Weapons (LWR): Difference between revisions
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<div style="max-width:680px;"> | <div style="max-width:680px;"> | ||
Base Damage: 4 | Base Damage: 4 | ||
Bonus Stats: +10 aim, + | Bonus Stats: +10 aim, +15 crit | ||
Note: Pistol gains more crit but no aim | Note: Pistol gains more crit but no aim | ||
</div> | </div> | ||
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<div style="max-width:680px;"> | <div style="max-width:680px;"> | ||
Base Damage: 6 | Base Damage: 6 | ||
Bonus Stats: +10 aim, + | Bonus Stats: +10 aim, +15 crit | ||
Note: Pistol gains more crit but no aim | Note: Pistol gains more crit but no aim | ||
</div> | </div> | ||
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||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply|| | ||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply|| | ||
|-align="center" | |-align="center" | ||
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers|| ||+10||title="Average damage (Minimum to maximum damage)"|4<br>(3-5)|| | |[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers|| ||+10||title="Average damage (Minimum to maximum damage)"|4<br>(3-5)||35%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits (Cost when building quickly)"|40<br />(56)||title="Cost in Alien Alloys (Cost when building quickly)"|6<br />(8)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|15 days<br />(7.5 days)||12 | ||
|-align="center" | |-align="center" | ||
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers||-0.6|| ||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits (Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys (Cost when building quickly)"|45<br />(63)||title="Cost in Elerium (Cost when building quickly)"|5<br />(7)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|22 days<br />(11 days)||24 | |[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers||-0.6|| ||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits (Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys (Cost when building quickly)"|45<br />(63)||title="Cost in Elerium (Cost when building quickly)"|5<br />(7)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|22 days<br />(11 days)||24 | ||
|-align="center" | |-align="center" | ||
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers|| ||+10||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)|| | |[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers|| ||+10||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||35%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits (Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys (Cost when building quickly)"|5<br />(7)||title="Cost in Elerium (Cost when building quickly)"|45<br />(63)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|25 days<br />(12.5 days)||27 | ||
|-align="center" | |-align="center" | ||
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers|| || ||title="Average damage (Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Grants '''Carapace [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||125||title="Cost in Credits (Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys (Cost when building quickly)"|60<br />(90)||title="Cost in Elerium (Cost when building quickly)"|40<br />(60)||title="Cost in Meld (Cost when building quickly)"|30<br />(47)|| 4 UFO Power Sources ||title="Duration in days (Duration when building quickly)"|62 days<br />(31 days)||75 | |[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers|| || ||title="Average damage (Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Grants '''Carapace [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||125||title="Cost in Credits (Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys (Cost when building quickly)"|60<br />(90)||title="Cost in Elerium (Cost when building quickly)"|40<br />(60)||title="Cost in Meld (Cost when building quickly)"|30<br />(47)|| 4 UFO Power Sources ||title="Duration in days (Duration when building quickly)"|62 days<br />(31 days)||75 | ||
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|-align="center" | |-align="center" | ||
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6||+10||title="Average damage (Minimum to maximum damage)"|5<br>(4-6)|| | |[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6||+10||title="Average damage (Minimum to maximum damage)"|5<br>(4-6)||35%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title="Cost in Credits (Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|18 days<br />(9 days)||18 | ||
|-align="center" | |-align="center" | ||
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|-align="center" | |-align="center" | ||
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6||+10||title="Average damage (Minimum to maximum damage)"|7<br>(6-8)|| | |[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6||+10||title="Average damage (Minimum to maximum damage)"|7<br>(6-8)||50%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits (Cost when building quickly)"|115<br />(161)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(14)||title="Cost in Elerium (Cost when building quickly)"|60<br />(84)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|27 days<br />(13.5 days)||34 | ||
|-align="center" | |-align="center" | ||
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|-align="center" | |-align="center" | ||
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||+0.6||+10||+20||title="Average damage (Minimum to maximum damage)"|3<br>(2-4)|| | |[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||+0.6||+10||+20||title="Average damage (Minimum to maximum damage)"|3<br>(2-4)||35%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits (Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys (Cost when building quickly)"|4<br />(5)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|15 days<br />(7.5 days)||10 | ||
|-align="center" | |-align="center" | ||
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|-align="center" | |-align="center" | ||
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||+0.6||+15||+25||title="Average damage (Minimum to maximum damage)"|4<br>(3-5)|| | |[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||+0.6||+15||+25||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)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits (Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys (Cost when building quickly)"|3<br />(4)||title="Cost in Elerium (Cost when building quickly)"|21<br />(29)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|25 days<br />(12.5 days)||27 | ||
|-align="center" | |-align="center" | ||
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|-align="center" | |-align="center" | ||
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6||+10||title="Average damage (Minimum to maximum damage)"|3<br>(2-4)|| | |[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6||+10||title="Average damage (Minimum to maximum damage)"|3<br>(2-4)||55%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits (Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys (Cost when building quickly)"|4<br />(5)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|15 days<br />(7.5 days)||4 | ||
|-align="center" | |-align="center" | ||
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|-align="center" | |-align="center" | ||
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6||+10||title="Average damage (Minimum to maximum damage)"|4<br>(3-5)|| | |[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6||+10||title="Average damage (Minimum to maximum damage)"|4<br>(3-5)||70%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits (Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys (Cost when building quickly)"|3<br />(4)||title="Cost in Elerium (Cost when building quickly)"|21<br />(29)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|24 days<br />(12 days)||9 | ||
|-align="center" | |-align="center" | ||
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|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||-10||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||[[Abilities List (LWR)#Hardened|'''Hardened''']] targets gain 50% DR vs this weapon||colspan="8"|XCOM starts with an unlimited supply|| | |[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||-10||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||[[Abilities List (LWR)#Hardened|'''Hardened''']] targets gain 50% DR vs this weapon||colspan="8"|XCOM starts with an unlimited supply|| | ||
|-align="center" | |-align="center" | ||
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6|| ||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)|| | |[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6|| ||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||15%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||[[Abilities List (LWR)#Hardened|'''Hardened''']] targets gain 50% DR vs this weapon||[[Research (LWR)#Offensive Tech|Beam Lasers]]||18||title="Cost in Credits (Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|18 days<br />(9 days)||15 | ||
|-align="center" | |-align="center" | ||
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-1.3||-10||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||[[Abilities List (LWR)#Hardened|'''Hardened''']] targets gain 50% DR vs this weapon||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title="Cost in Credits (Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys (Cost when building quickly)"|50<br />(75)||title="Cost in Elerium (Cost when building quickly)"|15<br />(22)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|22 days<br />(11 days)||39 | |[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-1.3||-10||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||[[Abilities List (LWR)#Hardened|'''Hardened''']] targets gain 50% DR vs this weapon||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title="Cost in Credits (Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys (Cost when building quickly)"|50<br />(75)||title="Cost in Elerium (Cost when building quickly)"|15<br />(22)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|22 days<br />(11 days)||39 | ||
|-align="center" | |-align="center" | ||
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6|| ||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)|| | |[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6|| ||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||15%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||[[Abilities List (LWR)#Hardened|'''Hardened''']] targets gain 50% DR vs this weapon||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits (Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys (Cost when building quickly)"|5<br />(7)||title="Cost in Elerium (Cost when building quickly)"|60<br />(84)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|27 days<br />(13.5 days)||37 | ||
|-align="center" | |-align="center" | ||
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||-10||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||[[Abilities List (LWR)#Hardened|'''Hardened''']] targets gain 50% DR vs this weapon<br>Grants '''Ether [[Abilities List (LWR)#Shredder|Shredder]]'''||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||132||title="Cost in Credits (Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys (Cost when building quickly)"|80<br />(120)||title="Cost in Elerium (Cost when building quickly)"|50<br />(75)||title="Cost in Meld (Cost when building quickly)"|45<br />(68)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|76 days<br />(38 days)||135 | |[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||-10||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||[[Abilities List (LWR)#Hardened|'''Hardened''']] targets gain 50% DR vs this weapon<br>Grants '''Ether [[Abilities List (LWR)#Shredder|Shredder]]'''||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||132||title="Cost in Credits (Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys (Cost when building quickly)"|80<br />(120)||title="Cost in Elerium (Cost when building quickly)"|50<br />(75)||title="Cost in Meld (Cost when building quickly)"|45<br />(68)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|76 days<br />(38 days)||135 | ||
| Line 227: | Line 227: | ||
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||-0.6||-10||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Burst|Burst]]||colspan="8"|XCOM starts with an unlimited supply|| | |[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||-0.6||-10||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Burst|Burst]]||colspan="8"|XCOM starts with an unlimited supply|| | ||
|-align="center" | |-align="center" | ||
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||-0.6||0||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)|| | |[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||-0.6||0||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||15%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits (Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|16 days<br />(8 days)||18 | ||
|-align="center" | |-align="center" | ||
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||-1.3||-10||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title="Cost in Credits (Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys (Cost when building quickly)"|45<br />(67)||title="Cost in Elerium (Cost when building quickly)"|6<br />(9)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|22 days<br />(11 days)||30 | |[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||-1.3||-10||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title="Cost in Credits (Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys (Cost when building quickly)"|45<br />(67)||title="Cost in Elerium (Cost when building quickly)"|6<br />(9)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|22 days<br />(11 days)||30 | ||
|-align="center" | |-align="center" | ||
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||-0.6||0||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)|| | |[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||-0.6||0||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||15%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title="Cost in Credits (Cost when building quickly)"|115<br />(172)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(14)||title="Cost in Elerium (Cost when building quickly)"|60<br />(84)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|27 days<br />(13.5 days)||34 | ||
|-align="center" | |-align="center" | ||
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||-0.6||-10||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||+2 penetration vs Mechanical Units<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||128||title="Cost in Credits (Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys (Cost when building quickly)"|90<br />(135)||title="Cost in Elerium (Cost when building quickly)"|60<br />(90)||title="Cost in Meld (Cost when building quickly)"|45<br />(68)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|80 days<br />(40 days)||135 | |[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||-0.6||-10||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||+2 penetration vs Mechanical Units<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||128||title="Cost in Credits (Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys (Cost when building quickly)"|90<br />(135)||title="Cost in Elerium (Cost when building quickly)"|60<br />(90)||title="Cost in Meld (Cost when building quickly)"|45<br />(68)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|80 days<br />(40 days)||135 | ||
| Line 249: | Line 249: | ||
|-align="center" | |-align="center" | ||
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||-1.3||-20||title="Average damage (Minimum to maximum damage)"|8<br>(7-9)|| | |[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||-1.3||-20||title="Average damage (Minimum to maximum damage)"|8<br>(7-9)||15%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||-1 small equipment slot<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Increases '''Danger Zone''' radius to 3.0 tiles<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits (Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|18 days<br />(9 days)||21 | ||
|-align="center" | |-align="center" | ||
| Line 255: | Line 255: | ||
|-align="center" | |-align="center" | ||
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||-1.3||-20||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)|| | |[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||-1.3||-20||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||15%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||-1 small equipment slot<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Increases '''Danger Zone''' radius to 3.0 tiles<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||70||title="Cost in Credits (Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(14)||title="Cost in Elerium (Cost when building quickly)"|75<br />(105)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|28 days<br />(14 days)||36 | ||
|-align="center" | |-align="center" | ||
| Line 272: | Line 272: | ||
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers|| ||+10||title="Average damage (Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||18||Grants +10 aim to reaction shots<br>Aim penalty at close range<br />Can be steadied||colspan="8"|XCOM starts with an unlimited supply|| | |[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers|| ||+10||title="Average damage (Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||18||Grants +10 aim to reaction shots<br>Aim penalty at close range<br />Can be steadied||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'''||Scouts<br />Snipers|| ||+20||title="Average damage (Minimum to maximum damage)"|5<br>(4-6)|| | |[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers|| ||+20||title="Average damage (Minimum to maximum damage)"|5<br>(4-6)||35%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||18||Grants +10 aim to reaction shots<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits (Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|14 days<br />(7 days)||13 | ||
|-align="center" | |-align="center" | ||
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||-0.6||+15||title="Average damage (Minimum to maximum damage)"|7<br>(6-8)||35%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||18||Grants +10 aim to reaction shots<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits (Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys (Cost when building quickly)"|45<br />(67)||title="Cost in Elerium (Cost when building quickly)"|10<br />(15)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|23 days<br />(11.5 days)||33 | |[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||-0.6||+15||title="Average damage (Minimum to maximum damage)"|7<br>(6-8)||35%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||18||Grants +10 aim to reaction shots<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits (Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys (Cost when building quickly)"|45<br />(67)||title="Cost in Elerium (Cost when building quickly)"|10<br />(15)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|23 days<br />(11.5 days)||33 | ||
|-align="center" | |-align="center" | ||
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers|| ||+25||title="Average damage (Minimum to maximum damage)"|7<br>(6-8)|| | |[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers|| ||+25||title="Average damage (Minimum to maximum damage)"|7<br>(6-8)||50%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||18||Grants +10 aim to reaction shots<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits (Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(14)||title="Cost in Elerium (Cost when building quickly)"|60<br />(84)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|27 days<br />(13.5 days)||33 | ||
|-align="center" | |-align="center" | ||
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers|| ||+20||title="Average damage (Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||18||Grants +10 aim to reaction shots<br>Aim penalty at close range<br />Can be steadied<br />+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||132||title="Cost in Credits (Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys (Cost when building quickly)"|80<br />(120)||title="Cost in Elerium (Cost when building quickly)"|50<br />(75)||title="Cost in Meld (Cost when building quickly)"|45<br />(68)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|76 days<br />(38 days)||120 | |[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers|| ||+20||title="Average damage (Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||18||Grants +10 aim to reaction shots<br>Aim penalty at close range<br />Can be steadied<br />+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||132||title="Cost in Credits (Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys (Cost when building quickly)"|80<br />(120)||title="Cost in Elerium (Cost when building quickly)"|50<br />(75)||title="Cost in Meld (Cost when building quickly)"|45<br />(68)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|76 days<br />(38 days)||120 | ||
| Line 292: | Line 292: | ||
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-1.3||+10||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||18||Reduces squadsight penalty to -2 aim/tile<br>Grants +20 aim to reaction shots<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+2 penetration||colspan="8"|XCOM starts with an unlimited supply|| | |[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-1.3||+10||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||18||Reduces squadsight penalty to -2 aim/tile<br>Grants +20 aim to reaction shots<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+2 penetration||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'''||Snipers||-1.3||+20||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)|| | |[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers||-1.3||+20||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||35%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||18||Reduces squadsight penalty to -2 aim/tile<br>Grants +20 aim to reaction shots<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+2 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits (Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys (Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|16 days<br />(8 days)||15 | ||
|-align="center" | |-align="center" | ||
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-2.0||+15||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||18||Reduces squadsight penalty to -2 aim/tile<br>Grants +20 aim to reaction shots<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits (Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys (Cost when building quickly)"|45<br />(67)||title="Cost in Elerium (Cost when building quickly)"|15<br />(22)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|23 days<br />(11.5 days)||60 | |[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-2.0||+15||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||18||Reduces squadsight penalty to -2 aim/tile<br>Grants +20 aim to reaction shots<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits (Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys (Cost when building quickly)"|45<br />(67)||title="Cost in Elerium (Cost when building quickly)"|15<br />(22)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|23 days<br />(11.5 days)||60 | ||
|-align="center" | |-align="center" | ||
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers||-1.3||+25||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)|| | |[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers||-1.3||+25||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||35%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||18||Reduces squadsight penalty to -2 aim/tile<br>Grants +20 aim to reaction shots<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits (Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(14)||title="Cost in Elerium (Cost when building quickly)"|60<br />(84)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|27 days<br />(13.5 days)||37 | ||
|-align="center" | |-align="center" | ||
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-1.3||+20||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||18||Grants '''[[Abilities_List_(LWR)#Killer_Instinct|Killer Instinct]]'''<br>Reduces squadsight penalty to -2 aim/tile<br>Grants +20 aim to reaction shots<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+4 penetration||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||135||title="Cost in Credits (Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys (Cost when building quickly)"|90<br />(135)||title="Cost in Elerium (Cost when building quickly)"|70<br />(105)||title="Cost in Meld (Cost when building quickly)"|45<br />(68)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|78 days<br />(39 days)||135 | |[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-1.3||+20||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||18||Grants '''[[Abilities_List_(LWR)#Killer_Instinct|Killer Instinct]]'''<br>Reduces squadsight penalty to -2 aim/tile<br>Grants +20 aim to reaction shots<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+4 penetration||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||135||title="Cost in Credits (Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys (Cost when building quickly)"|90<br />(135)||title="Cost in Elerium (Cost when building quickly)"|70<br />(105)||title="Cost in Meld (Cost when building quickly)"|45<br />(68)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|78 days<br />(39 days)||135 | ||
| Line 312: | Line 312: | ||
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs|| || ||title="Average damage (Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply|| | |[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs|| || ||title="Average damage (Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply|| | ||
|-align="center" | |-align="center" | ||
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs|| ||+10||title="Average damage (Minimum to maximum damage)"|8<br>(7-9)|| | |[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs|| ||+10||title="Average damage (Minimum to maximum damage)"|8<br>(7-9)||15%||title="Amount of ammunition available (Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title="Cost in Credits (Cost when building quickly)"|225<br />(315)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld (Cost when building quickly)"|10<br />(19)|| ||title="Duration in days (Duration when building quickly)"|18 days<br />(9 days)||22 | ||
|-align="center" | |-align="center" | ||
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs||-0.6|| ||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits (Cost when building quickly)"|360<br />(504)||title="Cost in Alien Alloys (Cost when building quickly)"|90<br />(135)||title="Cost in Elerium (Cost when building quickly)"|10<br />(15)||title="Cost in Meld (Cost when building quickly)"|20<br />(33)|| ||title="Duration in days (Duration when building quickly)"|23 days<br />(11.5 days)||36 | |[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs||-0.6|| ||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits (Cost when building quickly)"|360<br />(504)||title="Cost in Alien Alloys (Cost when building quickly)"|90<br />(135)||title="Cost in Elerium (Cost when building quickly)"|10<br />(15)||title="Cost in Meld (Cost when building quickly)"|20<br />(33)|| ||title="Duration in days (Duration when building quickly)"|23 days<br />(11.5 days)||36 | ||
|-align="center" | |-align="center" | ||
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs|| ||+10||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)|| | |[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs|| ||+10||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||15%||title="Amount of ammunition available (Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits (Cost when building quickly)"|360<br />(504)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(14)||title="Cost in Elerium (Cost when building quickly)"|75<br />(105)||title="Cost in Meld (Cost when building quickly)"|30<br />(47)|| ||title="Duration in days (Duration when building quickly)"|27 days<br />(13.5 days)||36 | ||
|-align="center" | |-align="center" | ||
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]<br />'''Pulse Particle Beam'''||MECs|| || ||title="Average damage (Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||18||Can be steadied<br />+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||135||title="Cost in Credits (Cost when building quickly)"|900<br />(1260)||title="Cost in Alien Alloys (Cost when building quickly)"|90<br />(135)||title="Cost in Elerium (Cost when building quickly)"|80<br />(120)||title="Cost in Meld (Cost when building quickly)"|60<br />(89)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|82 days<br />(41 days)||135 | |[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]<br />'''Pulse Particle Beam'''||MECs|| || ||title="Average damage (Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||18||Can be steadied<br />+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||135||title="Cost in Credits (Cost when building quickly)"|900<br />(1260)||title="Cost in Alien Alloys (Cost when building quickly)"|90<br />(135)||title="Cost in Elerium (Cost when building quickly)"|80<br />(120)||title="Cost in Meld (Cost when building quickly)"|60<br />(89)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|82 days<br />(41 days)||135 | ||
| Line 332: | Line 332: | ||
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs|| || ||title="Average damage (Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||colspan="8"|XCOM starts with an unlimited supply|| | |[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs|| || ||title="Average damage (Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||colspan="8"|XCOM starts with an unlimited supply|| | ||
|-align="center" | |-align="center" | ||
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs|| ||+10||title="Average damage (Minimum to maximum damage)"|8<br>(7-9)|| | |[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs|| ||+10||title="Average damage (Minimum to maximum damage)"|8<br>(7-9)||15%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title="Cost in Credits (Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|18 days<br />(9 days)||22 | ||
|-align="center" | |-align="center" | ||
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs||-0.6|| ||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits (Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys (Cost when building quickly)"|45<br />(67)||title="Cost in Elerium (Cost when building quickly)"|10<br />(15)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|22 days<br />(11 days)||30 | |[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs||-0.6|| ||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits (Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys (Cost when building quickly)"|45<br />(67)||title="Cost in Elerium (Cost when building quickly)"|10<br />(15)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|22 days<br />(11 days)||30 | ||
|-align="center" | |-align="center" | ||
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs|| ||+10||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)|| | |[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs|| ||+10||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||15%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits (Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(14)||title="Cost in Elerium (Cost when building quickly)"|75<br />(105)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|27 days<br />(13.5 days)||45 | ||
|-align="center" | |-align="center" | ||
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs|| ||+15||title="Average damage (Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||130||title="Cost in Credits (Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys (Cost when building quickly)"|85<br />(127)||title="Cost in Elerium (Cost when building quickly)"|70<br />(105)||title="Cost in Meld (Cost when building quickly)"|60<br />(89)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|82 days<br />(41 days)||135 | |[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs|| ||+15||title="Average damage (Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||130||title="Cost in Credits (Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys (Cost when building quickly)"|85<br />(127)||title="Cost in Elerium (Cost when building quickly)"|70<br />(105)||title="Cost in Meld (Cost when building quickly)"|60<br />(89)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|82 days<br />(41 days)||135 | ||
| Line 378: | Line 378: | ||
|-align="center" | |-align="center" | ||
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage (Minimum to maximum damage)"|3<br />(2-4)|| | |[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage (Minimum to maximum damage)"|3<br />(2-4)||35%||title="Amount of ammunition available (Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits (Cost when building quickly)"|10<br />(15)||title="Cost in Alien Alloys (Cost when building quickly)"|1<br />(1)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|13 days<br />(6.5 days)||3 | ||
|-align="center" | |-align="center" | ||
|[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage (Minimum to maximum damage)"|4<br />(3-5)|| | |[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage (Minimum to maximum damage)"|4<br />(3-5)||60%||title="Amount of ammunition available (Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits (Cost when building quickly)"|14<br />(21)||title="Cost in Alien Alloys (Cost when building quickly)"|1<br />(1)||title="Cost in Elerium (Cost when building quickly)"|4<br />(5)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|24 days<br />(12 days)||4 | ||
|-align="center" | |-align="center" | ||
Revision as of 20:28, 1 May 2023
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.
Arc Rifle: 8 (vs mech) Arc Pistol: 4 (vs mech)
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, +15 crit Note: Pistol gains more crit but no aim
Gauss
Gauss weapons return to ballistic projectiles but elerium 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, however the 'Quenchgun' foundry project will grant all Gauss weapons a +1 damage penetration bonus against all mechanical units, which helps make Gauss weapons more effective against mechanical leaders or bosses.
Base Damage: 6 Bonus Stats: -0.6 mobility
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: +10 aim, +15 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. 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
- Plasma Battle Rifle: Grants Mechanical Shredder
- Plasma Carbine: Grants Aerial Shredder
- Plasma SMG: +1.3 mobility (+2.0 mobility total)
- Plasma Reflex Cannon (Shotgun): Grants Ether Shredder
- Plasma Strike Rifle: +3 damage against uncovered targets
- Plasma Sniper Rifle: Grants Killer Instinct
- Plasma Novagun (SAW): +2 penetration against Mechanical
- Plasma Dragon (LMG): +1 damage to Suppressive Fire
- Plasma Particle Cannon (MEC): +4 damage against Mechanical
- Plasma Autocannon (SHIV): +15 aim, +15 crit
Weapon Classes
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:
| Weapon | Base Damage |
|---|---|
| LMGs and SHIV/MEC Weapons | 200% |
| SAWs, Sniper Rifles, Shotguns, and Rocket Launchers | 150% |
| Battle Rifles and Strike Rifles | 125% |
| Assault Rifles | 100% |
| Pistols, Machine Pistols, Carbines, and SMGs | 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 mobility, accuracy and firepower. Their base ammo is 3 (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 |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||||
Assault Rifle |
All soldiers | 4 (3-5) |
20% | 3 (4) |
18 | 18 | Can be steadied | XCOM starts with an unlimited supply | ||||||||||
Laser Rifle |
All soldiers | +10 | 4 (3-5) |
35% | 3 (4) |
18 | 18 | Can be steadied | Beam Lasers | 15 | 40 (56) |
6 (8) |
0 (5) |
15 days (7.5 days) |
12 | |||
Gauss Rifle |
All soldiers | -0.6 | 6 (5-7) |
20% | 3 (4) |
18 | 18 | Can be steadied | Gauss Weapons | 38 | 80 (112) |
45 (63) |
5 (7) |
0 (5) |
22 days (11 days) |
24 | ||
Pulse Rifle |
All soldiers | +10 | 6 (5-7) |
35% | 3 (4) |
18 | 18 | Can be steadied | Pulse Lasers | 65 | 90 (126) |
5 (7) |
45 (63) |
0 (5) |
25 days (12.5 days) |
27 | ||
Plasma Rifle |
All soldiers | 8 (7-9) |
20% | 3 (4) |
18 | 18 | Grants Carapace Shredder Can be steadied |
Standard Plasma Weapons | 125 | 250 (375) |
60 (90) |
40 (60) |
30 (47) |
4 UFO Power Sources | 62 days (31 days) |
75 | ||
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 |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||||
Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
-0.6 | 5 (4-6) |
20% | 2 (3) |
18 | 18 | Can be steadied | XCOM starts with an unlimited supply | |||||||||
Laser Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
-0.6 | +10 | 5 (4-6) |
35% | 2 (3) |
18 | 18 | Can be steadied | Beam Lasers | 20 | 60 (84) |
8 (11) |
0 (5) |
18 days (9 days) |
18 | ||
Gauss Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
-1.3 | 7 (6-8) |
35% | 2 (3) |
18 | 18 | Can be steadied | Gauss Weapons | 45 | 100 (140) |
70 (98) |
6 (8) |
0 (5) |
23 days (11.5 days) |
30 | ||
Pulse Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
-0.6 | +10 | 7 (6-8) |
50% | 2 (3) |
18 | 18 | Can be steadied | Pulse Lasers | 65 | 115 (161) |
10 (14) |
60 (84) |
0 (5) |
27 days (13.5 days) |
34 | |
Plasma Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
-0.6 | 10 (8-12) |
20% | 2 (3) |
18 | 18 | Grants Mechanical Shredder Can be steadied |
Standard Plasma Weapons | 135 | 450 (575) |
90 (135) |
60 (84) |
45 (68) |
4 UFO Power Sources | 82 days (41 days) |
135 | |
Carbines
Carbines are lighter versions of Assault Rifles focusing more on defense and consistency. They grant +0.6 mobility and a variable amount of Defense and Aim depending on tier, but have poor base crit chances and reduced damage. Their base ammo is 2 (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 |
Def |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||||||||
Assault Carbine |
All soldiers | +0.6 | +10 | +10 | 3 (2-4) |
20% | 2 (3) |
18 | 18 | Can be steadied | XCOM starts with an unlimited supply | ||||||||
Laser Carbine |
All soldiers | +0.6 | +10 | +20 | 3 (2-4) |
35% | 2 (3) |
18 | 18 | Can be steadied | Beam Lasers | 15 | 20 (28) |
4 (5) |
0 (5) |
15 days (7.5 days) |
10 | ||
Gauss Carbine |
All soldiers | +0.6 | +15 | +15 | 4 (3-5) |
45% | 2 (3) |
18 | 18 | Can be steadied | Gauss Weapons | 35 | 50 (70) |
25 (35) |
5 (7) |
0 (5) |
19 days (9.5 days) |
24 | |
Pulse Carbine |
All soldiers | +0.6 | +15 | +25 | 4 (3-5) |
60% | 2 (3) |
18 | 18 | Can be steadied | Pulse Lasers | 63 | 60 (84) |
3 (4) |
21 (29) |
0 (5) |
25 days (12.5 days) |
27 | |
Plasma Carbine |
All soldiers | +0.6 | +20 | +20 | 6 (5-7) |
20% | 2 (3) |
18 | 18 | Grants Aerial Shredder Can be steadied |
Light Plasma Weapons | 120 | 160 (224) |
40 (56) |
30 (42) |
30 (47) |
4 UFO Power Sources | 60 days (30 days) |
75 |
SMGs
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. 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).
| Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||||
SMG |
Assaults Infantry Engineers Medics Scouts |
+0.6 | 3 (2-4) |
40% | 2 (3) |
18 | 18 | Grants +2 damage during critical hits | XCOM starts with an unlimited supply | |||||||||
Laser SMG |
Assaults Infantry Engineers Medics Scouts |
+0.6 | +10 | 3 (2-4) |
55% | 2 (3) |
18 | 18 | Grants +2 damage during critical hits | Beam Lasers | 15 | 20 (28) |
4 (5) |
0 (5) |
15 days (7.5 days) |
4 | ||
Gauss SMG |
Assaults Infantry Engineers Medics Scouts |
+0.6 | 4 (3-5) |
55% | 2 (3) |
18 | 18 | Grants +3 damage during critical hits | Gauss Weapons | 35 | 50 (70) |
25 (35) |
5 (7) |
0 (5) |
19 days (9.5 days) |
9 | ||
Pulse SMG |
Assaults Infantry Engineers Medics Scouts |
+0.6 | +10 | 4 (3-5) |
70% | 2 (3) |
18 | 18 | Grants +3 damage during critical hits | Pulse Lasers | 62 | 60 (84) |
3 (4) |
21 (29) |
0 (5) |
24 days (12 days) |
9 | |
Plasma SMG |
Assaults Infantry Engineers Medics Scouts |
+2.0 | 6 (5-7) |
40% | 2 (3) |
18 | 18 | Grants +4 damage during critical hits | Light Plasma Weapons | 120 | 160 (224) |
40 (56) |
30 (42) |
15 (26) |
4 UFO Power Sources | 60 days (30 days) |
30 | |
Shotguns
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. 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 |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||||
Shotgun |
Assaults Infantry Engineers Medics Scouts |
-0.6 | -10 | 6 (5-7) |
0% | 3 (4) |
18 | 18 | Hardened targets gain 50% DR vs this weapon | XCOM starts with an unlimited supply | ||||||||
Laser Scattershot |
Assaults Infantry Engineers Medics Scouts |
-0.6 | 6 (5-7) |
15% | 3 (4) |
18 | 18 | Hardened targets gain 50% DR vs this weapon | Beam Lasers | 18 | 50 (75) |
8 (12) |
0 (5) |
18 days (9 days) |
15 | |||
Gauss Alloy Cannon |
Assaults Infantry Engineers Medics Scouts |
-1.3 | -10 | 9 (8-10) |
0% | 3 (4) |
18 | 18 | Hardened targets gain 50% DR vs this weapon | Gauss Weapons | 40 | 130 (195) |
50 (75) |
15 (22) |
0 (5) |
22 days (11 days) |
39 | |
Pulse Scattershot |
Assaults Infantry Engineers Medics Scouts |
-0.6 | 9 (8-10) |
15% | 3 (4) |
18 | 18 | Hardened targets gain 50% DR vs this weapon | Pulse Lasers | 65 | 125 (187) |
5 (7) |
60 (84) |
0 (5) |
27 days (13.5 days) |
37 | ||
Plasma Reflex Cannon |
Assaults Infantry Engineers Medics Scouts |
-0.6 | -10 | 12 (10-14) |
0% | 3 (4) |
18 | 18 | Hardened targets gain 50% DR vs this weapon Grants Ether Shredder |
Standard Plasma Weapons | 132 | 450 (675) |
80 (120) |
50 (75) |
45 (68) |
4 UFO Power Sources | 76 days (38 days) |
135 |
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 mobility, cannot be steadied, and have low base crit chance. SAWs grant the Flush ability. Their base ammo is 4 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 |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||||
SAW |
Gunners | -0.6 | -10 | 6 (5-7) |
0% | 4 (4) |
18 | 18 | Grants Burst | XCOM starts with an unlimited supply | ||||||||
Laser Autorifle |
Gunners | -0.6 | 0 | 6 (5-7) |
15% | 4 (4) |
18 | 18 | Grants Burst | Advanced Beam Lasers | 18 | 60 (90) |
8 (12) |
0 (5) |
16 days (8 days) |
18 | ||
Gauss Autorifle |
Gunners | -1.3 | -10 | 9 (8-10) |
0% | 4 (4) |
18 | 18 | Grants Burst | Advanced Gauss Weapons | 38 | 100 (150) |
45 (67) |
6 (9) |
0 (5) |
22 days (11 days) |
30 | |
Pulse Autolaser |
Gunners | -0.6 | 0 | 9 (8-10) |
15% | 4 (4) |
18 | 18 | Grants Burst | Advanced Pulse Lasers | 65 | 115 (172) |
10 (14) |
60 (84) |
0 (5) |
27 days (13.5 days) |
34 | |
Plasma Novagun |
Gunners | -0.6 | -10 | 12 (10-14) |
0% | 4 (4) |
18 | 18 | +2 penetration vs Mechanical Units Grants Burst |
Heavy Plasma Weapons | 128 | 450 (675) |
90 (135) |
60 (90) |
45 (68) |
4 UFO Power Sources | 80 days (40 days) |
135 |
LMGs
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility, aim, and small equipment slot penalties, but have greater damage, and provide both Danger Zone and Flush. Their base ammo is 4 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 |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||||
LMG |
Gunners | -1.3 | -30 | 8 (7-9) |
0% | 5 (5) |
18 | 18 | -1 small equipment slot Grants Danger Zone Grants Burst |
XCOM starts with an unlimited supply | ||||||||
Laser Gatler |
Gunners | -1.3 | -20 | 8 (7-9) |
15% | 5 (5) |
18 | 18 | -1 small equipment slot Grants Danger Zone Increases Danger Zone radius to 3.0 tiles Grants Burst |
Advanced Beam Lasers | 18 | 70 (105) |
10 (15) |
0 (5) |
18 days (9 days) |
21 | ||
Gauss Machine Gun |
Gunners | -2.0 | -30 | 12 (10-14) |
0% | 5 (5) |
18 | 18 | -1 small equipment slot Grants Danger Zone Grants Burst |
Advanced Gauss Weapons | 45 | 140 (210) |
45 (67) |
10 (15) |
0 (5) |
23 days (11.5 days) |
42 | |
Pulse Gatler |
Gunners | -1.3 | -20 | 12 (10-14) |
15% | 5 (5) |
18 | 18 | -1 small equipment slot Grants Danger Zone Increases Danger Zone radius to 3.0 tiles Grants Burst |
Advanced Pulse Lasers | 70 | 120 (180) |
10 (14) |
75 (105) |
0 (5) |
28 days (14 days) |
36 | |
Plasma Dragon |
Gunners | -1.3 | -30 | 16 (14-18) |
0% | 5 (5) |
18 | 18 | +2 damage to Suppressive Fire -1 small equipment slot Grants Danger Zone Grants Burst |
