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Weapons (LWR)

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Revision as of 03:38, 23 November 2025 by Ucross (talk | contribs) (Replaced content with "Back To Main Page == Weapon Types == === Weapon Tiers === ==== Conventional/Ballistic ==== These are the basic weapons you start with - they are...")

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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: