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Gauss weapons return to ballistic projectiles but alien power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it's a recipe for pretty formidable personal weaponry.  
Gauss weapons return to ballistic projectiles but alien power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it's a recipe for pretty formidable personal weaponry.  


Gauss weapons are essentially just a damage upgrade over Ballistic and Beam weapons at the cost of being heavier. The 'Quenchguns' foundry project will grant all Gauss primary weapons a +1 penetration bonus against all units, which helps make Gauss weapons even more effective.  
Gauss weapons are essentially just a damage upgrade over Ballistic and Beam weapons at the cost of being heavier. The 'Quenchguns' foundry project will grant all Gauss primary weapons a +10 penetration bonus against all units, which helps make Gauss weapons even more effective.  


<div style="max-width:240px;">
<div style="max-width:240px;">
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*Plasma Battle Rifle: Grants '''Panzer Shredder'''
*Plasma Battle Rifle: Grants '''Panzer Shredder'''
*Plasma Carbine: Grants '''Aerial Shredder''' and '''Aerial Tracking'''
*Plasma Carbine: Grants '''Aerial Shredder''' and '''Aerial Tracking'''
*Plasma SMG: -0.6 weight, +15 crit
*Plasma SMG: -0.6 weight, +20 crit, +50% crit damage
*Plasma Reflex Cannon (Shotgun): Grants '''Ether Shredder''' and '''Sublimator'''
*Plasma Reflex Cannon (Shotgun): Grants '''Ether Shredder''' and '''Sublimator'''
*Plasma Strike Rifle: +2 damage and +20 pen against preoccupied targets
*Plasma Strike Rifle: +2 damage and +20 pen against preoccupied targets
*Plasma Sniper Rifle: +2 dmg and +20 pen on reaction shots or shots at targets not protected by cover
*Plasma Sniper Rifle: +2 dmg and +20 pen on reaction shots or shots at targets not protected by cover
*Plasma Novagun (SAW): +12 damage against targets at full HP
*Plasma Novagun (SAW): +16 damage against targets at full HP
*Plasma Dragon (LMG): +3 damage to Suppressive Fire
*Plasma Dragon (LMG): +2 damage to Suppressive Fire
*Plasma Particle Cannon (MEC): +4 damage against Mechanical
*Plasma Particle Cannon (MEC): +8 damage against Mechanical
*Plasma Autocannon (SHIV): +15 aim, +15 crit
*Plasma Autocannon (SHIV): +15 aim, +15 crit
*Plasma Vulcan (SHIV): +1.3 mobility
*Plasma Vulcan (SHIV): +1.3 mobility
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|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''
|All biosoldiers
|All biosoldiers
|2.6
|
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)
|title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)
Line 144: Line 144:
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''
|All biosoldiers
|All biosoldiers
|2.6
|
| +10
| +10
|title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)
|title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)
Line 153: Line 153:
|[[Research (LWR)#Offensive Tech|Beam Lasers]]
|[[Research (LWR)#Offensive Tech|Beam Lasers]]
|15
|15
|title="Cost in Credits&#10;(Cost when building quickly)"|40
|title="Cost in Credits&#10;(Cost when building quickly)"|20
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6
|  
|  
Line 162: Line 162:
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''
|All biosoldiers
|All biosoldiers
|3.3
| -0.6
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)
|title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)
Line 180: Line 180:
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''
|All biosoldiers
|All biosoldiers
|2.6
|
| +15
| +15
|title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)
|title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)
Line 198: Line 198:
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''
|All biosoldiers
|All biosoldiers
|2.6
|
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)
|title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)
Line 244: Line 244:
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''
|All biosoldiers except:<br />Snipers, Gunners
|All biosoldiers except:<br />Snipers, Gunners
|3.3
| -0.6
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)
|title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)
|  
| 10%
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)
|18
|18
| +5 penetration<br>+20% crit damage<br>Can be steadied
| +15 penetration<br>Can be steadied
|colspan="8"|XCOM starts with an unlimited supply
|colspan="8"|XCOM starts with an unlimited supply
|-align="center"
|-align="center"
Line 256: Line 256:
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''
|All biosoldiers except:<br />Snipers, Gunners
|All biosoldiers except:<br />Snipers, Gunners
|3.3
| -0.6
| +10
| +10
|title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)
|title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)
|20%
|30%
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)
|18
|18
| +5 penetration<br>+20% crit damage<br>Can be steadied
| +15 penetration<br>Can be steadied
|[[Research (LWR)#Offensive Tech|Beam Lasers]]
|[[Research (LWR)#Offensive Tech|Beam Lasers]]
|15
|15
|title="Cost in Credits&#10;(Cost when building quickly)"|40
|title="Cost in Credits&#10;(Cost when building quickly)"|20
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6
|  
|  
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|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''
|All biosoldiers except:<br />Snipers, Gunners
|All biosoldiers except:<br />Snipers, Gunners
|4.0
| -1.3
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)
|title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)
|  
| 10%
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)
|18
|18
| +10 penetration<br>+20% crit damage<br>Can be steadied
| +20 penetration<br>Can be steadied
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]
|38
|38
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|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''
|All biosoldiers except:<br />Snipers, Gunners
|All biosoldiers except:<br />Snipers, Gunners
|3.3
| -0.6
| +15
| +15
|title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)
|title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)
|30%
|40%
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)
|18
|18
| +10 penetration<br>+20% crit damage<br>Can be steadied
| +20 penetration<br>Can be steadied
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]
|65
|65
Line 313: Line 313:
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''
|All biosoldiers except:<br />Snipers, Gunners
|All biosoldiers except:<br />Snipers, Gunners
|3.3
| -0.6
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)
|title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)
|  
| 10%
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)
|18
|18
|Grants '''Panzer [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>+5 penetration<br>+20% crit damage<br>Can be steadied
|Grants '''Panzer [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>+15 penetration<br>Can be steadied
|[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]
|[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]
|125
|125
Line 359: Line 359:
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''
|All biosoldiers
|All biosoldiers
|2.0
| +0.6
| +15
| +10
|title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)
|title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)
|20%
|20%
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)
|18
|18
|Grants '''Aerial Precision''': +30 crit and +50% crit damage vs airborne<br>Can be steadied
|Grants '''Aerial Precision''': +20 crit and +50% crit damage vs airborne<br>Can be steadied
|colspan="8"|XCOM starts with an unlimited supply
|colspan="8"|XCOM starts with an unlimited supply
|-align="center"
|-align="center"
Line 371: Line 371:
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''
|All biosoldiers
|All biosoldiers
|2.0
| +0.6
| +15
| +20
|title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)
|title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)
|40%
|40%
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)
|18
|18
|Grants '''Aerial Precision''': +30 crit and +50% crit damage vs airborne<br>Can be steadied
|Grants '''Aerial Precision''': +20 crit and +50% crit damage vs airborne<br>Can be steadied
|[[Research (LWR)#Offensive Tech|Beam Lasers]]
|[[Research (LWR)#Offensive Tech|Beam Lasers]]
|15
|15
|title="Cost in Credits&#10;(Cost when building quickly)"|20
|title="Cost in Credits&#10;(Cost when building quickly)"|10
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4
|  
|  
Line 390: Line 390:
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''
|All biosoldiers
|All biosoldiers
|2.0
| +0.6
| +15
| +10
|title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)
|title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)
|45%
|20%
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)
|18
|18
|Grants '''Aerial Precision''': +30 crit and +50% crit damage vs airborne<br>Can be steadied
|Grants +25% crit damage<br>Grants '''Aerial Precision''': +20 crit and +50% crit damage vs airborne<br>Can be steadied
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]
|35
|35
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|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''
|All biosoldiers
|All biosoldiers
|2.0
| +0.6
| +20
| +25
|title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)
|title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)
|75%
|50%
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)
|18
|18
|Grants '''Aerial Precision''': +30 crit and +50% crit damage vs airborne<br>Can be steadied
|Grants +25% crit damage<br>Grants '''Aerial Precision''': +20 crit and +50% crit damage vs airborne<br>Can be steadied
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]
|63
|63
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|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''
|All biosoldiers
|All biosoldiers
|2.0
| +0.6
| +15
| +10
|title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)
|title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)
|20%
|20%
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)
|18
|18
|Grants '''Aerial Precision''': +30 crit and +50% crit damage vs airborne<br>Grants '''Aerial [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Grants '''Aerial Tracking''': Ignores the defense from flying<br>Can be steadied
|Grants '''Aerial Precision''': +20 crit and +50% crit damage vs airborne<br>Grants '''Aerial [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Grants '''Aerial Tracking''': Ignores the defense from flying<br>Can be steadied
|[[Research (LWR)#Offensive Tech|Light Plasma Weapons]]
|[[Research (LWR)#Offensive Tech|Light Plasma Weapons]]
|120
|120
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|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''
|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''
|All biosoldiers except:<br />Snipers, Gunners, and Rocketeers
|All biosoldiers except:<br />Snipers, Gunners, and Rocketeers
|2.0
| +0.6
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)
|title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)
|50%
|30%
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)
|18
|18
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|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''
|All biosoldiers except:<br />Snipers, Gunners, and Rocketeers
|All biosoldiers except:<br />Snipers, Gunners, and Rocketeers
|2.0
| +0.6
| +10
| +10
|title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)
|title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)
|70%
|50%
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)
|18
|18
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|[[Research (LWR)#Offensive Tech|Beam Lasers]]
|[[Research (LWR)#Offensive Tech|Beam Lasers]]
|15
|15
|title="Cost in Credits&#10;(Cost when building quickly)"|20
|title="Cost in Credits&#10;(Cost when building quickly)"|10
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4
|  
|  
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|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''
|All biosoldiers except:<br />Snipers, Gunners, and Rocketeers
|All biosoldiers except:<br />Snipers, Gunners, and Rocketeers
|2.0
| +0.6
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)
|title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)
|65%
|30%
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)
|18
|18
|Grants +150% crit damage<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|Grants +175% crit damage<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]
|35
|35
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|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''
|All biosoldiers except:<br />Snipers, Gunners, and Rocketeers
|All biosoldiers except:<br />Snipers, Gunners, and Rocketeers
|2.0
| +0.6
| +15
| +15
|title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)
|title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)
|95%
|60%
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)
|18
|18
|Grants +150% crit damage<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|Grants +175% crit damage<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]
|63
|63
Line 543: Line 543:
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''
|All biosoldiers except:<br />Snipers, Gunners, and Rocketeers
|All biosoldiers except:<br />Snipers, Gunners, and Rocketeers
|1.3
| +1.3
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)
|title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)
|65%
|50%
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)
|18
|18
|Grants +150% crit damage<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|Grants +200% crit damage<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|[[Research (LWR)#Offensive Tech|Light Plasma Weapons]]
|[[Research (LWR)#Offensive Tech|Light Plasma Weapons]]
|120
|120
Line 561: Line 561:


