damage output of rockets but make the Rocketeer less effective in a firefight without rockets. Tandem Warheads can replace HEAT Warheads, while Rockets will lose their lethality against hardened mechanical units, they will gain greater consistency of damage against targets, even at the edge of an explosion. &lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Javelin Rockets, Alien Trophy, Alloy Bipod, Assault Rifle.&lt;br /&gt;
&lt;br /&gt;
===Support Rocketeer===&lt;br /&gt;
&lt;br /&gt;
This build forsakes significantly improving the effectiveness of the Rocket Launcher early on to improve the support capabilities of the Rocketeer, focusing on allowing the Rocketeer to provide effective tactical support via smoke or concussion grenades while providing another source of healing, in addition to providing rocket support. This sets the class to become a form of secondary Medic. &lt;br /&gt;
&lt;br /&gt;
Smoke and Mirrors allows the Rockteer to carry additional support grenades, this can allow the rocketeer to throw a support grenade before then firing a rocket on the same turn. Packmaster further improves the availability of support items by granting an additional support item slot. First Aid can allow a Rocketeer to carry up to three medkits into an operation, or at least guarantee they carry one at all times, this can become more valuable when the Tactical Rigging foundry project is researched, granting the Rocketeer an additional item slot. Mayhem and Extra Conditioning improve the effectiveness of the Rocket Launcher, and improve survivability, respectively. &lt;br /&gt;
&lt;br /&gt;
Sample Support Rocketeer Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; HEAT Warheads -&amp;gt;  First Aid -&amp;gt; Shock and Awe -&amp;gt; Mayhem -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{First Aid (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Packmaster can be swapped with HEAT Warheads, while Packmaster provides good support bonuses, HEAT Warheads significantly improve the Rocket Launchers anti-mech effectiveness.  &lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Smoke Grenades, Concussion Grenades, Javelin Rockets, Medkit. &lt;br /&gt;
&lt;br /&gt;
===Pure Rocketeer===&lt;br /&gt;
&lt;br /&gt;
This build is pretty straightforward: it aims at getting the most out of the rocketeers signature perk - firing rockets - by forgoing investment in the rocketeer&#039;s capacity for support or shooting. Despite its low trigger chance, Fragmentation allows for the occasional clutch rocket, especially if targeted at lumped up alien pods. HEAT Warheads are chosen over Tandem Warheads due to the high probability of encountering mechanicals on any given mission except for EXALT missions. Danger Zone increases the rocket&#039;s area of effect, which often allows to hit more aliens per shot and can soften the negative effect of bad aim: even the most awkward painter hits the intended spot if the brush is big enough. It also makes up for the damage fall-off at the rocket radius&#039; periphery by simply increasing the radius. Mayhem increases the rocket damage. At the Master Sergeant Level, Extra Conditioning makes the rocketeer more sturdy. Since this build focuses solely on improving rockets, the Pure Rocketeer equips lighter primary weapons in order to improve mobility.&lt;br /&gt;
&lt;br /&gt;
Sample Pure Rocketeer Build:&lt;br /&gt;
&#039;&#039;Fragmentation -&amp;gt; HEAT Warheads -&amp;gt;  Danger Zone -&amp;gt; Shock and Awe -&amp;gt; Mayhem -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Fragmentation (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Fragmentation can replace Double Tap, this will improve the damage output of rockets but make the Rocketeer less effective in a firefight without rockets. Tandem Warheads can replace HEAT Warheads, while Rockets will lose their lethality against hardened mechanical units, they will gain greater consistency of damage against targets, even at the edge of an explosion. &lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Javelin Rockets, Alloy Bipod, SMG or Carbine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Unamourdeswann</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LWR)&amp;diff=95490</id>
		<title>Weapons (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LWR)&amp;diff=95490"/>
		<updated>2020-08-10T19:38:49Z</updated>

		<summary type="html">&lt;p&gt;Unamourdeswann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:&lt;br /&gt;
&lt;br /&gt;
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma&lt;br /&gt;
* Explosives do not deal fixed damage: their damage reduces the further a target is from the center of the blast down to 50% at the periphery.&lt;br /&gt;
&lt;br /&gt;
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:&lt;br /&gt;
&lt;br /&gt;
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon&lt;br /&gt;
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn&lt;br /&gt;
* Rookies cannot use pistols&lt;br /&gt;
* Weapons are more accurate at close range&lt;br /&gt;
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch&lt;br /&gt;
* Arc Thrower is redesigned as the Stun Rifle; it has a higher stun rate but takes a primary weapon slot and a small item slot&lt;br /&gt;
&lt;br /&gt;
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.&lt;br /&gt;
&lt;br /&gt;
==Weapon Tiers==&lt;br /&gt;
&#039;&#039;&#039;Conventional/Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the basic weapons you start with - they are relativity unchanged in Long War Rebalance. You will want to upgrade to superior guns in the long run. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 4&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electric&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are only 2 electric weapons: the arc rifle and the stun rifle. While most campaigns will likely build some of both, the stun rifle is mandatory to pass the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 4&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039;&lt;br /&gt;
&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. &lt;br /&gt;
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also increased crit chances, higher crit damage and a small boost to mobility. However, Beam Lasers no longer gain a damage boost over Ballistic weapons, and will deal the same average damage. Beam lasers use the same visuals as EXALT laser weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:580px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 4&lt;br /&gt;
 Bonus Stats: +5 aim, +10 crit, +25% crit damage, +0.6 mobility&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gauss&#039;&#039;&#039;&lt;br /&gt;
