Difference between revisions of "Weapons (LWR)"
m (Added crit chances for SMGs) |
(Fixed Carbine stats (apart from build costs)) |
||
Line 123: | Line 123: | ||
===Carbines=== | ===Carbines=== | ||
− | Carbines are lighter versions of Assault Rifles, though not as light as SMGs. They grant | + | Carbines are lighter versions of Assault Rifles, though not as light as SMGs. They grant +0.6 mobility and +10 aim, and have moderate base crit chances. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 75%. |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
Line 131: | Line 131: | ||
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}} | |{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}} | ||
|-align="center" | |-align="center" | ||
− | |[[File:Assault Carbine Long War.png|128px | + | |[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||+0.6|| ||+10||title="Minimum to maximum damage (Average damage)"|2-4<br />(3)||30%||title="Minimum to maximum damage (Average damage)"|4-5<br />(4.5)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus||colspan="8"|XCOM starts with an unlimited supply|| |
|-align="center" | |-align="center" | ||
− | |[[File:Laser Carbine Long War.png|128px | + | |[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||+1.2|| ||+15||title="Minimum to maximum damage (Average damage)"|2-4<br />(3)||40%||title="Minimum to maximum damage (Average damage)"|4-6<br />(5)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits (Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys (Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)|| ||title="Duration in days (Duration when building quickly)"|12 days<br />(6.0 days)||14 |
|-align="center" | |-align="center" | ||
− | |[[File:Gauss Carbine Long War.png|128px | + | |[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||+0.6|| ||+10||title="Minimum to maximum damage (Average damage)"|3-5<br />(4)||30%||title="Minimum to maximum damage (Average damage)"|5-7<br />(6)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits (Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys (Cost when building quickly)"|20<br />(30)||title="Cost in Elerium (Cost when building quickly)"|5<br />(7)||title="Cost in Meld (Cost when building quickly)"|0<br />(4)|| ||title="Duration in days (Duration when building quickly)"|12 days<br />(6.0 days)||32 |
|-align="center" | |-align="center" | ||
− | |[[File:Pulse Carbine Long War.png|128px | + | |[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||+1.2|| ||+15||title="Minimum to maximum damage (Average damage)"|3-5<br />(4)||40%||title="Minimum to maximum damage (Average damage)"|6-8<br />(7)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits (Cost when building quickly)"|180<br />(270)||title="Cost in Alien Alloys (Cost when building quickly)"|25<br />(37)||title="Cost in Elerium (Cost when building quickly)"|25<br />(37)||title="Cost in Meld (Cost when building quickly)"|0<br />(6)|| ||title="Duration in days (Duration when building quickly)"|12 days<br />(6.0 days)||72 |
|-align="center" | |-align="center" | ||
− | |[[File:Plasma Carbine Long War.png|128px | + | |[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||+0.6||+10||+10||title="Minimum to maximum damage (Average damage)"|5-7<br />(6)||30%||title="Minimum to maximum damage (Average damage)"|8-10<br />(9)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus||[[Research (LWR)#Plasma Weapons|Plasma Weapons]]||90||title="Cost in Credits (Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys (Cost when building quickly)"|60<br />(90)||title="Cost in Elerium (Cost when building quickly)"|40<br />(60)||title="Cost in Meld (Cost when building quickly)"|2<br />(10)|| ||title="Duration in days (Duration when building quickly)"|12 days<br />(6.0 days)||100 |
|} | |} | ||
Revision as of 23:17, 2 August 2020
Rewrite Needed
The contents of this article are outdated, missing key info, confusing or constructed in a discussion format. Possibly due to EXALT sabotage. Please help fight the alien menace by updating or correcting the information on this page. |
In General
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:
- There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma
- Explosives do not deal fixed damage: their damage reduces the further a target is from the center of the blast down to 50% at the periphery.
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:
- Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon
- Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn
- Rookies cannot use pistols
- Weapons are more accurate at close range
- Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch
- Arc Thrower is redesigned as the Stun Rifle; it has a higher stun rate but takes a primary weapon slot and a small item slot
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.
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
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. Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also increased crit chances, higher crit damage and a small boost to mobility. However, Beam Lasers no longer gain a damage boost over Ballistic weapons, and will deal the same average damage. Beam lasers use the same visuals as EXALT laser weapons in vanilla.
Base Damage: 4 Bonus Stats: +5 aim, +10 crit, +25% crit damage, +0.6 mobility
Gauss Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it's a recipe for pretty formidable personal weaponry.
Gauss weapons have lost their bonus ammo capacity and their ability to ignore enemy DR. Gauss weapons are essentially just a damage upgrade over Ballistic and Beam weapons, however the 'Quenchgun' foundry project will grant all Gauss weapons a +1 damage penetration bonus against all mechanical units, which helps make Gauss weapons more effective against mechanical leaders or bosses.
Furthermore, the Gauss Long Rifle and Alloy Strike Rifle have been renamed to the Anti-Materiel Long Rifle and Anti-Materiel Strike Rifle, and have reverted to function identically as normal snipers. Gauss weapons use the original XCOM ballistic weapon models.