===Shotguns===
===Shotguns===
Shotguns have limited range but high damage against non-[[Abilities List (LWR)#Hardened|'''Hardened''']] targets. Their low base crit chances are offset by proximity/flanking bonuses due to [[Other Abilities (LWR)#Pinpoint Accuracy|'''Pinpoint Accuracy''']]. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+10 aim per tile closer than 10) and lose aim for being in far proximity (-10 aim per tile further than 10).
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses due to [[Other Abilities (LWR)#Pinpoint Accuracy|'''Pinpoint Accuracy''']]. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+10 aim per tile closer than 10) and lose aim for being in far proximity (-10 aim per tile further than 10).


{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
Line 588: Line 588:
|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''
|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''
|All biosoldiers except:<br />Snipers, Gunners
|All biosoldiers except:<br />Snipers, Gunners
|3.3
| 0
| -20
| 0
|title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)
|title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)
|0%
|0%
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)
|18
|18
|[[Abilities List (LWR)#Hardened|'''Hardened''']] grants 50% DR vs this weapon<br>Hits count as 3 [[Other Abilities (LWR)#Instance of Damage|instances of damage]]
|'''Saturation Fire''': Shots within 4 tiles gain +25% base damage
|colspan="8"|XCOM starts with an unlimited supply
|colspan="8"|XCOM starts with an unlimited supply
|-align="center"
|-align="center"
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''
|All biosoldiers except:<br />Snipers, Gunners
|All biosoldiers except:<br />Snipers, Gunners
|3.3
| 0
| -10
| 10
|title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)
|title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)
|20%
|20%
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)
|18
|18
|[[Abilities List (LWR)#Hardened|'''Hardened''']] grants 50% DR vs this weapon<br>Hits count as 3 [[Other Abilities (LWR)#Instance of Damage|instances of damage]]
|'''Saturation Fire''': Shots within 4 tiles gain +25% base damage
|[[Research (LWR)#Offensive Tech|Beam Lasers]]
|[[Research (LWR)#Offensive Tech|Beam Lasers]]
|18
|18
|title="Cost in Credits&#10;(Cost when building quickly)"|50
|title="Cost in Credits&#10;(Cost when building quickly)"|25
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8
|  
|  
Line 617: Line 617:
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''
|All biosoldiers except:<br />Snipers, Gunners
|All biosoldiers except:<br />Snipers, Gunners
|4.0
| -0.6
| -20
| 0
|title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)
|title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)
|0%
|0%
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)
|18
|18
|[[Abilities List (LWR)#Hardened|'''Hardened''']] grants 50% DR vs this weapon<br>Hits count as 3 [[Other Abilities (LWR)#Instance of Damage|instances of damage]]
|'''Saturation Fire''': Shots within 4 tiles gain +25% base damage
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]
|40
|40
Line 635: Line 635:
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''
|All biosoldiers except:<br />Snipers, Gunners
|All biosoldiers except:<br />Snipers, Gunners
|3.3
| 0
| -5
| 15
|title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)
|title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)
|30%
|30%
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)
|18
|18
|[[Abilities List (LWR)#Hardened|'''Hardened''']] grants 50% DR vs this weapon<br>Hits count as 3 [[Other Abilities (LWR)#Instance of Damage|instances of damage]]
|'''Saturation Fire''': Shots within 4 tiles gain +25% base damage
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]
|65
|65
Line 653: Line 653:
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''
|All biosoldiers except:<br />Snipers, Gunners
|All biosoldiers except:<br />Snipers, Gunners
|3.3
| 0
| -20
| 0
|title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)
|title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)
|0%
|0%
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)
|title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)
|18
|18
|Grants '''Ether''' [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants '''[[Other_Abilities_(LWR)#Sublimator|Sublimator]]'''<br>Hits count as 3 [[Other Abilities (LWR)#Instance of Damage|instances of damage]]
|Grants '''Ether''' [[Abilities List (LWR)#Shredder|Shredder]]<br>'''Saturation Fire''': Shots within 4 tiles gain +25% base damage
|[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]
|[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]
|132
|132
Line 671: Line 671:


===SAWs===
===SAWs===
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to aim, mobility and crit. They cannot be steadied unless paired with [[Equipment#Weapon Attachment|Alloy Bipod]]. SAWs grant the [[Abilities List (LWR)#Burst|Burst]] and [[Abilities List (LWR)#Shredder|Shredder]] abilities. Their base ammo is 5 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to aim, mobility and crit. They cannot be steadied unless paired with [[Equipment#Weapon Attachment|Alloy Bipod]]. SAWs grant the [[Abilities List (LWR)#Bulletstorm|Bulletstorm]], [[Abilities List (LWR)#Burst|Burst]], and [[Abilities List (LWR)#Shredder|Shredder]] abilities. Their base ammo is 5 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).


