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Weapons (TJ)

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Long War of the Chosen Main Page

As with Long War 1, Long War 2, and Long War of the Chosen, Ted Jam makes some changes to the weapons available to XCOM:

  • 5 tiers of primary weapons are available: Conventional, Laser, Magnetic, Coilgun and Plasma.
  • Secondary weapons are unique and tied to each class.
  • Rocket Launchers and Flamethrowers are no longer equippable as heavy weapons, they are now part of the Technical class' secondary weapon. In turn, Technicals can't equip the rest of heavy weapons.
  • The Pistol is now an auxiliary weapon available for any soldier, equipped in their Utility slots.

Note that while weapons don't have a maximum range, soldiers have a limited sight range of 17 tiles, so unless they have Squadsight they can only shoot (and will only get the range modifier) up to 17 tiles away.

Weapon Tiers

Conventional

The weapons XCOM starts with, they are unlimited in supply and have no special properties. Every default weapon is at this tier.

Laser

The first upgraded weapons XCOM can research provide a +5 aim innate bonus in addition to higher base damage.

Magnetic

The original second tier has been bumped up the tech tree with more damage but otherwise no special properties.

Coilgun

The fourth tier of weapons are significantly more expensive to build, but in addition they ignore 1 point of armor, making them valuable against armored targets.

Plasma

The final tier of weapons need an Elerium Core to build but they boast the highest damage, and any enemy hit by plasma weapons will rupture the target, taking 1 additional damage from any other damage sources.

Primary Weapons

Assault Rifles

Assault Rifles are the default primary weapon of XCOM soldiers, and can be used by any class save for Gunners and Sharpshooters and the heroes. Extremely versatile and "middle of the road" in every way.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Assault Rifle
Assault Rifle
3-5 +2 3 20 - XCOM starts with an unlimited supply
Laser Rifle
Laser Rifle
4-7 +2 3 20 +5 Aim Laser Weapons 20 1 1 - 10
Mag Rifle
Mag Rifle
5-9 +3 3 20 - Magnetic Weapons 30 2 2 - 15
Coil Rifle
Coil Rifle
6-11 +4 3 20 1 Armor Pierce Coilguns 50 3 5 - 25
Plasma Rifle
Plasma Rifle
8-12 +5 3 20 1 Rupture
4 Upgrade Slots
Plasma Rifle 60 4 5 1 30
Disruptor Rifle
Disruptor Rifle
7-10 +4 3 20 +100 Crit Against Psionics
2 Upgrade Slots
Overbearing Superiority
Warlock Weapons - - - - -
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25+
Aim Modifier 30 27 24 21 18 15 12 9 6 3 0 0 0 0 0 0 0 0 0 -5 -10 -15 -20 -25 -30

Cannons

Cannons are the only weapon available to Gunners, automatic rifleman specialist trained in using light machine gun or squad automatic weapon as part of a fireteam. They have higher damage compared to rifles, and larger clips. They suffer penalties at very short range, but nowhere near the extent that sniper rifles do.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Cannon
Cannon
4-6 +2 5 24 +5 Aim XCOM starts with an unlimited supply
Laser Cannon
Laser Cannon
5-8 +3 5 24 +10 Aim Advanced Laser Weapons 25 1 1 - 10
Mag Cannon
Mag Cannon
6-11 +4 5 24 +5 Aim Advanced Magnetic Weaponry 40 2 2 - 20
Gauss Cannon
Gauss Cannon
8-13 +5 5 24 +5 Aim
1 Armor Pierce
Advanced Coilguns 60 3 5 - 25
Beam Cannon
Beam Cannon
11-15 +6 5 24 +5 Aim
1 Rupture
Beam Cannon 70 4 5 1 35
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26+
Aim Modifier -10 -5 0 5 10 8 6 4 2 0 0 0 0 0 0 0 0 0 0 0 -5 -10 -15 -20 -25 -30

Pistols

Pistol Perks

For most classes, the pistol is now a dedicated slot item and can be equipped on any soldier but costs 1 mobility (Darkclaw does not cost a mobility). Pistol related perks are trainable with AP if you scroll down on the promotion screen (it takes a lot of scrolling!). Officers also have a few abilities related to pistols, including the ability to give one to a civilian ally.
However, Akimbos and Hoplites use pistols as primary weapons. Pistol primaries do not cost 1 mobility and also gain 3 weapon mod slots.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
(Primary Weapon)
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Pistol
Pistol
1-3 +1 6 17 - XCOM starts with an unlimited supply
Laser Pistol
Laser Pistol
2-4 +1 6 17 +5 Aim Laser Weapons 5 - 1 - 3
Mag Pistol
Mag Pistol
3-5 +2 6 17 - Magnetic Weapons 10 1 1 - 15
Gauss Pistol
Gauss Pistol
4-6 +2 6 17 1 Armor Pierce Coilguns 30 2 3 - 20
Plasma Pistol
Plasma Pistol
5-7 +3 6 17 1 Rupture Plasma Rifle 40 3 5 - 25
Semi-Auto Pistols
Semi-Auto Pistol
Semi-Auto Pistol
1 +1 6 18 Reflex Shot XCOM starts with an unlimited supply
Enhanced Laser Semi-Auto Pistol
Enhanced Laser Semi-Auto Pistol
3 +1 6 18 +5 Aim
-10 Crit Chance
1 Armor Pierce
Reflex Shot
Magnetic Weapons 10 - 3 - 5
Prototype Plasma Semi-Auto Pistol
Prototype Plasma Semi-Auto Pistol
1-5 +3 6 30 -5 Aim
+10 Crit Chance
1 Shred
Reflex Shot
Magnetic Weapons 10 4 1 - 5
Master-Crafted Laser Semi-Auto Pistol
Master-Crafted Laser Semi-Auto Pistol
5 +1 6 8 +10 Aim
-20 Crit Chance
2 Armor Pierce
Reflex Shot
Plasma Rifle 30 1 7 - 15
Turbulent Plasma Semi-Auto Pistol
Turbulent Plasma Semi-Auto Pistol
3-7 +5 6 30 -10 Aim
+20 Crit Chance
2 Shred
Reflex Shot
Plasma Rifle 30 9 2 - 15
Autopistols
Autopistol
Autopistol
1 +3 6 10 +40 Crit XCOM starts with an unlimited supply
Laser Autopistol
Laser Autopistol
2 +3 6 10 +5 Aim
+40 Crit
Laser Weapons 5 - 1 - 5
Mag Autopistol
Mag Autopistol
3 +4 6 10 +40 Crit Magnetic Weapons 10 1 1 - 20
Coil Autopistol
Coil Autopistol
4 +4 6 10 +40 Crit
1 Armor Pierce
Coilguns 30 2 3 - 10
Plasma Autopistol
Plasma Autopistol
5 +5 6 10 +40 Crit
1 Rupture
Plasma Rifle 40 3 5 - 15
Master-Crafted Laser Autopistol
Master-Crafted Laser Autopistol
7 +0 6 10 +10 Aim
-20 Crit Chance
2 Armor Pierce
Plasma Rifle 30 1 7 - 15
Whippit Shotguns
Whippit Shotgun
Whippit Shotgun
4-8 +4 1 18 +5 Crit Chance
-3 Armor Pierce
XCOM starts with an unlimited supply
Talon Pistols
Mag Talon
Mag Talon
3-5 +2 6 18 +5 Aim
Ankle Shot
ADVENT Duelist Autopsy
&
Scramble Rounds
10 1 1 1x ADVENT Duelist Corpse 5
Beam Talon
Beam Talon
5-7 +2 6 18 +5 Aim
Ankle Shot
ADVENT Duelist Autopsy
&
Scramble Rounds
25 2 2 1x Mag Talon 10
Shadowkeeper
Shadowkeeper
Shadowkeeper
1-4 +1 6 6 +10 Aim
+15 Crit Chance
Shadowfall
Experimental Weapons 20 - - - -
Enhanced Shadowkeeper
Enhanced Shadowkeeper
3-6 +2 6 6 +10 Aim
+15 Crit Chance
Shadowfall
Magnetic Weapons 40 5 - - -
Powered Shadowkeeper
Powered Shadowkeeper
5-8 +3 6 6 +10 Aim
+15 Crit Chance
Shadowfall
1 Rupture
Plasma Rifle 60 5 5 - -
Overseer Pistols
Overseer Pistol
Overseer Pistol
5-7 +4 6 13 Liquidator Metion Tech
&
Plasma Rifle
20 5 3 1x Exalted Custodian Corpse 10
Chosen Weaponry
Darkclaw
Darkclaw
4-6 +2 6 17 Fatality Hunter Weapons - - - - -
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25+
Aim Modifier 45 35 25 15 10 7 3 0 0 0 0 -4 -8 -12 -16 -20 -24 -30 -40 -50 -60 -70 -80 -90 -100

Shotguns

Shotguns can be equipped by most soldiers in Long War 2. Assault, Combat Engineer, Crasher, and Scrapper soldiers have several perks specializing in them. They have higher damage than rifles, innate critical chance, high aim bonuses at short range but significant penalties at long range, making it necessary to get close.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Shotgun
Shotgun
4-6 +2 4 20 +15 Crit XCOM starts with an unlimited supply
Scatterray
Scatterray
5-8 +3 4 20 +15 Crit
+5 Aim
Advanced Laser Weapons 25 1 1 - - 10
Shard Gun
Shard Gun
6-11 +4 4 20 +15 Crit Advanced Magnetic Weaponry 40 2 2 - - 20
Scattergun
Scattergun
8-13 +5 4 20 +15 Crit
1 Armor Pierce
Advanced Coilguns 60 3 5 - - 25
Storm Gun
Storm Gun
10-14 +8 4 20 +15 Crit
1 Rupture
Storm Gun 70 6 5 1 - 35
Hunting Shotguns
Hunting Shotgun
Hunting Shotgun
5-7 +2 4 20 +5 Crit
1 Action Single Reload
or
2 Action Full Reload
XCOM starts with an unlimited supply
Enhanced Scatterray
Enhanced Scatterray
9-10 +2 4 9 +5 Aim
-5 Crit
1 Armor Pierce
1 Action Single Reload
or
2 Action Full Reload
Advanced Magnetic Weapons 40 3 - - - 20
Prototype Plasma Trench Gun
Prototype Plasma Trench Gun
5-14 +6 4 30 -5 Aim
+15 Crit
1 Shred
1 Action Single Reload
or
2 Action Full Reload
Advanced Magnetic Weapons 40 4 1 - - 20
Master-Crafted Scatterray
Master-Crafted Scatterray
13 +1 4 9 +10 Aim
-15 Crit
2 Armor Pierce
1 Action Single Reload
or
2 Action Full Reload
Storm Gun 80 1 7 - - 40
Turbulent Plasma Street Sweeper
Turbulent Plasma Street Sweeper
9-17 +10 4 30 -10 Aim
+25 Crit
2 Shred
1 Action Single Reload
or
2 Action Full Reload
Storm Gun 80 8 4 - - 40
Purge Guns
Purge Gun
Purge Gun
5-7 +2 6 7 2 Shred
0 Upgrade Slots
Ignites Target
Thousands To Go
ADVENT Purge Priest Autopsy
&
Advanced Magnetic Weapons
30 3 6 - 1xADVENT Purge Priest Corpse 15
Exalted Purge Gun
Exalted Purge Gun
6-10 +4 8 7 4 Shred
0 Upgrade Slots
Ignites Target
Thousands To Go
Exalted Purge Bishop Autopsy
&
Advanced Coilguns
40 5 8 - 1xADVENT Purge Priest Corpse 20
Chosen Weaponry
Arashi
Arashi
8-13 +5 4 20 +10 Crit Chance
2 Upgrade Slots
Vampirism
Enhanced Layered Armor
Assassin Weapons - - - - -
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19+
Aim Modifier 60 45 30 15 8 4 0 0 -4 -8 -16 -32 -40 -48 -60 -70 -80 -90 -100

Sniper Rifles

Sniper Rifles are the only weapon available to Sharpshooters. Sniper rifles have higher damage than rifles and innate critical chance, but they suffer aim penalties at short range and at extreme ranges when used with Squadsight.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Sniper Rifle
Sniper Rifle
4-6 +2 3 20 +10 Crit Chance XCOM starts with an unlimited supply
Laser Lance
Laser Lance
5-8 +3 3 20 +5 Aim
+10 Crit
Advanced Laser Weapons 25 1 1 - - 10
Mag Long Rifle
Mag Long Rifle
6-11 +4 3 20 +10 Crit Chance Advanced Magnetic Weaponry 40 2 2 - - 20
Gauss Long Rifle
Gauss Long Rifle
8-13 +5 3 20 +10 Crit Chance
1 Armor Pierce
Advanced Coilguns 60 3 5 - - 25
Plasma Lance
Plasma Lance
10-14 +6 3 20 +20 Crit Chance
1 Rupture
Plasma Lance 70 4 5 1 - 35
Auto-Sniper Rifles
Auto-Sniper Rifle
Auto-Sniper Rifle
6-8 +3 1 27 1 Armor Pierce XCOM starts with an unlimited supply
Enhanced Laser Auto-Lance
Enhanced Laser Auto-Lance
10-11 +1 1 9 +15 Aim
-10 Crit
Advanced Magnetic Weapons 40 - 3 - - 20
Prototype Plasma Auto-Long Rifle
Prototype Plasma Auto-Long Rifle
9-14 +6 1 30 +10 Crit Chance
1 Armor Pierce
1 Shred
Advanced Magnetic Weapons 40 4 1 - - 20
Master-Crafted Laser Auto-Lance
Master-Crafted Laser Auto-Lance
14-15 +2 1 20 +20 Aim
-20 Crit Chance
Plasma Lance 80 1 7 - - 40
Turbulent Plasma Auto-Long Rifle
Turbulent Plasma Auto-Long Rifle
12-19 +8 1 30 +20 Crit Chance
2 Armor Pierce
2 Shred
Plasma Lance 80 8 4 - - 40
Harbinger Rifle
Harbinger Rifle
Harbinger Rifle
6-11 +4 3 18 +10 Crit Chance
1 Action to Shoot
Advanced Magnetic Weaponry
Harbinger Rifle Project
30 2 2 - 1x ADVENT Sniper Corpse 15
Strike Rifles
Strike Rifle
Strike Rifle
3-5 +2 4 20 No Scope
Quick Scope
XCOM starts with an unlimited supply
Laser Strike Rifle
Laser Strike Rifle
4-7 +2 4 20 +5 Aim
No Scope
Quick Scope
Advanced Laser Weapons 20 1 1 - - 10
Mag Strike Rifle
Mag Strike Rifle
5-9 +3 4 20 No Scope
Quick Scope
Advanced Magnetic Weapons 30 2 2 - - 15
Coil Strike Rifle
Coil Strike Rifle
6-11 +4 4 20 1 Armor Pierce
No Scope
Quick Scope
Advanced Coilguns 50 3 5 - - 25
Plasma Strike Rifle
Plasma Strike Rifle
8-12 +5 4 20 1 Rupture
No Scope
Quick Scope
Hunter Weapons 60 4 5 1 - 30
Chosen Weaponry
Darklance
Darklance
8-13 +5 3 20 +20 Crit
2 Upgrade Slots
Mark For Death
Hunter Weapons - - - - - -
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41+
Aim Modifier -30 -27 -24 -21 -18 -15 -12 -9 -6 -3 0 0 0 0 0 0 0 0 0 0 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 -12 -13 -14 -15 -16 -17 -18 -19 -20

Submachine Guns

SMG-type weapons can be used by most classes. They do lower damage than assault rifles and have more falloff at range, but increase mobility and more accurate at close range. They also slightly decrease infiltration time for the soldier carrying them.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
SMG
SMG
2-4 +1 3 18 +2 Mobility
-12.5% Detection Radius
XCOM starts with an unlimited supply
SMG
Laser Stengun
3-6 +2 3 18 +2 Mobility
-12.5% Detection Radius
+5 Aim
Laser Weapons 20 1 1 - 10
SMG
Stuttermag
4-7 +2 3 18 +2 Mobility
-12.5% Detection Radius
Magnetic Weapons 30 2 2 - 20
SMG
Subcoiler
5-9 +3 3 18 +2 Mobility
-12.5% Detection Radius
1 Armor Pierce
Coilguns 55 3 5 - 25
SMG
Scramgun
6-11 +4 3 18 +2 Mobility
-12.5% Detection Radius
1 Rupture
Plasma Rifle 65 4 5 1 30
SMG
Master-Crafted Laser SMG
8-9 +1 3 9 +2 Mobility
-12.5% Detection Radius
+10 Aim
-20 Crit
2 Armor Pierce
Plasma Rifle 70 2 10 - 35
SMG
Turbulent Plasma SMG
4-14 +6 3 30 +2 Mobility
-12.5% Detection Radius
-10 Aim
+20 Crit
2 Shred
Plasma Rifle 70 8 3 - 35
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25+
Aim Modifier 45 35 25 15 10 7 3 0 0 0 0 -4 -8 -12 -16 -20 -24 -30 -40 -50 -60 -70 -80 -90 -100

Mech Rifles

Mech Rifles are the basic weapons wielded by SPARKs and MEC Troopers. They have the highest damage of all primary weapons.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Heavy Autocannon
Heavy Autocannon
5-7 +3 3 24 - - Mechanized Warfare XCOM starts with an unlimited supply
Spitfire Pulsecannon
Spitfire Pulsecannon
6-9 +4 3 24 +5 Aim Mechanized Warfare
Advanced Laser Weapons
25 1 1 - - 10
Helix Rail-Cannon
Helix Rail-Cannon
7-12 +5 3 24 - Mechanized Warfare
Advanced Magnetic Weaponry
30 3 2 - - 10
Rush-Nano Gausscannon
Rush-Nano Gausscannon
9-13 +5 3 24 1 Armor Pierce Mechanized Warfare
Advanced Coilguns
60 3 5 - - 25
Elerium Phase-Cannon
Elerium Phase-Cannon
10-15 +6 4 24 1 Rupture Mechanized Warfare
Beam Cannon
60 6 10 1 - 25
Master-Crafted Laser SPARK Rifle
Master-Crafted Laser SPARK Rifle
12-13 +2 3 13 +10 Aim
-20 Crit
3 Armor Pierce
Mechanized Warfare
Beam Cannon
70 3 16 - - 40
Assault MEC Shotguns
Assault MEC Shotgun
Assault MEC Shotgun
10-14 +6 4 20 +10 Crit Assault MEC Autopsy
Advanced Magnetic Weaponry
30 2 1 - 1x Assault MEC Corpse 15
Elerium Assault Shotgun
Elerium Assault Shotgun
12-17 +8 4 20 +10 Crit Assault MEC Autopsy
Beam Cannon
60 4 6 1 1x Assault MEC Corpse 30
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25+
Aim Modifier 30 27 24 21 18 15 12 9 6 3 0 0 0 0 0 0 0 0 0 -5 -10 -15 -20 -25 -30

Artillery Cannons

Artillery Cannons are alternate weapons wielded by MEC Troopers and SPARKs, though only MEC Snipers make the best use of them. They have only one ammo at a time, and their damage is reduced by cover. In addition, equipping Heavy Shells grants access to a number of other alternative methods of firing the Artillery Cannon.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
HEAT Shells
HEAT Shells
HEDP Shells
HEDP Shells
HE Shells
HE Shells
HESH Shells
HESH Shells
Shrapnel Shells
Shrapnel Shells
Flechette Shells
Flechette Shells
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Artillery Cannon
Artillery Cannon
8-11 +4 1 24 3-4 (AoE)
3 Armor Pierce*
+1 Crit Damage
5-6 (AoE)
3 Armor Pierce*
+1 Crit Damage
6-7 (AoE)
+2 Crit Damage
8-9 (Center)
6-7 (AoE)
+2 Crit Damage
5-8
+2 Crit Damage
5-8
+2 Crit Damage
5 Armor Pierce vs. Organics
Squadsight
2 Actions to Shoot
Mechanized Warfare XCOM starts with an unlimited supply
Mag Artillery Cannon
Mag Artillery Cannon
10-14 +6 1 24 4-5 (AoE)
4 Armor Pierce*
+2 Crit Damage
6-7 (AoE)
4 Armor Pierce*
+2 Crit Damage
8-9 (AoE)
+3 Crit Damage
10-11 (Center)
8-9 (AoE)
+3 Crit Damage
7-10
+3 Crit Damage
7-10
+3 Crit Damage
5 Armor Pierce vs. Organics
Squadsight
2 Actions to Shoot
Mechanized Warfare
&
Advanced Magnetic Weaponry
30 3 2 - 15
Plasma Artillery Cannon
Plasma Artillery Cannon
12-17 +8 1 24 5-6 (AoE)
5 Armor Pierce*
+3 Crit Damage
7-8 (AoE)
3 Armor Pierce*
+3 Crit Damage
10-11 (AoE)
+4 Crit Damage
12-13 (Center)
10-11 (AoE)
+4 Crit Damage
9-12
+4 Crit Damage
9-12
+2 Crit Damage
5 Armor Pierce vs. Organics
Squadsight
2 Actions to Shoot
1 Rupture**
Mechanized Warfare
&
Beam Cannon
60 6 10 1 30

* Armor Pierce for HEAT Shells and HEDP Shells only applies to the center target.
** Rupture for the Plasma Artillery Cannon does not apply to HE Shells, HESH Shells, or AoE damage from HEAT/HEDP Shells.

Incinerators

Incinerators are flamethrowers wielded by SPARKs and MEC Troopers, though only the MEC Hellion class specializes in it. They function identically to Chemthrowers, but are larger and deal more damage. Note that unlike chemthrowers, incinerators do not automatically get Chemthrower Suppression.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Incinerator
Incinerator
3-6 +1 3 7 Ignites the target Mechanized Warfare XCOM starts with an unlimited supply
Mag Incinerator
Mag Incinerator
5-8 +2 3 7 Ignites the target Mechanized Warfare
Advanced Magnetic Weaponry
40 2 2 - 20
Beam Incinerator
Beam Incinerator
7-10 +3 3 7 Ignites the target Mechanized Warfare
Beam Cannon
70 4 5 1 35

Bolt Caster

The Bolt Caster is a unique weapon from the Alien Hunters DLC, with only one available per campaign. While it counts as an assault rifle, it has higher damage, aim and crit bonuses, shreds 1 armor and has a 20% chance to stun on a hit, which becomes 30% on Alien Rulers. As a counterbalance, it has only 1 shot available before having to reload, and it can't be modified with weapon upgrades.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Bolt Caster
Bolt Caster
4-7 +2 1 18 +5 Aim
+5 Crit Chance
1 Armor Pierce
20% Chance of Stun (30% vs Rulers)
Lock N Load
Concentration
Experimental Weapons 20 - -
Magnetic Bolt Caster
Magnetic Bolt Caster
7-11 +4 1 18 +10 Aim
+10 Crit Chance
1 Armor Pierce
20% Chance of Stun (30% vs Rulers)
Lock N Load
Concentration
Magnetic Weapons 40 5 -
Plasma Bolt Caster
Plasma Bolt Caster
9-16 +6 1 18 +15 Aim
+15 Crit Chance
1 Armor Pierce
20% Chance of Stun (30% vs Rulers)
1 Rupture
Lock N Load
Concentration
Plasma Rifle 75 5 5
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25+
Aim Modifier 30 27 24 21 18 15 12 9 6 3 0 0 0 0 0 0 0 0 0 -5 -10 -15 -20 -25 -30

Bullpups

Bullpups are the weapons wielded by Skirmishers. They act similar to smgs having lower damage than an assault rifle and less accurate at longer range but having a bonus to mobility, infiltration time, and aim at closer range.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Bullpups
Kal-7 Bullpup
3-4 +1 4 20 +2 Mobility
-10% Detection Radius
XCOM starts with an unlimited supply
Bullpups
Kal-13 Bullpup
4-6 +2 4 20 +2 Mobility
-10% Detection Radius
+5 Aim
Laser Weapons 20 1 1 - 10
Bullpups
Kal-15 Bullpup
5-7 +3 4 20 +2 Mobility
-10% Detection Radius
Magnetic Weapons 35 2 2 - 25
Bullpups
Kal-69 Bullpup
6-9 +4 4 20 +2 Mobility
-10% Detection Radius
1 Armor Pierce
Coilguns 45 5 3 - 25
Bullpups
Kal-90 Bullpup
7-11 +5 4 20 +2 Mobility
-10% Detection Radius
+5 Aim
1 Rupture
Plasma Rifle 70 6 5 1 40
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25+
Aim Modifier 45 35 25 15 10 7 3 0 0 0 0 -4 -8 -12 -16 -20 -24 -30 -40 -50 -60 -70 -80 -90 -100

Vektor Rifles

Vektor rifles are the weapons wielded by Reapers. It serves as a marksman rifle being more accurate than an assault rifle and still effective slightly beyond visual range but having slight penalties at close range. Although they have the same base damage as a rifle, they are far more lethal when scoring a critical hit.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Vektor Rifles
Vektor Rifle
3-5 +2 3 23 +10 Aim XCOM starts with an unlimited supply
Vektor Rifles
Laser Vektor Rifle
4-7 +2 3 23 +15 Aim Advanced Laser Weapons 25 1 1 - 10
Vektor Rifles
Temnotic Rifle
5-9 +3 3 23 +10 Aim Advanced Magnetic Weaponry 50 3 3 - 25
Vektor Rifles
Temnotic Lance
6-11 +4 3 23 +10 Aim
1 Armor Pierce
Advanced Coilguns 60 3 5 - 25
Vektor Rifles
Shadow Lance
8-12 +5 3 23 +10 Aim
1 Rupture
Plasma Lance 80 6 6 1 40
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Aim Modifier -25 -20 -15 -10 -5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -1 -3 -6 -9 -12 -15 -18 -21 -24 -27 -30 -33 -36 -39 -42 -45 -48 -51 -54 -100

Templar Gauntlet

Templar gauntlets are the weapons wielded by Templars. Unlike all other soldiers who wield some sort of firearm as a primary, templars is more melee-oriented, closing in on enemies to strike at.

Name Weapon damage
Damage
Critical damage
Crit Damage
Sound Range
Sound Range
Volt Damage
Volt Damage
Shield Granted
Shield Granted
Soul Shot Damage
Soul Shot Damage
Ionic Storm Damage Per Focus
Ionic Storm Damage Per Focus
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Shard Gauntlet
Shard Gauntlet
4-6 +2 5 2-4 5 5-7 + 3 (Crit) 1-3 + 1 (Vs Psis) +20 Aim XCOM starts with an unlimited supply
Tempest Gauntlet
Tempest Gauntlet
6-9 +3 5 3-6 9 8-13 + 5 (Crit) 2-4 + 2 (Vs Psis) +25 Aim
+10 Crit
+1 Max Focus
Combat Armor 40 3 3 - 15
Celestial Gauntlet
Celestial Gauntlet
9-12 +5 5 5-8 14 13-17 + 7 (Crit) 3-5 + 3 (Vs Psis) +30 Aim
+20 Crit
+2 Max Focus
Powered Armor 70 5 5 1 25

Secondary Weapons

Secondary weapons are available only to Soldier classes. These weapons require specific training and each Soldier class can use only one type of special weapon.

Arc Throwers

The Arc Thrower is used by the Assault class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.

Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones) and reduce their hack defense.

Name Stun
Stun Duration (Organic Only)
Weapon damage
EMPulse Damage (Robotic only)
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Arc Thrower
Arc Thrower
2 actions / 1 turn 2-5 20 +5 Aim XCOM starts with an unlimited supply
Advanced Arc Thrower
Advanced Arc Thrower
3 actions / 1 and half turns 4-9 20 +5 Aim ADVENT Stun Lancer Autopsy 20 1 3 - - 10
Arc Blaster
Arc Blaster
4 actions / 2 turns 7-12 20 +5 Aim Gatekeeper Autopsy 35 1 5 1 1x Gatekeeper Shell 20
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25+
Aim Modifier 30 27 24 21 18 15 12 9 6 3 0 0 0 0 0 0 0 0 0 -5 -10 -15 -20 -25 -30

Grenade Launchers

The Grenade Launcher is used by the Grenadier class. They provide extended range and blast radius bonuses over Grenades thrown by other classes, and grenades launched by these do not suffer the cooldown preventing other classes from using grenades every turn

Name Range Bonus
Range Bonus
Radius Bonus
Radius Bonus
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Grenade Launcher
Grenade Launcher
+4 +1 - XCOM starts with an unlimited supply
Advanced Grenade Launcher
Advanced Grenade Launcher
+4 +1 Heavy Ordnance Magnetic Weapons 25 1 1 - 20
Beam Grenade Launcher
Beam Grenade Launcher
+4 +1 Guided Grenades can launch around obstacles
Full Kit
Heavy Ordnance
Powered Armor 100 5 10 1 50

Combat Knives

The Combat Knife is used by the Gunner class. While it is weaker than the Sword, this melee weapon is highly accurate and has a higher innate chance to crit.

Name Weapon damage
Damage
Critical damage
Crit Damage
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Combat Knife
Combat Knife
2-4 +3 4 +35 Aim
+20 Crit Chance
XCOM starts with an unlimited supply
Vibroblade
Vibroblade
4-7 +5 4 +35 Aim
+25 Crit Chance
2 Armor Pierce
Muton Autopsy 10 1 - - 5
Vibroblade
Advanced Vibroblade
6-11 +8 4 +35 Aim
+50 Crit Chance
4 Armor Pierce
Andromedon Autopsy 25 5 3 1 5

Sawed-Off Shotguns

The Sawed-Off Shotgun is used by the Buccaneer, Keeper, Ranger, and Survivalist classes. It deals colossal damage at close range, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Sawed-Off Shotgun
Sawed-Off Shotgun
4-8 +3 2 20 +15 Crit Chance XCOM starts with an unlimited supply
Blazer
Blazer
6-10 +4 2 4 +5 Aim
+15 Crit Chance
Laser Weapons 5 1 1 - 3
Mag Shorty
Mag Shorty
7-13 +5 2 20 +15 Crit Chance Magnetic Weapons 25 1 1 - 8
Coil Shorty
Coil Shorty
9-15 +6 2 4 +15 Crit Chance
1 Armor Pierce
Coilguns 30 3 3 - 15
Plasma Shorty
Plasma Shorty
10-18 +7 2 20 +15 Crit Chance Plasma Rifle 50 3 5 1 25
Weapon Range Modifier
Distance 1 2 3 4 5 6 7+
Aim Modifier 60 30 0 -20 -40 -80 -100

Holotargeters

The Holotargeter is used by the Sharpshooter class. Holotargeters have squadsight range and apply an aim bonus to any targeted enemies. The Sharpshooter can specialize in various skills to augment the Holotargeter with additional bonuses and allow targeting of multiple enemies in a single turn.

Name Aim Bonus
Aim Bonus
HiDef Holo Crit Bonus
HiDef Holo Crit Bonus
Vital Point Targeting Damage Bonus
VPT Damage Bonus
Multitargeting Radius
Multitargeting Radius
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Holotargeter
Holotargeter
+10 +10 +1 4 XCOM starts with an unlimited supply
Holotargeter Mark II
Holotargeter Mark II
+15 +15 +1 5 ADVENT MEC Breakdown 30 1 0 1 1x ADVENT MEC Wreck 5
Holotargeter Mark III
Holotargeter Mark III
+20 +20 +2 6 Andromedon Autopsy 60 3 0 1 1x Andromedon Wreck 10

Swords

The Sword is used by the Buccaneer, Crasher, Hunter, Shinobi, Stormrider, and Warden classes. Hunter's Axes and Scimitars are both classified as swords.

Name Weapon damage
Damage
Critical damage
Crit Damage
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Sword
Sword
3-5 +2 6 +20 Aim
+10 Crit Chance
XCOM starts with an unlimited supply
Alloy Sword
Alloy Sword
4-6 +2 6 +20 Aim
+10 Crit Chance
Hybrid Materials 5 1 - - - 5
Laser Sword
Laser Sword
5-7 +3 6 +25 Aim
+10 Crit Chance
Advanced Laser Weapons 25 1 1 - - 10
Arc Blade
Arc Blade
6-10 +4 6 +25 Aim
+15 Crit Chance
5% chance of stunning for 2 actions / 1 turn
Magnetic Weapons 45 2 2 - - 25
Laser-Edged Sword
Laser-Edged Sword
10-11 +1 1 +40 Aim
-20 Crit Chance
Body Harvest
Magnetic Weapons
Spectre Autopsy
60 6 4 - 1x Spectre Corpse 25
Plasma-Edged Sword
Plasma-Edged Sword
8-15 +5 6 +25 Aim
+10 Crit Chance
1 Shred
Mutilate
Magnetic Weapons
Spectre Autopsy
60 6 4 - 1x Spectre Corpse 25
Coil Sword
Coil Sword
8-12 +3 6 +25 Aim
+15 Crit Chance
2 Armor Pierce
Advanced Coilguns 60 5 3 - - 25
Master-Crafted Laser Sword
Master-Crafted Laser Sword
12-13 +3 1 +40 Aim
2 Armor Pierce
Body Harvest
Advanced Coilguns
Archon Autopsy
80 6 5 1 1x Archon Corpse 40
Fusion Blade
Fusion Blade
10-14 +6 6 +30 Aim
+20 Crit Chance
10% chance of burning for 2 turns
Plasma Rifle 80 6 5 1 - 40
Celatid Scimitars
Scimitar
Scimitar
4-6 +1 0 +20 Aim
+15 Crit Chance
1 Armor Pierce
Poisons on hit
Celatid Immunities
Hybrid Alien Sword 20 2 - - 1x Celatid Corpse 10
Magnetic Scimitar
Magnetic Scimitar
6-8 +2 0 +20 Aim
+20 Crit Chance
1 Armor Pierce
Poisons on hit
Celatid Immunities
Muton Autopsy
Hybrid Alien Sword
15 3 - - 1x Scimitar 17
Plasma Scimitar
Plasma Scimitar
8-10 +3 0 +20 Aim
+25 Crit Chance
1 Armor Pierce
Poisons on hit
Celatid Immunities
Archon Autopsy
Hybrid Alien Sword
15 3 3 1 1x Magnetic Scimitar 25
Hunter's Axe
Hunter's Axe
Hunter's Axe
4-6 +2 6 +15 Aim
+10 Crit Chance
Experimental Weapons 30 - - - - -
Ionic Axe
Ionic Axe
6-10 +4 6 +15 Aim
+15 Crit Chance
25% chance of stunning for 2 actions / 1 turn
ADVENT Stun Lancer Autopsy 30 5 - - - -
Fusion Axe
Fusion Axe
10-14 +6 6 +15 Aim
+20 Crit Chance
50% chance of inflicting burn
Archon Autopsy 50 5 5 - - -
Chosen Weaponry
Katana
Katana
7-11 +5 6 +25 Aim
+20 Crit Chance
Blood Thirst
Assassin Weapons - - - - -

GREMLINs

The GREMLIN is used by the Specialist class. These little robots provide electronic warfare and logistical combat support, such as remote hacking and healing, and can deal damage with the right perks, especially against mechanical enemies.

