Weapons (LWR): Difference between revisions
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*Plasma SMG: -0.6 weight, +15 crit | *Plasma SMG: -0.6 weight, +15 crit | ||
*Plasma Reflex Cannon (Shotgun): Grants '''Ether Shredder''' and '''Sublimator''' | *Plasma Reflex Cannon (Shotgun): Grants '''Ether Shredder''' and '''Sublimator''' | ||
*Plasma Strike Rifle: + | *Plasma Strike Rifle: +2 damage and +20 pen against preoccupied targets | ||
*Plasma Sniper Rifle: +2 | *Plasma Sniper Rifle: +2 dmg and +20 pen on reaction shots or shots at targets not protected by cover | ||
*Plasma Novagun (SAW): + | *Plasma Novagun (SAW): +4 damage against targets at full HP | ||
*Plasma Dragon (LMG): +3 damage to Suppressive Fire | *Plasma Dragon (LMG): +3 damage to Suppressive Fire | ||
*Plasma Particle Cannon (MEC): +4 damage against Mechanical | *Plasma Particle Cannon (MEC): +4 damage against Mechanical | ||
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!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspawn="2" [[MEC_COLLATERAL_DAMAGE.png|24px]]!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost | ||
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|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}} | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}} | ||
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|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Scouts<br />Infantry<br />Assaults<br> Rocketeers<br />Medics<br>Engineers||3.3|| ||title="Average damage (Minimum to maximum damage)"|5<br>(4-6)|| ||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||+ | |[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Scouts<br />Infantry<br />Assaults<br> Rocketeers<br />Medics<br>Engineers||3.3|| ||title="Average damage (Minimum to maximum damage)"|5<br>(4-6)|| ||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||+15 penetration<br>Can be steadied||colspan="8"|XCOM starts with an unlimited supply | ||
|-align="center" | |-align="center" | ||
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Scouts<br />Infantry<br />Assaults<br> Rocketeers<br />Medics<br>Engineers||3.3||+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)"|2<br />(3)||18||+ | |[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Scouts<br />Infantry<br />Assaults<br> Rocketeers<br />Medics<br>Engineers||3.3||+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)"|2<br />(3)||18||+15 penetration<br>Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||15||title="Cost in Credits (Cost when building quickly)"|40||title="Cost in Alien Alloys (Cost when building quickly)"|6|| ||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|15 days | ||
|-align="center" | |-align="center" | ||
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''||Scouts<br />Infantry<br />Assaults<br> Rocketeers<br />Medics<br>Engineers||4.0|| ||title="Average damage (Minimum to maximum damage)"|7<br>(6-8)|| ||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||+ | |[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''||Scouts<br />Infantry<br />Assaults<br> Rocketeers<br />Medics<br>Engineers||4.0|| ||title="Average damage (Minimum to maximum damage)"|7<br>(6-8)|| ||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||+15 penetration<br>Can be steadied||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||38||title="Cost in Credits (Cost when building quickly)"|80||title="Cost in Alien Alloys (Cost when building quickly)"|35||title="Cost in Elerium (Cost when building quickly)"|5||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|22 days | ||
|-align="center" | |-align="center" | ||
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Scouts<br />Infantry<br />Assaults<br> Rocketeers<br />Medics<br>Engineers||3.3||+10||title="Average damage (Minimum to maximum damage)"|7<br>(6-8)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||+ | |[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Scouts<br />Infantry<br />Assaults<br> Rocketeers<br />Medics<br>Engineers||3.3||+10||title="Average damage (Minimum to maximum damage)"|7<br>(6-8)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||+15 penetration<br>Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits (Cost when building quickly)"|90||title="Cost in Alien Alloys (Cost when building quickly)"|5||title="Cost in Elerium (Cost when building quickly)"|35||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|25 days | ||
|-align="center" | |-align="center" | ||
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''||Scouts<br />Infantry<br />Assaults<br> Rocketeers<br />Medics<br>Engineers||3.3|| ||title="Average damage (Minimum to maximum damage)"|10<br>(8-12)|| ||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||Grants '''Panzer [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>+ | |[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''||Scouts<br />Infantry<br />Assaults<br> Rocketeers<br />Medics<br>Engineers||3.3|| ||title="Average damage (Minimum to maximum damage)"|10<br>(8-12)|| ||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||Grants '''Panzer [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>+15 penetration<br>Can be steadied||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||125||title="Cost in Credits (Cost when building quickly)"|250||title="Cost in Alien Alloys (Cost when building quickly)"|60||title="Cost in Elerium (Cost when building quickly)"|40||title="Cost in Meld (Cost when building quickly)"|30||1 UFO Power Source||title="Duration in days (Duration when building quickly)"|62 days | ||
|} | |} | ||
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|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||2.0||+10||title="Average damage (Minimum to maximum damage)"|3<br>(2-4)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||Grants '''Aerial Precision''': + | |[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||2.0||+10||title="Average damage (Minimum to maximum damage)"|3<br>(2-4)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||Grants '''Aerial Precision''': +30 crit and +30% crit damage vs airborne<br>Can be steadied||colspan="8"|XCOM starts with an unlimited supply | ||
|-align="center" | |-align="center" | ||
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||2.0||+20||title="Average damage (Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||Grants '''Aerial Precision''': + | |[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||2.0||+20||title="Average damage (Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||Grants '''Aerial Precision''': +30 crit and +30% crit damage vs airborne<br>Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||15||title="Cost in Credits (Cost when building quickly)"|20||title="Cost in Alien Alloys (Cost when building quickly)"|4|| ||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|15 days | ||
|-align="center" | |-align="center" | ||
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||2.0||+15||title="Average damage (Minimum to maximum damage)"|4<br>(3-5)||45%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||Grants '''Aerial Precision''': + | |[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||2.0||+15||title="Average damage (Minimum to maximum damage)"|4<br>(3-5)||45%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||Grants '''Aerial Precision''': +30 crit and +30% crit damage vs airborne<br>Can be steadied||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||35||title="Cost in Credits (Cost when building quickly)"|50||title="Cost in Alien Alloys (Cost when building quickly)"|25||title="Cost in Elerium (Cost when building quickly)"|5||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|19 days | ||
|-align="center" | |-align="center" | ||
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||2.0||+25||title="Average damage (Minimum to maximum damage)"|4<br>(3-5)||65%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||Grants '''Aerial Precision''': + | |[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||2.0||+25||title="Average damage (Minimum to maximum damage)"|4<br>(3-5)||65%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||Grants '''Aerial Precision''': +30 crit and +30% crit damage vs airborne<br>Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||63||title="Cost in Credits (Cost when building quickly)"|60||title="Cost in Alien Alloys (Cost when building quickly)"|3||title="Cost in Elerium (Cost when building quickly)"|15||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|25 days | ||
