Weapons (LWR): Difference between revisions
mNo edit summary |
|||
| (12 intermediate revisions by one other user not shown) | |||
| Line 34: | Line 34: | ||
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 + | 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;"> | ||
| Line 63: | Line 63: | ||
*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, + | *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): + | *Plasma Novagun (SAW): +16 damage against targets at full HP | ||
*Plasma Dragon (LMG): + | *Plasma Dragon (LMG): +2 damage to Suppressive Fire | ||
*Plasma Particle Cannon (MEC): + | *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 | ||
| Line 247: | Line 247: | ||
| | | | ||
|title="Average damage (Minimum to maximum damage)"|5<br>(4-6) | |title="Average damage (Minimum to maximum damage)"|5<br>(4-6) | ||
| | | 10% | ||
|title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3) | |title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3) | ||
|18 | |18 | ||
| + | | +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 259: | Line 259: | ||
| +10 | | +10 | ||
|title="Average damage (Minimum to maximum damage)"|5<br>(4-6) | |title="Average damage (Minimum to maximum damage)"|5<br>(4-6) | ||
| | |30% | ||
|title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3) | |title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3) | ||
|18 | |18 | ||
| + | | +15 penetration<br>Can be steadied | ||
|[[Research (LWR)#Offensive Tech|Beam Lasers]] | |[[Research (LWR)#Offensive Tech|Beam Lasers]] | ||
|15 | |15 | ||
| Line 278: | Line 278: | ||
| | | | ||
|title="Average damage (Minimum to maximum damage)"|7<br>(6-8) | |title="Average damage (Minimum to maximum damage)"|7<br>(6-8) | ||
| | | 10% | ||
|title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3) | |title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3) | ||
|18 | |18 | ||
| + | | +20 penetration<br>Can be steadied | ||
|[[Research (LWR)#Offensive Tech|Gauss Weapons]] | |[[Research (LWR)#Offensive Tech|Gauss Weapons]] | ||
|38 | |38 | ||
| Line 297: | Line 297: | ||
| +15 | | +15 | ||
|title="Average damage (Minimum to maximum damage)"|7<br>(6-8) | |title="Average damage (Minimum to maximum damage)"|7<br>(6-8) | ||
| | |40% | ||
|title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3) | |title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3) | ||
|18 | |18 | ||
| + | | +20 penetration<br>Can be steadied | ||
|[[Research (LWR)#Offensive Tech|Pulse Lasers]] | |[[Research (LWR)#Offensive Tech|Pulse Lasers]] | ||
|65 | |65 | ||
| Line 316: | Line 316: | ||
| | | | ||
|title="Average damage (Minimum to maximum damage)"|10<br>(8-12) | |title="Average damage (Minimum to maximum damage)"|10<br>(8-12) | ||
| | | 10% | ||
|title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3) | |title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3) | ||
|18 | |18 | ||
|Grants '''Panzer [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>+ | |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 360: | Line 360: | ||
|All biosoldiers | |All biosoldiers | ||
| +0.6 | | +0.6 | ||
| + | | +10 | ||
|title="Average damage (Minimum to maximum damage)"|3<br>(2-4) | |title="Average damage (Minimum to maximum damage)"|3<br>(2-4) | ||
|20% | |20% | ||
|title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4) | |title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4) | ||
|18 | |18 | ||
|Grants '''Aerial Precision''': + | |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 372: | Line 372: | ||
|All biosoldiers | |All biosoldiers | ||
| +0.6 | | +0.6 | ||
| + | | +20 | ||
|title="Average damage (Minimum to maximum damage)"|3<br>(2-4) | |title="Average damage (Minimum to maximum damage)"|3<br>(2-4) | ||
|40% | |40% | ||
|title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4) | |title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4) | ||
|18 | |18 | ||
|Grants '''Aerial Precision''': + | |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 | ||
| Line 391: | Line 391: | ||
|All biosoldiers | |All biosoldiers | ||
| +0.6 | | +0.6 | ||
| + | | +10 | ||
|title="Average damage (Minimum to maximum damage)"|4<br>(3-5) | |title="Average damage (Minimum to maximum damage)"|4<br>(3-5) | ||
|20% | |20% | ||
|title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4) | |title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4) | ||
|18 | |18 | ||
|Grants +25% crit damage<br>Grants '''Aerial Precision''': + | |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 | ||
| Line 410: | Line 410: | ||
|All biosoldiers | |All biosoldiers | ||
| +0.6 | | +0.6 | ||
| + | | +25 | ||
|title="Average damage (Minimum to maximum damage)"|4<br>(3-5) | |title="Average damage (Minimum to maximum damage)"|4<br>(3-5) | ||
|50% | |50% | ||
|title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4) | |title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4) | ||
|18 | |18 | ||
|Grants +25% crit damage<br>Grants '''Aerial Precision''': + | |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 | ||
| Line 429: | Line 429: | ||
|All biosoldiers | |All biosoldiers | ||
| +0.6 | | +0.6 | ||
| + | | +10 | ||
|title="Average damage (Minimum to maximum damage)"|6<br>(5-7) | |title="Average damage (Minimum to maximum damage)"|6<br>(5-7) | ||
|20% | |20% | ||
|title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4) | |title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4) | ||
|18 | |18 | ||
|Grants '''Aerial Precision''': + | |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 | ||
| Line 477: | Line 477: | ||
| | | | ||
|title="Average damage (Minimum to maximum damage)"|3<br>(2-4) | |title="Average damage (Minimum to maximum damage)"|3<br>(2-4) | ||
| | |30% | ||
|title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3) | |title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3) | ||