{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
Line 698: Line 698:
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''
|Gunners
|Gunners
|4.0
| -1.3
| -10
| -10
|title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)
|title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)
Line 704: Line 704:
|title="Amount of ammunition available"|5
|title="Amount of ammunition available"|5
|18
|18
|Grants '''Bulletstorm''': Enemies near target take Suppressive Fire (25% chance)<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|colspan="8"|XCOM starts with an unlimited supply
|colspan="8"|XCOM starts with an unlimited supply
|-align="center"
|-align="center"
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''
|Gunners
|Gunners
|4.0
| -1.3
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)
|title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)
Line 715: Line 715:
|title="Amount of ammunition available"|5
|title="Amount of ammunition available"|5
|18
|18
|Grants '''Bulletstorm''': Enemies near target take Suppressive Fire (25% chance)<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]
|18
|18
|title="Cost in Credits&#10;(Cost when building quickly)"|60
|title="Cost in Credits&#10;(Cost when building quickly)"|30
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8
|  
|  
Line 727: Line 727:
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''
|Gunners
|Gunners
|4.6
| -2.0
| -10
| -10
|title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)
|title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)
Line 733: Line 733:
|title="Amount of ammunition available"|5
|title="Amount of ammunition available"|5
|18
|18
|Grants '''Bulletstorm''': Enemies near target take Suppressive Fire (25% chance)<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]
|[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]
|38
|38
Line 745: Line 745:
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''
|Gunners
|Gunners
|4.0
| -1.3
| 5
| 5
|title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)
|title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)
Line 751: Line 751:
|title="Amount of ammunition available"|5
|title="Amount of ammunition available"|5
|18
|18
|Grants '''Bulletstorm''': Enemies near target take Suppressive Fire (25% chance)<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]
|[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]
|65
|65
Line 763: Line 763:
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''
|Gunners
|Gunners
|4.0
| -1.3
| -10
| -10
|title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)
|title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)
Line 769: Line 769:
|title="Amount of ammunition available"|5
|title="Amount of ammunition available"|5
|18
|18
| +4 damage against targets at full HP<br>Grants '''Bulletstorm''': Enemies near target take Suppressive Fire (25% chance)<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]
| +16 damage against targets at full HP<br>Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]
|[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]
|128
|128
Line 781: Line 781:


===LMGs===
===LMGs===
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have greater damage, ammo, and provide [[Abilities List (LWR)#Danger Zone|Danger Zone]], [[Abilities List (LWR)#Burst|Burst]], and [[Abilities List (LWR)#Shredder|Shredder]] abilities; but have even less mobility, aim, crit, and remove a small equipment slot. They cannot be steadied unless paired with [[Equipment#Weapon Attachment|Alloy Bipod]]. Their base ammo is 5 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have greater damage, ammo, and provide [[Abilities List (LWR)#Bulletstorm|Bulletstorm]], [[Abilities List (LWR)#Danger Zone|Danger Zone]], [[Abilities List (LWR)#Burst|Burst]], and [[Abilities List (LWR)#Shredder|Shredder]] abilities; but have even less mobility, aim, crit, and remove a small equipment slot. They cannot be steadied unless paired with [[Equipment#Weapon Attachment|Alloy Bipod]]. Their base ammo is 5 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).


