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Weapons: All images added. Layout update completed. Commencing table separation to be used with a ToC
8wayz (talk | contribs)
Weapon types: Table separated into sections, descriptions added and improved
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Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components... which means you'll have to stun and capture aliens for every weapon you want to build.
Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components... which means you'll have to stun and capture aliens for every weapon you want to build.
== Weapon types==
== Weapon types==
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: '''SHIV/MEC Primary Weapons''' > '''Light Machine Guns''' and '''Shotguns''' > '''Heavy Rifles''', '''Marksman/Sniper rifles''' and '''Squad Automatic Weapon''' > '''Assault Rifles''' > '''Carbines''' and '''Submachine Guns'''. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally ,Shotguns' damage is severely impeded by damage reduction.
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: '''SHIV/MEC Primary Weapons''' > '''Light Machine Guns''' and '''Shotguns''' > '''Heavy Rifles''', '''Marksman/Sniper rifles''' and '''Squad Automatic Weapon''' > '''Assault Rifles''' > '''Carbines''' and '''Submachine Guns'''. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally Shotguns' damage is severely impeded by damage reduction.


'''Assault Rifles''': Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle<br>
=== '''Pistols''' ===
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim, and have a respectable balance of firepower and accuracy.
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier possesses the Gunslinger perk.
{| class="wikitable"
|+
|-
!colspan="18" | Pistols
|-
!rowspan="2" | Name  !! rowspan="2" | {{Damage Icon}} '''Dm''' !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="5" | Cost
|-align=center
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}
|-align=center
|[[Image:Pistol Long War.png|center|128x64px]]'''Pistol''' ||  1-3 || 0% || 3-4 || 0 || 0 || 2+1 || 30 || {{No Icon}} ||Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0 ||None ||colspan="5" | N/A
|-align=center
|[[Image:Laser Pistol Long War.png|center|128x64px]] '''Laser Pistol'''  || 2-4 || 0% || 4-5 || 0 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer|| 15|| Beam weapons || 30 || 3 || 0 || 0 || 10
|-align=center
|[[Image:Plasma Pistol Long War.png|center|128x64px]] '''Plasma Pistol''' || 3-5 || 0% || 5-7 || 0 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90|| Compact Plasma Weapons || 175 || 25 || 20 || 1 || 12
|-
|}
 
==='''Machine Pistols'''===
A more damaging sidearm, but at the cost of added weight and decreased aim when drawn. Machine Pistols also tend to have very limited ammo. Useful for a Gunslinger soldier to finish off targets.
{| class="wikitable"
|+
|-
!colspan="18" | Machine Pistols
|-
!rowspan="2" | Name  !! rowspan="2" | {{Damage Icon}} '''Dm''' !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="5" | Cost
|-align=center
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}
|-align=center
|[[Image:Machine pistol Long War.png|center|128x64px]]'''Machine Pistol'''  || 2-4 || 0% || 4-5 || -10 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0|| None || colspan="5" | N/A
|-align=center
|[[Image:Heater Long War.png|center|128x64px]]'''Heater'''  || 3-5 || 0% || 5-7 || -3 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 15|| Beam weapons  || 30 || 3 || 0 || 0 || 12
|-align=center
|[[Image:Gauss Autopistol Long War.png|center|128x64px]]'''Gauss Autopistol'''  || 3-5 || 0% || 5-7 || -10 || -1 || 3+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 28 || Gauss Weapons || 40 || 4 || 1 || 0 || 12
|-align=center
|[[Image:Blaster Long War.png|center|128x64px]]'''Blaster'''  || 4-6 || 10% || 6-9 || -10 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 60 || Pulse Lasers || 80 || 12 || 8 || 0 || 12
|-align=center
|[[Image:Plasma Mauler Long War.png|center|128x64px]]'''Plasma Mauler'''  || 4-8 || 0% || 8-11 || -10 || -2 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90 || Compact Plasma Weapons || 230|| 30 || 20 || 1 || 12
|-
|}
 
==='''SMG'''===
SMGs confer +3 mobility bonus and have the lowest damage and crit chance of all the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy. They're very useful for classes that need to reposition quickly to bring explosives and other area weapons against enemies, making them a good choice for Rocketeers and Engineers. Scouts, who might use the added mobility usually require something that packs a punch, like a Shotgun or any Rifle.
{| class="wikitable"
|+
|-
!colspan="18" | SMGs
|-
!rowspan="2" | Name  !! rowspan="2" | {{Damage Icon}} '''Dm''' !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="5" | Cost
|-align=center
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}
|-align=center
|[[Image:SMG Long War.png|center|128x64px]]'''Submachine Gun'''  || 2-4 || 0% || 4-5 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 0|| None || colspan="5" | N/A
|-align=center
|[[Image:Laser Shatterray Long War.png|center|128x64px]]'''Laser Shatterray'''  || 3-5 || 0% || 5-7 || +7 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam Weapons || 35 || 3 || 0 || 0 || 12
|-align=center
|[[Image:Gauss Stuttergun Long War.png|center|128x64px]]'''Gauss Stuttergun''' || 4-6 || 0% || 6-9 || 0 || +3 || 3+1 || 30 || {{Yes Icon}} || .33 DR reduction || All || 28 || Gauss Weapons || 75 || 6 || 1 || 0 || 12
|-align=center
|[[Image:Pulse Stengun Long War.png|center|128x64px]]'''Pulse Stengun''' || 4-8 || 10% || 8-11 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 62 || Pulse Lasers || 120 || 15 || 10 || 0 ||12
|-align=center
|[[Image:Plasma Stormgun Long War.png|center|128x64px]]'''Plasma Stormgun''' || 5-9 || 0% || 9-12 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 90 || Plasma Weapons || 200 || 30 || 20 || 1 || 12
|-
|}
 
==='''Carbines'''===
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. They are ideal for inexperienced troops and those that need to move quickly, but experienced troops should switch to other weapons quickly as tougher aliens begin to appear.
{| class="wikitable"
|+
|-
!colspan="18" | Carbines
|-
!rowspan="2" | Name  !! rowspan="2" | {{Damage Icon}} '''Dm''' !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="5" | Cost
|-align=center
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}
|-align=center
|[[Image:Assault Carbine Long War.png|center|128x64px]]'''Assault Carbine''' || 2-4 || 5% || 4-5 || +7 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan="5" | N/A
|-align=center
|[[Image:Laser Carbine Long War.png|center|128x64px]]'''Laser Carbine''' || 3-5 || 5% || 5-7 || +15 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 40 || 3 || 0 || 0 || 12
|-align=center
|[[Image:Gauss Carbine Long War.png|center|128x64px]]'''Gauss Carbine''' || 4-6 || 5% || 6-9 || +7 || +1 || 4+1 || 30 || {{Yes Icon}} || .33 DR reduction || All || 30 || Gauss Weapons || 95 || 8 || 2 || 0 || 12
|-align=center
|[[Image:Pulse Carbine Long War.png|center|128x64px]]'''Pulse Carbine''' || 4-8 || 15% || 8-11 || +7 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 63 || Pulse Lasers || 180 || 15 || 15 || 0 || 12
|-align=center
|[[Image:Plasma Carbine Long War.png|center|128x64px]]'''Plasma Carbine''' || 5-9 || 5% || 9-12 || +7 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 90 || Plasma Weapons || 280 || 30 || 25 || 1 || 12
|-
|}