|18 | |18 | ||
| Line 489: | Line 489: | ||
| +10 | | +10 | ||
|title="Average damage (Minimum to maximum damage)"|3<br>(2-4) | |title="Average damage (Minimum to maximum damage)"|3<br>(2-4) | ||
| | |50% | ||
|title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3) | |title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3) | ||
|18 | |18 | ||
| Line 508: | Line 508: | ||
| | | | ||
|title="Average damage (Minimum to maximum damage)"|4<br>(3-5) | |title="Average damage (Minimum to maximum damage)"|4<br>(3-5) | ||
| | |30% | ||
|title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3) | |title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3) | ||
|18 | |18 | ||
| Line 527: | Line 527: | ||
| +15 | | +15 | ||
|title="Average damage (Minimum to maximum damage)"|4<br>(3-5) | |title="Average damage (Minimum to maximum damage)"|4<br>(3-5) | ||
| | |60% | ||
|title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3) | |title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3) | ||
|18 | |18 | ||
| Line 546: | Line 546: | ||
| | | | ||
|title="Average damage (Minimum to maximum damage)"|6<br>(5-7) | |title="Average damage (Minimum to maximum damage)"|6<br>(5-7) | ||
| | |50% | ||
|title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3) | |title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3) | ||
|18 | |18 | ||
|Grants + | |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 | 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 | ||
| | | 0 | ||
| | | 0 | ||
|title="Average damage (Minimum to maximum damage)"|6<br>(5-7) | |title="Average damage (Minimum to maximum damage)"|6<br>(5-7) | ||
|0% | |0% | ||
|title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4) | |title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4) | ||
|18 | |18 | ||
|'''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 | ||
| | | 0 | ||
| | | 10 | ||
|title="Average damage (Minimum to maximum damage)"|6<br>(5-7) | |title="Average damage (Minimum to maximum damage)"|6<br>(5-7) | ||
|20% | |20% | ||
|title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4) | |title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4) | ||
|18 | |18 | ||
|'''Saturation Fire''': Shots within 4 tiles gain +25% base damage | |||
|[[Research (LWR)#Offensive Tech|Beam Lasers]] | |[[Research (LWR)#Offensive Tech|Beam Lasers]] | ||
|18 | |18 | ||
| 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 | ||
| - | | -0.6 | ||
| | | 0 | ||
|title="Average damage (Minimum to maximum damage)"|9<br>(8-10) | |title="Average damage (Minimum to maximum damage)"|9<br>(8-10) | ||
|0% | |0% | ||
|title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4) | |title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4) | ||
|18 | |18 | ||
|'''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 | ||
| | | 0 | ||
| | | 15 | ||
|title="Average damage (Minimum to maximum damage)"|9<br>(8-10) | |title="Average damage (Minimum to maximum damage)"|9<br>(8-10) | ||
|30% | |30% | ||
|title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4) | |title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4) | ||
|18 | |18 | ||
|'''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 | ||
| | | 0 | ||
| | | 0 | ||
|title="Average damage (Minimum to maximum damage)"|12<br>(10-14) | |title="Average damage (Minimum to maximum damage)"|12<br>(10-14) | ||
|0% | |0% | ||
|title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4) | |title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4) | ||
|18 | |18 | ||
|Grants '''Ether''' [[Abilities List (LWR)#Shredder|Shredder]]<br> | |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 881: | Line 881: | ||
|title="Amount of ammunition available"|5 | |title="Amount of ammunition available"|5 | ||
|18 | |18 | ||
| + | | +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 926: | Line 926: | ||
|title="Amount of ammunition available"|3 | |title="Amount of ammunition available"|3 | ||
|130 | |130 | ||
|Can be steadied<br>+ | |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" | ||
| Line 937: | Line 937: | ||
|title="Amount of ammunition available"|3 | |title="Amount of ammunition available"|3 | ||
|130 | |130 | ||
|Can be steadied<br>+ | |Can be steadied<br>+5 penetration | ||
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]] | |[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]] | ||
|18 | |18 | ||
| Line 955: | Line 955: | ||
|title="Amount of ammunition available"|3 | |title="Amount of ammunition available"|3 | ||
|130 | |130 | ||
|Can be steadied<br>+ | |Can be steadied<br>+10 penetration | ||
|[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]] | |[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]] | ||
|45 | |45 | ||
| Line 973: | Line 973: | ||
|title="Amount of ammunition available"|3 | |title="Amount of ammunition available"|3 | ||
|130 | |130 | ||
|Can be steadied<br>+ | |Can be steadied<br>+10 penetration | ||
|[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]] | |[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]] | ||
|67 | |67 | ||
| 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>+ | | +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 1,036: | 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>+ | |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" | ||
| 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>+ | |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 | ||
| 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>+ | |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 1,083: | 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>+ | |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 1,101: | Line 1,101: | ||
|title="Amount of ammunition available"|3 | |title="Amount of ammunition available"|3 | ||
|130 | |130 | ||