{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
Line 808: Line 808:
|[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''
|[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''
|Gunners
|Gunners
|4.6
| -2.0
| -30
| -30
|title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)
|title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)
Line 814: Line 814:
|title="Amount of ammunition available"|5
|title="Amount of ammunition available"|5
|18
|18
| -1 small equipment slot<br>Grants '''Bulletstorm''': Enemies near target take Suppressive Fire (25% chance)<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]
| -1 small equipment slot<br>Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|colspan="8"|XCOM starts with an unlimited supply  
|colspan="8"|XCOM starts with an unlimited supply  
|-align="center"
|-align="center"
|[[File:Gatling Laser Long War.png|128px|Laser Gattler]]<br />'''Laser Gattler'''
|[[File:Gatling Laser Long War.png|128px|Laser Gattler]]<br />'''Laser Gattler'''
|Gunners
|Gunners
|4.6
| -2.0
| -20
| -20
|title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)
|title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)
Line 825: Line 825:
|title="Amount of ammunition available"|5
|title="Amount of ammunition available"|5
|18
|18
| -1 small equipment slot<br>Grants '''Bulletstorm''': Enemies near target take Suppressive Fire (25% chance)<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>+0.4 radius to '''Danger Zone'''<br>Grants [[Abilities List (LWR)#Burst|Burst]]
| -1 small equipment slot<br>Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>+0.4 radius to '''Danger Zone'''<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]
|18
|18
|title="Cost in Credits&#10;(Cost when building quickly)"|70
|title="Cost in Credits&#10;(Cost when building quickly)"|35
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10
|  
|  
Line 837: Line 837:
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''
|Gunners
|Gunners
|5.3
| -2.6
| -30
| -30
|title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)
|title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)
Line 843: Line 843:
|title="Amount of ammunition available"|5
|title="Amount of ammunition available"|5
|18
|18
| -1 small equipment slot<br>Grants '''Bulletstorm''': Enemies near target take Suppressive Fire (25% chance)<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]
| -1 small equipment slot<br>Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]
|[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]
|45
|45
Line 856: Line 856:
|[[File:Gatling Pulser Long War.png|128px|Pulse Gattler]]<br />'''Pulse Gattler'''
|[[File:Gatling Pulser Long War.png|128px|Pulse Gattler]]<br />'''Pulse Gattler'''
|Gunners
|Gunners
|4.6
| -2.0
| -15
| -15
|title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)
|title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)
Line 862: Line 862:
|title="Amount of ammunition available"|5
|title="Amount of ammunition available"|5
|18
|18
| -1 small equipment slot<br>Grants '''Bulletstorm''': Enemies near target take Suppressive Fire (25% chance)<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>+0.4 radius to '''Danger Zone'''<br>Grants [[Abilities List (LWR)#Burst|Burst]]
| -1 small equipment slot<br>Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>+0.4 radius to '''Danger Zone'''<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]
|[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]
|70
|70
Line 875: Line 875:
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''
|Gunners
|Gunners
|4.6
| -2.0
| -30
| -30
|title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)
|title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)
Line 881: Line 881:
|title="Amount of ammunition available"|5
|title="Amount of ammunition available"|5
|18
|18
| +3 damage to '''[[Other_Abilities_(LWR)#Suppression|Suppressive Fire]]'''<br>-1 small equipment slot<br>Grants '''Bulletstorm''': Enemies near target take Suppressive Fire (25% chance)<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]
| +2 damage to '''[[Other_Abilities_(LWR)#Suppression|Suppressive Fire]]'''<br>-1 small equipment slot<br>Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]
|[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]
|135
|135
Line 920: Line 920:
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''
|Snipers<br />Scouts
|Snipers<br />Scouts
|3.3
| -0.6
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)
|title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)
Line 926: Line 926:
|title="Amount of ammunition available"|3
|title="Amount of ammunition available"|3
|130
|130
|Can be steadied<br>+10 penetration
|Can be steadied<br>+5 penetration
|colspan="8"|XCOM starts with an unlimited supply
|colspan="8"|XCOM starts with an unlimited supply
|-align="center"
|-align="center"
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''
|Snipers<br />Scouts
|Snipers<br />Scouts
|3.3
| -0.6
| +10
| +10
|title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)
|title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)
Line 937: Line 937:
|title="Amount of ammunition available"|3
|title="Amount of ammunition available"|3
|130
|130
|Can be steadied<br>+10 penetration
|Can be steadied<br>+5 penetration
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]
|18
|18
|title="Cost in Credits&#10;(Cost when building quickly)"|45
|title="Cost in Credits&#10;(Cost when building quickly)"|20
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8
|  
|  
Line 949: Line 949:
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''
|Snipers<br />Scouts
|Snipers<br />Scouts
|4.0
| -1.3
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)
|title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)
Line 955: Line 955:
|title="Amount of ammunition available"|3
|title="Amount of ammunition available"|3
|130
|130
|Can be steadied<br>+15 penetration
|Can be steadied<br>+10 penetration
|[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]
|[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]
|45
|45
Line 967: Line 967:
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''
|Snipers<br />Scouts
|Snipers<br />Scouts
|3.3
| -0.6
| +15
| +15
|title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)
|title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)
Line 973: Line 973:
|title="Amount of ammunition available"|3
|title="Amount of ammunition available"|3
|130
|130
|Can be steadied<br>+15 penetration
|Can be steadied<br>+10 penetration
|[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]
|[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]
|67
|67
Line 985: Line 985:
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''
|Snipers<br />Scouts
|Snipers<br />Scouts
|3.3
| -0.6
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)
|title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)
Line 991: Line 991:
|title="Amount of ammunition available"|3
|title="Amount of ammunition available"|3
|130
|130
| +2 damage and +20 pen vs preoccupied targets<br>Can be steadied<br>+10 penetration
| +2 damage and +20 pen vs preoccupied targets<br>Can be steadied<br>+5 penetration
|[[Research (LWR)#Offensive Tech|Precision Plasma Weapons]]
|[[Research (LWR)#Offensive Tech|Precision Plasma Weapons]]
|132
|132
Line 1,030: Line 1,030:
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''
|Snipers
|Snipers
|4.0
| -1.3
| +10
| +10
|title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)
|title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)
Line 1,036: Line 1,036:
|title="Amount of ammunition available"|3
|title="Amount of ammunition available"|3
|130
|130
|Reduces squadsight penalty to -2 aim/tile<br>Requires 2 AP to fire<br />Can be steadied<br>+15 penetration
|Reduces squadsight penalty to -2 aim/tile<br>Requires 2 AP to fire<br />Can be steadied<br>+10 penetration
|colspan="8"|XCOM starts with an unlimited supply
|colspan="8"|XCOM starts with an unlimited supply
|-align="center"
|-align="center"
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''
|Snipers
|Snipers
|4.0
| -1.3
| +20
| +20
|title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)
|title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)
Line 1,047: Line 1,047:
|title="Amount of ammunition available"|3
|title="Amount of ammunition available"|3
|130
|130
|Reduces squadsight penalty to -2 aim/tile<br>Requires 2 AP to fire<br />Can be steadied<br>+15 penetration
|Reduces squadsight penalty to -2 aim/tile<br>Requires 2 AP to fire<br />Can be steadied<br>+10 penetration
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]
|18
|18
|title="Cost in Credits&#10;(Cost when building quickly)"|50
|title="Cost in Credits&#10;(Cost when building quickly)"|25
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8
|  
|  
Line 1,059: Line 1,059:
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''
|Snipers
|Snipers
|4.6
| -2.0
| +10
| +10
|title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)
|title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)
Line 1,065: Line 1,065:
|title="Amount of ammunition available"|3
|title="Amount of ammunition available"|3
|130
|130
|Reduces squadsight penalty to -2 aim/tile<br>Requires 2 AP to fire<br />Can be steadied<br>+15 penetration
|Reduces squadsight penalty to -2 aim/tile<br>Requires 2 AP to fire<br />Can be steadied<br>+10 penetration
|[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]
|[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]
|45
|45
Line 1,077: Line 1,077:
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''
|Snipers
|Snipers
|4.0
| -1.3
| +25
| +25
|title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)
|title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)
Line 1,083: Line 1,083:
|title="Amount of ammunition available"|3
|title="Amount of ammunition available"|3
|130
|130
|Reduces squadsight penalty to -2 aim/tile<br>Requires 2 AP to fire<br />Can be steadied<br>+15 penetration
|Reduces squadsight penalty to -2 aim/tile<br>Requires 2 AP to fire<br />Can be steadied<br>+10 penetration
|[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]
|[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]
|65
|65
Line 1,095: Line 1,095:
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''
|Snipers
|Snipers
|4.0
| -1.3
| +10
| +10
|title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)
|title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)
Line 1,101: Line 1,101:
|title="Amount of ammunition available"|3
|title="Amount of ammunition available"|3
|130
|130
| +2 dmg and +20 pen on reaction shots or vs targets not protected by cover<br>Reduces squadsight penalty to -2 aim/tile<br>Requires 2 AP to fire<br />Can be steadied<br>+15 penetration
| +2 dmg and +20 pen on reaction/steady shots and targets not protected by cover<br>Reduces squadsight penalty to -2 aim/tile<br>Requires 2 AP to fire<br />Can be steadied<br>+10 penetration
|[[Research (LWR)#Offensive Tech|Precision Plasma Weapons]]
|[[Research (LWR)#Offensive Tech|Precision Plasma Weapons]]
|135
|135
Line 1,140: Line 1,140:
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''
|MECs
|MECs
|2.6
|
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)
|title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)
Line 1,151: Line 1,151:
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''
|MECs
|MECs
|2.6
|
| +10
| +10
|title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)
|title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)
Line 1,160: Line 1,160:
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]
|20
|20
|title="Cost in Credits&#10;(Cost when building quickly)"|225
|title="Cost in Credits&#10;(Cost when building quickly)"|110
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10
|  
|  
Line 1,169: Line 1,169:
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''
|MECs
|MECs
|3.3
| -0.6
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)
|title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)
Line 1,187: Line 1,187:
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''
|MECs
|MECs
|2.6
|
| +15
| +15
|title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)
|title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)
Line 1,205: Line 1,205:
|[[File:Particle Cannon Long War.png|128px|Plasma Particle Cannon]]<br />'''Plasma Particle Cannon'''
|[[File:Particle Cannon Long War.png|128px|Plasma Particle Cannon]]<br />'''Plasma Particle Cannon'''
|MECs
|MECs
|2.6
|
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)
|title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)
Line 1,211: Line 1,211:
|title="Amount of ammunition available"|3
|title="Amount of ammunition available"|3
|18
|18
|Can be steadied<br />+4 damage to mechanical targets
|Can be steadied<br />+8 damage to mechanical targets
|[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]
|[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]
|135
|135
Line 1,249: Line 1,249:
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''
|SHIVs
|SHIVs
|2.6
|
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)
|title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)
Line 1,259: Line 1,259:
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''
|SHIVs
|SHIVs
|2.6
|
| +10
| +10
|title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)
|title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)
Line 1,267: Line 1,267:
||[[Research (LWR)#Offensive Tech|Beam Lasers]]
||[[Research (LWR)#Offensive Tech|Beam Lasers]]
|20
|20
|title="Cost in Credits&#10;(Cost when building quickly)"|75
|title="Cost in Credits&#10;(Cost when building quickly)"|35
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10
|  
|  
Line 1,276: Line 1,276:
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''
|SHIVs
|SHIVs
|3.3
| -0.6
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)
|title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)
Line 1,293: Line 1,293:
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''
|SHIVs
|SHIVs
|2.6
|
| +15
| +15
|title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)
|title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)
Line 1,310: Line 1,310:
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''
|SHIVs
|SHIVs
|2.6
|
| +15
| +15
|title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)
|title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)
Line 1,354: Line 1,354:
|[[File:Autocannon Long War.png|128px|Vulcan Cannon]]<br />'''Vulcan Cannon'''
|[[File:Autocannon Long War.png|128px|Vulcan Cannon]]<br />'''Vulcan Cannon'''
|SHIVs
|SHIVs
|3.3
| -0.6
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)
|title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)
Line 1,365: Line 1,365:
|[[File:Superheavy Laser Long War.png|128px|Laser Vulcan]]<br />'''Laser Vulcan'''
|[[File:Superheavy Laser Long War.png|128px|Laser Vulcan]]<br />'''Laser Vulcan'''
|SHIVs
|SHIVs
|3.3
| -0.6
| +10
| +10
|title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)
|title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)
Line 1,374: Line 1,374:
||[[Research (LWR)#Offensive Tech|Beam Lasers]]
||[[Research (LWR)#Offensive Tech|Beam Lasers]]
|20
|20
|title="Cost in Credits&#10;(Cost when building quickly)"|75
|title="Cost in Credits&#10;(Cost when building quickly)"|35
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10
|  
|  
Line 1,383: Line 1,383:
|[[File:Sentry Gun Long War.png|128px|Gauss Vulcan]]<br />'''Gauss Vulcan'''
|[[File:Sentry Gun Long War.png|128px|Gauss Vulcan]]<br />'''Gauss Vulcan'''
|SHIVs
|SHIVs
|4.0
| -1.3
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|15<br>(13-17)
|title="Average damage&#10;(Minimum to maximum damage)"|15<br>(13-17)
Line 1,401: Line 1,401:
|[[File:Superheavy Pulser Long War.png|128px|Pulse Vulcan]]<br />'''Pulse Vulcan'''
|[[File:Superheavy Pulser Long War.png|128px|Pulse Vulcan]]<br />'''Pulse Vulcan'''
|SHIVs
|SHIVs
|3.3
| -0.6
| +15
| +15
|title="Average damage&#10;(Minimum to maximum damage)"|15<br>(13-17)
|title="Average damage&#10;(Minimum to maximum damage)"|15<br>(13-17)
Line 1,419: Line 1,419:
|[[File:Superheavy Plasma Long War.png|128px|Plasma Vulcan]]<br />'''Plasma Vulcan'''
|[[File:Superheavy Plasma Long War.png|128px|Plasma Vulcan]]<br />'''Plasma Vulcan'''
|SHIVs
|SHIVs
|2.0
| +0.6
|  
|  
|title="Average damage&#10;(Minimum to maximum damage)"|20<br>(17-23)
|title="Average damage&#10;(Minimum to maximum damage)"|20<br>(17-23)
Line 1,459: Line 1,459:
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]<br />'''Arc Rifle'''
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]<br />'''Arc Rifle'''
|All biosoldiers except:<br />Snipers, Gunners
|All biosoldiers except:<br />Snipers, Gunners
|2.6
|
| +15 vs mech
| +15 vs mech
|title="Average damage&#10;(Minimum to maximum damage)"|2 (1-3) vs bio<br>7&nbsp;(6-8) vs mech
|title="Average damage&#10;(Minimum to maximum damage)"|2 (1-3) vs bio<br>7&nbsp;(6-8) vs mech
Line 1,471: Line 1,471:
|-align="center"
|-align="center"
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''
|All biosoldiers except:<br />Snipers, Gunners
|All biosoldiers except:<br />Snipers, Gunners, Rocketeers
|4.6
| -2.0
|  
|  
|  
|  
Line 1,542: Line 1,542:
|[[Research (LWR)#Offensive Tech|Beam Lasers]]
|[[Research (LWR)#Offensive Tech|Beam Lasers]]
|15
|15
|title="Cost in Credits&#10;(Cost when building quickly)"|10
|title="Cost in Credits&#10;(Cost when building quickly)"|5
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1
|  
|  
Line 1,559: Line 1,559:
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]
|60
|60
|title="Cost in Credits&#10;(Cost when building quickly)"|14
|title="Cost in Credits&#10;(Cost when building quickly)"|10
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1
|title="Cost in Elerium&#10;(Cost when building quickly)"|5
|title="Cost in Elerium&#10;(Cost when building quickly)"|5
Line 1,612: Line 1,612:
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine Autopistol'''
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine Autopistol'''
|All biosoldiers except:<br />Gunners, Rocketeers
|All biosoldiers except:<br />Gunners, Rocketeers
|0.6
| -0.6
|title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)
|title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)
|15%
|15%
Line 1,624: Line 1,624:
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]<br />'''Gauss Autopistol'''
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]<br />'''Gauss Autopistol'''
|All biosoldiers except:<br />Gunners, Rocketeers
|All biosoldiers except:<br />Gunners, Rocketeers
|0.6
| -0.6
|title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)
|title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)
|20%
|20%
Line 1,632: Line 1,632:
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]
|35
|35
|title="Cost in Credits&#10;(Cost when building quickly)"|13
|title="Cost in Credits&#10;(Cost when building quickly)"|10
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5
|title="Cost in Elerium&#10;(Cost when building quickly)"|1
|title="Cost in Elerium&#10;(Cost when building quickly)"|1
Line 1,641: Line 1,641:
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]<br />'''Plasma Autopistol'''
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]<br />'''Plasma Autopistol'''
|All biosoldiers except:<br />Gunners, Rocketeers
|All biosoldiers except:<br />Gunners, Rocketeers
|0.6
| -0.6
|title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)
|title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)
|15%
|15%
Line 1,679: Line 1,679:
|[[File:Heater Long War.png|128px|Arc Pistol]]<br />'''Arc Pistol'''
|[[File:Heater Long War.png|128px|Arc Pistol]]<br />'''Arc Pistol'''
|All biosoldiers except:<br />Gunners, Rocketeers
|All biosoldiers except:<br />Gunners, Rocketeers
|0.6
| -0.6
|title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br> 5 (4-6) vs mech
|title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br> 5 (4-6) vs mech
|title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)
|title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)
Line 1,712: Line 1,712:
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]<br />'''Sawed-off Shotgun'''
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]<br />'''Sawed-off Shotgun'''
|All biosoldiers except:<br />Snipers, Gunners, Rocketeers
|All biosoldiers except:<br />Snipers, Gunners, Rocketeers
|0.6
| -0.6
|title="Average damage&#10;(Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)
|title="Average damage&#10;(Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)
|1
|1
Line 1,724: Line 1,724:




 
==See also==
 
{{Loadout (LWR) Navbar}}
 
[[Category: Long War Rebalance]]
[[Category: Long War Rebalance]]
[[Category: Loadout (LWR)]]

Latest revision as of 06:43, 27 April 2026

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Weapon Types

Weapon Tiers

Conventional/Ballistic

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.

Base Damage: 4

Arc

There are 3 Arc Weapons: the Arc Rifle, Arc Pistol, and the Stun Rifle. While most campaigns will likely build some of each, the Stun Rifle is mandatory to win the game.

The Arc Rifle and Pistol only deal full damage against Mechanical units and have hefty penetration.

Beam Lasers

Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good 'training' weapons for inexperienced troopers. Beam lasers have increased accuracy and higher crit.

Base Damage: 4
Bonus Stats: +10 aim, +20 crit
Note: Pistol gains more crit but no aim

Gauss

Gauss weapons return to ballistic projectiles but alien power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it's a recipe for pretty formidable personal weaponry.

Gauss weapons are essentially just a damage upgrade over Ballistic and Beam weapons at the cost of being heavier. The 'Quenchguns' foundry project will grant all Gauss primary weapons a +10 penetration bonus against all units, which helps make Gauss weapons even more effective.

Base Damage: 6
Bonus Stats: +0.6 weight

Pulse Lasers

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.

Base Damage: 6
Bonus Stats: +15 aim, +30 crit
Note: Pistol gains more crit but no aim

Plasma

Plasma weapons remain the most powerful weapons available to XCOM, and have had their unique bonuses increased. They are also impervious to damage or destruction so commanders can feel safe bringing them on late game missions. 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.