'''Carbines''': Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine<br>
==='''Assault Rifles'''===
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. Carbines can be steadied to improve aim. They are ideal for inexperienced troops and those that need to move quickly, but experienced troops should switch to other weapons quickly as tougher aliens begin to appear.
These are the baseline assault rifles, similar to their vanilla counterparts. They have a respectable balance of firepower and accuracy.
{| class="wikitable"
|+
|-
!colspan="18" | Assault Rifles
|-
!rowspan="2" | Name  !! rowspan="2" | {{Damage Icon}} '''Dm''' !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="5" | Cost
|-align=center
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}
|-align=center
|[[Image:Assault Rifle Long War.png|center|128x64px]]'''Assault Rifle''' || 3-5 || 10% || 5-7 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan="5" | N/A
|-align=center
|[[Image:Laser Rifle Long War.png|center|128x64px]]'''Laser Rifle''' || 4-6 || 10% || 6-9 || +7 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 50 || 3 || 0 || 0 || 12
|-align=center
|[[Image:Gauss Rifle Long War.png|center|128x64px]]'''Gauss Rifle''' || 4-8 || 10% || 8-11 || 0 || 0 || 4+1 || 30 || {{Yes Icon}} || .33 DR reduction || All || 30 || Gauss Weapons || 100 || 12 || 2 || 0 || 14
|-align=center
|[[Image:Pulse Rifle Long War.png|center|128x64px]]'''Pulse Rifle''' || 5-9 || 20% || 9-12 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 60 || Pulse Lasers || 200 || 20 || 15 || 0 || 14
|-align=center
|[[Image:Plasma Rifle Long War.png|center|128x64px]]'''Plasma Rifle''' || 6-10 || 10% || 10-14 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer|| 95 || Advanced Plasma Weapons || 380 || 40 || 30 || 2 || 14
|-
|}


'''SMG''': Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun<br>
==='''Battle Rifle'''===
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy, and they also have the lowest damage of any primary. They're very useful for classes that need to reposition quickly to bring explosives and other area weapons against enemies, making them a good choice for Rocketeers and Engineers.
Battle Rifles are heavier versions of assault rifles. They do increased damage and have one additional burst relative to assault rifles, but carry a mobility penalty and a hefty aim penalty.  They are best used by experienced soldiers who can aim well enough to offset the penalty (Infantry in particular, thanks to their high aim progression and ability to fire multiple times per turn cycle).
{| class="wikitable"
|+
|-
! colspan="18" | Battle Rifles
|-
!rowspan="2" | Name  !! rowspan="2" | {{Damage Icon}} '''Dm''' !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="5" | Cost
|-align=center
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}
|-align=center
|[[Image:Battle Rifle Long War.png|center|128x64px]]'''Battle Rifle''' || 4-6 || 10% || 6-9 || -15 || -1 || 4+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 0 || None || colspan="5" | N/A
|-align=center
|[[Image:Heavy Laser Rifle Long War.png|center|128x64px]]'''Heavy Laser Rifle''' || 4-8|| 15% || 8-11 || -8 || -1 || 4+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 20 || Advanced Beam Lasers || 70 || 4 || 0 || 0 || 12
|-align=center
|[[Image:Heavy Gauss Rifle Long War.png|center|128x64px]]'''Heavy Gauss Rifle''' || 5-9 || 15% || 9-12 || -15 || -1 || 5+1 || 30 || {{Yes Icon}} || .33 DR reduction || Infantry, Assault, Scout, Medic, Engineer || 40 || Advanced Gauss Weapons || 140 || 15 || 5 || 0 || 14
|-align=center
|[[Image:Heavy Pulse Rifle Long War.png|center|128x64px]]'''Heavy Pulse Rifle''' || 6-10 || 25% || 10-14 || -15 || -1 || 4+1|| 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 67 || Advanced Pulse Lasers || 220 || 25 || 20 || 0 || 14
|-align=center
|[[Image: Heavy Plasma Rifle Long War.png|center|128x64px]]'''Heavy Plasma Rifle''' || 7-11 || 15% || 11-16 || -15 || -1 || 4+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 105 || Heavy Plasma Weapons || 400 || 40 || 28 || 2 || 18
|-
|}


'''Battle Rifle''': Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma Rifle<br>
==='''Shotgun'''===
Battle Rifles are heavier versions of assault rifles. They do increased damage and have one additional burst relative to assault rifles, but carry a mobility penalty and a hefty aim penalty. They can be steadied. They can be used by Infantry, Assaults, Scouts, Medics and Engineers, and are best used by experienced soldiers who can aim well enough to offset the penalty (Infantry in particular, thanks to their high aim progression and ability to fire multiple times per turn cycle).
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range.  Shotguns are extremely accurate up close, but suffer from very poor accuracy over longer ranges (even with Cinematic Mode enabled). As such, they work best with highly mobile classes or those that only ever expect to engage enemies up close, like Assault and Scout soldiers.<br>


'''Shotgun''': Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon<br>
The sawed-off shotgun, a point-blank range, high damage sidearm with -1 mobility.  It has only one shot, and this cannot be increased by ammo capacity upgrades.
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range. They can be used by Infantry, Assaults, Scouts, Medics and Engineers. Shotguns are extremely accurate up close, but suffer from very poor accuracy over longer ranges (even with Cinematic Mode enabled). As such, they work best with highly mobile classes or those that only ever expect to engage enemies up close.
{| class="wikitable"
|+
|-
!colspan="18" | Shotguns
|-
!rowspan="2" | Name  !! rowspan="2" | {{Damage Icon}} '''Dm''' !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="5" | Cost
|-align=center
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}
|-align=center
|[[Image: Shotgun Long War.png|center|128x64px]]'''Shotgun''' || 4-8 || 20% || 8-11 || 0 || 0 || 5+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty<br>[[Damage (Long War)#Damage Reduction|Damage Reduction]] penalty || Infantry, Assault, Scout, Medic, Engineer  || 0 || None || colspan="5" | N/A
|-align=center
|[[Image: Sawed-off Shotgun Long War.png|center|128x64px]]'''Sawed-Off Shotgun''' || 4-8 || 5% || 8-11 || -15 || -1 || 1 || 3 || {{No Icon}} || Sidearm. Confers -1 mobility. <br> Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || 1 || None || 0 || 0 || 0 || 0 || 1
|-align=center
|[[Image: Scatter Laser Long War.png|center|128x64px]]'''Scatter Laser''' || 5-9 || 20% || 9-12 || +7 || 0 || 3+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty<br>[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty
| Infantry, Assault, Scout, Medic, Engineer  || 18 || Advanced Beam Weapons || 80 || 3 || 0 || 0 || 14
|-align=center
|[[Image: Alloy Cannon Long War.png|center|128x64px]]'''Alloy Cannon''' || 6-10 || 20% || 10-14 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty<br>[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty<br>.33 DR reduction
| Infantry, Assault, Scout, Medic, Engineer  || 32 || Advanced Gauss Weapons || 150 || 18 || 5 || 0 || 14
|-align=center
|[[Image: Scatter Blaster Long War.png|center|128x64px]]'''Scatter Blaster''' || 7-11 || 30% || 11-16 || 0 || 0 || 3+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty<br>[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty
| Infantry, Assault, Scout, Medic, Engineer || 62 || Advanced Pulse Weapons || 250 || 20 || 20 || 0 || 14
|-align=center
|[[Image: Reflex Cannon Long War.png|center|128x64px]]'''Reflex Cannon''' || 7-13 || 20% || 13-18 || 0 || 0 || 3+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty<br>[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty
| Infantry, Assault, Scout, Medic, Engineer || 102 || Sectopod Autopsy || 500 || 40 || 30 || 2 || 18
|-
|}