&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. &lt;br /&gt;
&lt;br /&gt;
Gauss weapons have lost their bonus ammo capacity and their ability to ignore enemy DR. Gauss weapons are essentially just a damage upgrade over Ballistic and Beam weapons, however the &#039;Quenchgun&#039; foundry project will grant all Gauss weapons a +1 damage penetration bonus against all mechanical units, which helps make Gauss weapons more effective against mechanical leaders or bosses. &lt;br /&gt;
&lt;br /&gt;
Furthermore, the Gauss Long Rifle and Alloy Strike Rifle have been renamed to the Anti-Materiel Long Rifle and Anti-Materiel Strike Rifle, and have reverted to function identically as normal snipers. Gauss weapons use the original XCOM ballistic weapon models. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 6&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse lasers are simply a refinement on Beam lasers, dealing more damage as a bonus. They use the same visuals as XCOM-built laser weaponry from vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:580px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 6&lt;br /&gt;
 Bonus Stats: +5 aim, +10 crit, +25% crit damage, +0.6 mobility&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma weapons remain the most powerful weapons avaliable to XCOM, and have had their unique bonuses increased. However, Plasma weapons now have a significant meld cost and require UFO power sources in their construction, they also take longer to research. However, you no longer need to capture Aliens and recover their weapons in order to manufacture Plasma weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 8&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon-Specific Bonuses:&#039;&#039;&#039;&lt;br /&gt;
*Plasma Carbine: +10 defense &lt;br /&gt;
*Plasma Rifle: +3 damage against biological units&lt;br /&gt;
*Plasma Battle Rifle: +5 damage against targets in cover&lt;br /&gt;
*Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles&lt;br /&gt;
*Plasma Strike Rifle: +3 damage against uncovered targets &lt;br /&gt;
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range&lt;br /&gt;
*Plasma Novagun (SAW): +2 penetration&lt;br /&gt;
*Plasma Dragon (LMG): 7 damage mayhem suppression&lt;br /&gt;
*MEC Particle Beam (MEC): +4 damage against mechanical units&lt;br /&gt;
*Plasma Autocannon (SHIV): +15 aim, +15 crit&lt;br /&gt;
&lt;br /&gt;
== Weapon Types==&lt;br /&gt;
Several types of weapons occur at each technology level. The weapon types are, in descending order of base damage:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 600px; text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; | Weapon !! style=&amp;quot;padding: 4px 15px;&amp;quot; | Base Damage&lt;br /&gt;
|-&lt;br /&gt;
|SHIV and MEC Weapons || 200%&lt;br /&gt;
|- &lt;br /&gt;
|LMGs || 175%&lt;br /&gt;
|- &lt;br /&gt;
|SAWs, Sniper Rifles, and Shotguns || 150%&lt;br /&gt;
|- &lt;br /&gt;
|Battle Rifles and Rocket Launchers || 125%&lt;br /&gt;
|- &lt;br /&gt;
|Assault Rifles and Strike Rifles || 100%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Pistols, Machine Pistols, Carbines, and SMGs || 75%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.&lt;br /&gt;
&lt;br /&gt;
===SMGs===&lt;br /&gt;
&lt;br /&gt;
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant [[Abilities List (LWR)#Killer Instinct|Killer Instinct]] (+25% crit damage). Their base ammo is 3, and their base damage is 75%.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!! rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}} !!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SMG Long War.png|128px|SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;SMG&#039;&#039;&#039;||All soldiers||+0.6|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)||50%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18.7||18.7||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Shatterray Long War.png|128px|Laser Shatterray]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Shatterray&#039;&#039;&#039;||All soldiers||+1.2||+5||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)||60%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Stuttergun Long War.png|128px|Gauss Stuttergun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Stuttergun&#039;&#039;&#039;||All soldiers||+0.6|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||50%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-8&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||9&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Stengun Long War.png|128px|Pulse Stengun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Stengun&#039;&#039;&#039;||All soldiers||+1.2||+5||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||60%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-9&amp;lt;br /&amp;gt;(8)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|24&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12&amp;amp;nbsp;days)||9&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Stormgun Long War.png|128px|Plasma Stormgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Stormgun&#039;&#039;&#039;||All soldiers||+0.6|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6)||50%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-12&amp;lt;br /&amp;gt;(10)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Plasma Weapons|Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(20)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carbines===&lt;br /&gt;
Carbines are lighter versions of Assault Rifles. They grant +0.6 mobility and +10 aim, and have moderate base crit chances. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 75%.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Assault Carbine&#039;&#039;&#039;||All soldiers||+0.6|| ||+10||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)||30%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18.7||18.7||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Carbine&#039;&#039;&#039;||All soldiers||+1.2|| ||+15||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)||40%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Carbine&#039;&#039;&#039;||All soldiers||+0.6|| ||+10||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||30%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039;||All soldiers||+1.2|| ||+15||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||40%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-8&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||27&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Carbine&#039;&#039;&#039;||All soldiers||+0.6||+10||+10||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6)||30%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-10&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Plasma Weapons|Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Assault Rifles===&lt;br /&gt;