| +2 dmg and +20 pen on reaction/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>+ | | +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 | ||
Latest revision as of 06:43, 27 April 2026
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 |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
Assault Rifle |
All biosoldiers | 4 (3-5) |
20% | 4 (5) |
18 | Can be steadied | XCOM starts with an unlimited supply | |||||||||
Laser Rifle |
All biosoldiers | +10 | 4 (3-5) |
40% | 4 (5) |
18 | Can be steadied | Beam Lasers | 15 | 20 | 6 | 15 days | ||||
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 |
All biosoldiers | +15 | 6 (5-7) |
50% | 4 (5) |
18 | Can be steadied | Pulse Lasers | 65 | 45 | 5 | 35 | 25 days | |||
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 |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
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 |
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 |
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 |
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 |
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 |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
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 |
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 |
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 |
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 |
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 |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
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 |
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 |
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 |
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 |
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 |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
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 | |||||||
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 | |||
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 | ||
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 | ||
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 |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
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 |
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 |
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 |
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 |
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 |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
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 |
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 |
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 |
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 |
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 |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
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 |
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 |
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 |
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 |
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 |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
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 |
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 |
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 |
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 |
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 |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
Minigun |
MECs | 8 (7-9) |
0% | 3 | 18 | Can be steadied | XCOM starts with an unlimited supply | |||||||||
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 |
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 |
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 |
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 |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||||
Autocannon |
SHIVs | 8 (7-9) |
0% | 2 | 18 | XCOM starts with an unlimited supply | |||||||||
Laser Autocannon |
SHIVs | +10 | 8 (7-9) |
20% | 2 | 18 | Beam Lasers | 20 | 35 | 10 | 18 days | ||||
Gauss Sentry Gun |
SHIVs | -0.6 | 12 (10-14) |
0% | 2 | 18 | Gauss Weapons | 40 | 50 | 55 | 10 | 22 days | |||
Pulse Autocannon |
SHIVs | +15 | 12 (10-14) |
30% | 2 | 18 | Pulse Lasers | 65 | 75 | 10 | 50 | 27 days | |||
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 |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
Vulcan Cannon |
SHIVs | -0.6 | 10 (8-12) |
0% | 2 | 18 | Grants Burst | XCOM starts with an unlimited supply | ||||||||
Laser Vulcan |
SHIVs | -0.6 | +10 | 10 (8-12) |
20% | 2 | 18 | Grants Burst | Beam Lasers | 20 | 35 | 10 | 18 days | |||
Gauss Vulcan |
SHIVs | -1.3 | 15 (13-17) |
0% | 2 | 18 | Grants Burst | Gauss Weapons | 40 | 50 | 55 | 10 | 22 days | |||
Pulse Vulcan |
SHIVs | -0.6 | +15 | 15 (13-17) |
30% | 2 | 18 | Grants Burst | Pulse Lasers | 65 | 75 | 10 | 50 | 27 days | ||
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 |
Dmg |
Charges | Weapon range |
Special properties |
Prerequisites | Cost | ||
|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
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 |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pistol |
All biosoldiers except: Gunners, Rocketeers |
Weightless | 3 (2-4) |
0% | 2 (3) |
18 | Grants Maim | XCOM starts with an unlimited supply | |||||||
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 |
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 |
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 |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
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 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 |
Dmg |
Charges | Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
Dmg |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
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
| ||||
| ||||
| ||||