Base Damage: 6
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: +5 aim, +10 crit, +25% crit damage, +0.6 mobility
Plasma Plasma weapons remain the most powerful weapons avaliable to XCOM, and have had their unique bonuses increased. 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
Weapon-Specific Bonuses:
- Plasma Carbine: +10 defense
- Plasma Rifle: +3 damage against biological units
- Heavy Plasma Rifle: +5 damage against targets in cover
- Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles
- Plasma Strike Rifle: +3 damage against uncovered targets
- Plasma Sniper Rifle: +2 damage against targets at Squadsight range
- Plasma Novagun (SAW): +2 penetration
- Plasma Dragon (LMG): +2 damage against flying targets
- MEC Partical Cannon (MEC): +4 damage against mechanical units
- Plasma Autocannon (SHIV): +15 aim, +15 crit
Weapon Types
Several types of weapons occur at each technology level. The weapon types are, in descending order of base damage:
Weapon | Base Damage |
---|---|
SHIV and MEC Weapons | 200% |
LMGs | 175% |
SAWs, Sniper Rifles, and Shotguns | 150% |
Battle Rifles | 125% |
Assault Rifles and Strike Rifles | 100% |
Pistols, Machine Pistols, Carbines, and SMGs | 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.
SMGs
SMGs (Submachine Guns) are the lightest available weapon types, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have high base crit chances, and grant Killer Instinct. Their base ammo is 3, and their base damage is 75%.
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||||
SMG |
All soldiers | +0.6 | 2-4 (3) |
50% | 4-5 (4.5) |
3 (3) |
30 | 30 | Can be steadied for aim bonus | XCOM starts with an unlimited supply | |||||||||
Laser Shatterray |
All soldiers | +1.2 | +5 | 2-4 (3) |
60% | 4-6 (5) |
3 (3) |
30 | 30 | Can be steadied for aim bonus | Beam Lasers | 15 | 30 (45) |
6 (9) |
0 (2) |
12 days (6.0 days) |
12 | ||
Gauss Stuttergun |
All soldiers | +0.6 | 3-5 (4) |
50% | 5-7 (6) |
3 (3) |
30 | 30 | Can be steadied for aim bonus | Gauss Weapons | 35 | 65 (97) |
15 (22) |
4 (6) |
0 (3) |
12 days (6.0 days) |
26 | ||
Pulse Stengun |
All soldiers | +1.2 | +5 | 3-5 (4) |
60% | 6-8 (7) |
3 (3) |
30 | 30 | Can be steadied for aim bonus | Pulse Lasers | 62 | 120 (180) |
25 (37) |
25 (37) |
0 (5) |
12 days (6.0 days) |
48 | |
Plasma Stormgun |
All soldiers | +0.6 | 5-7 (6) |
50% | 8-10 (9) |
3 (3) |
30 | 30 | Can be steadied for aim bonus | Plasma Weapons | 90 | 200 (300) |
60 (90) |
40 (60) |
2 (9) |
12 days (6.0 days) |
80 |
Carbines
Carbines are lighter versions of Assault Rifles, though not as light as SMGs. They grant +0.6 mobility and +10 aim, and have moderate base crit chances. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 75%.
Name | Usable by |
Mob |
Def |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||||
Assault Carbine |
All soldiers | +0.6 | +10 | 2-4 (3) |
30% | 4-5 (4.5) |
3 (4) |
30 | 30 | Can be steadied for aim bonus | XCOM starts with an unlimited supply | |||||||||
Laser Carbine |
All soldiers | +1.2 | +15 | 2-4 (3) |
40% | 4-6 (5) |
3 (4) |
30 | 30 | Can be steadied for aim bonus | Beam Lasers | 15 | 35 (52) |
6 (9) |
0 (2) |
12 days (6.0 days) |
14 | |||
Gauss Carbine |
All soldiers | +0.6 | +10 | 3-5 (4) |
30% | 5-7 (6) |
3 (4) |
30 | 30 | Can be steadied for aim bonus | Gauss Weapons | 35 | 80 (120) |
20 (30) |
5 (7) |
0 (4) |
12 days (6.0 days) |
32 | ||
Pulse Carbine |
All soldiers | +1.2 | +15 | 3-5 (4) |
40% | 6-8 (7) |
3 (4) |
30 | 30 | Can be steadied for aim bonus | Pulse Lasers | 63 | 180 (270) |
25 (37) |
25 (37) |
0 (6) |
12 days (6.0 days) |
72 | ||
Plasma Carbine |
All soldiers | +0.6 | +10 | +10 | 5-7 (6) |
30% | 8-10 (9) |
3 (4) |
30 | 30 | Can be steadied for aim bonus | Plasma Weapons | 90 | 250 (375) |
60 (90) |
40 (60) |
2 (10) |
12 days (6.0 days) |
100 |
Assault Rifles
Assault Rifles are the standard rifle, similar to the vanilla Rifles, providing a decent balance of mobility, accuracy and firepower.
