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| -1 small equipment slot<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>+0.4 radius to '''Danger Zone'''<br>Grants [[Abilities List (LWR)#Burst|Burst]]
| -1 small equipment slot<br>Grants '''Bulletstorm''': Enemies near target take Suppressive Fire (25% chance)<br>Grants [[Abilities List (LWR)#Shredder|Shredder]]<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>+0.4 radius to '''Danger Zone'''<br>Grants [[Abilities List (LWR)#Burst|Burst]]
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]
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Revision as of 03:35, 23 November 2025

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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: +15 aim, +30 crit
Note: Pistol gains more crit but no aim

Plasma

Plasma weapons remain the most powerful weapons available to XCOM, and have had their unique bonuses increased. They are also impervious to damage or destruction so commanders can feel safe bringing them on late game missions. However, Plasma weapons now have a significant meld cost and require UFO power sources in their construction, they also take longer to research. However, you no longer need to capture Aliens and recover their weapons in order to manufacture Plasma weapons.

Base Damage: 8

Plasma-Specific Bonuses:

  • Plasma Rifle: Grants Carapace Shredder and Sublimator
  • Plasma Battle Rifle: Grants Panzer Shredder
  • Plasma Carbine: Grants Aerial Shredder and Aerial Tracking
  • Plasma SMG: -0.6 weight, +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): +12 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
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Assault Rifle
Assault Rifle
All biosoldiers 2.6 4
(3-5)
20% 4
(5)
18 Can be steadied XCOM starts with an unlimited supply
Laser Rifle
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
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
Pulse Rifle
All biosoldiers 2.6 +15 6
(5-7)
50% 4
(5)
18 Can be steadied Pulse Lasers 65 90 5 35 25 days
Plasma Rifle
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
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Battle Rifle
Battle Rifle
All biosoldiers except:
Snipers, Gunners
3.3 5
(4-6)
2
(3)
18 +5 penetration
+20% crit damage
Can be steadied
XCOM starts with an unlimited supply
Laser Battle Rifle
Laser Battle Rifle
All biosoldiers except:
Snipers, Gunners
3.3 +10 5
(4-6)
20% 2
(3)
18 +5 penetration
+20% crit damage
Can be steadied
Beam Lasers 15 40 6 15 days
Gauss Battle Rifle
Gauss Battle Rifle
All biosoldiers except:
Snipers, Gunners
4.0 7
(6-8)
2
(3)
18 +10 penetration
+20% crit damage
Can be steadied
Gauss Weapons 38 80 35 5 22 days
Pulse Battle Rifle
Pulse Battle Rifle
All biosoldiers except:
Snipers, Gunners
3.3 +15 7
(6-8)
30% 2
(3)
18 +10 penetration
+20% crit damage
Can be steadied
Pulse Lasers 65 90 5 35 25 days
Plasma Battle Rifle
Plasma Battle Rifle
All biosoldiers except:
Snipers, Gunners
3.3 10
(8-12)
2
(3)
18 Grants Panzer Shredder
+5 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
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Assault Carbine
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
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
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
Pulse Carbine
All biosoldiers 2.0 +20 4
(3-5)
75% 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
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 have high crit damage. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).

Name Usable
by

Mob offset

Aim
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
SMG
SMG
All biosoldiers except:
Snipers, Gunners, and Rocketeers
2.0 3
(2-4)
50% 2
(3)
18 Grants +150% crit damage
Grants Burst
XCOM starts with an unlimited supply
Laser SMG
Laser SMG
All biosoldiers except:
Snipers, Gunners, and Rocketeers
2.0 +10 3
(2-4)
70% 2
(3)
18 Grants +150% crit damage
Grants Burst
Beam Lasers 15 20 4 15 days
Gauss SMG
Gauss SMG
All biosoldiers except:
Snipers, Gunners, and Rocketeers
2.0 4
(3-5)
65% 2
(3)
18 Grants +150% crit damage
Grants Burst
Gauss Weapons 35 50 25 5 19 days
Pulse SMG
Pulse SMG
All biosoldiers except:
Snipers, Gunners, and Rocketeers
2.0 +15 4
(3-5)
95% 2
(3)
18 Grants +150% crit damage
Grants Burst
Pulse Lasers 63 60 3 15 25 days
Plasma SMG
Plasma SMG
All biosoldiers except:
Snipers, Gunners, and Rocketeers
1.3 6
(5-7)
65% 2
(3)
18 Grants +150% 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
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Shotgun
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
Scatter Laser
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
Alloy Cannon
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
Scatter Blaster
Pulse Scattershot
All biosoldiers except:
Snipers, Gunners
3.3 -5 9
(8-10)
30% 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
Reflex Cannon
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, mobility and crit. They cannot be steadied unless paired with Alloy Bipod. SAWs grant the Burst and Shredder abilities. Their base ammo is 5 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by

Mob offset

Aim
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
SAW
SAW
Gunners 4.0 -10 6
(5-7)
-30% 5 18 Grants Bulletstorm: Enemies near target take Suppressive Fire (25% chance)
Grants Shredder
Grants Burst
XCOM starts with an unlimited supply
Laser Autorifle
Laser Autorifle
Gunners 4.0 6
(5-7)
-10% 5 18 Grants Bulletstorm: Enemies near target take Suppressive Fire (25% chance)
Grants Shredder
Grants Burst
Advanced Beam Lasers 18 60 8 16 days
Gauss Autorifle
Gauss Autorifle
Gunners 4.6 -10 9
(8-10)
-30% 5 18 Grants Bulletstorm: Enemies near target take Suppressive Fire (25% chance)
Grants Shredder
Grants Burst
Advanced Gauss Weapons 38 100 55 6 22 days
Pulse Autolaser
Pulse Autolaser
Gunners 4.0 5 9
(8-10)
0% 5 18 Grants Bulletstorm: Enemies near target take Suppressive Fire (25% chance)
Grants Shredder
Grants Burst
Advanced Pulse Lasers 65 115 10 45 27 days
Plasma Novagun
Plasma Novagun
Gunners 4.0 -10 12
(10-14)
-30% 5 18 +4 damage against targets at full HP
Grants Bulletstorm: Enemies near target take Suppressive Fire (25% chance)
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, aim, crit, and remove a small equipment slot. They cannot be steadied unless paired with Alloy Bipod. Their base ammo is 5 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by

Mob offset

Aim
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
LMG
LMG
Gunners 4.6 -30 8
(7-9)
-50% 5 18 -1 small equipment slot
Grants Bulletstorm: Enemies near target take Suppressive Fire (25% chance)
Grants Shredder
Grants Danger Zone
Grants Burst
XCOM starts with an unlimited supply
Laser Gattler
Laser Gattler
Gunners 4.6 -20 8
(7-9)
-30% 5 18 -1 small equipment slot
Grants Bulletstorm: Enemies near target take Suppressive Fire (25% chance)
Grants Shredder
Grants Danger Zone
+0.4 radius to Danger Zone
Grants Burst
Advanced Beam Lasers 18 70 10 18 days
Gauss Machine Gun
Gauss Machine Gun
Gunners 5.3 -30 12
(10-14)
-50% 5 18 -1 small equipment slot
Grants Bulletstorm: Enemies near target take Suppressive Fire (25% chance)
Grants Shredder
Grants Danger Zone
Grants Burst
Advanced Gauss Weapons 45 140 55 10 23 days
Pulse Gattler
Pulse Gattler
Gunners 4.6 -15 12
(10-14)
-20% 5 18 -1 small equipment slot
Grants Bulletstorm: Enemies near target take Suppressive Fire (25% chance)
Grants Shredder
Grants Danger Zone
+0.4 radius to Danger Zone
Grants Burst
Advanced Pulse Lasers 70 120 10 50 28 days
Plasma Dragon
Plasma Dragon
Gunners 4.6 -30 16
(14-18)
-50% 5 18 +3 damage to Suppressive Fire
-1 small equipment slot
Grants Bulletstorm: Enemies near target take Suppressive Fire (25% chance)
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
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Strike Rifle
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
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
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
Pulse Strike Rifle
Snipers
Scouts
3.3 +15 7
(6-8)
50% 3 130 Can be steadied
+15 penetration
Advanced Pulse Lasers 67 110 10 45 27 days
Plasma Strike Rifle
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
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Sniper Rifle
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
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
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
Pulse Sniper Rifle
Snipers 4.0 +25 9
(8-10)
50% 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
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
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Minigun
Minigun
MECs 2.6 8
(7-9)
0% 3 18 Can be steadied XCOM starts with an unlimited supply
Laser Lance
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
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
Pulse Lance
MECs 2.6 +15 12
(10-14)
30% 3 18 Can be steadied Advanced Pulse Lasers
MEC Warfare Systems
65 360 10 50 75 27 days
Plasma Particle Cannon
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
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Autocannon
Autocannon
SHIVs 2.6 8
(7-9)
0% 2 18 XCOM starts with an unlimited supply
Laser Autocannon
Laser Autocannon
SHIVs 2.6 +10 8
(7-9)
20% 2 18 Beam Lasers 20 75 10 18 days
Sentry Gun
Gauss Sentry Gun
SHIVs 3.3 12
(10-14)
0% 2 18 Gauss Weapons 40 100 55 10 22 days
Pulse Autocannon
Pulse Autocannon
SHIVs 2.6 +15 12
(10-14)
30% 2 18 Pulse Lasers 65 150 10 50 27 days
Plasma Autocannon
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
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Vulcan Cannon
Vulcan Cannon
SHIVs 3.3 10
(8-12)
0% 2 18 Grants Burst XCOM starts with an unlimited supply
Laser Vulcan
Laser Vulcan
SHIVs 3.3 +10 10
(8-12)
20% 2 18 Grants Burst Beam Lasers 20 75 10 18 days
Gauss Vulcan
Gauss Vulcan
SHIVs 4.0 15
(13-17)
0% 2 18 Grants Burst Gauss Weapons 40 100 55 10 22 days
Pulse Vulcan
Pulse Vulcan
SHIVs 3.3 +15 15
(13-17)
30% 2 18 Grants Burst Pulse Lasers 65 150 10 50 27 days
Plasma Vulcan
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
Weapon damage
Dmg
Charges Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Duration in days
Arc Rifle
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
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
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Duration in days
Pistol
Pistol
All biosoldiers except:
Gunners, Rocketeers
Weightless 3
(2-4)
0% 2
(3)
18 Grants Maim XCOM starts with an unlimited supply
Laser Pistol
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
Pulse Pistol
All biosoldiers except:
Gunners, Rocketeers
Weightless 4
(3-5)
80% 2
(3)
18 Grants Maim Pulse Lasers 60 14 1 5 24 days
Plasma Pistol
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
Weapon damage
Dmg

Crit
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Duration in days
Machine Pistol
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
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 Mauler
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
Weapon damage
Dmg
Charges Weapon
range
Special
properties
Prerequisites Cost
Research required
Engineers required to prevent increase in production time
Cost in Credits
Duration in days
Arc Pistol
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
Weapon damage
Dmg
Weapon
ammo
Weapon
range
Special
properties
Prerequisites Cost
Engineers required to prevent increase in production time
Cost in Credits
Duration in days
Sawed-off Shotgun
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