Base Damage: 8

Plasma-Specific Bonuses:

  • Plasma Rifle: Grants Carapace Shredder and Sublimator
  • Plasma Battle Rifle: Grants Panzer Shredder
  • Plasma Carbine: Grants Aerial Shredder and Aerial Tracking
  • Plasma SMG: -0.6 weight, +20 crit, +50% crit damage
  • Plasma Reflex Cannon (Shotgun): Grants Ether Shredder and Sublimator
  • Plasma Strike Rifle: +2 damage and +20 pen against preoccupied targets
  • Plasma Sniper Rifle: +2 dmg and +20 pen on reaction shots or shots at targets not protected by cover
  • Plasma Novagun (SAW): +16 damage against targets at full HP
  • Plasma Dragon (LMG): +2 damage to Suppressive Fire
  • Plasma Particle Cannon (MEC): +8 damage against Mechanical
  • Plasma Autocannon (SHIV): +15 aim, +15 crit
  • Plasma Vulcan (SHIV): +1.3 mobility
  • Plasma Pistol: +2 damage against biologic units
  • Plasma Autopistol: +3 crit damage

Weapon Classes

Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:

Weapon Base Damage
Vulcan Cannons 250%
LMGs, Autocannons, and MEC Weapons 200%
Shotguns, SAWs and Sniper Rifles 150%
Battle Rifles and Strike Rifles 125%
Assault Rifles 100%
Carbines, SMGs, Pistols and Machine Pistols 75%

Primary Weapons

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.

Assault Rifles

Assault Rifles are the baseline rifle, providing a decent balance of weight, accuracy and firepower. Their base ammo is 4 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by

Mob offset

Aim
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Assault Rifle
Assault Rifle
All biosoldiers 4
(3-5)
20% 4
(5)
18 Can be steadied XCOM starts with an unlimited supply
Laser Rifle
Laser Rifle
All biosoldiers +10 4
(3-5)
40% 4
(5)
18 Can be steadied Beam Lasers 15 20 6 15 days
Gauss Rifle
Gauss Rifle
All biosoldiers -0.6 6
(5-7)
20% 4
(5)
18 Can be steadied Gauss Weapons 38 40 35 5 22 days
Pulse Rifle
Pulse Rifle
All biosoldiers +15 6
(5-7)
50% 4
(5)
18 Can be steadied Pulse Lasers 65 45 5 35 25 days
Plasma Rifle
Plasma Rifle
All biosoldiers 8
(7-9)
20% 4
(5)
18 Grants Carapace Shredder
Grants Sublimator
Can be steadied
Standard Plasma Weapons 125 250 60 40 30 1 UFO Power Source 62 days

Battle Rifles

Battle Rifles are heavier versions of Assault Rifles. They trade mobility and ammo capacity for increased damage output. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by

Mob offset

Aim
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Battle Rifle
Battle Rifle
All biosoldiers except:
Snipers, Gunners
-0.6 5
(4-6)
10% 2
(3)
18 +15 penetration
Can be steadied
XCOM starts with an unlimited supply
Laser Battle Rifle
Laser Battle Rifle
All biosoldiers except:
Snipers, Gunners
-0.6 +10 5
(4-6)
30% 2
(3)
18 +15 penetration
Can be steadied
Beam Lasers 15 20 6 15 days
Gauss Battle Rifle
Gauss Battle Rifle
All biosoldiers except:
Snipers, Gunners
-1.3 7
(6-8)
10% 2
(3)
18 +20 penetration
Can be steadied
Gauss Weapons 38 40 35 5 22 days
Pulse Battle Rifle
Pulse Battle Rifle
All biosoldiers except:
Snipers, Gunners
-0.6 +15 7
(6-8)
40% 2
(3)
18 +20 penetration
Can be steadied
Pulse Lasers 65 45 5 35 25 days
Plasma Battle Rifle
Plasma Battle Rifle
All biosoldiers except:
Snipers, Gunners
-0.6 10
(8-12)
10% 2
(3)
18 Grants Panzer Shredder
+15 penetration
Can be steadied
Standard Plasma Weapons 125 250 60 40 30 1 UFO Power Source 62 days

Carbines

Carbines are lighter versions of Assault Rifles focusing more on aim and mobility. They are light-weight and have higher aim but deal reduced damage. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 75%. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by

Mob offset

Aim
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Assault Carbine
Assault Carbine
All biosoldiers +0.6 +10 3
(2-4)
20% 3
(4)
18 Grants Aerial Precision: +20 crit and +50% crit damage vs airborne
Can be steadied
XCOM starts with an unlimited supply
Laser Carbine
Laser Carbine
All biosoldiers +0.6 +20 3
(2-4)
40% 3
(4)
18 Grants Aerial Precision: +20 crit and +50% crit damage vs airborne
Can be steadied
Beam Lasers 15 10 4 15 days
Gauss Carbine
Gauss Carbine
All biosoldiers +0.6 +10 4
(3-5)
20% 3
(4)
18 Grants +25% crit damage
Grants Aerial Precision: +20 crit and +50% crit damage vs airborne
Can be steadied
Gauss Weapons 35 25 25 5 19 days
Pulse Carbine
Pulse Carbine
All biosoldiers +0.6 +25 4
(3-5)
50% 3
(4)
18 Grants +25% crit damage
Grants Aerial Precision: +20 crit and +50% crit damage vs airborne
Can be steadied
Pulse Lasers 63 30 3 15 25 days
Plasma Carbine
Plasma Carbine
All biosoldiers +0.6 +10 6
(5-7)
20% 3
(4)
18 Grants Aerial Precision: +20 crit and +50% crit damage vs airborne
Grants Aerial Shredder
Grants Aerial Tracking: Ignores the defense from flying
Can be steadied
Light Plasma Weapons 120 160 40 30 30 1 UFO Power Source 60 days

SMGs

SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They are light-weight and have high crit damage. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).

Name Usable
by

Mob offset

Aim
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
SMG
SMG
All biosoldiers except:
Snipers, Gunners, and Rocketeers
+0.6 3
(2-4)
30% 2
(3)
18 Grants +150% crit damage
Grants Burst
XCOM starts with an unlimited supply
Laser SMG
Laser SMG
All biosoldiers except:
Snipers, Gunners, and Rocketeers
+0.6 +10 3
(2-4)
50% 2
(3)
18 Grants +150% crit damage
Grants Burst
Beam Lasers 15 10 4 15 days
Gauss SMG
Gauss SMG
All biosoldiers except:
Snipers, Gunners, and Rocketeers
+0.6 4
(3-5)
30% 2
(3)
18 Grants +175% crit damage
Grants Burst
Gauss Weapons 35 25 25 5 19 days
Pulse SMG
Pulse SMG
All biosoldiers except:
Snipers, Gunners, and Rocketeers
+0.6 +15 4
(3-5)
60% 2
(3)
18 Grants +175% crit damage
Grants Burst
Pulse Lasers 63 30 3 15 25 days
Plasma SMG
Plasma SMG
All biosoldiers except:
Snipers, Gunners, and Rocketeers
+1.3 6
(5-7)
50% 2
(3)
18 Grants +200% crit damage
Grants Burst
Light Plasma Weapons 120 160 40 30 30 1 UFO Power Source 60 days

Shotguns

Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses due to Pinpoint Accuracy. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+10 aim per tile closer than 10) and lose aim for being in far proximity (-10 aim per tile further than 10).