Name | Usable by |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Assault Rifle |
All soldiers | 3-5 (4) |
+8 | 5-7 (6.0) |
3 (4) |
30 | 30 | Can be steadied for aim bonus | XCOM starts with an unlimited supply | |||||||||
Laser Rifle |
All soldiers | +6 | 4-6 (5) |
+8 | 6-9 (7.5) |
3 (4) |
30 | 30 | Can be steadied for aim bonus | Beam Lasers | 15 | 45 (67) |
8 (12) |
0 (3) |
12 days (6.0 days) |
18 | ||
Gauss Rifle |
All soldiers | 4-8 (6) |
+8 | 8-11 (9.1) |
4 (5) |
30 | 30 | Can be steadied for aim bonus Ignores 0.34 of target's DR |
Gauss Weapons | 38 | 90 (135) |
28 (42) |
6 (9) |
0 (4) |
14 days (7.0 days) |
36 | ||
Pulse Rifle |
All soldiers | 5-9 (7) |
+16 | 9-12 (10.5) |
3 (4) |
30 | 30 | Can be steadied for aim bonus | Pulse Lasers | 65 | 200 (300) |
35 (52) |
35 (52) |
0 (7) |
14 days (7.0 days) |
80 | ||
Plasma Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
6-10 (8) |
+8 | 10-14 (12.0) |
3 (4) |
30 | 30 | Can be steadied for aim bonus +1.5 crit damage to biological targets |
Advanced Plasma Weapons | 95 | 350 (525) |
80 (120) |
50 (75) |
3 (13) |
1 Alien Rifle | 14 days (7.0 days) |
140 |
Battle Rifles
Battle Rifles (or heavy rifles) are heavier versions of Assault Rifles. They deal more damage than Assault Rifles, but incur a -1 penalty to mobility, and a -10 aim penalty when shooting after a costly action. They are best used by soldiers that can offset the aim when needing to fire as the second action in a pinch.
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||||
Battle Rifle |
Assaults Infantry Engineers Medics Scouts |
-1 | 4-6 (5) |
+8 | 6-9 (7.5) |
3 (4) |
30 | 30 | Aim penalty to fire as second action Can be steadied for aim bonus |
XCOM starts with an unlimited supply | |||||||||
Heavy Laser Rifle |
Assaults Infantry Engineers Medics Scouts |
-1 | +6 | 4-8 (6) |
+8 | 8-11 (9.1) |
3 (4) |
30 | 30 | Aim penalty to fire as second action Can be steadied for aim bonus |
Advanced Beam Lasers | 20 | 45 (67) |
8 (12) |
0 (3) |
12 days (6.0 days) |
18 | ||
Heavy Gauss Rifle |
Assaults Infantry Engineers Medics Scouts |
-1 | 5-9 (7) |
+8 | 9-12 (10.5) |
4 (5) |
30 | 30 | Aim penalty to fire as second action Can be steadied for aim bonus Ignores 0.34 of target's DR |
Advanced Gauss Weapons | 45 | 100 (150) |
30 (45) |
8 (12) |
0 (4) |
14 days (7.0 days) |
40 | ||
Heavy Pulse Rifle |
Assaults Infantry Engineers Medics Scouts |
-1 | 6-10 (8) |
+16 | 10-14 (12.0) |
3 (4) |
30 | 30 | Aim penalty to fire as second action Can be steadied for aim bonus |
Advanced Pulse Lasers | 65 | 200 (300) |
35 (52) |
35 (52) |
0 (7) |
14 days (7.0 days) |
80 | ||
Heavy Plasma Rifle |
Assaults Infantry Engineers Medics Scouts |
-1 | 7-11 (9) |
+8 | 11-16 (13.5) |
3 (4) |
30 | 30 | Aim penalty to fire as second action Can be steadied for aim bonus +1 damage when steadied |
Heavy Plasma Weapons | 105 | 350 (525) |
80 (120) |
50 (75) |
3 (13) |
1 Alien Heavy Weapon | 18 days (9.0 days) |
140 |
Shotguns
Shotguns are similar to the vanilla Shotguns, providing high damage and a high chance to crit, though they suffer more from damage reduction than other weapons. Shotguns incur large aim penalties when firing at longer range, but to offset that, they gain twice the aim bonus at close range, making them viable in close quarters even without flanking, and surprisingly effective against airborne targets that cannot be flanked while flying. They fit best in the hands of mobile soldiers, such as Assaults and Scouts, that can move up close and fire.
Name | Usable by |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value |
Required for | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||||
Shotgun |
Assaults Infantry Engineers Medics Scouts |
4-8 (6) |
+16 | 8-11 (9.1) |
4 (5) |
30 | 14 | Aim penalty at long range Target DR is 50% more effective |
XCOM starts with an unlimited supply | Sawed-off Shotgun (1) | |||||||||
Scatter Laser |
Assaults Infantry Engineers Medics Scouts |
+6 | 5-9 (7) |
+16 | 9-12 (10.5) |
4 (5) |
30 | 14 | Aim penalty at long range Target DR is 50% more effective |
Advanced Beam Lasers | 18 | 50 (75) |
8 (12) |
0 (3) |
14 days (7.0 days) |
20 | |||
Alloy Cannon |
Assaults Infantry Engineers Medics Scouts |
6-10 (8) |
+16 | 10-14 (12.0) |
5 (6) |
30 | 14 | Aim penalty at long range Target DR is 50% more effective Ignores 0.34 of target's DR |
Advanced Gauss Weapons | 40 | 130 (195) |
36 (54) |
15 (22) |
0 (5) |
14 days (7.0 days) |
52 | |||
Scatter Blaster |
Assaults Infantry Engineers Medics Scouts |
7-11 (9) |
+24 | 11-16 (13.5) |
4 (5) |
30 | 14 | Aim penalty at long range Target DR is 50% more effective |
Advanced Pulse Lasers | 65 | 250 (375) |
35 (52) |
35 (52) |
0 (8) |
14 days (7.0 days) |
100 | |||
Reflex Cannon |
Assaults Infantry Engineers Medics Scouts |
7-13 (10) |
+16 | 13-18 (15.0) |
4 (5) |
30 | 14 | Aim penalty at long range Target DR is 50% more effective +1.5 crit damage at point blank range |
Advanced Plasma Weapons | 102 | 450 (675) |
80 (120) |
50 (75) |
4 (17) |
1 Alien Rifle | 18 days (9.0 days) |
180 |
Arc and Stun Rifles
The Arc Rifle is a special type of rifle that can be used to disable enemies through Disabling Shot, at the regular 2-turn cooldown. It has very low damage, designed to whittle down an already wounded target to increase stun chance without the risk of killing it, and has very limited ammunition. It can be useful early on when raiding small UFOs, to keep enemies disabled, providing enough chances to stun them with Arc Thrower.