'''Sniper Rifle''': Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle<br>
==='''Sniper Rifle'''===
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not moved, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range, so consider steadying the weapon instead to end a turn without targets (especially if you don't have snapshot training).
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not taken a costly, including reloading, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range, so consider steadying the weapon instead to end a turn without targets (especially if you don't have snapshot training).
{| class="wikitable"
|+
|-
!colspan="18" | Sniper Rifles
|-
!rowspan="2" | Name  !! rowspan="2" | {{Damage Icon}} '''Dm''' !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="5" | Cost
|-align=center
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}
|-align=center
|[[Image: Sniper Rifle Long War.png|center|128x64px]]'''Sniper Rifle''' || 4-6 || 25% || 6-9 || 0 || -1 || 5+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty || Sniper || 0 ||None || colspan="5" | N/A
|-align=center
|[[Image: Laser Sniper Rifle Long War.png|center|128x64px]]'''Laser Sniper Rifle''' || 4-8 || 25% || 8-11 || +7 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty || Sniper || 18 || Advanced Beam Weapons || 50 || 4 || 0 || 0 || 14
|-align=center
|[[Image: Gauss Long Rifle Long War.png|center|128x64px]]'''Gauss Long Rifle''' || 5-9 || 10% || 9-12 || 0 || -2 || 1+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty<br>Grants HEAT Ammo perk.<br>.33 DR reduction || Sniper || 35 || Advanced Gauss Weapons || 250 || 15 || 5 || 0 || 14
|-align=center
|[[Image: Pulse Sniper Rifle Long War.png|center|128x64px]]'''Pulse Sniper Rifle''' || 6-10 || 35% || 10-14 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty || Sniper || 65 || Advanced Pulse Lasers || 250 || 25|| 20 || 0|| 14
|-align=center
|[[Image: Plasma Sniper Rifle Long War.png|center|128x64px]]'''Plasma Sniper Rifle''' || 7-11 || 25% || 11-16 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty || Sniper || 105 || Precision Plasma Weapons || 500 || 45 || 30 || 2 || 18
|-
|}


'''Marksman Rifle''': Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex Rifle<br>
==='''Marksman Rifle'''====
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles, but can be fired after moving. The squadsight perk is required to use the extra range. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. With squadsight, marksman rifles can overwatch fire up to their maximum range, and with Precision Shot they have unlimited range.<br>
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles nonetheless can be fired after moving. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. Marksman rifles can fire reaction shots up to their maximum range, and with Precision Shot they have unlimited range.<br>
Marksman Rifles are better suited to close-quarters maps where mobility is essential.
Marksman Rifles are better suited to close-quarters maps where mobility is essential.<br>
The Arc Rifle is a special Marksman Rifle that grants Disabling Shot with the regular 2-turn cooldown, although it does not confer the snap shot perk. It has low damage and ammo capacity. Useful early on for raiding small UFO's with capable soldiers and plenty of arc thrower uses.
{| class="wikitable"
|+
|-
!colspan="18" | Marksman Rifles
|-
!rowspan="2" | Name  !! rowspan="2" | {{Damage Icon}} '''Dm''' !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="5" | Cost
|-align=center
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}
|-align=center
|[[Image: Marksman Rifle Long War.png|center|128x64px]]'''Marksman Rifle''' || 4-6 || 15% || 6-9 || 0 || 0 || 5+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 0 ||None || colspan="5" | N/A
|-align=center
|[[Image: Laser Strike Rifle Long War.png|center|128x64px]]'''Laser Strike Rifle''' || 4-8 || 15% || 8-11 || +7 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 18 || Advanced Beam Lasers || 50 || 3 || 0 || 0 || 12
|-align=center
|[[Image: Alloy Strike Rifle Long War.png|center|128x64px]]'''Alloy Strike Rifle''' || 5-9 || 15% || 9-12 || 0 || 0 || 4+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty<br>.33 DR reduction || Scout, Sniper || 35 || Advanced Gauss Weapons || 120 || 15 || 3 || 0 || 14
|-align=center
|[[Image: Blaster Rifle Long War.png|center|128x64px]]'''Blaster Rifle''' || 6-10 || 25% || 10-14 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 67 || Advanced Pulse Lasers || 220 || 25 || 20 || 0 || 14
|-align=center
|[[Image: Reflex Rifle Long War.png|center|128x64px]]'''Reflex Rifle''' || 7-11 || 15% || 11-16 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 102 || Precision Plasma Weapons || 450 || 40 || 30 || 2 || 18
|-align=center
|[[Image: Arc Rifle Long War.png|center|128x64px]]'''Arc Rifle''' || 1-3 || 0% || 3-4 || 0 || 0 || 2+1 || 36 (30) || {{No Icon}} || Grants Disabling Shot, Cannot fire after any costly action || Scout, Sniper || 25 || Xenoneurology <br/> New Combat Systems || 60 || 2 || 2 || 0 || 10
|-
|}


'''Squad Automatic Weapon''': SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun<br>
==='''Squad Automatic Weapon'''===
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can't be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage. Suppressing a target with a SAW grants the Opportunist perk for any reaction fire triggered by enemy movement (No aim penalty and can crit)
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can't be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage. Suppressing a target with a SAW grants the Opportunist perk for any reaction fire triggered by enemy movement  
{| class="wikitable"
|+
|-
!colspan="18" | Squad Automatic Weapons
|-
!rowspan="2" | Name  !! rowspan="2" | {{Damage Icon}} '''Dm''' !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="5" | Cost
|-align=center
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}
|-align=center
|[[Image: SAW Long War.png|center|128x64px]]'''SAW''' || 4-6 || 0% || 6-9 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 0 ||None || colspan="5" | N/A
|-align=center
|[[Image: Autolaser Long War.png|center|128x64px]]'''Autolaser''' || 4-8 || 0% || 8-11 || +7 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 65 || Beam Weapons || 60 || 4 || 0 || 0 || 14
|-align=center
|[[Image: Gauss Autorifle Long War.png|center|128x64px]]'''Gauss Autorifle''' || 5-9 || 0% || 9-12 || 0 || -1 || 7+2 || 30 || {{No Icon}} || .33 DR reduction || Gunner || 32 || Gauss Weapons || 110 || 15 || 2 || 0 || 14
|-align=center
|[[Image: Pulse Autoblaster Long War.png|center|128x64px]]'''Pulse Autoblaster''' || 6-10 || 10% || 10-14 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 65 || Pulse Lasers || 230 || 30 || 20 || 0 || 14
|-align=center
|[[Image: Plasma Novagun Long War.png|center|128x64px]]'''Plasma Novagun''' || 7-11 || 0% || 11-16 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 98 || Advanced Plasma Weapons || 500 || 45 || 30 || 2 || 20
|-
|}


'''Light Machine Gun''': LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon<br>
==='''Light Machine Gun'''===
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of it. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.<br>
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of the extra range. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.<br>
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.
{| class="wikitable"
|+
|-
!colspan="18" | Light Machine Guns
|-
!rowspan="2" | Name  !! rowspan="2" | {{Damage Icon}} '''Dm''' !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="5" | Cost
|-align=center
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}
|-align=center
|[[Image: LMG Long War.png|center|128x64px]]'''LMG''' || 4-8 || 5% || 8-11 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight || Gunner || 0 || None || colspan="5" | N/A
|-align=center
|[[Image: Gatling Laser Long War.png|center|128x64px]]'''Gatling Laser''' || 5-9 || 5% || 9-12 || +7 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight || Gunner || 18 || Beam weapons || 60 || 5 || 0 || 0 || 14
|-align=center
|[[Image: Gauss Machine Gun Long War.png|center|128x64px]]'''Gauss Machine Gun''' || 6-10 || 5% || 10-14 || 0 || -2 || 9+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight<br>.33 DR reduction || Gunner || 40 || Gauss Weapons || 140 || 16 || 3 || 0 || 14
|-align=center
|[[Image: Gatling Pulser Long War.png|center|128x64px]]'''Gatling Pulser''' || 7-11 || 15% || 11-16 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight || Gunner || 64 || Pulse Lasers || 215 || 35 || 22 || 0 || 14
|-align=center
|[[Image: Plasma Dragon Long War.png|center|128x64px]]'''Plasma Dragon''' || 7-13 || 5% || 13-18 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight || Gunner || 105 || Heavy Plasma Weapons || 500 || 48 || 32 || 2 || 20
|-
|}
==='''Rocket Launchers'''===
Sometimes you just have to make a good first-time impression. Sometimes you just happen to not have the right key for a door. Sometimes you just want to give those aliens a running start on their way back - do not fret, Xcom have some portable rocket launchers for you!<br>
Rockets are fairly simple to use - pick you ability, aim and fire. There is always some guaranteed scatter which is limited by the soldier's Aim and Abilities. While mostly used by Rocketeers, Engineers also have the ability at later stages of the game to carry a rocket launcher. Carrying one forfeits your sidearm. For more information regarding rockets read bellow. 
{| class="wikitable"
|+
|-
!colspan="18" | Rocket Launchers
|-
!rowspan="2" | Name  !! rowspan="2" | {{Damage Icon}} '''Dm''' !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="5" | Cost
|-align=center
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}
|-align=center
|[[Image: Rocket Launcher Long War.png|center|128x64px]]'''Rocket Launcher''' || 4-10 || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || - || Rocketeer|| 0 || None || colspan="5" | N/A
|-align=center
|[[Image: Recoilless Rifle Long War.png|center|128x64px]]'''Recoilless Rifle''' || 6-12 || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || .33 DR reduction|| Rocketeer|| 35 || Advanced Gauss Weapons || 100 || 25 || 3 || 0 || 14
|-align=center
|[[Image: Blaster Launcher Long War.png|center|128x64px]]'''Blaster Launcher''' || 8-16 || 0% || - || 0 || -2 || 1 || 30 || {{No Icon}} || - || Rocketeer|| 110 || Fusion Weapons || 600 || 60 || 65 || 2 || 20
|-
|}