|-align="center" | |-align="center" | ||
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||2.0||+20||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||Grants '''Aerial Precision''': + | |[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||2.0||+20||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||Grants '''Aerial Precision''': +30 crit and +30% crit damage vs airborne<br>Grants '''Aerial [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Grants '''Aerial Tracking''': Ignores the defense from flying<br>Can be steadied||[[Research (LWR)#Offensive Tech|Light Plasma Weapons]]||120||title="Cost in Credits (Cost when building quickly)"|160||title="Cost in Alien Alloys (Cost when building quickly)"|40||title="Cost in Elerium (Cost when building quickly)"|30||title="Cost in Meld (Cost when building quickly)"|30||1 UFO Power Source||title="Duration in days (Duration when building quickly)"|60 days | ||
|} | |} | ||
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|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||Scouts<br />Infantry<br />Assaults<br />Medics<br />Engineers||2.0|| ||title="Average damage (Minimum to maximum damage)"|3<br>(2-4)||50%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||Grants + | |[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||Scouts<br />Infantry<br />Assaults<br />Medics<br />Engineers||2.0|| ||title="Average damage (Minimum to maximum damage)"|3<br>(2-4)||50%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||Grants +70% crit damage<br>Grants [[Abilities List (LWR)#Burst|Burst]]||colspan="8"|XCOM starts with an unlimited supply | ||
|-align="center" | |-align="center" | ||
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Scouts<br />Infantry<br />Assaults<br />Medics<br />Engineers||2.0||+10||title="Average damage (Minimum to maximum damage)"|3<br>(2-4)||70%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||Grants + | |[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Scouts<br />Infantry<br />Assaults<br />Medics<br />Engineers||2.0||+10||title="Average damage (Minimum to maximum damage)"|3<br>(2-4)||70%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||Grants +70% crit damage<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Beam Lasers]]||15||title="Cost in Credits (Cost when building quickly)"|20||title="Cost in Alien Alloys (Cost when building quickly)"|4|| ||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|15 days | ||
|-align="center" | |-align="center" | ||
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||Scouts<br />Infantry<br />Assaults<br />Medics<br />Engineers||2.0|| ||title="Average damage (Minimum to maximum damage)"|4<br>(3-5)||65%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||Grants + | |[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||Scouts<br />Infantry<br />Assaults<br />Medics<br />Engineers||2.0|| ||title="Average damage (Minimum to maximum damage)"|4<br>(3-5)||65%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||Grants +70% crit damage<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||35||title="Cost in Credits (Cost when building quickly)"|50||title="Cost in Alien Alloys (Cost when building quickly)"|25||title="Cost in Elerium (Cost when building quickly)"|5||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|19 days | ||
|-align="center" | |-align="center" | ||
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Scouts<br />Infantry<br />Assaults<br />Medics<br />Engineers||2.0||+10||title="Average damage (Minimum to maximum damage)"|4<br>(3-5)||85%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||Grants + | |[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Scouts<br />Infantry<br />Assaults<br />Medics<br />Engineers||2.0||+10||title="Average damage (Minimum to maximum damage)"|4<br>(3-5)||85%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||Grants +70% crit damage<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||63||title="Cost in Credits (Cost when building quickly)"|60||title="Cost in Alien Alloys (Cost when building quickly)"|3||title="Cost in Elerium (Cost when building quickly)"|15||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|25 days | ||
|-align="center" | |-align="center" | ||
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||Scouts<br />Infantry<br />Assaults<br />Medics<br />Engineers||1.3|| ||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||65%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||Grants + | |[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||Scouts<br />Infantry<br />Assaults<br />Medics<br />Engineers||1.3|| ||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||65%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||Grants +70% crit damage<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Light Plasma Weapons]]||120||title="Cost in Credits (Cost when building quickly)"|160||title="Cost in Alien Alloys (Cost when building quickly)"|40||title="Cost in Elerium (Cost when building quickly)"|30||title="Cost in Meld (Cost when building quickly)"|30||1 UFO Power Source||title="Duration in days (Duration when building quickly)"|60 days | ||
|} | |} | ||
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===SAWs=== | ===SAWs=== | ||
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to aim and mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Burst|Burst]] and [[Abilities List (LWR)#Shredder|Shredder]] abilities. Their base ammo is | SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to aim and mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Burst|Burst]] and [[Abilities List (LWR)#Shredder|Shredder]] abilities. 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). | ||
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|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}} | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}} | ||
|-align="center" | |-align="center" | ||
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||4.0||-10||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available"| | |[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||4.0||-10||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available"|4||18||Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>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||4.0|| ||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available"| | |[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||4.0|| ||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available"|4||18||Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits (Cost when building quickly)"|60||title="Cost in Alien Alloys (Cost when building quickly)"|8|| ||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|16 days | ||
|-align="center" | |-align="center" | ||
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||4.6||-10||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available"| | |[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||4.6||-10||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available"|4||18||Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title="Cost in Credits (Cost when building quickly)"|100||title="Cost in Alien Alloys (Cost when building quickly)"|55||title="Cost in Elerium (Cost when building quickly)"|6||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|22 days | ||
|-align="center" | |-align="center" | ||
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||4.0|| ||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||20%||title="Amount of ammunition available"| | |[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||4.0|| ||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||20%||title="Amount of ammunition available"|4||18||Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title="Cost in Credits (Cost when building quickly)"|115||title="Cost in Alien Alloys (Cost when building quickly)"|10||title="Cost in Elerium (Cost when building quickly)"|45||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|27 days | ||