Name Usable
by

Mob offset

Aim
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Shotgun
Shotgun
All biosoldiers except:
Snipers, Gunners
0 0 6
(5-7)
0% 3
(4)
18 Saturation Fire: Shots within 4 tiles gain +25% base damage XCOM starts with an unlimited supply
Scatter Laser
Laser Scattershot
All biosoldiers except:
Snipers, Gunners
0 10 6
(5-7)
20% 3
(4)
18 Saturation Fire: Shots within 4 tiles gain +25% base damage Beam Lasers 18 25 8 18 days
Alloy Cannon
Gauss Alloy Cannon
All biosoldiers except:
Snipers, Gunners
-0.6 0 9
(8-10)
0% 3
(4)
18 Saturation Fire: Shots within 4 tiles gain +25% base damage Gauss Weapons 40 65 55 15 22 days
Scatter Blaster
Pulse Scattershot
All biosoldiers except:
Snipers, Gunners
0 15 9
(8-10)
30% 3
(4)
18 Saturation Fire: Shots within 4 tiles gain +25% base damage Pulse Lasers 65 65 5 45 27 days
Reflex Cannon
Plasma Reflex Cannon
All biosoldiers except:
Snipers, Gunners
0 0 12
(10-14)
0% 3
(4)
18 Grants Ether Shredder
Saturation Fire: Shots within 4 tiles gain +25% base damage
Standard Plasma Weapons 132 450 80 50 45 1 UFO Power Source 76 days

SAWs

SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to aim, mobility and crit. They cannot be steadied unless paired with Alloy Bipod. SAWs grant the Bulletstorm, Burst, and Shredder abilities. Their base ammo is 5 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by

Mob offset

Aim
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
SAW
SAW
Gunners -1.3 -10 6
(5-7)
-30% 5 18 Grants Bulletstorm
Grants Shredder
Grants Burst
XCOM starts with an unlimited supply
Laser Autorifle
Laser Autorifle
Gunners -1.3 6
(5-7)
-10% 5 18 Grants Bulletstorm
Grants Shredder
Grants Burst
Advanced Beam Lasers 18 30 8 16 days
Gauss Autorifle
Gauss Autorifle
Gunners -2.0 -10 9
(8-10)
-30% 5 18 Grants Bulletstorm
Grants Shredder
Grants Burst
Advanced Gauss Weapons 38 50 55 6 22 days
Pulse Autolaser
Pulse Autolaser
Gunners -1.3 5 9
(8-10)
0% 5 18 Grants Bulletstorm
Grants Shredder
Grants Burst
Advanced Pulse Lasers 65 60 10 45 27 days
Plasma Novagun
Plasma Novagun
Gunners -1.3 -10 12
(10-14)
-30% 5 18 +16 damage against targets at full HP
Grants Bulletstorm
Grants Shredder
Grants Burst
Heavy Plasma Weapons 128 450 90 60 45 1 UFO Power Source 80 days

LMGs

LMGs (Light Machine Guns) are a heavier variant of SAWs. They have greater damage, ammo, and provide Bulletstorm, Danger Zone, Burst, and Shredder abilities; but have even less mobility, aim, crit, and remove a small equipment slot. They cannot be steadied unless paired with Alloy Bipod. Their base ammo is 5 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by

Mob offset

Aim
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
LMG
LMG
Gunners -2.0 -30 8
(7-9)
-50% 5 18 -1 small equipment slot
Grants Bulletstorm
Grants Shredder
Grants Danger Zone
Grants Burst
XCOM starts with an unlimited supply
Laser Gattler
Laser Gattler
Gunners -2.0 -20 8
(7-9)
-30% 5 18 -1 small equipment slot
Grants Bulletstorm
Grants Shredder
Grants Danger Zone
+0.4 radius to Danger Zone
Grants Burst
Advanced Beam Lasers 18 35 10 18 days
Gauss Machine Gun
Gauss Machine Gun
Gunners -2.6 -30 12
(10-14)
-50% 5 18 -1 small equipment slot
Grants Bulletstorm
Grants Shredder
Grants Danger Zone
Grants Burst
Advanced Gauss Weapons 45 70 55 10 23 days
Pulse Gattler
Pulse Gattler
Gunners -2.0 -15 12
(10-14)
-20% 5 18 -1 small equipment slot
Grants Bulletstorm
Grants Shredder
Grants Danger Zone
+0.4 radius to Danger Zone
Grants Burst
Advanced Pulse Lasers 70 60 10 50 28 days
Plasma Dragon
Plasma Dragon
Gunners -2.0 -30 16
(14-18)
-50% 5 18 +2 damage to Suppressive Fire
-1 small equipment slot
Grants Bulletstorm
Grants Shredder
Grants Danger Zone
Grants Burst
Heavy Plasma Weapons 135 450 85 65 45 1 UFO Power Source 82 days

Strike Rifles

Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. They support Squadsight, meaning Snipers can always fire at long ranges and Scouts can with the help of a Marksman Scope. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-20 aim per tile closer than 10).

Name Usable
by

Mob offset

Aim
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Strike Rifle
Strike Rifle
Snipers
Scouts
-0.6 5
(4-6)
20% 3 130 Can be steadied
+5 penetration
XCOM starts with an unlimited supply
Laser Strike Rifle
Laser Strike Rifle
Snipers
Scouts
-0.6 +10 5
(4-6)
40% 3 130 Can be steadied
+5 penetration
Advanced Beam Lasers 18 20 8 16 days
Gauss Strike Rifle
Gauss Strike Rifle
Snipers
Scouts
-1.3 7
(6-8)
20% 3 130 Can be steadied
+10 penetration
Advanced Gauss Weapons 45 55 55 10 23 days
Pulse Strike Rifle
Pulse Strike Rifle
Snipers
Scouts
-0.6 +15 7
(6-8)
50% 3 130 Can be steadied
+10 penetration
Advanced Pulse Lasers 67 55 10 45 27 days
Plasma Strike Rifle
Plasma Strike Rifle
Snipers
Scouts
-0.6 10
(8-12)
20% 3 130 +2 damage and +20 pen vs preoccupied targets
Can be steadied
+5 penetration
Precision Plasma Weapons 132 400 80 50 45 1 UFO Power Source 76 days

Sniper Rifles

Sniper Rifles are only available to Snipers. Regular shots that operate at Squadsight ranges and have lower Squadsight penalties (2 aim per tile instead of 5). Note that reaction shots do not fire at Squadsight ranges. Sniper Rifles require 2 AP to fire, and thus cannot be used after moving or performing any other costly action. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-20 aim per tile closer than 10).

Name Usable
by

Mob offset

Aim
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Sniper Rifle
Sniper Rifle
Snipers -1.3 +10 6
(5-7)
20% 3 130 Reduces squadsight penalty to -2 aim/tile
Requires 2 AP to fire
Can be steadied
+10 penetration
XCOM starts with an unlimited supply
Laser Sniper Rifle
Laser Sniper Rifle
Snipers -1.3 +20 6
(5-7)
40% 3 130 Reduces squadsight penalty to -2 aim/tile
Requires 2 AP to fire
Can be steadied
+10 penetration
Advanced Beam Lasers 18 25 8 16 days
Gauss Long Rifle
Gauss Long Rifle
Snipers -2.0 +10 9
(8-10)
20% 3 130 Reduces squadsight penalty to -2 aim/tile
Requires 2 AP to fire
Can be steadied
+10 penetration
Advanced Gauss Weapons 45 100 55 15 23 days
Pulse Sniper Rifle
Pulse Sniper Rifle
Snipers -1.3 +25 9
(8-10)
50% 3 130 Reduces squadsight penalty to -2 aim/tile
Requires 2 AP to fire
Can be steadied
+10 penetration
Advanced Pulse Lasers 65 65 10 45 27 days
Plasma Sniper Rifle
Plasma Sniper Rifle
Snipers -1.3 +10 12
(10-14)
20% 3 130 +2 dmg and +20 pen on reaction/steady shots and targets not protected by cover
Reduces squadsight penalty to -2 aim/tile
Requires 2 AP to fire
Can be steadied
+10 penetration
Precision Plasma Weapons 135 450 90 70 45 1 UFO Power Source 78 days

MEC Weapons

MEC primary weapons, unsurprisingly, are only available to MECs. They don't have much crit chance, but deal heavy damage tied with SHIV autocannons. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by

Mob offset

Aim
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Minigun
Minigun
MECs 8
(7-9)
0% 3 18 Can be steadied XCOM starts with an unlimited supply
Laser Lance
Laser Lance
MECs +10 8
(7-9)
20% 3 18 Can be steadied Advanced Beam Lasers
MEC Warfare Systems
20 110 10 10 18 days
Gauss Railgun
Gauss Railgun
MECs -0.6 12
(10-14)
0% 3 18 Can be steadied Advanced Gauss Weapons
MEC Warfare Systems
45 180 65 10 20 23 days
Pulse Lance
Pulse Lance
MECs +15 12
(10-14)
30% 3 18 Can be steadied Advanced Pulse Lasers
MEC Warfare Systems
65 180 10 50 75 27 days
Plasma Particle Cannon
Plasma Particle Cannon
MECs 16
(14-18)
0% 3 18 Can be steadied
+8 damage to mechanical targets
Heavy Plasma Weapons
MEC Warfare Systems
135 900 90 80 60 1 UFO Power Source 82 days

