Weapons (LWR): Difference between revisions
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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: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||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||Can be steadied<br>+10 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||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||Can be steadied<br>+10 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||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 | |[[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||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 | ||
| Line 278: | Line 278: | ||
|[[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||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 | |[[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||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||+2 damage and +20 pen vs preoccupied targets<br>Can be steadied<br>+ | |[[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>Can be steadied<br>+10 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 | ||
|} | |} | ||
Revision as of 23:04, 1 October 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 |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
Assault Rifle |
All biosoldiers | 2.6 | 4 (3-5) |
20% | 4 (5) |
18 | Can be steadied | XCOM starts with an unlimited supply | ||||||||
Laser Rifle |
All biosoldiers | 2.6 | +10 | 4 (3-5) |
40% | 4 (5) |
18 | Can be steadied | Beam Lasers | 15 | 40 | 6 | 15 days | |||
Gauss Rifle |
All biosoldiers | 3.3 | 6 (5-7) |
20% | 4 (5) |
18 | Can be steadied | Gauss Weapons | 38 | 80 | 35 | 5 | 22 days | |||
Pulse Rifle |
All biosoldiers | 2.6 | +10 | 6 (5-7) |
40% | 4 (5) |
18 | Can be steadied | Pulse Lasers | 65 | 90 | 5 | 35 | 25 days | ||
Plasma Rifle |
All biosoldiers | 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 |
All biosoldiers except: Snipers, Gunners |
3.3 | 5 (4-6) |
2 (3) |
18 | +15 penetration +20% crit damage Can be steadied |
XCOM starts with an unlimited supply | |||||||||
Laser Battle Rifle |
All biosoldiers except: Snipers, Gunners |
3.3 | +10 | 5 (4-6) |
20% | 2 (3) |
18 | +15 penetration +20% crit damage Can be steadied |
Beam Lasers | 15 | 40 | 6 | 15 days | |||
Gauss Battle Rifle |
All biosoldiers except: Snipers, Gunners |
4.0 | 7 (6-8) |
2 (3) |
18 | +15 penetration +20% crit damage Can be steadied |
Gauss Weapons | 38 | 80 | 35 | 5 | 22 days | ||||
Pulse Battle Rifle |
All biosoldiers except: Snipers, Gunners |
3.3 | +10 | 7 (6-8) |
20% | 2 (3) |
18 | +15 penetration +20% crit damage Can be steadied |
Pulse Lasers | 65 | 90 | 5 | 35 | 25 days | ||
Plasma Battle Rifle |
All biosoldiers except: Snipers, Gunners |
3.3 | 10 (8-12) |
2 (3) |
18 | Grants Panzer Shredder +15 penetration +20% crit damage Can be steadied |
Standard Plasma Weapons | 125 | 250 | 60 | 40 | 30 | 1 UFO Power Source | 62 days | ||
Carbines
Carbines are lighter versions of Assault Rifles focusing more on aim and mobility. They are light-weight and have higher aim but deal reduced damage. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 75%. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).
| Name | Usable by |
Mob offset |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
Assault Carbine |
All biosoldiers | 2.0 | +15 | 3 (2-4) |
20% | 3 (4) |
18 | Grants Aerial Precision: +30 crit and +50% crit damage vs airborne Can be steadied |
XCOM starts with an unlimited supply | |||||||
Laser Carbine |
All biosoldiers | 2.0 | +15 | 3 (2-4) |
40% | 3 (4) |
18 | Grants Aerial Precision: +30 crit and +50% crit damage vs airborne Can be steadied |
Beam Lasers | 15 | 20 | 4 | 15 days | |||
Gauss Carbine |
All biosoldiers | 2.0 | +15 | 4 (3-5) |
45% | 3 (4) |
18 | Grants Aerial Precision: +30 crit and +50% crit damage vs airborne Can be steadied |
Gauss Weapons | 35 | 50 | 25 | 5 | 19 days | ||
Pulse Carbine |
All biosoldiers | 2.0 | +15 | 4 (3-5) |
65% | 3 (4) |
18 | Grants Aerial Precision: +30 crit and +50% crit damage vs airborne Can be steadied |
Pulse Lasers | 63 | 60 | 3 | 15 | 25 days | ||
Plasma Carbine |
All biosoldiers | 2.0 | +15 | 6 (5-7) |
20% | 3 (4) |
18 | Grants Aerial Precision: +30 crit and +50% crit damage vs airborne Grants Aerial Shredder Grants Aerial Tracking: Ignores the defense from flying Can be steadied |
Light Plasma Weapons | 120 | 160 | 40 | 30 | 30 | 1 UFO Power Source | 60 days |
SMGs
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They are light-weight and 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 |
All biosoldiers except: Snipers, Gunners |
2.0 | 3 (2-4) |
50% | 2 (3) |
18 | Grants +100% crit damage Grants Burst |
XCOM starts with an unlimited supply | ||||||||
Laser SMG |
All biosoldiers except: Snipers, Gunners |
2.0 | +10 | 3 (2-4) |
70% | 2 (3) |
18 | Grants +100% crit damage Grants Burst |
Beam Lasers | 15 | 20 | 4 | 15 days | |||
Gauss SMG |
All biosoldiers except: Snipers, Gunners |
2.0 | 4 (3-5) |
65% | 2 (3) |
18 | Grants +100% crit damage Grants Burst |
Gauss Weapons | 35 | 50 | 25 | 5 | 19 days | |||
Pulse SMG |
All biosoldiers except: Snipers, Gunners |
2.0 | +10 | 4 (3-5) |
85% | 2 (3) |
18 | Grants +100% crit damage Grants Burst |
Pulse Lasers | 63 | 60 | 3 | 15 | 25 days | ||
Plasma SMG |
All biosoldiers except: Snipers, Gunners |
1.3 | 6 (5-7) |
65% | 2 (3) |
18 | Grants +100% 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 |
All biosoldiers except: Snipers, Gunners |
3.3 | -20 | 6 (5-7) |
0% | 3 (4) |
18 | Hardened grants 50% DR vs this weapon Hits count as 3 instances of damage |
XCOM starts with an unlimited supply | |||||||
Laser Scattershot |
All biosoldiers except: Snipers, Gunners |
3.3 | -10 | 6 (5-7) |
20% | 3 (4) |
18 | Hardened grants 50% DR vs this weapon Hits count as 3 instances of damage |
Beam Lasers | 18 | 50 | 8 | 18 days | |||
Gauss Alloy Cannon |
All biosoldiers except: Snipers, Gunners |
4.0 | -20 | 9 (8-10) |
0% | 3 (4) |
18 | Hardened grants 50% DR vs this weapon Hits count as 3 instances of damage |
Gauss Weapons | 40 | 130 | 55 | 15 | 22 days | ||
Pulse Scattershot |
All biosoldiers except: Snipers, Gunners |
3.3 | -10 | 9 (8-10) |
20% | 3 (4) |
18 | Hardened grants 50% DR vs this weapon Hits count as 3 instances of damage |
Pulse Lasers | 65 | 125 | 5 | 45 | 27 days | ||
Plasma Reflex Cannon |
All biosoldiers except: Snipers, Gunners |
3.3 | -20 | 12 (10-14) |
0% | 3 (4) |
18 | Grants Ether Shredder Grants Sublimator Hits count as 3 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 | Can be steadied +10 penetration |
XCOM starts with an unlimited supply | ||||||||
Laser Strike Rifle |
Snipers Scouts |
3.3 | +10 | 5 (4-6) |
40% | 3 | 130 | Can be steadied +10 penetration |
Advanced Beam Lasers | 18 | 45 | 8 | 16 days | |||
Gauss Strike Rifle |
Snipers Scouts |
4.0 | 7 (6-8) |
20% | 3 | 130 | 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 | 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 Can be steadied +10 penetration |
Precision Plasma Weapons | 132 | 400 | 80 | 50 | 45 | 1 UFO Power Source | 76 days | |
Sniper Rifles
Sniper Rifles are only available to Snipers. Regular shots that operate at Squadsight ranges and have lower Squadsight penalties (2 aim per tile instead of 5). Note that reaction shots do not fire at Squadsight ranges. Sniper Rifles require 2 AP to fire, and thus cannot be used after moving or performing any other costly action. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-20 aim per tile closer than 10).
| Name | Usable by |
Mob offset |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
Sniper Rifle |
Snipers | 4.0 | +10 | 6 (5-7) |
20% | 3 | 130 | Reduces squadsight penalty to -2 aim/tile Requires 2 AP to fire Can be steadied +15 penetration |
XCOM starts with an unlimited supply | |||||||
Laser Sniper Rifle |
Snipers | 4.0 | +20 | 6 (5-7) |
40% | 3 | 130 | Reduces squadsight penalty to -2 aim/tile Requires 2 AP to fire Can be steadied +15 penetration |
Advanced Beam Lasers | 18 | 50 | 8 | 16 days | |||
Gauss Long Rifle |
Snipers | 4.6 | +10 | 9 (8-10) |
20% | 3 | 130 | Reduces squadsight penalty to -2 aim/tile 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 | +20 | 9 (8-10) |
40% | 3 | 130 | Reduces squadsight penalty to -2 aim/tile 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 | +10 | 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 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 |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | ||||||||||||||||
Vulcan Cannon |
SHIVs | 3.3 | 10 (8-12) |
0% | 2 | 18 | Grants Burst | XCOM starts with an unlimited supply | ||||||||
Laser Vulcan |
SHIVs | 3.3 | +10 | 10 (8-12) |
20% | 2 | 18 | Grants Burst | Beam Lasers | 20 | 75 | 10 | 18 days | |||
Gauss Vulcan |
SHIVs | 4.0 | 15 (13-17) |
0% | 2 | 18 | Grants Burst | Gauss Weapons | 40 | 100 | 55 | 10 | 22 days | |||
Pulse Vulcan |
SHIVs | 3.3 | +10 | 15 (13-17) |
20% | 2 | 18 | Grants Burst | Pulse Lasers | 65 | 150 | 10 | 50 | 27 days | ||
Plasma Vulcan |
SHIVs | 2.0 | 20 (17-23) |
0% | 2 | 18 | Grants Burst | Vehicular Plasma Weapons | 130 | 450 | 85 | 70 | 60 | 1 UFO Power Source | 82 days | |
Arc Primary Weapons
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage and penetration against mechanical units. The Stun Rifle is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 100/92/80% chances respectively. The Elerium Batteries foundry project improves this further. In addition, failed stuns on aliens at or below 4 HP will Maim. The Elerium Batteries foundry project also grants an extra ammo to both weapons. Arc Rifles lose aim for being in close proximity (-20 aim per tile closer than 10).
| Name | Usable by |
Mob offset |
Aim |
Dmg |
Charges | Weapon range |
Special properties |
Prerequisites | Cost | ||
|---|---|---|---|---|---|---|---|---|---|---|---|
Arc Rifle |
All biosoldiers except: Snipers, Gunners |
2.6 | +15 vs mech | 2 (1-3) vs bio 7 (6-8) vs mech |
2 (3) |
18 | Has Overload +80 Penetration vs mech Cannot critically hit Aim penalty at close range Can be steadied |
Alien Circuitry | 10 | 90 | 12 days |
Stun Rifle |
All biosoldiers except: Snipers, Gunners |
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 |
All biosoldiers except: Gunners, Rocketeers |
Weightless | 3 (2-4) |
0% | 2 (3) |
18 | Grants Maim | XCOM starts with an unlimited supply | |||||||
Laser Pistol |
All biosoldiers except: Gunners, Rocketeers |
Weightless | 3 (2-4) |
40% | 2 (3) |
18 | Grants Maim | Beam Lasers | 15 | 10 | 1 | 13 days | |||
Pulse Pistol |
All biosoldiers except: Gunners, Rocketeers |
Weightless | 4 (3-5) |
65% | 2 (3) |
18 | Grants Maim | Pulse Lasers | 60 | 14 | 1 | 5 | 24 days | ||
Plasma Pistol |
All biosoldiers except: Gunners, Rocketeers |
Weightless | 6 (5-7) |
0% | 2 (3) |
18 | +2 damage vs biologic units Grants Maim |
Compact Plasma Weapons | 120 | 40 | 5 | 10 | 5 | 60 days | |
Autopistols
Autopistols grant increased base damage during critical hits in exchange for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10). Ranger eliminates the far range penalty.
There are no Autopistol equivalents for either Laser tier.
| Name | Usable by |
Mob offset |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Machine Autopistol |
All biosoldiers except: Gunners, Rocketeers |
0.6 | 3 (2-4) |
15% | 2 (3) |
18 | Grants Maim Grants +70% crit damage |
XCOM starts with an unlimited supply | |||||||
Gauss Autopistol |
All biosoldiers except: Gunners, Rocketeers |
0.6 | 4 (3-5) |
20% | 2 (3) |
18 | Grants Maim Grants +70% crit damage |
Gauss Weapons | 35 | 13 | 5 | 1 | 19 days | ||
Plasma Autopistol |
All biosoldiers except: Gunners, Rocketeers |
0.6 | 6 (5-7) |
15% | 2 (3) |
18 | Grants Maim Grants +100% crit damage |
Compact Plasma Weapons | 120 | 50 | 10 | 10 | 10 | 60 days | |
Arc Pistol
The Arc Pistol is similar to its Arc Rifle counterpart, dealing less damage but with the properties of a pistol, making it effective at close ranges instead of long ranges. Arc Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10). Ranger eliminates the far range penalty.
| Name | Usable by |
Mob offset |
Dmg |
Charges | Weapon range |
Special properties |
Prerequisites | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Arc Pistol |
All biosoldiers except: Gunners, Rocketeers |
0.6 | 1 vs bio 5 (4-6) vs mech |
2 (3) |
18 | Has Overload +50 Penetration vs mech Cannot Critically Hit Grants Maim |
Alien Circuitry | 15 | 8 | 15 days | ||||
Sawed-off Shotgun
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage secondary weapon. It is useful for soldiers that need a powerful and accurate close-range weapon to defend themselves in a pinch, but won't fare as well in prolonged firefights at range. It receives a +3 damage upgrade with the Foundry project Quenchguns, bringing it up to Gauss-tier damage. It has 1 ammo, and deals 150% damage. Sawed-off Shotguns gain aim for being in close proximity (+10 aim per tile closer than 10) and lose aim for being in far proximity (-10 aim per tile further than 10, and additional -5 aim per tile further than 10 for being a sidearm). Ranger eliminates the sidearm far range penalty.
| Name | Usable by |
Mob offset |
Dmg |
Weapon ammo |
Weapon range |
Special properties |
Prerequisites | Cost | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
Sawed-off Shotgun |
All biosoldiers except: Snipers, Gunners, Rocketeers |
0.6 | 6 (5-7) Upgrades to 9 (8-10) |
1 | 18 | Hardened grants 50% DR vs this weapon Hits count as 3 instances of damage |
3 | 20 | 8 days | ||