|-align="center" | |-align="center" | ||
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||4.0||-10||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available"| | |[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||4.0||-10||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available"|4||18||+4 damage against targets at full HP<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||128||title="Cost in Credits (Cost when building quickly)"|450||title="Cost in Alien Alloys (Cost when building quickly)"|90||title="Cost in Elerium (Cost when building quickly)"|60||title="Cost in Meld (Cost when building quickly)"|45||1 UFO Power Source||title="Duration in days (Duration when building quickly)"|80 days | ||
|} | |} | ||
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|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}} | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}} | ||
|-align="center" | |-align="center" | ||
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Snipers<br />Scouts||3.3|| ||title="Average damage (Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available"|3||130||Aim penalty at close range<br />Can be steadied<br>+ | |[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Snipers<br />Scouts||3.3|| ||title="Average damage (Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available"|3||130||Aim penalty at close range<br />Can be steadied<br>+15 penetration||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'''||Snipers<br />Scouts||3.3||+10||title="Average damage (Minimum to maximum damage)"|5<br>(4-6)||40%||title="Amount of ammunition available"|3||130||Aim penalty at close range<br />Can be steadied<br>+ | |[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Snipers<br />Scouts||3.3||+10||title="Average damage (Minimum to maximum damage)"|5<br>(4-6)||40%||title="Amount of ammunition available"|3||130||Aim penalty at close range<br />Can be steadied<br>+15 penetration||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits (Cost when building quickly)"|45||title="Cost in Alien Alloys (Cost when building quickly)"|8|| ||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|16 days | ||
|-align="center" | |-align="center" | ||
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Snipers<br />Scouts||4.0|| ||title="Average damage (Minimum to maximum damage)"|7<br>(6-8)||20%||title="Amount of ammunition available"|3||130||Aim penalty at close range<br />Can be steadied<br>+ | |[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Snipers<br />Scouts||4.0|| ||title="Average damage (Minimum to maximum damage)"|7<br>(6-8)||20%||title="Amount of ammunition available"|3||130||Aim penalty at close range<br />Can be steadied<br>+15 penetration||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||45||title="Cost in Credits (Cost when building quickly)"|110||title="Cost in Alien Alloys (Cost when building quickly)"|55||title="Cost in Elerium (Cost when building quickly)"|10||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|23 days | ||
|-align="center" | |-align="center" | ||
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Snipers<br />Scouts||3.3||+10||title="Average damage (Minimum to maximum damage)"|7<br>(6-8)||40%||title="Amount of ammunition available"|3||130||Aim penalty at close range<br />Can be steadied<br>+ | |[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Snipers<br />Scouts||3.3||+10||title="Average damage (Minimum to maximum damage)"|7<br>(6-8)||40%||title="Amount of ammunition available"|3||130||Aim penalty at close range<br />Can be steadied<br>+15 penetration||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||67||title="Cost in Credits (Cost when building quickly)"|110||title="Cost in Alien Alloys (Cost when building quickly)"|10||title="Cost in Elerium (Cost when building quickly)"|45||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|27 days | ||
|-align="center" | |-align="center" | ||
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Snipers<br />Scouts||3.3|| ||title="Average damage (Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available"|3||130||+ | |[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Snipers<br />Scouts||3.3|| ||title="Average damage (Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available"|3||130||+2 damage and +20 pen vs preoccupied targets<br>Aim penalty at close range<br />Can be steadied<br>+15 penetration||[[Research (LWR)#Offensive Tech|Precision Plasma Weapons]]||132||title="Cost in Credits (Cost when building quickly)"|400||title="Cost in Alien Alloys (Cost when building quickly)"|80||title="Cost in Elerium (Cost when building quickly)"|50||title="Cost in Meld (Cost when building quickly)"|45||1 UFO Power Source||title="Duration in days (Duration when building quickly)"|76 days | ||
|} | |} | ||
| Line 290: | Line 290: | ||
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}} | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}} | ||
|-align="center" | |-align="center" | ||
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||4.0|| ||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available"|3||130||Reduces squadsight penalty to -2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+ | |[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||4.0|| ||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available"|3||130||Reduces squadsight penalty to -2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+15 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||4.0||+10||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||40%||title="Amount of ammunition available"|3||130||Reduces squadsight penalty to -2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+ | |[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers||4.0||+10||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||40%||title="Amount of ammunition available"|3||130||Reduces squadsight penalty to -2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+15 penetration||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits (Cost when building quickly)"|50||title="Cost in Alien Alloys (Cost when building quickly)"|8|| ||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|16 days | ||
|-align="center" | |-align="center" | ||
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||4.6|| ||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||20%||title="Amount of ammunition available"|3||130||Reduces squadsight penalty to -2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+ | |[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||4.6|| ||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||20%||title="Amount of ammunition available"|3||130||Reduces squadsight penalty to -2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+15 penetration||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||45||title="Cost in Credits (Cost when building quickly)"|200||title="Cost in Alien Alloys (Cost when building quickly)"|55||title="Cost in Elerium (Cost when building quickly)"|15||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|23 days | ||
|-align="center" | |-align="center" | ||
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers||4.0||+10||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||40%||title="Amount of ammunition available"|3||130||Reduces squadsight penalty to -2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+ | |[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers||4.0||+10||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||40%||title="Amount of ammunition available"|3||130||Reduces squadsight penalty to -2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+15 penetration||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title="Cost in Credits (Cost when building quickly)"|125||title="Cost in Alien Alloys (Cost when building quickly)"|10||title="Cost in Elerium (Cost when building quickly)"|45||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|27 days | ||