'''MEC Primary Weapons''': Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon<br>
==='''MEC Primary Weapons'''===
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.
{| class="wikitable"
|+
|-
!colspan="18" | MEC Primary Weapons
|-
!rowspan="2" | Name  !! rowspan="2" | {{Damage Icon}} '''Dm''' !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="5" | Cost
|-align=center
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}
|-align=center
|[[Image: Minigun Long War.png|center|128x64px]]'''Minigun''' || 5-9 || 10% || 9-12 || 0 || 0 || 2+1 || 36 (30) || {{No Icon}} || - || MEC || 0 || None || colspan="5" | N/A
|-align=center
|[[Image: Laser Lance Long War.png|center|128x64px]]'''Laser Lance''' || 7-11 || 10% || 11-16 || +7 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 20 || Advanced Beam Lasers || 80 || 5 || 0 || 0 || 14
|-align=center
|[[Image: Railgun Long War.png|center|128x64px]]'''Railgun''' || 7-13 || 10% || 13-18 || 0 || 0 || 4+1 || 36 (30) || {{No Icon}} || .33 DR reduction, no suppression || MEC || 35 || Advanced Gauss Weapons || 120 || 25 || 3 || 0 || 14
|-align=center
|[[Image: Pulse Lance Long War.png|center|128x64px]]'''Pulse Lance''' || 7-13 || 20% || 13-18 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 65 || Advanced Pulse Lasers || 240 || 35 || 24 || 0 || 14
|-align=center
|[[Image: Particle Cannon Long War.png|center|128x64px]]'''Particle Cannon''' || 8-14 || 10% || 14-19 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || No suppression || MEC || 105 || Heavy Plasma Weapons || 450 || 45 || 40 || 10 || 14
|-
|}


'''Arc Rifle''':<br>
==='''MEC Seconday Weapons'''===
The Arc Rifle is a special Marksman Rifle, usable by Snipers and Scouts, that grants Disabling Shot with the regular 2-turn cooldown, although it does not confer the snap shot perk. It has low damage and ammo capacity. Useful early on for raiding small UFO's with capable soldiers and plenty of arc thrower uses.


'''Pistols''': Pistol, Laser Pistol, Plasma Pistol<br>
With each upgrade of the MEC suit the number of utility items decreases while the number of secondary weapon systems increases. As such, they can play a vital role in area control, squad support or neutralizing targets. Be advised that unlike vanilla in Long War you have to build the systems yourself and they do cost a lot of meld.
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier possesses the Gunslinger perk.


'''Machine Pistols''': Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler<br>
A more damaging sidearm, but the added weight gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk. They also incur an Aim penalty when drawn (but not when stowed). Machine Pistols also tend to have very limited ammo.


'''Sawed-off Shotgun''':<br>
{| class="wikitable"
A point-blank range, high damage sidearm with -1 mobility. Can be used by Infantry, Assaults, Scouts, Medics and Engineers. It has only one shot, and this cannot be increased by ammo capacity upgrades.
|+
|-
!colspan="18" | MEC Secondary Weapons
|-
!rowspan="2" | Name  !! rowspan="2" | {{Damage Icon}} '''Dm''' !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="5" | Cost
|-align=center
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}
|-align=center
|[[Image: Flamethrower Long War.png|center|128x64px]]'''Flamethrower''' || 4-10 || 0% || 8-11 || - || -1 || 2 || Cone || {{No Icon}} || Incendiary area attack causing panic || MEC || 20 || MEC Warfare Systems || 85 || 0 || 0 || 5 || 7
|-align=center
|[[Image: Kinetic Strike Module Long War.png|center|128x64px]]'''Kinetic Strike Module''' || 9-15 || 0% || 15-21 || - || -1 || ∞ || Melee || {{No Icon}} || Close combat weapon || MEC || 22 || Floater Autopsy || 200 || 15 || 2 || 8 || 10
|-align=center
|[[Image: Grenade Launcher Long War.png|center|128x64px]]'''Grenade Launcher''' || 3-7 || 0% || - || - || -1 || 2 || 17 || {{No Icon}} || Indirect-fire Grenade Launcher || MEC || 35 || Gauss Weapons || 150 || 12 || 0 || 6 || 10
|-align=center
|[[Image: Proximity Mine Launcher Long War.png|center|128x64px]]'''Prox. Mine Launcher''' || 6-12 || 0% || - || - || -1 || 3 || 17 || {{No Icon}} || Fires Proximity Mines || MEC || 40 || Advanced Gauss Weapons || 150 || 12 || 0 ||  10 || 14
|-align=center
|[[Image: Restorative Mist Long War.png|center|128x64px]]'''Restorative Mist''' || - || 0% || - || - || -1 || 1 || 17 || {{No Icon}} || Heals allies in an area || MEC || 28 || Thin Man Autopsy || 120 || 0 || 0 || 10 || 14
|-align=center
|[[Image: Electro Pulse Long War.png|center|128x64px]]'''Electro Pulse''' || 3-9 || 0% || - || - || -1 || ∞ || 17 || {{No Icon}} || Stuns robots. 3 turn cooldown || MEC || 85 || EMP Weapons || 180 || 15 || 15 || 15 || 14
|-
|}


'''SHIV Turrets''': Autocannon, Superheavy Laser, Sentry Gun, Superheavy Pulser, Superheavy Plasma<br>
==='''SHIV Turrets'''===
Similar to the SAW but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use. While they suffer from the low base aim of all SHIV units, they can shred through enemies at close range, restrict enemy movement options when overwatching with certain equipment, and can deal massive damage to mechanized forces when equipped with HEAT ammo.
Similar to the SAW but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use. While they suffer from the low base aim of all SHIV units, they can shred through enemies at close range, restrict enemy movement options when in overwatch mode thanks to certain equipment, and can deal massive damage to mechanized forces when equipped with HEAT ammo.
{| class="wikitable"
|+
|-
!colspan="18" | SHIV Turrets
|-
!rowspan="2" | Name  !! rowspan="2" | {{Damage Icon}} '''Dm''' !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="5" | Cost
|-align=center
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}
|-align=center
|[[Image: Autocannon Long War.png|center|128x64px]]'''Autocannon''' || 5-9 || 10% || 9-12 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 0 || None  || colspan="5" | N/A
|-align=center
|[[Image: Superheavy Laser Long War.png|center|128x64px]]'''Superheavy Laser''' || 6-10 || 10% || 10-14 || +7 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 20 || Advanced Beam Lasers || 80|| 5 || 0 || 0 || 14
|-align=center
|[[Image: Sentry Gun Long War.png|center|128x64px]]'''Sentry Gun''' || 7-11 || 10% || 11-16 || 0 || 0 || 4+1 || 30 || {{No Icon}} || .33 DR reduction || SHIV || 35 || Gauss Weapons || 120|| 15 || 3 || 0 || 14
|-align=center
|[[Image: Superheavy Pulser Long War.png|center|128x64px]]'''Superheavy Pulser''' || 7-13 || 20% || 13-18 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 65 || Pulse Lasers || 300|| 35 || 25 || 0 || 14
|-align=center
|[[Image: Superheavy Plasma Long War.png|center|128x64px]]'''Superheavy Plasma'''  || 8-14 || 10% || 14-19 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 100 || Vehicular Plasma Weapons|| 500|| 45 || 40 ||3 || 21
|-
|}


== Weapons ==
== Weapons ==

Revision as of 15:52, 24 October 2014

This page may be outdated. It is up-to-date for version b14. The latest version is 1.0.