Heavy Plasma Weapons | 135 | 450 (675) |
85 (127) |
65 (97) |
45 (68) |
4 UFO Power Sources | 82 days (41 days) |
135 |
Strike Rifles
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. Supports Squadsight. Grant +0.6 mobility. They grant +20 aim to all reaction shots. 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 |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||||
Strike Rifle |
Scouts Snipers |
+10 | 5 (4-6) |
20% | 3 (3) |
130 | 18 | Grants +10 aim to reaction shots Aim penalty at close range Can be steadied |
XCOM starts with an unlimited supply | |||||||||
Laser Strike Rifle |
Scouts Snipers |
+20 | 5 (4-6) |
35% | 3 (3) |
130 | 18 | Grants +10 aim to reaction shots Aim penalty at close range Can be steadied |
Advanced Beam Lasers | 18 | 45 (67) |
8 (12) |
0 (5) |
14 days (7 days) |
13 | |||
Gauss Strike Rifle |
Scouts Snipers |
-0.6 | +15 | 7 (6-8) |
35% | 3 (3) |
130 | 18 | Grants +10 aim to reaction shots Aim penalty at close range Can be steadied |
Advanced Gauss Weapons | 45 | 110 (165) |
45 (67) |
10 (15) |
0 (5) |
23 days (11.5 days) |
33 | |
Pulse Strike Rifle |
Scouts Snipers |
+25 | 7 (6-8) |
50% | 3 (3) |
130 | 18 | Grants +10 aim to reaction shots Aim penalty at close range Can be steadied |
Advanced Pulse Lasers | 67 | 110 (165) |
10 (14) |
60 (84) |
0 (5) |
27 days (13.5 days) |
33 | ||
Plasma Strike Rifle |
Scouts Snipers |
+20 | 10 (8-12) |
20% | 3 (3) |
130 | 18 | Grants +10 aim to reaction shots Aim penalty at close range Can be steadied +3 damage to uncovered targets |
Precision Plasma Weapons | 132 | 400 (600) |
80 (120) |
50 (75) |
45 (68) |
4 UFO Power Sources | 76 days (38 days) |
120 | |
Sniper Rifles
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular shots operate at Squadsight ranges and have lower Squadsight penalties (2 aim per tile instead of 3). Reaction shots (e.g. from overwatch) do not work at squadsight ranges. They grant +20 aim to all reaction shots. Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have variable penetration based on tier. 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 |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||||
Sniper Rifle |
Snipers | -1.3 | +10 | 6 (5-7) |
20% | 3 (3) |
130 | 18 | Reduces squadsight penalty to -2 aim/tile Grants +20 aim to reaction shots Aim penalty at close range Requires 2 AP to fire Can be steadied +2 penetration |
XCOM starts with an unlimited supply | ||||||||
Laser Sniper Rifle |
Snipers | -1.3 | +20 | 6 (5-7) |
35% | 3 (3) |
130 | 18 | Reduces squadsight penalty to -2 aim/tile Grants +20 aim to reaction shots Aim penalty at close range Requires 2 AP to fire Can be steadied +2 penetration |
Advanced Beam Lasers | 18 | 50 (75) |
6 (9) |
0 (5) |
16 days (8 days) |
15 | ||
Gauss Long Rifle |
Snipers | -2.0 | +15 | 9 (8-10) |
20% | 3 (3) |
130 | 18 | Reduces squadsight penalty to -2 aim/tile Grants +20 aim to reaction shots Aim penalty at close range Requires 2 AP to fire Can be steadied +3 penetration |
Advanced Gauss Weapons | 45 | 200 (300) |
45 (67) |
15 (22) |
0 (5) |
23 days (11.5 days) |
60 | |
Pulse Sniper Rifle |
Snipers | -1.3 | +25 | 9 (8-10) |
35% | 3 (3) |
130 | 18 | Reduces squadsight penalty to -2 aim/tile Grants +20 aim to reaction shots Aim penalty at close range Requires 2 AP to fire Can be steadied +3 penetration |
Advanced Pulse Lasers | 65 | 125 (187) |
10 (14) |
60 (84) |
0 (5) |
27 days (13.5 days) |
37 | |
Plasma Sniper Rifle |
Snipers | -1.3 | +20 | 12 (10-14) |
20% | 3 (3) |
130 | 18 | Grants Killer Instinct Reduces squadsight penalty to -2 aim/tile Grants +20 aim to reaction shots Aim penalty at close range Requires 2 AP to fire Can be steadied +4 penetration |
Precision Plasma Weapons | 135 | 450 (675) |
90 (135) |
70 (105) |
45 (68) |
4 UFO Power Sources | 78 days (39 days) |
135 |
MEC Weapons
MEC primary weapons, unsurprisingly, are only available to MECs. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has Squadsight. 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 |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||||
Minigun |
MECs | 8 (7-9) |
0% | 3 (3) |
130 | 18 | Can be steadied | XCOM starts with an unlimited supply | ||||||||||
Laser Lance |
MECs | +10 | 8 (7-9) |
15% | 3 (3) |
130 | 18 | Can be steadied | Advanced Beam Lasers MEC Warfare Systems |
20 | 225 (315) |
10 (15) |
10 (19) |
18 days (9 days) |
22 | |||
Gauss Railgun |
MECs | -0.6 | 12 (10-14) |
0% | 3 (3) |
130 | 18 | Can be steadied | Advanced Gauss Weapons MEC Warfare Systems |
45 | 360 (504) |
90 (135) |
10 (15) |
20 (33) |
23 days (11.5 days) |
36 | ||
Pulse Lance |
MECs | +10 | 12 (10-14) |
15% | 3 (3) |
130 | 18 | Can be steadied | Advanced Pulse Lasers MEC Warfare Systems |
65 | 360 (504) |
10 (14) |
75 (105) |
30 (47) |
27 days (13.5 days) |
36 | ||
Pulse Particle Beam |
MECs | 16 (14-18) |
0% | 3 (3) |
130 | 18 | Can be steadied +4 damage to mechanical targets |
Heavy Plasma Weapons MEC Warfare Systems |
135 | 900 (1260) |
90 (135) |
80 (120) |
60 (89) |
4 UFO Power Sources | 82 days (41 days) |
135 | ||
SHIV Weapons
SHIV weapons, obviously, are only available to SHIVs. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).
| Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||||||
Autocannon |
SHIVs | 8 (7-9) |
0% | 2 (2) |
18 | 18 | XCOM starts with an unlimited supply | ||||||||||
Laser Autocannon |
SHIVs | +10 | 8 (7-9) |
15% | 2 (2) |
18 | 18 | Beam Lasers | 20 | 75 (112) |
10 (15) |
0 (5) |
18 days (9 days) |
22 | |||
Gauss Sentry Gun |
SHIVs | -0.6 | 12 (10-14) |
0% | 2 (2) |
18 | 18 | Gauss Weapons | 40 | 100 (150) |
45 (67) |
10 (15) |
0 (5) |
22 days (11 days) |
30 | ||
Pulse Autocannon |
SHIVs | +10 | 12 (10-14) |
15% | 2 (2) |
18 | 18 | Pulse Lasers | 65 | 150 (225) |
10 (14) |
75 (105) |
0 (5) |
27 days (13.5 days) |
45 | ||
Plasma Autocannon |
SHIVs | +15 | 16 (14-18) |
15% | 2 (2) |
18 | 18 | Vehicular Plasma Weapons | 130 | 450 (675) |
85 (127) |
70 (105) |
60 (89) |
4 UFO Power Sources | 82 days (41 days) |
135 | |
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 90/80/70% chances respectively. The Elerium Batteries foundry project improves this further. In addition, failed stuns on aliens below 50% of their max 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 |
Aim |
Dmg |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | |||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Arc Rifle |
Assaults Infantry Engineers Medics Scouts Snipers Rocketeers |
+0.6 | +20 vs mech | 1 vs bio 8 (7-9) vs mech |
1 (2) |
18 | 18 | Has Overload +8 Penetration vs mech Cannot critically hit Aim penalty at close range Can be steadied |
Alien Computers | 10 | 90 (135) |
0 (5) |
12 days (6 days) |
27 |
Stun Rifle |
Assaults Infantry Engineers Medics Scouts |
2 (3) |
4 | Stuns autopsied biologic aliens -1 small equipment slot |
Xenobiology | 10 | 100 (150) |
0 (5) |
14 days (7 days) |
30 | ||||
Secondary Weapons
LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Laser and Pulse.
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, though the Ranger perk negates this entirely. 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).
| Name | Usable by |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
3 (2-4) |
0% | 2 (3) |
18 | 18 | Grants Maim | XCOM starts with an unlimited supply | ||||||||
Laser Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
3 (2-4) |
35% | 2 (3) |
18 | 18 | Grants Maim | Beam Lasers | 15 | 10 (15) |
1 (1) |
0 (5) |
13 days (6.5 days) |
3 | ||
Pulse Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
4 (3-5) |
60% | 2 (3) |
18 | 18 | Grants Maim | Pulse Lasers | 60 | 14 (21) |
1 (1) |
4 (5) |
0 (5) |
24 days (12 days) |
4 | |
Plasma Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
6 (5-7) |
0% | 2 (3) |
18 | 18 | Grants Maim | Compact Plasma Weapons | 90 | 40 (60) |
5 (7) |
10 (15) |
5 (12) |
30 days (15 days) |
12 | |
| Name | Usable by |
Mob |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||||||
Arc Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
-0.6 | 1 vs bio 4 (3-5) vs mech |
Not Possible | 2 (3) |
18 | 18 | Has Overload +4 Penetration vs mech Cannot Critically Hit Grants Maim |
Alien Computers | 15 | 8 (12) |
0 (0) |
0 (5) |
15 days (7.5 days) |
3 | ||
Autopistols
Autopistols grant increased crit damage and chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 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).
There are no Machine Pistol equivalents for either Laser tier.
| Name | Usable by |
Mob |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||||||
Machine Autopistol |
Assaults Infantry Engineers Medics Scouts Snipers |
-0.6 | 3 (2-4) |
20% | 2 (3) |
18 | 18 | Grants Maim Grants +2 damage during critical hits |
XCOM starts with an unlimited supply | ||||||||
Gauss Autopistol |
Assaults Infantry Engineers Medics Scouts Snipers |
-0.6 | 4 (3-5) |
35% | 2 (3) |
18 | 18 | Grants Maim Grants +3 damage during critical hits |
Gauss Weapons | 35 | 13 (18) |
3 (4) |
1 (1) |
0 (5) |
19 days (9.5 days) |
3 | |
Plasma Autopistol |
Assaults Infantry Engineers Medics Scouts Snipers |
-0.6 | 6 (5-7) |
20% | 2 (3) |
18 | 18 | Grants Maim Grants +4 damage during critical hits |
Compact Plasma Weapons | 90 | 50 (75) |
10 (15) |
10 (15) |
10 (19) |
30 days (15 days) |
15 | |
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 wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project Quenchguns. 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 (-15 aim per tile further than 10).
| Name | Usable by |
Mob |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | |||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sawed-off Shotgun |
Assaults Infantry Engineers Medics Scouts |
-0.6 | 6 (5-7) Upgrades to 9 (8-10) |
1 | 18 | 18 | 3 | 20 (30) |
0 (5) |
8 days (4 days) |
6 | |||