|-align="center" | |-align="center" | ||
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||4.0|| ||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||20%||title="Amount of ammunition available"|3||130||+2 dmg | |[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||4.0|| ||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||20%||title="Amount of ammunition available"|3||130||+2 dmg and +20 pen on reaction shots or vs targets not protected by cover<br>Reduces squadsight penalty to -2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+15 penetration||[[Research (LWR)#Offensive Tech|Precision Plasma Weapons]]||135||title="Cost in Credits (Cost when building quickly)"|450||title="Cost in Alien Alloys (Cost when building quickly)"|90||title="Cost in Elerium (Cost when building quickly)"|70||title="Cost in Meld (Cost when building quickly)"|45||1 UFO Power Source||title="Duration in days (Duration when building quickly)"|78 days | ||
|} | |} | ||
===MEC Weapons=== | ===MEC Weapons=== | ||
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don't have much crit chance, but deal | MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don't have much crit chance, but deal heavy damage tied with SHIV autocannons. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10). | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
| Line 321: | Line 321: | ||
|} | |} | ||
=== | ===Autocannons=== | ||
Autocannons are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal heavy damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different SHIV configurations. Their base ammo capacity is 2, and their base damage is 200%. Autocannons gain aim for being in close proximity (+5 aim per tile closer than 10). | |||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
| Line 339: | Line 339: | ||
|-align="center" | |-align="center" | ||
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs||2.6||+15||title="Average damage (Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available"|2||18|||[[Research (LWR)#Offensive Tech|Vehicular Plasma Weapons]]||130||title="Cost in Credits (Cost when building quickly)"|450||title="Cost in Alien Alloys (Cost when building quickly)"|85||title="Cost in Elerium (Cost when building quickly)"|70||title="Cost in Meld (Cost when building quickly)"|60||1 UFO Power Source||title="Duration in days (Duration when building quickly)"|82 days | |[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs||2.6||+15||title="Average damage (Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available"|2||18|||[[Research (LWR)#Offensive Tech|Vehicular Plasma Weapons]]||130||title="Cost in Credits (Cost when building quickly)"|450||title="Cost in Alien Alloys (Cost when building quickly)"|85||title="Cost in Elerium (Cost when building quickly)"|70||title="Cost in Meld (Cost when building quickly)"|60||1 UFO Power Source||title="Duration in days (Duration when building quickly)"|82 days | ||
|} | |||
===Vulcan Cannons=== | |||
Vulcan Cannons are heavier Autocannons also only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal the heaviest damage, but suffer from long range aim penalties and heavier weight. Their base ammo capacity is 2, and their base damage is 250%. Vulcan Cannons gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10). | |||
{|class="wikitable" width="100%" | |||
|- | |||
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!colspan="2" |Prerequisites!!colspan="6"|Cost | |||
|-align="center" | |||
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}} | |||
|-align="center" | |||
|[[File:Autocannon Long War.png|128px|Vulcan Cannon]]<br />'''Vulcan Cannon'''||SHIVs||3.3|| ||title="Average damage (Minimum to maximum damage)"|10<br>(8-12)||0%||title="Amount of ammunition available"|2||18||colspan="8"|XCOM starts with an unlimited supply | |||
|-align="center" | |||
|[[File:Superheavy Laser Long War.png|128px|Laser Vulcan]]<br />'''Laser Vulcan'''||SHIVs||3.3||+10||title="Average damage (Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available"|2||18|||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title="Cost in Credits (Cost when building quickly)"|75||title="Cost in Alien Alloys (Cost when building quickly)"|10|| ||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|18 days | |||
|-align="center" | |||
|[[File:Sentry Gun Long War.png|128px|Gauss Vulcan]]<br />'''Gauss Vulcan'''||SHIVs||4.0|| ||title="Average damage (Minimum to maximum damage)"|15<br>(13-17)||0%||title="Amount of ammunition available"|2||18|||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title="Cost in Credits (Cost when building quickly)"|100||title="Cost in Alien Alloys (Cost when building quickly)"|55||title="Cost in Elerium (Cost when building quickly)"|10||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|22 days | |||
|-align="center" | |||
|[[File:Superheavy Pulser Long War.png|128px|Pulse Vulcan]]<br />'''Pulse Vulcan'''||SHIVs||3.3||+10||title="Average damage (Minimum to maximum damage)"|15<br>(13-17)||20%||title="Amount of ammunition available"|2||18|||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits (Cost when building quickly)"|150||title="Cost in Alien Alloys (Cost when building quickly)"|10||title="Cost in Elerium (Cost when building quickly)"|50||title="Cost in Meld (Cost when building quickly)"| || ||title="Duration in days (Duration when building quickly)"|27 days | |||
|-align="center" | |||
|[[File:Superheavy Plasma Long War.png|128px|Plasma Vulcan]]<br />'''Plasma Vulcan'''||SHIVs||2.0|| ||title="Average damage (Minimum to maximum damage)"|20<br>(17-23)||0%||title="Amount of ammunition available"|2||18|||[[Research (LWR)#Offensive Tech|Vehicular Plasma Weapons]]||130||title="Cost in Credits (Cost when building quickly)"|450||title="Cost in Alien Alloys (Cost when building quickly)"|85||title="Cost in Elerium (Cost when building quickly)"|70||title="Cost in Meld (Cost when building quickly)"|60||1 UFO Power Source||title="Duration in days (Duration when building quickly)"|82 days | |||
|} | |} | ||
Revision as of 17:24, 26 September 2025
Weapon Types
Weapon Tiers
Conventional/Ballistic
These are the basic weapons you start with - they are relativity unchanged in Long War Rebalance. You will want to upgrade to superior guns in the long run. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.
Base Damage: 4
Arc
There are 3 Arc Weapons: the Arc Rifle, Arc Pistol, and the Stun Rifle. While most campaigns will likely build some of each, the Stun Rifle is mandatory to win the game.
The Arc Rifle and Pistol only deal full damage against Mechanical units and have hefty penetration.
Beam Lasers
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good 'training' weapons for inexperienced troopers. Beam lasers have increased accuracy and higher crit.
Base Damage: 4 Bonus Stats: +10 aim, +20 crit Note: Pistol gains more crit but no aim
Gauss
Gauss weapons return to ballistic projectiles but alien power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it's a recipe for pretty formidable personal weaponry.
Gauss weapons are essentially just a damage upgrade over Ballistic and Beam weapons at the cost of being heavier. The 'Quenchguns' foundry project will grant all Gauss primary weapons a +1 penetration bonus against all units, which helps make Gauss weapons even more effective.
Base Damage: 6 Bonus Stats: +0.6 weight
Pulse Lasers
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse lasers are simply a refinement on Beam lasers, dealing more damage as a bonus. They use the same visuals as XCOM-built laser weaponry from vanilla.
Base Damage: 6 Bonus Stats: +10 aim, +20 crit Note: Pistol gains more crit but no aim
Plasma
Plasma weapons remain the most powerful weapons available to XCOM, and have had their unique bonuses increased. They are also impervious to damage or destruction so commanders can feel safe bringing them on late game missions. However, Plasma weapons now have a significant meld cost and require UFO power sources in their construction, they also take longer to research. However, you no longer need to capture Aliens and recover their weapons in order to manufacture Plasma weapons.
Base Damage: 8
Plasma-Specific Bonuses:
- Plasma Rifle: Grants Carapace Shredder and Sublimator
- Plasma Battle Rifle: Grants Panzer Shredder
- Plasma Carbine: Grants Aerial Shredder and Aerial Tracking
- Plasma SMG: -0.6 weight, +15 crit
- Plasma Reflex Cannon (Shotgun): Grants Ether Shredder and Sublimator
- Plasma Strike Rifle: +2 damage and +20 pen against preoccupied targets
- Plasma Sniper Rifle: +2 dmg and +20 pen on reaction shots or shots at targets not protected by cover
- Plasma Novagun (SAW): +4 damage against targets at full HP
- Plasma Dragon (LMG): +3 damage to Suppressive Fire
- Plasma Particle Cannon (MEC): +4 damage against Mechanical
- Plasma Autocannon (SHIV): +15 aim, +15 crit
- Plasma Vulcan (SHIV): +1.3 mobility
- Plasma Pistol: +2 damage against biologic units
- Plasma Autopistol: +3 crit damage
Weapon Classes
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:
| Weapon | Base Damage |
|---|---|
| Vulcan Cannons | 250% |
| LMGs, Autocannons, and MEC Weapons | 200% |
| Shotguns, SAWs and Sniper Rifles | 150% |
| Battle Rifles and Strike Rifles | 125% |
| Assault Rifles | 100% |
| Carbines, SMGs, Pistols and Machine Pistols | 75% |
Primary Weapons
Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.
Assault Rifles
Assault Rifles are the baseline rifle, providing a decent balance of weight, accuracy and firepower. Their base ammo is 4 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).
| Name | Usable by |
Mob offset |
Aim |
Dmg |
rowspawn="2" 24px | Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||||||
Assault Rifle |
All soldiers | 2.6 | 4 (3-5) |
20% | 4 (5) |
18 | Can be steadied | XCOM starts with an unlimited supply | |||||||||
Laser Rifle |
All soldiers | 2.6 | +10 | 4 (3-5) |
40% | 4 (5) |
18 | Can be steadied | Beam Lasers | 15 | 40 | 6 | 15 days | ||||
Gauss Rifle |
All soldiers | 3.3 | 6 (5-7) |
20% | 4 (5) |
18 | Can be steadied | Gauss Weapons | 38 | 80 | 35 | 5 | 22 days | ||||
Pulse Rifle |
All soldiers | 2.6 | +10 | 6 (5-7) |
40% | 4 (5) |
18 | Can be steadied | Pulse Lasers | 65 | 90 | 5 | 35 | 25 days | |||
Plasma Rifle |
All soldiers | 2.6 | 8 (7-9) |
20% | 4 (5) |
18 | Grants Carapace Shredder Grants Sublimator Can be steadied |
Standard Plasma Weapons | 125 | 250 | 60 | 40 | 30 | 1 UFO Power Source | 62 days | ||
Battle Rifles
Battle Rifles are heavier versions of Assault Rifles. They trade mobility and ammo capacity for increased damage output. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).
| Name | Usable by |
Mob offset |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
Battle Rifle |
Scouts Infantry Assaults Rocketeers Medics Engineers |
3.3 | 5 (4-6) |
2 (3) |
18 | +15 penetration Can be steadied |
XCOM starts with an unlimited supply | |||||||||
Laser Battle Rifle |
Scouts Infantry Assaults Rocketeers Medics Engineers |
3.3 | +10 | 5 (4-6) |
20% | 2 (3) |
18 | +15 penetration Can be steadied |
Beam Lasers | 15 | 40 | 6 | 15 days | |||
Gauss Battle Rifle |
Scouts Infantry Assaults Rocketeers Medics Engineers |
4.0 | 7 (6-8) |
2 (3) |
18 | +15 penetration Can be steadied |
Gauss Weapons | 38 | 80 | 35 | 5 | 22 days | ||||
Pulse Battle Rifle |
Scouts Infantry Assaults Rocketeers Medics Engineers |
3.3 | +10 | 7 (6-8) |
20% | 2 (3) |
18 | +15 penetration Can be steadied |
Pulse Lasers | 65 | 90 | 5 | 35 | 25 days | ||
Plasma Battle Rifle |
Scouts Infantry Assaults Rocketeers Medics Engineers |
3.3 | 10 (8-12) |
2 (3) |
18 | Grants Panzer Shredder +15 penetration Can be steadied |
Standard Plasma Weapons | 125 | 250 | 60 | 40 | 30 | 1 UFO Power Source | 62 days | ||
Carbines
Carbines are lighter versions of Assault Rifles focusing more on aim and mobility. They are light-weight and have higher aim but deal reduced damage. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 75%. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).
| Name | Usable by |
Mob offset |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
Assault Carbine |
All soldiers | 2.0 | +10 | 3 (2-4) |
20% | 3 (4) |
18 | Grants Aerial Precision: +30 crit and +30% crit damage vs airborne Can be steadied |
XCOM starts with an unlimited supply | |||||||
Laser Carbine |
All soldiers | 2.0 | +20 | 3 (2-4) |
40% | 3 (4) |
18 | Grants Aerial Precision: +30 crit and +30% crit damage vs airborne Can be steadied |
Beam Lasers | 15 | 20 | 4 | 15 days | |||
Gauss Carbine |
All soldiers | 2.0 | +15 | 4 (3-5) |
45% | 3 (4) |
18 | Grants Aerial Precision: +30 crit and +30% crit damage vs airborne Can be steadied |
Gauss Weapons | 35 | 50 | 25 | 5 | 19 days | ||
Pulse Carbine |
All soldiers | 2.0 | +25 | 4 (3-5) |
65% | 3 (4) |
18 | Grants Aerial Precision: +30 crit and +30% crit damage vs airborne Can be steadied |
Pulse Lasers | 63 | 60 | 3 | 15 | 25 days | ||
Plasma Carbine |
All soldiers | 2.0 | +20 | 6 (5-7) |
20% | 3 (4) |
18 | Grants Aerial Precision: +30 crit and +30% crit damage vs airborne Grants Aerial Shredder Grants Aerial Tracking: Ignores the defense from flying Can be steadied |
Light Plasma Weapons | 120 | 160 | 40 | 30 | 30 | 1 UFO Power Source | 60 days |
SMGs
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They are light-weight and grant extra base 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) and lose aim for being in far proximity (-5 aim per tile further than 10).