Name | Usable by |
Aim |
Dmg |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Arc Rifle |
Assaults Infantry Engineers Medics Scouts Snipers |
+10 | 1-3 (2) |
3-4 (3.2) |
2 (3) |
30 | 30 | Aim penalty at close range Can be steadied for aim bonus |
Xenoneurology New Combat Systems |
25 | 60 (90) |
5 (7) |
5 (7) |
0 (3) |
10 days (5.0 days) |
24 | |
Stun Rifle |
Assaults Infantry Engineers Medics Scouts Snipers |
+10 | 1-3 (2) |
3-4 (3.2) |
2 (3) |
30 | 30 | Aim penalty at close range Can be steadied for aim bonus |
Xenoneurology New Combat Systems |
25 | 60 (90) |
5 (7) |
5 (7) |
0 (3) |
10 days (5.0 days) |
24 |
The Stun Rifle is a primary weapon in Long War Rebalance. The chance to stun non-robotic aliens successfully has been increased significantly from the base Long War, so long as a hostile has 1-2 health (or 1-5 health with the Improved Arc Thrower foundry project). See the following table for details. (TABLE TO BE UPDATED)
Type / Alien HP | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8+ |
---|---|---|---|---|---|---|---|---|
Arc Thrower | XX% | XX% | XX% | XX% | low | low | low | low |
Improved Arc Thrower | XX% | XX% | XX% | XX% | XX% | XX% | XX% | low |
Also, the Stun Rifle has two charges by default.Packmaster no longer increases the amount of charges the Stun Rifle has, however the Improved Arc Thrower foundry project will increase the amount of charges by +1.
Marksman Rifles
Marksman Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. Like Sniper Rifles, Marksman Rifles incur aim penalties at close range but perform well at long range. In the hands of a Scout with the Marksman's Scope or a Sniper, they can fire beyond visual range, assuming a squadmate can spot the target, though only up to 20% further, whereas Sniper Rifles have unlimited range.
Unlike Sniper Rifles, Marksman Rifles can be fired after moving by soldiers without the Snapshot perk, and can fire beyond visual range with overwatch shots. Lastly, Marksman Rifles have a slightly smaller chance to crit than Sniper Rifles.
Name | Usable by |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Marksman's Rifle |
Scouts Snipers |
4-6 (5) |
+12 | 6-9 (7.5) |
5 (6) |
30 (36) |
30 (36) |
Aim penalty at close range Can be steadied for aim bonus |
XCOM starts with an unlimited supply | |||||||||
Laser Strike Rifle |
Scouts Snipers |
+6 | 4-8 (6) |
+12 | 8-11 (9.1) |
3 (4) |
30 (36) |
30 (36) |
Aim penalty at close range Can be steadied for aim bonus |
Advanced Beam Lasers | 18 | 45 (67) |
8 (12) |
0 (3) |
12 days (6.0 days) |
18 | ||
Alloy Strike Rifle |
Scouts Snipers |
5-9 (7) |
+12 | 9-12 (10.5) |
4 (5) |
30 (36) |
30 (36) |
Aim penalty at close range Can be steadied for aim bonus Ignores 0.34 of target's DR |
Advanced Gauss Weapons | 45 | 110 (165) |
30 (45) |
10 (15) |
0 (4) |
14 days (7.0 days) |
44 | ||
Blaster Rifle |
Scouts Snipers |
6-10 (8) |
+20 | 10-14 (12.0) |
3 (4) |
30 (36) |
30 (36) |
Aim penalty at close range Can be steadied for aim bonus |
Advanced Pulse Lasers | 67 | 220 (330) |
45 (67) |
45 (67) |
0 (7) |
14 days (7.0 days) |
88 | ||
Reflex Rifle |
Scouts Snipers |
7-11 (9) |
+12 | 11-16 (13.5) |
3 (4) |
30 (36) |
30 (36) |
Aim penalty at close range Can be steadied for aim bonus +1.5 crit damage to flanked targets and targets not in cover |
Precision Plasma Weapons | 102 | 400 (600) |
80 (120) |
50 (75) |
4 (16) |
1 Alien Rifle | 18 days (9.0 days) |
160 |
Sniper Rifles
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Like in vanilla, Sniper Rifles incur aim penalties at close range but perform well at long range. Their maximum range has been increased from vanilla, causing it to practically be infinite, as long as a squadmate can spot the target. However, overwatch shots do not benefit from Squadsight, and can only fire up to the visual range.