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Assault Rifle&#039;&#039;&#039;||All soldiers|| || ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
||20%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18.7||18.7||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Rifle&#039;&#039;&#039;||All soldiers||+0.6||+5||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||30%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-8&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039;||All soldiers|| || ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6)||20%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-10&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039;||All soldiers||+0.6||+5||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6)||30%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-12&amp;lt;br /&amp;gt;(10)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||27&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Rocketeers|| || ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-9&amp;lt;br /&amp;gt;(8)||20%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18.7||18.7||Can be steadied for aim bonus&amp;lt;br /&amp;gt;+3 damage to biological targets||[[Research (LWR)#Plasma Weapons|Advanced Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)|| 1 UFO Power Source ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|31&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15.5&amp;amp;nbsp;days)||75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Battle Rifles===&lt;br /&gt;
Battle Rifles are heavier versions of Assault Rifles. They trade mobility, ammo capacity, and crit chance for increased damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-0.6|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||0%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-8&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18.7||18.7||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||+5||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||10%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-9&amp;lt;br /&amp;gt;(8)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-0.6|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-8&amp;lt;br /&amp;gt;(7)||0%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-12&amp;lt;br /&amp;gt;(10)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||+5||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-8&amp;lt;br /&amp;gt;(7)||10%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|115&amp;lt;br /&amp;gt;(172)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||34&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-0.6|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-12&amp;lt;br /&amp;gt;(10)||0%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-17&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18.7||18.7||Can be steadied for aim bonus&amp;lt;br /&amp;gt;+5 damage against targets in cover||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(575)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shotguns===&lt;br /&gt;
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets. Their base ammo is 4, and their base damage is 150%.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shotgun Long War.png|128px|Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Shotgun&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| || ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6)||0%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-10&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18.7||7.5||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||+0.6||+5||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6)||10%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-12&amp;lt;br /&amp;gt;(10)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18.7||7.5||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||15&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Alloy Cannon&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| || ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-10&amp;lt;br /&amp;gt;(9)||0%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-15&amp;lt;br /&amp;gt;(13)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18.7||7.5||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||39&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Scatter Blaster&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||+0.6||+5||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-10&amp;lt;br /&amp;gt;(9)||10%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-17&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18.7||7.5||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||37&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Reflex Cannon&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| || ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12)||0%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|16-20&amp;lt;br /&amp;gt;(18)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18.7||7.5||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets&amp;lt;br /&amp;gt;+2 damage against targets within 4 tiles||[[Research (LWR)#Plasma Weapons|Advanced Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|38&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Arc and Stun Rifles ===&lt;br /&gt;
The Arc Rifle is a powerful anti-mechanical weapon, which gives [[Abilities List (LWR)#Squadsight|Squadsight]] and bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle&#039;s damage against mechanical units by 3.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;3&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers&amp;lt;br/&amp;gt;Rocketeers||-0.6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;amp;nbsp;(4) against biological enemies&amp;lt;br&amp;gt;8-12&amp;amp;nbsp;(10) against mechanical enemies&amp;lt;br&amp;gt;Upgrades to 11-15&amp;amp;nbsp;(13) against mechanical enemies||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;amp;nbsp;(6) against biological enemies&amp;lt;br&amp;gt;13-17&amp;amp;nbsp;(15) against mechanical enemies&amp;lt;br&amp;gt;Upgrades to 17-21&amp;amp;nbsp;(19) against mechanical enemies||title=&amp;quot;Amount of ammunition available&amp;quot;|2&amp;lt;br&amp;gt;(3)||125||25||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br/ &amp;gt;Grants squadsight||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6&amp;amp;nbsp;days)||27&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Stun Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| || || ||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Improved Arc Thrower foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||4|| ||Stuns aliens&amp;lt;br/&amp;gt;-1 support item slot||[[Research (LWR)#Xenology|Xenoneurology]]||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7&amp;amp;nbsp;days)||30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strike Rifles===&lt;br /&gt;
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. They have +1 penetration. Their base ammo is 3, and their base damage is 100%.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}||rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| || ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||20%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers||+0.6||+5||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||30%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-8&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7&amp;amp;nbsp;days)||13&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| || ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6)||20%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-10&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||33&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers||+0.6||+5||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6)||30%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-12&amp;lt;br /&amp;gt;(10)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||33&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| || ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-9&amp;lt;br /&amp;gt;(8)||20%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|38&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19&amp;amp;nbsp;days)||120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sniper Rifles===&lt;br /&gt;
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (1 aim and crit per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. The [[Abilities List (LWR)#Snapshot|Snapshot]] perk has been changed and no longer removes this restriction. Sniper Rifles have +2 penetration. Their base ammo is 3, and their base damage is 150%.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;||Snipers||-0.6|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6)||30%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-10&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Sniper Rifle&#039;&#039;&#039;||Snipers|| ||+5||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6)||40%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-12&amp;lt;br /&amp;gt;(10)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||15&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Long Rifle&#039;&#039;&#039;||Snipers||-0.6|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-10&amp;lt;br /&amp;gt;(9)||30%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-15&amp;lt;br /&amp;gt;(13)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||60&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Sniper Rifle&#039;&#039;&#039;||Snipers|| ||+5||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-10&amp;lt;br /&amp;gt;(9)||40%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-17&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||37&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Sniper Rifle&#039;&#039;&#039;||Snipers||-0.6|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12)||30%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|16-20&amp;lt;br /&amp;gt;(18)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|39&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SAWs===&lt;br /&gt;
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SAW Long War.png|128px|SAW]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;SAW&#039;&#039;&#039;||Gunners||-1.2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6)||0%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-10&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18.7||18.7|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Autorifle&#039;&#039;&#039;||Gunners||-0.6||+5||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6)||10%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-12&amp;lt;br /&amp;gt;(10)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18.7||18.7||2 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Autorifle&#039;&#039;&#039;||Gunners||-1.2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-10&amp;lt;br /&amp;gt;(9)||0%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-15&amp;lt;br /&amp;gt;(13)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18.7||18.7||3 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Autolaser&#039;&#039;&#039;||Gunners||-0.6||+5||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-10&amp;lt;br /&amp;gt;(9)||10%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-17&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18.7||18.7||4 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|115&amp;lt;br /&amp;gt;(172)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||34&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Novagun&#039;&#039;&#039;||Gunners||-1.2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12)||0%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|16-20&amp;lt;br /&amp;gt;(18)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18.7||18.7||5 damage mayhem suppression&amp;lt;br&amp;gt;+2 penetration||[[Research (LWR)#Plasma Weapons|Advanced Plasma Weapons]]||98||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|40&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===LMGs===&lt;br /&gt;