| Name | Usable by |
Mob offset |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
SMG |
Scouts Infantry Assaults Medics Engineers |
2.0 | 3 (2-4) |
50% | 2 (3) |
18 | Grants +70% crit damage Grants Burst |
XCOM starts with an unlimited supply | ||||||||
Laser SMG |
Scouts Infantry Assaults Medics Engineers |
2.0 | +10 | 3 (2-4) |
70% | 2 (3) |
18 | Grants +70% crit damage Grants Burst |
Beam Lasers | 15 | 20 | 4 | 15 days | |||
Gauss SMG |
Scouts Infantry Assaults Medics Engineers |
2.0 | 4 (3-5) |
65% | 2 (3) |
18 | Grants +70% crit damage Grants Burst |
Gauss Weapons | 35 | 50 | 25 | 5 | 19 days | |||
Pulse SMG |
Scouts Infantry Assaults Medics Engineers |
2.0 | +10 | 4 (3-5) |
85% | 2 (3) |
18 | Grants +70% crit damage Grants Burst |
Pulse Lasers | 63 | 60 | 3 | 15 | 25 days | ||
Plasma SMG |
Scouts Infantry Assaults Medics Engineers |
1.3 | 6 (5-7) |
65% | 2 (3) |
18 | Grants +70% crit damage Grants Burst |
Light Plasma Weapons | 120 | 160 | 40 | 30 | 30 | 1 UFO Power Source | 60 days | |
Shotguns
Shotguns have limited range but high damage against non-Hardened targets. Their low base crit chances are offset by proximity/flanking bonuses due to Pinpoint Accuracy. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+10 aim per tile closer than 10) and lose aim for being in far proximity (-10 aim per tile further than 10).
| Name | Usable by |
Mob offset |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
Shotgun |
Scouts Infantry Assaults Medics Engineers |
3.3 | -20 | 6 (5-7) |
0% | 3 (4) |
18 | Hardened grants 50% DR vs this weapon Hits count as 4 instances of damage |
XCOM starts with an unlimited supply | |||||||
Laser Scattershot |
Scouts Infantry Assaults Medics Engineers |
3.3 | -10 | 6 (5-7) |
20% | 3 (4) |
18 | Hardened grants 50% DR vs this weapon Hits count as 4 instances of damage |
Beam Lasers | 18 | 50 | 8 | 18 days | |||
Gauss Alloy Cannon |
Scouts Infantry Assaults Medics Engineers |
4.0 | -20 | 9 (8-10) |
0% | 3 (4) |
18 | Hardened grants 50% DR vs this weapon Hits count as 4 instances of damage |
Gauss Weapons | 40 | 130 | 55 | 15 | 22 days | ||
Pulse Scattershot |
Scouts Infantry Assaults Medics Engineers |
3.3 | -10 | 9 (8-10) |
20% | 3 (4) |
18 | Hardened grants 50% DR vs this weapon Hits count as 4 instances of damage |
Pulse Lasers | 65 | 125 | 5 | 45 | 27 days | ||
Plasma Reflex Cannon |
Scouts Infantry Assaults Medics Engineers |
3.3 | -20 | 12 (10-14) |
0% | 3 (4) |
18 | Grants Ether Shredder Grants Sublimator Hits count as 4 instances of damage |
Standard Plasma Weapons | 132 | 450 | 80 | 50 | 45 | 1 UFO Power Source | 76 days |
SAWs
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to aim and mobility, cannot be steadied, and have low base crit chance. SAWs grant the Burst and Shredder abilities. 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 offset |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
SAW |
Gunners | 4.0 | -10 | 6 (5-7) |
0% | 4 | 18 | Grants Shredder Grants Burst |
XCOM starts with an unlimited supply | |||||||
Laser Autorifle |
Gunners | 4.0 | 6 (5-7) |
20% | 4 | 18 | Grants Shredder Grants Burst |
Advanced Beam Lasers | 18 | 60 | 8 | 16 days | ||||
Gauss Autorifle |
Gunners | 4.6 | -10 | 9 (8-10) |
0% | 4 | 18 | Grants Shredder Grants Burst |
Advanced Gauss Weapons | 38 | 100 | 55 | 6 | 22 days | ||
Pulse Autolaser |
Gunners | 4.0 | 9 (8-10) |
20% | 4 | 18 | Grants Shredder Grants Burst |
Advanced Pulse Lasers | 65 | 115 | 10 | 45 | 27 days | |||
Plasma Novagun |
Gunners | 4.0 | -10 | 12 (10-14) |
0% | 4 | 18 | +4 damage against targets at full HP Grants Shredder Grants Burst |
Heavy Plasma Weapons | 128 | 450 | 90 | 60 | 45 | 1 UFO Power Source | 80 days |
LMGs
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have greater damage, ammo, and provide Danger Zone, Burst, and Shredder abilities; but have even less mobility and aim, and remove a small equipment slot. Their base ammo is 5 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).
| Name | Usable by |
Mob offset |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
LMG |
Gunners | 4.6 | -35 | 8 (7-9) |
0% | 5 | 18 | -1 small equipment slot Grants Shredder Grants Danger Zone Grants Burst |
XCOM starts with an unlimited supply | |||||||
Laser Gattler |
Gunners | 4.6 | -25 | 8 (7-9) |
20% | 5 | 18 | -1 small equipment slot Grants Shredder Grants Danger Zone +0.4 radius to Danger Zone Grants Burst |
Advanced Beam Lasers | 18 | 70 | 10 | 18 days | |||
Gauss Machine Gun |
Gunners | 5.3 | -35 | 12 (10-14) |
0% | 5 | 18 | -1 small equipment slot Grants Shredder Grants Danger Zone Grants Burst |
Advanced Gauss Weapons | 45 | 140 | 55 | 10 | 23 days | ||
Pulse Gattler |
Gunners | 4.6 | -25 | 12 (10-14) |
20% | 5 | 18 | -1 small equipment slot Grants Shredder Grants Danger Zone +0.4 radius to Danger Zone Grants Burst |
Advanced Pulse Lasers | 70 | 120 | 10 | 50 | 28 days | ||
Plasma Dragon |
Gunners | 4.6 | -35 | 16 (14-18) |
0% | 5 | 18 | +3 damage to Suppressive Fire -1 small equipment slot Grants Shredder Grants Danger Zone Grants Burst |
Heavy Plasma Weapons | 135 | 450 | 85 | 65 | 45 | 1 UFO Power Source | 82 days |
Strike Rifles
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. They support Squadsight, meaning Snipers can always fire at long ranges and Scouts can with the help of a Marksman Scope. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-20 aim per tile closer than 10).
| Name | Usable by |
Mob offset |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
Strike Rifle |
Snipers Scouts |
3.3 | 5 (4-6) |
20% | 3 | 130 | Aim penalty at close range Can be steadied +15 penetration |
XCOM starts with an unlimited supply | ||||||||
Laser Strike Rifle |
Snipers Scouts |
3.3 | +10 | 5 (4-6) |
40% | 3 | 130 | Aim penalty at close range Can be steadied +15 penetration |
Advanced Beam Lasers | 18 | 45 | 8 | 16 days | |||
Gauss Strike Rifle |
Snipers Scouts |
4.0 | 7 (6-8) |
20% | 3 | 130 | Aim penalty at close range Can be steadied +15 penetration |
Advanced Gauss Weapons | 45 | 110 | 55 | 10 | 23 days | |||
Pulse Strike Rifle |
Snipers Scouts |
3.3 | +10 | 7 (6-8) |
40% | 3 | 130 | Aim penalty at close range Can be steadied +15 penetration |
Advanced Pulse Lasers | 67 | 110 | 10 | 45 | 27 days | ||
Plasma Strike Rifle |
Snipers Scouts |
3.3 | 10 (8-12) |
20% | 3 | 130 | +2 damage and +20 pen vs preoccupied targets Aim penalty at close range Can be steadied +15 penetration |
Precision Plasma Weapons | 132 | 400 | 80 | 50 | 45 | 1 UFO Power Source | 76 days | |
Sniper Rifles
Sniper Rifles are only available to Snipers. Regular shots that operate at Squadsight ranges and have lower Squadsight penalties (2 aim per tile instead of 5). Note that reaction shots do not fire at Squadsight ranges. Sniper Rifles require 2 AP to fire, and thus cannot be used after moving or performing any other costly action. Sniper Rifles have innate penetration scaling with 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 offset |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
Sniper Rifle |
Snipers | 4.0 | 6 (5-7) |
20% | 3 | 130 | Reduces squadsight penalty to -2 aim/tile Aim penalty at close range Requires 2 AP to fire Can be steadied +15 penetration |
XCOM starts with an unlimited supply | ||||||||
Laser Sniper Rifle |
Snipers | 4.0 | +10 | 6 (5-7) |
40% | 3 | 130 | Reduces squadsight penalty to -2 aim/tile Aim penalty at close range Requires 2 AP to fire Can be steadied +15 penetration |
Advanced Beam Lasers | 18 | 50 | 8 | 16 days | |||
Gauss Long Rifle |
Snipers | 4.6 | 9 (8-10) |
20% | 3 | 130 | Reduces squadsight penalty to -2 aim/tile Aim penalty at close range Requires 2 AP to fire Can be steadied +15 penetration |
Advanced Gauss Weapons | 45 | 200 | 55 | 15 | 23 days | |||
Pulse Sniper Rifle |
Snipers | 4.0 | +10 | 9 (8-10) |
40% | 3 | 130 | Reduces squadsight penalty to -2 aim/tile Aim penalty at close range Requires 2 AP to fire Can be steadied +15 penetration |
Advanced Pulse Lasers | 65 | 125 | 10 | 45 | 27 days | ||
Plasma Sniper Rifle |
Snipers | 4.0 | 12 (10-14) |
20% | 3 | 130 | +2 dmg and +20 pen on reaction shots or vs targets not protected by cover Reduces squadsight penalty to -2 aim/tile Aim penalty at close range Requires 2 AP to fire Can be steadied +15 penetration |
Precision Plasma Weapons | 135 | 450 | 90 | 70 | 45 | 1 UFO Power Source | 78 days | |
MEC Weapons
MEC primary weapons, unsurprisingly, are only available to MECs. They don't have much crit chance, but deal heavy damage tied with SHIV autocannons. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).
| Name | Usable by |
Mob offset |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
Minigun |
MECs | 2.6 | 8 (7-9) |
0% | 3 | 18 | Can be steadied | XCOM starts with an unlimited supply | ||||||||
Laser Lance |
MECs | 2.6 | +10 | 8 (7-9) |
20% | 3 | 18 | Can be steadied | Advanced Beam Lasers MEC Warfare Systems |
20 | 225 | 10 | 10 | 18 days | ||
Gauss Railgun |
MECs | 3.3 | 12 (10-14) |
0% | 3 | 18 | Can be steadied | Advanced Gauss Weapons MEC Warfare Systems |
45 | 360 | 65 | 10 | 20 | 23 days | ||
Pulse Lance |
MECs | 2.6 | +10 | 12 (10-14) |
20% | 3 | 18 | Can be steadied | Advanced Pulse Lasers MEC Warfare Systems |
65 | 360 | 10 | 50 | 75 | 27 days | |
Plasma Particle Cannon |
MECs | 2.6 | 16 (14-18) |
0% | 3 | 18 | Can be steadied +4 damage to mechanical targets |
Heavy Plasma Weapons MEC Warfare Systems |
135 | 900 | 90 | 80 | 60 | 1 UFO Power Source | 82 days | |
Autocannons
Autocannons are only available to SHIVs. They deal heavy damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different SHIV configurations. Their base ammo capacity is 2, and their base damage is 200%. Autocannons gain aim for being in close proximity (+5 aim per tile closer than 10).
| Name | Usable by |
Mob offset |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||||
Autocannon |
SHIVs | 2.6 | 8 (7-9) |
0% | 2 | 18 | XCOM starts with an unlimited supply | ||||||||
Laser Autocannon |
SHIVs | 2.6 | +10 | 8 (7-9) |
20% | 2 | 18 | Beam Lasers | 20 | 75 | 10 | 18 days | |||
Gauss Sentry Gun |
SHIVs | 3.3 | 12 (10-14) |
0% | 2 | 18 | Gauss Weapons | 40 | 100 | 55 | 10 | 22 days | |||
Pulse Autocannon |
SHIVs | 2.6 | +10 | 12 (10-14) |
20% | 2 | 18 | Pulse Lasers | 65 | 150 | 10 | 50 | 27 days | ||
Plasma Autocannon |
SHIVs | 2.6 | +15 | 16 (14-18) |
15% | 2 | 18 | Vehicular Plasma Weapons | 130 | 450 | 85 | 70 | 60 | 1 UFO Power Source | 82 days |
Vulcan Cannons
Vulcan Cannons are heavier Autocannons also only available to SHIVs. They deal the heaviest damage, but suffer from long range aim penalties and heavier weight. Their base ammo capacity is 2, and their base damage is 250%. Vulcan Cannons gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).