Sniper Rifles cannot be fired directly after moving or performing other costly actions, such as reloading, unless the soldier has the Snapshot perk. However, these weapons can be steadied after moving, providing a bonus on the first shot during the next round. Lastly, unlike the Marksman Rifles, Sniper Rifles incur a small penalty to mobility.
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||||
Sniper Rifle |
Snipers | -1 | 4-6 (5) |
+20 | 6-9 (7.5) |
5 (6) |
200 | 30 | Aim penalty at close range Cannot fire after costly action Can be steadied for aim bonus |
XCOM starts with an unlimited supply | ||||||||||
Laser Sniper Rifle |
Snipers | -1 | +6 | 4-8 (6) |
+20 | 8-11 (9.1) |
3 (4) |
200 | 30 | Aim penalty at close range Cannot fire after costly action Can be steadied for aim bonus |
Advanced Beam Lasers | 18 | 50 (75) |
8 (12) |
0 (3) |
14 days (7.0 days) |
20 | |||
Gauss Long Rifle |
Snipers | -2 | 5-9 (7) |
+20 | 9-12 (10.5) |
1 (2) |
200 | 30 | Aim penalty at close range Cannot fire after costly action Can be steadied for aim bonus Ignores 0.34 of target's DR Halves the Hardened perk's crit penalty |
Advanced Gauss Weapons | 45 | 200 (300) |
32 (48) |
15 (22) |
0 (7) |
14 days (7.0 days) |
80 | |||
Pulse Sniper Rifle |
Snipers | -1 | 6-10 (8) |
+28 | 10-14 (12.0) |
3 (4) |
200 | 30 | Aim penalty at close range Cannot fire after costly action Can be steadied for aim bonus |
Advanced Pulse Lasers | 65 | 250 (375) |
45 (67) |
45 (67) |
0 (8) |
14 days (7.0 days) |
100 | |||
Plasma Sniper Rifle |
Snipers | -1 | 7-11 (9) |
+20 | 11-16 (13.5) |
3 (4) |
200 | 30 | Aim penalty at close range Cannot fire after costly action Can be steadied for aim bonus +1.5 crit damage to targets beyond 35 range |
Precision Plasma Weapons | 105 | 450 (675) |
90 (135) |
70 (105) |
3 (16) |
1 Alien Heavy Weapon | 18 days (9.0 days) |
180 |
SAWs
SAWs (Squad Automatic Weapons) are similar to the vanilla LMGs, and are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility and cannot be steadied. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target's movement vs the now exposed target - ignoring the cover the target left from.
Unlike the larger LMGs, SAWs can be fired directly after moving or performing other costly actions, such as reloading. SAWs cannot fire at targets beyond visual range.
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||||
SAW |
Gunners | -1 | 4-6 (5) |
6-9 (7.5) |
6 (7) |
30 | 30 | XCOM starts with an unlimited supply | |||||||||||
Autolaser |
Gunners | -1 | +6 | 4-8 (6) |
8-11 (9.1) |
6 (7) |
30 | 30 | Beam Lasers | 18 | 60 (90) |
8 (12) |
0 (3) |
14 days (7.0 days) |
24 | ||||
Gauss Autorifle |
Gunners | -1 | 5-9 (7) |
9-12 (10.5) |
7 (8) |
30 | 30 | Ignores 0.34 of target's DR | Gauss Weapons | 38 | 100 (150) |
32 (48) |
6 (9) |
0 (4) |
14 days (7.0 days) |
40 | |||
Pulse Autoblaster |
Gunners | -1 | 6-10 (8) |
+8 | 10-14 (12.0) |
6 (7) |
30 | 30 | Pulse Lasers | 65 | 230 (345) |
45 (67) |
45 (67) |
0 (7) |
14 days (7.0 days) |
92 | |||
Plasma Novagun |
Gunners | -1 | 7-11 (9) |
11-16 (13.5) |
6 (7) |
30 | 30 | Can be steadied for aim bonus | Advanced Plasma Weapons | 98 | 450 (675) |
90 (135) |
60 (90) |
3 (16) |
1 Alien Rifle | 20 days (10.0 days) |
180 |
LMGs
LMGs (Light Machine Guns) are the larger version of SAWs, also exclusively restricted to Gunners, dealing even more damage and carrying even more ammunition. LMGs can fire up to 20% beyond visual range, and grant the Squadsight perk to the Gunner, allowing all Gunners to benefit from this extra range, though overwatch shots are still restricted to visual range. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target's movement vs the now exposed target - ignoring the cover the target left from.
LMGs cannot be fired directly after moving or performing other costly actions, such as reloading, and since Gunners do not have access to the Snapshot perk, they cannot overcome this downside. LMGs also cannot be steadied, forcing the Gunner into a turret like role, where any movement basically consumes the Gunner's entire turn.
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Bonus perk |
Special properties |
Prerequisites | Cost | Sell value |
Required for | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||||||
LMG |
Gunners | -2 | 4-8 (6) |
8-11 (9.1) |
8 (9) |
36 | 30 | Cannot fire after costly action | XCOM starts with an unlimited supply | ||||||||||||
Gatling Laser |
Gunners | -2 | +6 | 5-9 (7) |
9-12 (10.5) |
8 (9) |
36 | 30 | Cannot fire after costly action | Beam Lasers | 18 | 70 (105) |
10 (15) |
0 (3) |
14 days (7.0 days) |
28 | |||||
Gauss Machine Gun |
Gunners | -2 | 6-10 (8) |
10-14 (12.0) |
9 (10) |
36 | 30 | Cannot fire after costly action Ignores 0.34 of target's DR |
Gauss Weapons | 45 | 140 (210) |
32 (48) |
10 (15) |
0 (5) |
14 days (7.0 days) |
56 | |||||
Gatling Pulser |
Gunners | -2 | 7-11 (9) |
+8 | 11-16 (13.5) |
8 (9) |
36 | 30 | Cannot fire after costly action | Pulse Lasers | 70 | 240 (360) |
60 (90) |
60 (90) |
0 (8) |
14 days (7.0 days) |
96 | ||||
Plasma Dragon |
Gunners | -2 | 7-13 (10) |
13-18 (15.0) |
8 (9) |
36 | 30 | Cannot fire after costly action +1 damage to flying targets |
Heavy Plasma Weapons | 105 | 450 (675) |
85 (127) |
64 (96) |
4 (17) |
1 Alien Heavy Weapon | 20 days (10.0 days) |
180 | Enhanced Plasma (1) |
MEC Weapons
MEC primary weapons, unsurprisingly, are only available to MEC Troopers. They deal high damage, even more than Shotguns and LMGs. MEC Troopers with the Squadsight perk can fire up to 20% beyond visual range, though overwatch shots are still restricted to visual range.
Name | Usable by |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Minigun |
MEC troopers | 5-9 (7) |
9-12 (10.5) |
2 (3) |
30 (36) |
30 | XCOM starts with an unlimited supply | |||||||||||
Laser Lance |
MEC troopers | +6 | 6-10 (8) |
10-14 (12.0) |
3 (4) |
30 (36) |
30 | Advanced Beam Lasers MEC Warfare Systems |
20 | 75 (112) |
10 (15) |
10 (13) |
14 days (7.0 days) |
30 | ||||
Railgun |
MEC troopers | 7-11 (9) |
11-16 (13.5) |
4 (5) |
30 (36) |
30 | Ignores 0.34 of target's DR | Advanced Gauss Weapons MEC Warfare Systems |
45 | 120 (180) |
60 (90) |
10 (15) |
20 (25) |
14 days (7.0 days) |
48 | |||
Pulse Lance |
MEC troopers | 7-13 (10) |
+8 | 13-18 (15.5) |
3 (4) |
30 (36) |
30 | Advanced Pulse Lasers MEC Warfare Systems |
65 | 240 (360) |
60 (90) |
60 (90) |
30 (38) |
14 days (7.0 days) |
96 | |||
Particle Cannon |
MEC troopers | 8-14 (11) |
14-19 (16.5) |
3 (4) |
30 (36) |
30 | +1 damage to robotic targets | Heavy Plasma Weapons MEC Warfare Systems |
105 | 450 (675) |
90 (135) |
80 (120) |
40 (53) |
1 Alien Heavy Weapon | 21 days (10.5 days) |
180 |
SHIV Weapons
SHIV weapons, obviously, are only available to SHIV units. They deal high damage, just as much as the MEC primary weapons, but suffer from the low base aim that all SHIV units share. However, the SHIVs modular design allows them to enhance the weapon with a variety of perks, allowing them to perform key roles in the right situation, such as using HEAT Ammo against robotic targets.
Name | Usable by |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Autocannon |
SHIV units | 5-9 (7) |
9-12 (10.5) |
3 (4) |
30 | 30 | XCOM starts with an unlimited supply | |||||||||||
Superheavy Laser |
SHIV units | +6 | 6-10 (8) |
10-14 (12.0) |
3 (4) |
30 | 30 | Advanced Beam Lasers | 20 | 75 (112) |
10 (15) |
0 (3) |
14 days (7.0 days) |
30 | ||||
Sentry Gun |
SHIV units | 7-11 (9) |
11-16 (13.5) |
4 (5) |
30 | 30 | Ignores 0.34 of target's DR | Gauss Weapons | 40 | 100 (150) |
32 (48) |
10 (15) |
0 (4) |
14 days (7.0 days) |
40 | |||
Superheavy Pulser |
SHIV units | 7-13 (10) |
+8 | 13-18 (15.0) |
3 (4) |
30 | 30 | Pulse Lasers | 65 | 300 (450) |
50 (75) |
50 (75) |
0 (9) |
14 days (7.0 days) |
120 | |||
Superheavy Plasma |
SHIV units | +8 | 8-14 (11) |
+4 | 14-19 (16.5) |
3 (4) |
30 | 30 | Vehicular Plasma Weapons | 100 | 450 (675) |
85 (127) |
70 (105) |
4 (17) |
1 Alien Heavy Weapon | 21 days (10.5 days) |
180 |
Secondary Weapons
Similar to primary weapons, Long War broadens the amount of sidearms available, adding five machine pistols, one per weapon tier, and adding the Sawed-off Shotgun, a sidearm that is unique to the Ballistic tier. See Weapon tiers for more information on the new weapon tiers.
While the number of Rocket Launchers and MEC secondary weapons remains unchanged, explosives in general have received an overhaul. Unlike vanilla, where explosives dealt a fixed amount of damage to all enemies within the blast radius, in Long War, explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take. This also applies to destructible environment, which is a little more durable in general compared to vanilla.
Soldiers belonging to the Gunner class and SHIV units cannot equip secondary weapons of any kind.
Pistols
As the default sidearm weapons, Pistols are quite similar to their vanilla counterparts, but now have a limited amount of ammunition, similar to primary weapons, and need to be reloaded independently from primary weapons. In addition, Pistols incur large aim penalties when firing at longer range, though the Ranger perk negates this penalty entirely.
There are no Pistol equivalents for the Gauss and Pulse Laser weapon tiers, though there are Machine Pistols.
Name | Usable by |
Aim |
Dmg |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||
Pistol |
Rookies Assaults Infantry Engineers Medics Scouts Snipers |
1-3 (2) |
3-4 (3.2) |
2 (3) |
30 | 30 | Aim penalty at long range without the Ranger perk |
XCOM starts with an unlimited supply | |||||||||
Laser Pistol |
Rookies Assaults Infantry Engineers Medics Scouts Snipers |
+6 | 2-4 (3) |
4-5 (4.5) |
2 (3) |
30 | 30 | Aim penalty at long range without the Ranger perk |
Beam Lasers | 15 | 30 (45) |
4 (6) |
0 (2) |
10 days (5.0 days) |
12 | ||
Plasma Pistol |
Rookies Assaults Infantry Engineers Medics Scouts Snipers |
3-5 (4) |
5-7 (6.0) |
2 (3) |
30 | 30 | Aim penalty at long range without the Ranger perk |
Compact Plasma Weapons | 90 | 120 (180) |
10 (15) |
30 (45) |
1 (6) |
1 Alien Pistol | 12 days (6.0 days) |
48 |
Machine Pistols
Machine Pistols can be equipped instead of regular Pistols, providing more damage at the cost of a penalty to both mobility and aim. Like regular Pistols, they have a limited amount of ammunition, and incur large aim penalties when firing at longer range, though the Ranger perk negates this penalty entirely.
Unlike regular Pistol, there are Machine Pistols available for the Gauss and Pulse Laser weapon tiers, though their penalties may cause you to consider if it's worth it to equip these weapons over Laser Pistols.
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||||
Machine Pistol |
Rookies Assaults Infantry Engineers Medics Scouts Snipers |
-1 | -8 | 2-4 (3) |
4-5 (4.5) |
2 (3) |
30 | 30 | Aim penalty at long range without the Ranger perk |
XCOM starts with an unlimited supply | |||||||||
Heater |
Rookies Assaults Infantry Engineers Medics Scouts Snipers |
-1 | -2 | 3-5 (4) |
5-7 (6.0) |
2 (3) |
30 | 30 | Aim penalty at long range without the Ranger perk |
Beam Lasers | 15 | 25 (37) |
5 (7) |
0 (2) |
12 days (6.0 days) |
10 | |||
Gauss Autopistol |
Rookies Assaults Infantry Engineers Medics Scouts Snipers |
-1 | -8 | 3-5 (4) |
5-7 (6.0) |
3 (4) |
30 | 30 | Aim penalty at long range without the Ranger perk Ignores 0.34 of target's DR |
Gauss Weapons | 35 | 40 (60) |
8 (12) |
3 (4) |
0 (3) |
12 days (6.0 days) |
16 | ||
Blaster |
Rookies Assaults Infantry Engineers Medics Scouts Snipers |
-1 | -8 | 4-6 (5) |
+8 | 6-9 (7.5) |
2 (3) |
30 | 30 | Aim penalty at long range without the Ranger perk |
Pulse Lasers | 60 | 80 (120) |
20 (30) |
20 (30) |
0 (4) |
12 days (6.0 days) |
32 | |
Plasma Mauler |
Rookies Assaults Infantry Engineers Medics Scouts Snipers |
-1 | -8 | 4-8 (6) |
8-11 (9.1) |
2 (3) |
30 | 30 | Aim penalty at long range without the Ranger perk |
Compact Plasma Weapons | 90 | 150 (225) |
30 (45) |
30 (45) |
2 (7) |
1 Alien Pistol | 12 days (6.0 days) |
60 |
Sawed-off Shotgun
The Sawed-off Shotgun is unique to the Ballistic tier, providing an alternative weapon for the Pistol slot that allows the wielder to pack a punch. It deals the same damage as regular Shotgun, which exceeds the damage of even Plasma Pistol and Blaster, the Machine Pistol of the Pulse Laser weapon tier. Only the Plasma Mauler deals the same amount of damage.
However, the Sawed-off Shotgun carries quite the disadvantage. First, this weapon can only fire once before it needs to be reloaded, and no ammo capacity upgrade can improve this. Second, it can only be fired at point blank range. Third, because it is basically a Shotgun, it suffers more from damage reduction than other weapons.