Name Hack Bonus
Hack Bonus
Aid Protocol Defense Bonus
Aid Protocol Defense Bonus
Combat Protocol Damage (Organic/Robotic)
Combat Protocol Damage
Revival Protocol Charges
Revival Protocol Charges
Interference Charges
Interference Charges
Scanning Protocol Charges
Scanning Protocol Charges
GREMLIN Heal Bonus
Heal Bonus
Rescue Protocol Charges
Rescue Protocol Charges
Capacitor Discharge Damage (Organic/Robotic)
Capacitor Discharge Damage
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
GREMLIN
GREMLIN
+0 +20 2 / 4-5 2 3 2 +0 1 3-6 / 5-8 - - - - - -
GREMLIN Mark II
GREMLIN Mark II
+20 +25 5 / 9-10 3 5 3 +1 2 5-8 / 8-11 ADVENT Robotics 20 1 1 - 1x Drone Wreck 10
GREMLIN Mark III
GREMLIN Mark III
+40 +30 8 / 14-15 4 7 4 +2 3 7-10 / 11-14 Sectopod Breakdown 35 1 - 1 1x Sectopod Wreck 20

Gauntlets

The Gauntlet is used by the Technical class allowing the use of a rocket launcher and flamethrower. The gauntlet is equipped with 1 rocket and 2 charges of the flamethrower. The rocket has a radius of ~3 tiles and the flamethrower fires in a cone with a range of 7 tiles and spanning out to 5 tiles wide. The flamethrower has a 60% chance to burn targets and a 50% chance to burn environmental tiles.

Name Rocket Damage / Flamethrower Damage
Damage
Rocket Sound Range / Flamethrower Sound Range
Sound Range
Rocket Environmental Damage
Env. Damage
Rocket Armor Shred
Shred
Napalm-X Panic Strength
Panic Strength
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Gauntlet
Gauntlet
2-7 / 2-5 26 / 13 20 2 50 XCOM starts with an unlimited supply
Gauntlet Mark II
Gauntlet Mark II
4-9 / 4-7 26 / 13 25 2 65 Magnetic Weapons 30 3 5 - - 10
Blaster Gauntlet
Blaster Gauntlet
5-12 / 6-11 26 / 13 30 3 85 Battlesuits
Muton Elite Autopsy
150 5 10 2 1x Muton Elite Corpse 20

Psi Underlays

The Psi Amp has been replaced by the Psi Underlay in Ted Jam, and it is used by the Psi Operative class. They are used for all psionic attacks.

Name Psi Offense Bonus
Psi Offense Bonus
Soulfire Damage
Soulfire Damage
Void Rift Damage
Void Rift Damage
Null Lance Damage
Null Lance Damage
Mind Merge Additional Bonuses
Mind Merge Additional Bonuses
Soulstorm Damage
Soulstorm Damage
Soulsteal Ablative Gain
Soulsteal Ablative Gain
Null Ward Ablative Gain
Null Ward Ablative Gain
Fireball
Fireball
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Psi Amp
Psi Amp
+0 4-6 2-5
1 Rupture
6-9 - 5-10 3 3 4-6 XCOM starts with an unlimited supply
Advanced Psi Underlay
Advanced Psi Underlay
+10 6-9 4-7
1 Rupture
8-12 +5 Will
+5 Crit Chance
+1 Ablative HP
7-13 4 4 5-7 Psionics
&
ADVENT Priest Autopsy
40 2 5 1 2x Sectoid Corpse 5
Alien Psi Underlay
Alien Psi Underlay
+20 9-11 7-9
2 Rupture
10-15 +10 Will
+10 Crit Chance
+2 Ablative HP
9-16 6 6 7-9 Psionics
&
Elerium
100 2 10 1 2x ADVENT Priest Corpse 10

Kinesis Perks: Note that some psi perks use the Kinesis hit chance formula, which fundamentally is a Psi Offense vs Defense roll instead of a Psi Offense vs Will roll. However, it is more complex than simply Psi Offense vs. Defense. That formula is:
Round(30.48 * (7.72 + Sqrt(PsiOffense)))
and the hit chance is then modified by

  • Defense
  • Cover
  • Height
  • Flanking
  • Range
  • Concealment (ignores dodge)


SPARK BITs

SPARK BITs are drones used by SPARKs, as well as most classes that can use Gremlins, including Dragoons, Specialists, and MEC Troopers. They can be used to hack targets like GREMLINs, use heavy weapons or explode at a distance. BITs grant one heavy weapon slot.

Name Hack Bonus
Hack Bonus
Dodge Bonus
Dodge Bonus
Repair Amount
Repair Amount
Bombard Damage
Damage
Bombard Armor Shred
Shred
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
SPARK BIT
SPARK BIT
+0 +0 4 3-4 1 1 Heavy Weapon Slot Mechanized Warfare XCOM starts with an unlimited supply
Plated BIT
Plated BIT
+15 +15 6 5-6 1 1 Heavy Weapon Slot Mechanized Warfare
ADVENT MEC Breakdown
40 1 5 - 10
Powered BIT
Powered BIT
+30 +30 8 7-8 1 1 Heavy Weapon Slot Mechanized Warfare
Sectopod Breakdown
60 2 10 1 25

Throwing Knives

Throwing Knives are the new secondaries of Reapers. They serve as their close range option, being more accurate and reliable up close compared to their vektor rifle. These new weapons allow the reaper to take highly aggressive positions, going deep into enemy lines, in shadow as these weapons are guaranteed to never reveal.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Throwing Knife
Throwing Knife
2-4 +2 4 0 +10 Aim
+20 Crit
30% Bleed Chance
XCOM starts with an unlimited supply
Alloy Throwing Knife
Alloy Throwing Knife
4-7 +4 5 0 +10 Aim
+25 Crit
50% Bleed Chance
ADVENT Stun Lancer Autopsy 25 2 2 - 20
Plasma Throwing Knife
Plasma Throwing Knife
7-9 +6 6 0 +10 Aim
+30 Crit
70% Bleed Chance
Archon Autopsy 55 5 4 - 20
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25+
Aim Modifier 45 35 25 15 10 7 3 0 0 0 0 -4 -8 -12 -16 -20 -24 -30 -40 -50 -60 -70 -80 -90 -100

Ripjack

Ripjacks are the secondaries used by Skirmishers. They have a built in Grapple Hook and can also Slash at any adjacent target.