Long War makes several changes to weapons:

  • There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.
  • There are several additional types of primary and secondary weapon available in each tier.
  • Many weapons can be Steadied as an action to improve aim for the next turn.
  • Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.
  • Rocket launchers use a revamped accuracy system using the soldier's aim.

Weapon tiers

Conventional/Ballistic

These are the basic weapons you start with - and whilst they're okay to begin with, they're not going to be up to scratch in the long run. The sawed-off shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.

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 or as aiming aid for rocketeers in their aiming of explosives (much like you might otherwise issue them regular carbines). They also have a little more firepower than Ballistic weapons, but it still won't be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in long war expense of gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam Lasers use the same visuals as EXALT laser weapons in vanilla.

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. In general Gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as flush ,suppression, collateral damage, in the zone, close combat specialist, close encounters, light 'em up, and rapid fire. Uniquely, the sniper rifle of this tier--the Gauss long rifle--grants snipers the HEAT ammo perk, whom otherwise can't obtain said perk normally. This makes Gauss snipers a powerful counter to mechanical leaders/bosses whom can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss long rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM weapon models.

Note: There are plans to give this tier of weaponry additional damage reduction penetration in future editions of the mod. (b14)

Pulse Lasers

Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused assaults and snipers. They use the same visuals as XCOM-built laser weaponry.

Plasma

Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components... which means you'll have to stun and capture aliens for every weapon you want to build.

Weapon types

Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: SHIV/MEC Primary Weapons > Light Machine Guns and Shotguns > Heavy Rifles, Marksman/Sniper rifles and Squad Automatic Weapon > Assault Rifles > Carbines and Submachine Guns. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally Shotguns' damage is severely impeded by damage reduction.

Pistols

The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier possesses the Gunslinger perk.

Pistols
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Pistol
1-3 0% 3-4 0 0 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 0 None N/A
Laser Pistol
2-4 0% 4-5 0 0 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 15 Beam weapons 30 3 0 0 10
Plasma Pistol
3-5 0% 5-7 0 0 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 90 Compact Plasma Weapons 175 25 20 1 12

Machine Pistols

A more damaging sidearm, but at the cost of added weight and decreased aim when drawn. Machine Pistols also tend to have very limited ammo. Useful for a Gunslinger soldier to finish off targets.

Machine Pistols
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Machine Pistol
2-4 0% 4-5 -10 -1 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 0 None N/A
Heater
3-5 0% 5-7 -3 -1 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 15 Beam weapons 30 3 0 0 12
Gauss Autopistol
3-5 0% 5-7 -10 -1 3+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 28 Gauss Weapons 40 4 1 0 12
Blaster
4-6 10% 6-9 -10 -1 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 60 Pulse Lasers 80 12 8 0 12
Plasma Mauler
4-8 0% 8-11 -10 -2 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 90 Compact Plasma Weapons 230 30 20 1 12

SMG

SMGs confer +3 mobility bonus and have the lowest damage and crit chance of all the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy. They're very useful for classes that need to reposition quickly to bring explosives and other area weapons against enemies, making them a good choice for Rocketeers and Engineers. Scouts, who might use the added mobility usually require something that packs a punch, like a Shotgun or any Rifle.

SMGs
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Submachine Gun
2-4 0% 4-5 0 +3 2+1 30 Yes - All 0 None N/A
Laser Shatterray
3-5 0% 5-7 +7 +3 2+1 30 Yes - All 15 Beam Weapons 35 3 0 0 12
Gauss Stuttergun
4-6 0% 6-9 0 +3 3+1 30 Yes .33 DR reduction All 28 Gauss Weapons 75 6 1 0 12
Pulse Stengun
4-8 10% 8-11 0 +3 2+1 30 Yes - All 62 Pulse Lasers 120 15 10 0 12
Plasma Stormgun
5-9 0% 9-12 0 +3 2+1 30 Yes - All 90 Plasma Weapons 200 30 20 1 12

Carbines

Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. They are ideal for inexperienced troops and those that need to move quickly, but experienced troops should switch to other weapons quickly as tougher aliens begin to appear.

Carbines
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Assault Carbine
2-4 5% 4-5 +7 +1 3+1 30 Yes - All 0 None N/A
Laser Carbine
3-5 5% 5-7 +15 +1 3+1 30 Yes - All 15 Beam weapons 40 3 0 0 12
Gauss Carbine
4-6 5% 6-9 +7 +1 4+1 30 Yes .33 DR reduction All 30 Gauss Weapons 95 8 2 0 12
Pulse Carbine
4-8 15% 8-11 +7 +1 3+1 30 Yes - All 63 Pulse Lasers 180 15 15 0 12
Plasma Carbine
5-9 5% 9-12 +7 +1 3+1 30 Yes - All 90 Plasma Weapons 280 30 25 1 12

Assault Rifles

These are the baseline assault rifles, similar to their vanilla counterparts. They have a respectable balance of firepower and accuracy.

Assault Rifles
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Assault Rifle
3-5 10% 5-7 0 0 3+1 30 Yes - All 0 None N/A
Laser Rifle
4-6 10% 6-9 +7 0 3+1 30 Yes - All 15 Beam weapons 50 3 0 0 12
Gauss Rifle
4-8 10% 8-11 0 0 4+1 30 Yes .33 DR reduction All 30 Gauss Weapons 100 12 2 0 14
Pulse Rifle
5-9 20% 9-12 0 0 3+1 30 Yes - All 60 Pulse Lasers 200 20 15 0 14
Plasma Rifle
6-10 10% 10-14 0 0 3+1 30 Yes - Infantry, Assault, Scout, Medic, Engineer 95 Advanced Plasma Weapons 380 40 30 2 14

Battle Rifle

Battle Rifles are heavier versions of assault rifles. They do increased damage and have one additional burst relative to assault rifles, but carry a mobility penalty and a hefty aim penalty. They are best used by experienced soldiers who can aim well enough to offset the penalty (Infantry in particular, thanks to their high aim progression and ability to fire multiple times per turn cycle).

Battle Rifles
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Battle Rifle
4-6 10% 6-9 -15 -1 4+1 30 Yes - Infantry, Assault, Scout, Medic, Engineer 0 None N/A
Heavy Laser Rifle
4-8 15% 8-11 -8 -1 4+1 30 Yes - Infantry, Assault, Scout, Medic, Engineer 20 Advanced Beam Lasers 70 4 0 0 12
Heavy Gauss Rifle
5-9 15% 9-12 -15 -1 5+1 30 Yes .33 DR reduction Infantry, Assault, Scout, Medic, Engineer 40 Advanced Gauss Weapons 140 15 5 0 14
Heavy Pulse Rifle
6-10 25% 10-14 -15 -1 4+1 30 Yes - Infantry, Assault, Scout, Medic, Engineer 67 Advanced Pulse Lasers 220 25 20 0 14
Heavy Plasma Rifle
7-11 15% 11-16 -15 -1 4+1 30 Yes - Infantry, Assault, Scout, Medic, Engineer 105 Heavy Plasma Weapons 400 40 28 2 18

Shotgun

Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range. Shotguns are extremely accurate up close, but suffer from very poor accuracy over longer ranges (even with Cinematic Mode enabled). As such, they work best with highly mobile classes or those that only ever expect to engage enemies up close, like Assault and Scout soldiers.

The sawed-off shotgun, a point-blank range, high damage sidearm with -1 mobility. It has only one shot, and this cannot be increased by ammo capacity upgrades.

Shotguns
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Shotgun
4-8 20% 8-11 0 0 5+1 30 (14) No Long range accuracy penalty
Damage Reduction penalty
Infantry, Assault, Scout, Medic, Engineer 0 None N/A
Sawed-Off Shotgun
4-8 5% 8-11 -15 -1 1 3 No Sidearm. Confers -1 mobility.
Can only be used at point blank range.
Infantry, Assault, Scout, Medic, Engineer 1 None 0 0 0 0 1
Scatter Laser
5-9 20% 9-12 +7 0 3+1 30 (14) No Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer 18 Advanced Beam Weapons 80 3 0 0 14
Alloy Cannon
6-10 20% 10-14 0 0 4+1 30 (14) No Long range accuracy penalty
Damage reduction penalty
.33 DR reduction
Infantry, Assault, Scout, Medic, Engineer 32 Advanced Gauss Weapons 150 18 5 0 14
Scatter Blaster
7-11 30% 11-16 0 0 3+1 30 (14) No Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer 62 Advanced Pulse Weapons 250 20 20 0 14
Reflex Cannon
7-13 20% 13-18 0 0 3+1 30 (14) No Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer 102 Sectopod Autopsy 500 40 30 2 18

Sniper Rifle

Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not taken a costly, including reloading, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range, so consider steadying the weapon instead to end a turn without targets (especially if you don't have snapshot training).

Sniper Rifles
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Sniper Rifle
4-6 25% 6-9 0 -1 5+1 200 (30) Yes Cannot fire after any costly action
Short-range accuracy penalty
Sniper 0 None N/A
Laser Sniper Rifle
4-8 25% 8-11 +7 -1 3+1 200 (30) Yes Cannot fire after any costly action
Short-range accuracy penalty
Sniper 18 Advanced Beam Weapons 50 4 0 0 14
Gauss Long Rifle
5-9 10% 9-12 0 -2 1+1 200 (30) Yes Cannot fire after any costly action
Short-range accuracy penalty
Grants HEAT Ammo perk.
.33 DR reduction
Sniper 35 Advanced Gauss Weapons 250 15 5 0 14
Pulse Sniper Rifle
6-10 35% 10-14 0 -1 3+1 200 (30) Yes Cannot fire after any costly action
Short-range accuracy penalty
Sniper 65 Advanced Pulse Lasers 250 25 20 0 14
Plasma Sniper Rifle
7-11 25% 11-16 0 -1 3+1 200 (30) Yes Cannot fire after any costly action
Short-range accuracy penalty
Sniper 105 Precision Plasma Weapons 500 45 30 2 18

Marksman Rifle=

Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles nonetheless can be fired after moving. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. Marksman rifles can fire reaction shots up to their maximum range, and with Precision Shot they have unlimited range.
Marksman Rifles are better suited to close-quarters maps where mobility is essential.
The Arc Rifle is a special Marksman Rifle that grants Disabling Shot with the regular 2-turn cooldown, although it does not confer the snap shot perk. It has low damage and ammo capacity. Useful early on for raiding small UFO's with capable soldiers and plenty of arc thrower uses.

Marksman Rifles
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Marksman Rifle
4-6 15% 6-9 0 0 5+1 36 Yes Short-range accuracy penalty Scout, Sniper 0 None N/A
Laser Strike Rifle
4-8 15% 8-11 +7 0 3+1 36 Yes Short-range accuracy penalty Scout, Sniper 18 Advanced Beam Lasers 50 3 0 0 12
Alloy Strike Rifle
5-9 15% 9-12 0 0 4+1 36 Yes Short-range accuracy penalty
.33 DR reduction
Scout, Sniper 35 Advanced Gauss Weapons 120 15 3 0 14
Blaster Rifle
6-10 25% 10-14 0 0 3+1 36 Yes Short-range accuracy penalty Scout, Sniper 67 Advanced Pulse Lasers 220 25 20 0 14
Reflex Rifle
7-11 15% 11-16 0 0 3+1 36 Yes Short-range accuracy penalty Scout, Sniper 102 Precision Plasma Weapons 450 40 30 2 18
Arc Rifle
1-3 0% 3-4 0 0 2+1 36 (30) No Grants Disabling Shot, Cannot fire after any costly action Scout, Sniper 25 Xenoneurology
New Combat Systems
60 2 2 0 10

Squad Automatic Weapon

SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can't be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage. Suppressing a target with a SAW grants the Opportunist perk for any reaction fire triggered by enemy movement

Squad Automatic Weapons
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
SAW
4-6 0% 6-9 0 -1 6+2 30 No - Gunner 0 None N/A
Autolaser
4-8 0% 8-11 +7 -1 6+2 30 No - Gunner 65 Beam Weapons 60 4 0 0 14
Gauss Autorifle
5-9 0% 9-12 0 -1 7+2 30 No .33 DR reduction Gunner 32 Gauss Weapons 110 15 2 0 14
Pulse Autoblaster
6-10 10% 10-14 0 -1 6+2 30 No - Gunner 65 Pulse Lasers 230 30 20 0 14
Plasma Novagun
7-11 0% 11-16 0 -1 6+2 30 No - Gunner 98 Advanced Plasma Weapons 500 45 30 2 20

Light Machine Gun

LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of the extra range. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.

Light Machine Guns
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
LMG
4-8 5% 8-11 0 -2 8+1 36 (30) No Cannot fire after any costly action
Grants squadsight
Gunner 0 None N/A
Gatling Laser
5-9 5% 9-12 +7 -2 8+1 36 (30) No Cannot fire after any costly action
Grants squadsight
Gunner 18 Beam weapons 60 5 0 0 14
Gauss Machine Gun
6-10 5% 10-14 0 -2 9+1 36 (30) No Cannot fire after any costly action
Grants squadsight
.33 DR reduction
Gunner 40 Gauss Weapons 140 16 3 0 14
Gatling Pulser
7-11 15% 11-16 0 -2 8+1 36 (30) No Cannot fire after any costly action
Grants squadsight
Gunner 64 Pulse Lasers 215 35 22 0 14
Plasma Dragon
7-13 5% 13-18 0 -2 8+1 36 (30) No Cannot fire after any costly action
Grants squadsight
Gunner 105 Heavy Plasma Weapons 500 48 32 2 20

Rocket Launchers

Sometimes you just have to make a good first-time impression. Sometimes you just happen to not have the right key for a door. Sometimes you just want to give those aliens a running start on their way back - do not fret, Xcom have some portable rocket launchers for you!

Rockets are fairly simple to use - pick you ability, aim and fire. There is always some guaranteed scatter which is limited by the soldier's Aim and Abilities. While mostly used by Rocketeers, Engineers also have the ability at later stages of the game to carry a rocket launcher. Carrying one forfeits your sidearm. For more information regarding rockets read bellow.

Rocket Launchers
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Rocket Launcher
4-10 0% - 0 -1 1 30 No - Rocketeer 0 None N/A
Recoilless Rifle
6-12 0% - 0 -1 1 30 No .33 DR reduction Rocketeer 35 Advanced Gauss Weapons 100 25 3 0 14
Blaster Launcher
8-16 0% - 0 -2 1 30 No - Rocketeer 110 Fusion Weapons 600 60 65 2 20

MEC Primary Weapons

MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.