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage and ammo, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 5, and their base damage is 175%.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:LMG Long War.png|128px|LMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;LMG&#039;&#039;&#039;||Gunners||-1.8|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-8&amp;lt;br /&amp;gt;(7)||0%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-12&amp;lt;br /&amp;gt;(10)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(5)||18.7||18.7|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Gatler&#039;&#039;&#039;||Gunners||-1.2||+5||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-8&amp;lt;br /&amp;gt;(7)||10%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(5)||18.7||18.7||2 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||21&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Machine Gun&#039;&#039;&#039;||Gunners||-1.8|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-12&amp;lt;br /&amp;gt;(10)||0%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-17&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(5)||18.7||18.7||3 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|140&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||42&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Gatler&#039;&#039;&#039;||Gunners||-1.2||+5||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-12&amp;lt;br /&amp;gt;(10)||10%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|15-19&amp;lt;br /&amp;gt;(17)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(5)||18.7||18.7||4 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Dragon&#039;&#039;&#039;||Gunners||-1.8|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|12-16&amp;lt;br /&amp;gt;(14)||0%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|18-24&amp;lt;br /&amp;gt;(21)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(5)||18.7||18.7||7 damage mayhem suppression||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MEC Weapons===&lt;br /&gt;
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MEC Troopers]]. They don&#039;t have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Minigun Long War.png|128px|Minigun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Minigun&#039;&#039;&#039;||MEC troopers|| || ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-9&amp;lt;br /&amp;gt;(8)||0%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||125||125||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Lance Long War.png|128px|Laser Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Lance&#039;&#039;&#039;||MEC troopers||+0.6||+5||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-9&amp;lt;br /&amp;gt;(8)||10%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|12-16&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||125||125||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||22&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Railgun Long War.png|128px|Railgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Railgun&#039;&#039;&#039;||MEC troopers|| || ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12)||0%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|16-20&amp;lt;br /&amp;gt;(18)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||125||125||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Lance&#039;&#039;&#039;||MEC troopers||+0.6||+5||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12)||10%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|18-24&amp;lt;br /&amp;gt;(21)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||125||125||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Particle Cannon Long War.png|128px|Particle Beam]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Particle Beam&#039;&#039;&#039;||MEC troopers|| || ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|14-18&amp;lt;br /&amp;gt;(16)||0%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|21-27&amp;lt;br /&amp;gt;(24)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||125||125||Can be steadied for aim bonus&amp;lt;br /&amp;gt;+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SHIV Weapons===&lt;br /&gt;
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIV units]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autocannon Long War.png|128px|Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Autocannon&#039;&#039;&#039;||SHIV units|| || ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-9&amp;lt;br /&amp;gt;(8)||0%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18.7||18.7|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Autocannon&#039;&#039;&#039;||SHIV units||+0.6||+5||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-9&amp;lt;br /&amp;gt;(8)||10%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|12-16&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18.7||18.7||2 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||22&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sentry Gun&#039;&#039;&#039;||SHIV units|| || ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12)||0%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|16-20&amp;lt;br /&amp;gt;(18)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18.7||18.7||3 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Autocannon&#039;&#039;&#039;||SHIV units||+0.6||+5||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12)||10%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|18-24&amp;lt;br /&amp;gt;(21)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18.7||18.7||4 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|105&amp;lt;br /&amp;gt;(157)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||45&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Autocannon&#039;&#039;&#039;||SHIV units|| ||+15||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|14-18&amp;lt;br /&amp;gt;(16)||15%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|21-27&amp;lt;br /&amp;gt;(24)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18.7||18.7||5 damage mayhem suppression||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
Unlike Long War 1.0, LWR contains a normal pistol for each weapon tier, and a machine pistol for ballistic, beam, and plasma only.&lt;br /&gt;
&lt;br /&gt;
Note that rookies, gunners, and SHIVs cannot equip secondary weapons. Rocketeers and MECs each receive their own exclusive sets of secondary weapons.&lt;br /&gt;
&lt;br /&gt;
Sidearms all grants the Maim ability.&lt;br /&gt;
 Maim: Fire 2 shots at -20 aim that deal 1 damage each. Any hits against a target with 1 HP will Maim the target instead of dealing damage, preventing the target from acting on it&#039;s next turn.&lt;br /&gt;
&lt;br /&gt;
===Pistols=== &lt;br /&gt;