Name Weapon damage
Damage
Critical damage
Crit Damage
Sound Range
Sound Range
Whiplash Damage
Whiplash Damage
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Ripjack
Ripjack
4 +1 5 4
(8 Vs Mechs)
+25 Aim XCOM starts with an unlimited supply
Laser Ripjack
Laser Ripjack
6 +1 5 6
(10-11 Vs Mechs)
+25 Aim Advanced Laser Weapons 20 1 1 - - 10
Ionic Ripjack
Ionic Ripjack
8 +2 5 8
(13 Vs Mechs)
+25 Aim
5% chance to Stun
Advanced Magnetic Weaponry 35 2 2 - - 25
Coil Ripjack
Coil Ripjack
10 +2 5 10
(15-16 Vs Mechs)
+25 Aim
1 Armor Pierce
Advanced Coilguns 45 5 3 - - 25
Fusion Ripjack
Fusion Ripjack
12 +3 5 12
(18 Vs Mechs)
+25 Aim
10% chance to Burn
Plasma Rifle 70 6 5 1 - 40
Master-Crafted Laser Ripjack
Master-Crafted Laser Ripjack
10 +0 1 10
(15-16 Vs Mechs)
+35 Aim
-20 Crit
Body Harvest
Muton Elite Autopsy 60 1 8 - 1x Muton Elite Corpse 15

Heavy Weapons

There are two types of Heavy Weapons: those carried by the Technical class in their Gauntlet, and those used in Heavy Armor suits and SPARK BITs. Technicals cannot make use of the second even when wearing a Heavy suit, but they can carry extra ammo for their Gauntlet weapons.

The other Heavy Weapons have a single charge and fire in a cone 25 tiles long and 12 tiles wide. XCOM has infinite Shredder Guns at their disposal, but more advanced variants have to be researched and built.

Name Weapon damage
Damage
Critical damage
Crit Damage
Sound Range
Sound Range
Environmental Damage
Env. Damage
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Shredder Gun
Shredder Gun
3-8 +3 24 9 2 Shred - XCOM starts with an unlimited supply
Plasma Blaster
Prototype Plasma Blaster
3-6 +2 24 15 1 Armor Pierce
1 Rupture
- XCOM starts with an unlimited supply
Shredstorm Cannon
Shredstorm Cannon
7-12 +4 24 9 4 Shred Shredstorm Cannons 80 4 10 1 75
Plasma Blaster
Plasma Blaster
9-13 +5 24 15 2 Armor Pierce
2 Rupture
2 Charges
Plasma Blasters 75 4 8 1 50

Rocket Scatter

Rocket scatter is calculated by making a number of aim rolls against the maximum scatter distance and applying scatter of that number of tiles in a random direction. The maximum scatter is by default 4 tiles, reduced by 2 tiles by the Fire In The Hole ability, and increased by 2 tiles if the soldier has only one action remaining.

The aim rolls are based on the aim of the soldier, reduced by 30 if the soldier has only one action remaining, with a range penalty of 3 per tile further than 9.

So, if your Tech has 70 Aim innately and Fire In The Hole, hasn't moved and is taking a shot at a target 14 tiles away (-15), you want 2 rolls of 55%. You have a 30% chance of a direct hit and an 80% chance of getting 1 tile or less. Not bad. On the other hand if they moved before firing, you'll be making 4 rolls of 25%. Not great odds!

Rocket accuracy can further be increased by increasing the soldier's base aim. Modifiers based on the soldier's weapon will not effect it. For example, these effect the soldier's aim in general and will boost rocket accuracy:

For a counter-example, these effect effects are tied to weapons and don't effect rocket accuracy:

Weapon Upgrades

After researching Modular Weapons, most primary weapons will be available for upgrading. In Long War of the Chosen, weapon upgrades can be applied, replaced and removed freely. Scopes and Laser Sights are mutually exclusive, same as Expanded Magazines and Auto Loaders.

Weapon upgrades can be obtained from ADVENT loot drops, mission rewards, Covert Actions, or bought from the Black Market. After obtaining 1 of a specific weapon upgrade, a Proving Grounds project will become available to begin fabricating them.

X and Y in the "Effect" column of the table below refer to the first and second numerical values in the "Effect Value" column.

Mod Effect Tier Effect Value Supply Cost Black Market Value
Scope
Scope
Adds X bonus aim to non-reaction fire shots Basic +4 15 10
Advanced +7 25 20
Elite +10 40 30
Hair Trigger
Hair Trigger
Adds X bonus aim to reaction fire shots Basic +4 10 5
Advanced +7 20 10
Elite +10 30 15
Laser Sight
Laser Sight
Adds X critical chance bonus
Unlike vanilla XCOM 2, the crit chance doesn't increase when the soldier is close to their target
Basic +5 10 5
Advanced +10 20 10
Elite +15 30 15
Stock
Stock
Grants the Steady Weapon ability
The ability grants +X aim and crit to the next shot taken after steadying, assuming no other actions are taken in-between
It costs 1 action point and is turn-ending
Basic +15 10 5
Advanced +20 20 10
Elite +25 30 15
Expanded Magazine
Expanded Magazine
Adds X ammo capacity Basic +1 10 5
Advanced +2 20 10
Elite +3 30 15
Auto Loader
Auto Loader
Grants X reloads which don't cost an action point (Free Reloads)
Normal reloads cannot be performed while the soldier has any Free Reloads remaining
Basic +1 10 5
Advanced +2 20 10
Elite +3 30 15
Suppressor
Suppressor
Reduces the soldier's impact on infiltration time by X, and reduces their weapon's sound range by Y tiles Basic 15%, 3.33 15 10
Advanced 20%, 5.33 25 20
Elite 25%, 7.33 40 30