MEC Primary Weapons
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Minigun
5-9 10% 9-12 0 0 2+1 36 (30) No - MEC 0 None N/A
Laser Lance
7-11 10% 11-16 +7 0 3+1 36 (30) No - MEC 20 Advanced Beam Lasers 80 5 0 0 14
Railgun
7-13 10% 13-18 0 0 4+1 36 (30) No .33 DR reduction, no suppression MEC 35 Advanced Gauss Weapons 120 25 3 0 14
Pulse Lance
7-13 20% 13-18 0 0 3+1 36 (30) No - MEC 65 Advanced Pulse Lasers 240 35 24 0 14
Particle Cannon
8-14 10% 14-19 0 0 3+1 36 (30) No No suppression MEC 105 Heavy Plasma Weapons 450 45 40 10 14

MEC Seconday Weapons

With each upgrade of the MEC suit the number of utility items decreases while the number of secondary weapon systems increases. As such, they can play a vital role in area control, squad support or neutralizing targets. Be advised that unlike vanilla in Long War you have to build the systems yourself and they do cost a lot of meld.


MEC Secondary Weapons
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Flamethrower
4-10 0% 8-11 - -1 2 Cone No Incendiary area attack causing panic MEC 20 MEC Warfare Systems 85 0 0 5 7
Kinetic Strike Module
9-15 0% 15-21 - -1 Melee No Close combat weapon MEC 22 Floater Autopsy 200 15 2 8 10
Grenade Launcher
3-7 0% - - -1 2 17 No Indirect-fire Grenade Launcher MEC 35 Gauss Weapons 150 12 0 6 10
Prox. Mine Launcher
6-12 0% - - -1 3 17 No Fires Proximity Mines MEC 40 Advanced Gauss Weapons 150 12 0 10 14
Restorative Mist
- 0% - - -1 1 17 No Heals allies in an area MEC 28 Thin Man Autopsy 120 0 0 10 14
Electro Pulse
3-9 0% - - -1 17 No Stuns robots. 3 turn cooldown MEC 85 EMP Weapons 180 15 15 15 14

SHIV Turrets

Similar to the SAW but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use. While they suffer from the low base aim of all SHIV units, they can shred through enemies at close range, restrict enemy movement options when in overwatch mode thanks to certain equipment, and can deal massive damage to mechanized forces when equipped with HEAT ammo.

SHIV Turrets
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Autocannon
5-9 10% 9-12 0 0 3+1 30 No - SHIV 0 None N/A
Superheavy Laser
6-10 10% 10-14 +7 0 3+1 30 No - SHIV 20 Advanced Beam Lasers 80 5 0 0 14
Sentry Gun
7-11 10% 11-16 0 0 4+1 30 No .33 DR reduction SHIV 35 Gauss Weapons 120 15 3 0 14
Superheavy Pulser
7-13 20% 13-18 0 0 3+1 30 No - SHIV 65 Pulse Lasers 300 35 25 0 14
Superheavy Plasma
8-14 10% 14-19 0 0 3+1 30 No - SHIV 100 Vehicular Plasma Weapons 500 45 40 3 21