Autocannons

Autocannons are only available to SHIVs. They deal heavy damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different SHIV configurations. Their base ammo capacity is 2, and their base damage is 200%. Autocannons gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by

Mob offset

Aim
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Autocannon
Autocannon
SHIVs 8
(7-9)
0% 2 18 XCOM starts with an unlimited supply
Laser Autocannon
Laser Autocannon
SHIVs +10 8
(7-9)
20% 2 18 Beam Lasers 20 35 10 18 days
Sentry Gun
Gauss Sentry Gun
SHIVs -0.6 12
(10-14)
0% 2 18 Gauss Weapons 40 50 55 10 22 days
Pulse Autocannon
Pulse Autocannon
SHIVs +15 12
(10-14)
30% 2 18 Pulse Lasers 65 75 10 50 27 days
Plasma Autocannon
Plasma Autocannon
SHIVs +15 16
(14-18)
15% 2 18 Vehicular Plasma Weapons 130 450 85 70 60 1 UFO Power Source 82 days

Vulcan Cannons

Vulcan Cannons are heavier Autocannons also only available to SHIVs. They deal the heaviest damage, but suffer from long range aim penalties and heavier weight. Their base ammo capacity is 2, and their base damage is 250%. Vulcan Cannons gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).

Name Usable
by

Mob offset

Aim
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Vulcan Cannon
Vulcan Cannon
SHIVs -0.6 10
(8-12)
0% 2 18 Grants Burst XCOM starts with an unlimited supply
Laser Vulcan
Laser Vulcan
SHIVs -0.6 +10 10
(8-12)
20% 2 18 Grants Burst Beam Lasers 20 35 10 18 days
Gauss Vulcan
Gauss Vulcan
SHIVs -1.3 15
(13-17)
0% 2 18 Grants Burst Gauss Weapons 40 50 55 10 22 days
Pulse Vulcan
Pulse Vulcan
SHIVs -0.6 +15 15
(13-17)
30% 2 18 Grants Burst Pulse Lasers 65 75 10 50 27 days
Plasma Vulcan
Plasma Vulcan
SHIVs +0.6 20
(17-23)
0% 2 18 Grants Burst Vehicular Plasma Weapons 130 450 85 70 60 1 UFO Power Source 82 days

Arc Primary Weapons

The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage and penetration against mechanical units. The Stun Rifle 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 100/92/80% chances respectively. The Elerium Batteries foundry project improves this further. In addition, failed stuns on aliens at or below 4 HP will Maim. The Elerium Batteries foundry project also grants an extra ammo to both weapons. Arc Rifles lose aim for being in close proximity (-20 aim per tile closer than 10).

Name Usable
by

Mob offset

Aim
Weapon damage
Dmg
Charges Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Duration in days
Arc Rifle
Arc Rifle
All biosoldiers except:
Snipers, Gunners
+15 vs mech 2 (1-3) vs bio
7 (6-8) vs mech
2
(3)
18 Has Overload
+80 Penetration vs mech
Cannot critically hit
Aim penalty at close range
Can be steadied
Alien Circuitry 10 90 12 days
Stun Rifle
Stun Rifle
All biosoldiers except:
Snipers, Gunners, Rocketeers
-2.0 2
(3)
4 Stuns autopsied biologic aliens
-1 small equipment slot
Xenobiology 10 100 14 days

Secondary Weapons

LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for Ballistic, Gauss and Plasma.

Units that cannot use secondary weapons: Privates, Gunners, and SHIVs

Units that cannot use sidearms and have unique secondary weapons: Rocketeers and MECs

All sidearms grant the Maim ability.

Pistols

Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10). Ranger eliminates the far range penalty.

There are no basic Pistol equivalents for the Gauss tier.

Name Usable
by

Mob offset
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Duration in days
Pistol
Pistol
All biosoldiers except:
Gunners, Rocketeers
Weightless 3
(2-4)
0% 2
(3)
18 Grants Maim XCOM starts with an unlimited supply
Laser Pistol
Laser Pistol
All biosoldiers except:
Gunners, Rocketeers
Weightless 3
(2-4)
40% 2
(3)
18 Grants Maim Beam Lasers 15 5 1 13 days
Pulse Pistol
Pulse Pistol
All biosoldiers except:
Gunners, Rocketeers
Weightless 4
(3-5)
80% 2
(3)
18 Grants Maim Pulse Lasers 60 10 1 5 24 days
Plasma Pistol
Plasma Pistol
All biosoldiers except:
Gunners, Rocketeers
Weightless 6
(5-7)
0% 2
(3)
18 +2 damage vs biologic units
Grants Maim
Compact Plasma Weapons 120 40 5 10 5 60 days

Autopistols

Autopistols grant increased base damage during critical hits in exchange for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10). Ranger eliminates the far range penalty.

There are no Autopistol equivalents for either Laser tier.

Name Usable
by

Mob offset
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Duration in days
Machine Pistol
Machine Autopistol
All biosoldiers except:
Gunners, Rocketeers
-0.6 3
(2-4)
15% 2
(3)
18 Grants Maim
Grants +70% crit damage
XCOM starts with an unlimited supply
Gauss Autopistol
Gauss Autopistol
All biosoldiers except:
Gunners, Rocketeers
-0.6 4
(3-5)
20% 2
(3)
18 Grants Maim
Grants +70% crit damage
Gauss Weapons 35 10 5 1 19 days
Plasma Mauler
Plasma Autopistol
All biosoldiers except:
Gunners, Rocketeers
-0.6 6
(5-7)
15% 2
(3)
18 Grants Maim
Grants +100% crit damage
Compact Plasma Weapons 120 50 10 10 10 60 days

Arc Pistol

The Arc Pistol is similar to its Arc Rifle counterpart, dealing less damage but with the properties of a pistol, making it effective at close ranges instead of long ranges. Arc Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10). Ranger eliminates the far range penalty.

Name Usable
by

Mob offset
Weapon damage
Dmg
Charges Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Duration in days
Arc Pistol
Arc Pistol
All biosoldiers except:
Gunners, Rocketeers
-0.6 1 vs bio
5 (4-6) vs mech
2
(3)
18 Has Overload
+50 Penetration vs mech
Cannot Critically Hit
Grants Maim
Alien Circuitry 15 8 15 days

Sawed-off Shotgun

The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage secondary weapon. It is useful for soldiers that need a powerful and accurate close-range weapon to defend themselves in a pinch, but won't fare as well in prolonged firefights at range. It receives a +3 damage upgrade with the Foundry project Quenchguns, bringing it up to Gauss-tier damage. It has 1 ammo, and deals 150% damage. Sawed-off Shotguns gain aim for being in close proximity (+10 aim per tile closer than 10) and lose aim for being in far proximity (-10 aim per tile further than 10, and additional -5 aim per tile further than 10 for being a sidearm). Ranger eliminates the sidearm far range penalty.

Name Usable
by

Mob offset
Weapon damage
Dmg
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Engineers required to prevent increase in production time
Cost in Credits
Duration in days
Sawed-off Shotgun
Sawed-off Shotgun
All biosoldiers except:
Snipers, Gunners, Rocketeers
-0.6 6 (5-7)
Upgrades to 9 (8-10)
1 18 Hardened grants 50% DR vs this weapon
Hits count as 3 instances of damage
3 20 8 days


See also

Long War Rebalance: Loadout 
Weapons
Weapons

Weapons

Primary
Weapons

Secondary
Weapons
Armor
Armor

Armor

MEC
Exoskeletons
Equipment
Equipment

Equipment