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 and their base damage is 75%.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pistol Long War.png|128px|Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)||0%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18.7||18.7||Grants Maim&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||+10||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)||10%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18.7||18.7||Grants Maim&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.5&amp;amp;nbsp;days)||3&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Autopistol Long War.png|128px|Gauss Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||35%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18.7||18.7||Grants Maim&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|13&amp;lt;br /&amp;gt;(18)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||3&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Long War.png|128px|Pulse Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||+10||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||35%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-8&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18.7||18.7||Grants Maim&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|14&amp;lt;br /&amp;gt;(21)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|24&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12&amp;amp;nbsp;days)||4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6)||0%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-10&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18.7||18.7||Grants Maim&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(20)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Machine Pistols=== &lt;br /&gt;
Machine Pistols trade increased ammo and crit chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 3 and their base damage is 75%.&lt;br /&gt;
&lt;br /&gt;
There are no Machine Pistol equivalents for the Gauss and Pulse Laser weapon tiers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Machine Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)||40%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18.7||18.7||Grants Maim&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heater Long War.png|128px|Heater]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Heater&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||+10||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)||50%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18.7||18.7||Grants Maim&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||2&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Mauler&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6)||40%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-10&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18.7||18.7||Grants Maim&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sawed-off Shotgun===&lt;br /&gt;
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage sidearm; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;3&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-0.6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6)||0%||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-10&amp;lt;br /&amp;gt;(9)||1||18.7||7.5||Grants Maim&amp;lt;br&amp;gt;50% less damage against hardened targets|| ||3||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|8&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(4&amp;amp;nbsp;days)||6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rocket Launchers===&lt;br /&gt;
As in Long War 1.0, rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Unlike Long War 1.0, soldier aim does *not* affect rocket scatter.&lt;br /&gt;
&lt;br /&gt;
Additionally, shredder rockets were replaced with Javelin Rockets; these have 1/5th the normal radius, but 60% reduced scatter, double damage, and shreds targets. They are blocked by cover. It is also worth noting that Extra Rocket and Javelin Rocket items both weigh less and provide 2 rockets each.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||2||18.7||5|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Recoilless Rifle&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-8&amp;lt;br /&amp;gt;(7)||2||18.7||5|| ||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Blaster Launcher&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-12&amp;lt;br /&amp;gt;(10)||2||15||5||Can path round obstacles||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||2 UFO Flight Computers&amp;lt;br /&amp;gt;1 Fusion Core||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|42&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(21&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MEC secondary weapons===&lt;br /&gt;
MEC troopers have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|Base&amp;lt;br&amp;gt;charges!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flamethrower Long War.png|128px|Flamethrower]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Flamethrower&#039;&#039;&#039;||MEC troopers||-0.6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-8&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-12&amp;lt;br /&amp;gt;(10)||8|| || 2 ||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Targets must succeed will check 50 or be panicked&amp;lt;br /&amp;gt;Will check 80 with the &#039;&#039;Jellied Elerium&#039;&#039; Foundry project&amp;lt;br /&amp;gt;AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|17&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8.5&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;||MEC troopers||-0.6|| || ||self||2||1||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Heals 5 HP for all allies within the area of effect&amp;lt;br /&amp;gt;+2 charges with the First Aid perk||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;||MEC troopers||-0.6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|18-22&amp;lt;br /&amp;gt;(20)||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|26-34&amp;lt;br /&amp;gt;(30)||melee|| ||unlimited||Melee weapon||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;||MEC troopers||-0.6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-12&amp;lt;br /&amp;gt;(10)|| ||10||3||2||Can be equipped multiple times per soldier||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||45&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;MINE Launcher&#039;&#039;&#039;||MEC troopers||-0.6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12)|| ||7.5||3||2||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Launches a +100 penetration, double environment damage explosive, which detonates at the end of XCOM&#039;s next turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|180&amp;lt;br /&amp;gt;(270)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||54&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Electro Pulse&#039;&#039;&#039;||MEC troopers||-0.6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-9&amp;lt;br /&amp;gt;(8)|| ||self||4.5||unlimited||+8 penetration&amp;lt;br /&amp;gt;Stuns robotic units&amp;lt;br /&amp;gt;3 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)||1 Arc Rifle||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Loadout (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Unamourdeswann</name></author>
	</entry>
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