Weapons

Weapons
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Pistols
Pistol
1-3 0% 3-4 0 0 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 0 None N/A
Laser Pistol
2-4 0% 4-5 0 0 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 15 Beam weapons 30 3 0 0 10
Plasma Pistol
3-5 0% 5-7 0 0 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 90 Compact Plasma Weapons 175 25 20 1 12
Machine Pistols
Machine Pistol
2-4 0% 4-5 -10 -1 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 0 None N/A
Heater
3-5 0% 5-7 -3 -1 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 15 Beam weapons 30 3 0 0 12
Gauss Autopistol
3-5 0% 5-7 -10 -1 3+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 28 Gauss Weapons 40 4 1 0 12
Blaster
4-6 10% 6-9 -10 -1 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 60 Pulse Lasers 80 12 8 0 12
Plasma Mauler
4-8 0% 8-11 -10 -2 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 90 Compact Plasma Weapons 230 30 20 1 12
SMGs
Submachine Gun
2-4 0% 4-5 0 +3 2+1 30 Yes - All 0 None N/A
Laser Shatterray
3-5 0% 5-7 +7 +3 2+1 30 Yes - All 15 Beam Weapons 35 3 0 0 12
Gauss Stuttergun
4-6 0% 6-9 0 +3 3+1 30 Yes .33 DR reduction All 28 Gauss Weapons 75 6 1 0 12
Pulse Stengun
4-8 10% 8-11 0 +3 2+1 30 Yes - All 62 Pulse Lasers 120 15 10 0 12
Plasma Stormgun
5-9 0% 9-12 0 +3 2+1 30 Yes - All 90 Plasma Weapons 200 30 20 1 12
Carbines
Assault Carbine
2-4 5% 4-5 +7 +1 3+1 30 Yes - All 0 None N/A
Laser Carbine
3-5 5% 5-7 +15 +1 3+1 30 Yes - All 15 Beam weapons 40 3 0 0 12
Gauss Carbine
4-6 5% 6-9 +7 +1 4+1 30 Yes .33 DR reduction All 30 Gauss Weapons 95 8 2 0 12
Pulse Carbine
4-8 15% 8-11 +7 +1 3+1 30 Yes - All 63 Pulse Lasers 180 15 15 0 12
Plasma Carbine
5-9 5% 9-12 +7 +1 3+1 30 Yes - All 90 Plasma Weapons 280 30 25 1 12
Assault Rifles
Assault Rifle
3-5 10% 5-7 0 0 3+1 30 Yes - All 0 None N/A
Laser Rifle
4-6 10% 6-9 +7 0 3+1 30 Yes - All 15 Beam weapons 50 3 0 0 12
Gauss Rifle
4-8 10% 8-11 0 0 4+1 30 Yes .33 DR reduction All 30 Gauss Weapons 100 12 2 0 14
Pulse Rifle
5-9 20% 9-12 0 0 3+1 30 Yes - All 60 Pulse Lasers 200 20 15 0 14
Plasma Rifle
6-10 10% 10-14 0 0 3+1 30 Yes - Infantry, Assault, Scout, Medic, Engineer 95 Advanced Plasma Weapons 380 40 30 2 14
Battle Rifles
Battle Rifle
4-6 10% 6-9 -15 -1 4+1 30 Yes - Infantry, Assault, Scout, Medic, Engineer 0 None N/A
Heavy Laser Rifle
4-8 15% 8-11 -8 -1 4+1 30 Yes - Infantry, Assault, Scout, Medic, Engineer 20 Advanced Beam Lasers 70 4 0 0 12
Heavy Gauss Rifle
5-9 15% 9-12 -15 -1 5+1 30 Yes .33 DR reduction Infantry, Assault, Scout, Medic, Engineer 40 Advanced Gauss Weapons 140 15 5 0 14
Heavy Pulse Rifle
6-10 25% 10-14 -15 -1 4+1 30 Yes - Infantry, Assault, Scout, Medic, Engineer 67 Advanced Pulse Lasers 220 25 20 0 14
Heavy Plasma Rifle
7-11 15% 11-16 -15 -1 4+1 30 Yes - Infantry, Assault, Scout, Medic, Engineer 105 Heavy Plasma Weapons 400 40 28 2 18
Shotguns
Shotgun
4-8 20% 8-11 0 0 5+1 30 (14) No Long range accuracy penalty
Damage Reduction penalty
Infantry, Assault, Scout, Medic, Engineer 0 None N/A
Sawed-Off Shotgun
4-8 5% 8-11 -15 -1 1 3 No Sidearm. Confers -1 mobility.
Can only be used at point blank range.
Infantry, Assault, Scout, Medic, Engineer 1 None 0 0 0 0 1
Scatter Laser
5-9 20% 9-12 +7 0 3+1 30 (14) No Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer 18 Advanced Beam Weapons 80 3 0 0 14
Alloy Cannon
6-10 20% 10-14 0 0 4+1 30 (14) No Long range accuracy penalty
Damage reduction penalty
.33 DR reduction
Infantry, Assault, Scout, Medic, Engineer 32 Advanced Gauss Weapons 150 18 5 0 14
Scatter Blaster
7-11 30% 11-16 0 0 3+1 30 (14) No Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer 62 Advanced Pulse Weapons 250 20 20 0 14
Reflex Cannon
7-13 20% 13-18 0 0 3+1 30 (14) No Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer 102 Sectopod Autopsy 500 40 30 2 18
Sniper Rifles
Sniper Rifle
4-6 25% 6-9 0 -1 5+1 200 (30) Yes Cannot fire after any costly action
Short-range accuracy penalty
Sniper 0 None N/A
Laser Sniper Rifle
4-8 25% 8-11 +7 -1 3+1 200 (30) Yes Cannot fire after any costly action
Short-range accuracy penalty
Sniper 18 Advanced Beam Weapons 50 4 0 0 14
Gauss Long Rifle
5-9 10% 9-12 0 -2 1+1 200 (30) Yes Cannot fire after any costly action
Short-range accuracy penalty
Grants HEAT Ammo perk.
.33 DR reduction
Sniper 35 Advanced Gauss Weapons 250 15 5 0 14
Pulse Sniper Rifle
6-10 35% 10-14 0 -1 3+1 200 (30) Yes Cannot fire after any costly action
Short-range accuracy penalty
Sniper 65 Advanced Pulse Lasers 250 25 20 0 14
Plasma Sniper Rifle
7-11 25% 11-16 0 -1 3+1 200 (30) Yes Cannot fire after any costly action
Short-range accuracy penalty
Sniper 105 Precision Plasma Weapons 500 45 30 2 18
Marksman Rifles
Marksman Rifle
4-6 15% 6-9 0 0 5+1 36 Yes Short-range accuracy penalty Scout, Sniper 0 None N/A
Laser Strike Rifle
4-8 15% 8-11 +7 0 3+1 36 Yes Short-range accuracy penalty Scout, Sniper 18 Advanced Beam Lasers 50 3 0 0 12
Alloy Strike Rifle
5-9 15% 9-12 0 0 4+1 36 Yes Short-range accuracy penalty
.33 DR reduction
Scout, Sniper 35 Advanced Gauss Weapons 120 15 3 0 14
Blaster Rifle
6-10 25% 10-14 0 0 3+1 36 Yes Short-range accuracy penalty Scout, Sniper 67 Advanced Pulse Lasers 220 25 20 0 14
Reflex Rifle
7-11 15% 11-16 0 0 3+1 36 Yes Short-range accuracy penalty Scout, Sniper 102 Precision Plasma Weapons 450 40 30 2 18
Arc Rifle
1-3 0% 3-4 0 0 2+1 36 (30) No Grants Disabling Shot, Cannot fire after any costly action Scout, Sniper 25 Xenoneurology
New Combat Systems
60 2 2 0 10
Squad Automatic Weapons
SAW
4-6 0% 6-9 0 -1 6+2 30 No - Gunner 0 None N/A
Autolaser
4-8 0% 8-11 +7 -1 6+2 30 No - Gunner 65 Beam Weapons 60 4 0 0 14
Gauss Autorifle
5-9 0% 9-12 0 -1 7+2 30 No .33 DR reduction Gunner 32 Gauss Weapons 110 15 2 0 14
Pulse Autoblaster
6-10 10% 10-14 0 -1 6+2 30 No - Gunner 65 Pulse Lasers 230 30 20 0 14
Plasma Novagun
7-11 0% 11-16 0 -1 6+2 30 No - Gunner 98 Advanced Plasma Weapons 500 45 30 2 20
Light Machine Guns
LMG
4-8 5% 8-11 0 -2 8+1 36 (30) No Cannot fire after any costly action
Grants squadsight
Gunner 0 None N/A
Gatling Laser
5-9 5% 9-12 +7 -2 8+1 36 (30) No Cannot fire after any costly action
Grants squadsight
Gunner 18 Beam weapons 60 5 0 0 14
Gauss Machine Gun
6-10 5% 10-14 0 -2 9+1 36 (30) No Cannot fire after any costly action
Grants squadsight
.33 DR reduction
Gunner 40 Gauss Weapons 140 16 3 0 14
Gatling Pulser
7-11 15% 11-16 0 -2 8+1 36 (30) No Cannot fire after any costly action
Grants squadsight
Gunner 64 Pulse Lasers 215 35 22 0 14
Plasma Dragon
7-13 5% 13-18 0 -2 8+1 36 (30) No Cannot fire after any costly action
Grants squadsight
Gunner 105 Heavy Plasma Weapons 500 48 32 2 20
Rocket Launchers
Rocket Launcher
4-10 0% - 0 -1 1 30 No - Rocketeer 0 None N/A
Recoilless Rifle
6-12 0% - 0 -1 1 30 No .33 DR reduction Rocketeer 35 Advanced Gauss Weapons 100 25 3 0 14
Blaster Launcher
8-16 0% - 0 -2 1 30 No - Rocketeer 110 Fusion Weapons 600 60 65 2 20
MEC Primary Weapons
Minigun
5-9 10% 9-12 0 0 2+1 36 (30) No - MEC 0 None N/A
Laser Lance
7-11 10% 11-16 +7 0 3+1 36 (30) No - MEC 20 Advanced Beam Lasers 80 5 0 0 14
Railgun
7-13 10% 13-18 0 0 4+1 36 (30) No .33 DR reduction, no suppression MEC 35 Advanced Gauss Weapons 120 25 3 0 14
Pulse Lance
7-13 20% 13-18 0 0 3+1 36 (30) No - MEC 65 Advanced Pulse Lasers 240 35 24 0 14
Particle Cannon
8-14 10% 14-19 0 0 3+1 36 (30) No No suppression MEC 105 Heavy Plasma Weapons 450 45 40 10 14
MEC Secondary Weapons
Flamethrower
4-10 0% 8-11 - -1 2 Cone No Incendiary area attack causing panic MEC 20 MEC Warfare Systems 85 0 0 5 7
Kinetic Strike Module
9-15 0% 15-21 - -1 Melee No Close combat weapon MEC 22 Floater Autopsy 200 15 2 8 10
Grenade Launcher
3-7 0% - - -1 2 17 No Indirect-fire Grenade Launcher MEC 35 Gauss Weapons 150 12 0 6 10
Prox. Mine Launcher
6-12 0% - - -1 3 17 No Fires Proximity Mines MEC 40 Advanced Gauss Weapons 150 12 0 10 14
Restorative Mist
- 0% - - -1 1 17 No Heals allies in an area MEC 28 Thin Man Autopsy 120 0 0 10 14
Electro Pulse
3-9 0% - - -1 17 No Stuns robots. 3 turn cooldown MEC 85 EMP Weapons 180 15 15 15 14
SHIV Turrets
Autocannon
5-9 10% 9-12 0 0 3+1 30 No - SHIV 0 None N/A
Superheavy Laser
6-10 10% 10-14 +7 0 3+1 30 No - SHIV 20 Advanced Beam Lasers 80 5 0 0 14
Sentry Gun
7-11 10% 11-16 0 0 4+1 30 No .33 DR reduction SHIV 35 Gauss Weapons 120 15 3 0 14
Superheavy Pulser
7-13 20% 13-18 0 0 3+1 30 No - SHIV 65 Pulse Lasers 300 35 25 0 14
Superheavy Plasma
8-14 10% 14-19 0 0 3+1 30 No - SHIV 100 Vehicular Plasma Weapons 500 45 40 3 21

Steadying

Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as Light 'Em Up and Double Tap only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon's Aim bonus also applies to fired rockets, reducing rocket scatter.

Explosives

In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.

Rockets

Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never "miss" but will veer off course a random amount based on the soldier's Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range. Rockets can not change height through scatter.

The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. "Scatter" instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation. Rockets can exceed even this degree of deviation, but the chance is negligible.

Unblocked (no "Shot is Blocked" warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process. If they encounter an allied or enemy pawn, they will detonate immediately.