| Name | Usable by |
Mob offset |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||||||
Vulcan Cannon |
SHIVs | 3.3 | 10 (8-12) |
0% | 2 | 18 | XCOM starts with an unlimited supply | ||||||||
Laser Vulcan |
SHIVs | 3.3 | +10 | 10 (8-12) |
20% | 2 | 18 | Beam Lasers | 20 | 75 | 10 | 18 days | |||
Gauss Vulcan |
SHIVs | 4.0 | 15 (13-17) |
0% | 2 | 18 | Gauss Weapons | 40 | 100 | 55 | 10 | 22 days | |||
Pulse Vulcan |
SHIVs | 3.3 | +10 | 15 (13-17) |
20% | 2 | 18 | Pulse Lasers | 65 | 150 | 10 | 50 | 27 days | ||
Plasma Vulcan |
SHIVs | 2.0 | 20 (17-23) |
0% | 2 | 18 | Vehicular Plasma Weapons | 130 | 450 | 85 | 70 | 60 | 1 UFO Power Source | 82 days | |
Arc Primary Weapons
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage and penetration against mechanical units. The Stun Rifle is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 100/92/80% chances respectively. The Elerium Batteries foundry project improves this further. In addition, failed stuns on aliens at or below 4 HP will Maim. The Elerium Batteries foundry project also grants an extra ammo to both weapons. Arc Rifles lose aim for being in close proximity (-20 aim per tile closer than 10).
| Name | Usable by |
Mob offset |
Aim |
Dmg |
Charges | Weapon range |
Special properties |
Prerequisites | Cost | ||
|---|---|---|---|---|---|---|---|---|---|---|---|
Arc Rifle |
Assaults Infantry Engineers Medics Scouts Snipers Rocketeers |
2.6 | +15 vs mech | 2 (1-3) vs bio 7 (6-8) vs mech |
2 (3) |
18 | Has Overload +5 Penetration vs mech Cannot critically hit Aim penalty at close range Can be steadied |
Alien Circuitry | 10 | 90 | 12 days |
Stun Rifle |
Assaults Infantry Engineers Medics Scouts |
4.6 | 2 (3) |
4 | Stuns autopsied biologic aliens -1 small equipment slot |
Xenobiology | 10 | 100 | 14 days | ||
Secondary Weapons
LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for Ballistic, Gauss and Plasma.
Units that cannot use secondary weapons: Privates, Gunners, and SHIVs
Units that cannot use sidearms and have unique secondary weapons: Rocketeers and MECs
All sidearms grant the Maim ability.
Pistols
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10). Ranger eliminates the far range penalty.
There are no basic Pistol equivalents for the Gauss tier.
| Name | Usable by |
Mob offset |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
Weightless | 3 (2-4) |
0% | 2 (3) |
18 | Grants Maim | XCOM starts with an unlimited supply | |||||||
Laser Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
Weightless | 3 (2-4) |
40% | 2 (3) |
18 | Grants Maim | Beam Lasers | 15 | 10 | 1 | 13 days | |||
Pulse Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
Weightless | 4 (3-5) |
65% | 2 (3) |
18 | Grants Maim | Pulse Lasers | 60 | 14 | 1 | 5 | 24 days | ||
Plasma Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
Weightless | 6 (5-7) |
0% | 2 (3) |
18 | +2 damage vs biologic units Grants Maim |
Compact Plasma Weapons | 120 | 40 | 5 | 10 | 5 | 60 days | |
Autopistols
Autopistols grant increased base damage during critical hits in exchange for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10). Ranger eliminates the far range penalty.
There are no Autopistol equivalents for either Laser tier.
| Name | Usable by |
Mob offset |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Machine Autopistol |
Assaults Infantry Engineers Medics Scouts Snipers |
0.6 | 3 (2-4) |
15% | 2 (3) |
18 | Grants Maim Grants +2 base damage during critical hits |
XCOM starts with an unlimited supply | |||||||
Gauss Autopistol |
Assaults Infantry Engineers Medics Scouts Snipers |
0.6 | 4 (3-5) |
20% | 2 (3) |
18 | Grants Maim Grants +3 base damage during critical hits |
Gauss Weapons | 35 | 13 | 5 | 1 | 19 days | ||
Plasma Autopistol |
Assaults Infantry Engineers Medics Scouts Snipers |
0.6 | 6 (5-7) |
15% | 2 (3) |
18 | Grants Maim Grants +6 base damage during critical hits |
Compact Plasma Weapons | 120 | 50 | 10 | 10 | 10 | 60 days | |
Arc Pistol
The Arc Pistol is similar to its Arc Rifle counterpart, dealing less damage but with the properties of a pistol, making it effective at close ranges instead of long ranges. Arc Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10). Ranger eliminates the far range penalty.
| Name | Usable by |
Mob offset |
Dmg |
Charges | Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Arc Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
0.6 | 1 vs bio 5 (4-6) vs mech |
2 (3) |
18 | Has Overload +3 Penetration vs mech Cannot Critically Hit Grants Maim |
Alien Circuitry | 15 | 8 | 15 days | ||||
Sawed-off Shotgun
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage secondary weapon. It is useful for soldiers that need a powerful and accurate close-range weapon to defend themselves in a pinch, but won't fare as well in prolonged firefights at range. It receives a +3 damage upgrade with the Foundry project Quenchguns, bringing it up to Gauss-tier damage. It has 1 ammo, and deals 150% damage. Sawed-off Shotguns gain aim for being in close proximity (+10 aim per tile closer than 10) and lose aim for being in far proximity (-10 aim per tile further than 10, and additional -5 aim per tile further than 10 for being a sidearm). Ranger eliminates the sidearm far range penalty.
| Name | Usable by |
Mob offset |
Dmg |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
Sawed-off Shotgun |
Assaults Infantry Engineers Medics Scouts |
0.6 | 6 (5-7) Upgrades to 9 (8-10) |
1 | 18 | Hardened grants 50% DR vs this weapon Hits count as 4 instances of damage |
3 | 20 | 8 days | ||