As it is based of a Shotgun, it is unavailable to Rookies and Snipers. While it technically needs to be produced, the only cost is a Shotgun, something XCOM has in unlimited supply. This basically allows you to create a bunch of Sawed-off Shotguns directly after the first mission is complete at no actual cost, keeping them available even if you currently have no plans to put them to use.
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Cost | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||
Sawed-off Shotgun |
Assaults Infantry Engineers Medics Scouts |
-1 | -12 | 4-8 (6) |
+4 | 8-11 (9.1) |
1 | 3 | 4 | Restricted to point blank range Enemy DR is 50% more effective |
0 (2) |
1 Shotgun | 1 days (0.5 days) |
Rocket Launchers
Long War revamped the accuracy of rockets. Instead of a fixed 90% chance to accurately hit from vanilla, the chance of an accurate shot now scales with aim and distance. When you aim a rocket, you see a distance in tiles, indicating the expected average scatter distance. 68% of all rockets will remain within this scatter distance, 95% of all rockets will remain within twice the scatter distance, and 99.7% of all rocket will remain within three times the scatter distance. Rockets can scatter left, right and in distance, but cannot scatter in height. Unblocked (no "Shot is Blocked" warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process. If they encounter an allied or enemy pawn, they will detonate immediately.
A higher aim reduces the expected scatter distance, while firing a rocket over a longer distance increases the expected scatter distance. Firing a rocket after moving also decreases the range and increases the expected scatter distance. Bonuses and penalties to aim, such as steadying a weapon or carrying a small item that provides an aim bonus, do affect rockets as well. The only exception is the aim bonus provided by primary weapons, such as Beam Lasers and Carbines, which only apply to shots made with the primary weapon. When a soldier fires a rocket with 120 aim (including bonuses), the rocket will always hit accurately. This is indicated with "100%" instead of the distance in tiles.
Rocket Launchers are generally reserved for Rocketeers, but Engineers that pick up the Fire Rocket perk can also equip Rocket Launchers. This replaces their Pistol slot. Rocketeers, but not Engineers, can equip small items to provide them with additional rockets.
Name | Usable by |
Mob |
Dmg |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||
Rocket Launcher |
Engineers Rocketeers |
-1 | 4-10 (7) |
30 | 6.0 | +1 mobility per rocket fired during mission | XCOM starts with an unlimited supply | ||||||||
Recoilless Rifle |
Engineers Rocketeers |
-1 | 6-12 (9) |
30 | 6.0 | +1 mobility per rocket fired during mission Ignores 0.34 of target's DR |
Advanced Gauss Weapons | 45 | 100 (150) |
50 (75) |
10 (15) |
0 (4) |
14 days (7.0 days) |
40 | |
Blaster Launcher |
Engineers Rocketeers |
-2 | 8-16 (12) |
30 | 6.0 | +1 mobility per rocket fired during mission Shredder Rocket ignores cover |
Fusion Weapons | 110 | 600 (900) |
130 (195) |
70 (105) |
3 (20) |
2 UFO Flight Computers 1 Fusion Core |
20 days (10.0 days) |
240 |
MEC secondary weapons
MEC troopers have a variety of options for their secondary weapons, allowing them to fulfill different types of roles. In addition, MEC troopers can equip more than one secondary weapon, the exact amount depending on the Exoskeleton that they are wearing. Be advised that unlike vanilla in Long War you have to build the systems yourself and they do cost a lot of meld.
Name | Usable by |
Mob |
Dmg |
CrD |
Weapon range |
Blast radius |
Base charges |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||
Flamethrower |
MEC troopers | -1 | 4-6 (5) |
6-9 (7.5) |
8 | 2 | Can be equipped multiple times per soldier Targets must succeed will check 50 or be panicked Will check 80 with the Jellied Elerium Foundry project AOE is a 60-degree cone section with a radius of 8 tiles |
Alien Biocybernetics MEC Warfare Systems |
35 | 150 (225) |
30 (35) |
10 days (5.0 days) |
60 | ||||
Restorative Mist |
MEC troopers | -1 | 5.0 | 1 | Can be equipped multiple times per soldier Heals multiple allies 3 HP within the area of effect Healing is increased by +2 HP per charge with the Improved Medikit Foundry project Healing is increased by +3 HP per charge with the Savior perk +2 charges with the Field Medic perk +1 charge with the Packmaster perk |
Thin Man Autopsy MEC Warfare Systems |
28 | 120 (180) |
30 (35) |
14 days (7.0 days) |
48 | ||||||
Kinetic Strike Module |
MEC troopers | -1 | 9-15 (12) |
15-21 (18.0) |
melee | unlimited | Can be equipped multiple times per soldier Melee weapon Additional Kinetic Strike Modules increase damage by 3 |
Floater Autopsy MEC Warfare Systems |
30 | 200 (300) |
30 (45) |
25 (37) |
30 (37) |
10 days (5.0 days) |
80 | ||
Grenade Launcher |
MEC troopers | -1 | 2-6 (4) |
17 | 6.4 | 2 | Can be equipped multiple times per soldier +1 charge with the Packmaster perk |
Gauss Weapons MEC Warfare Systems |
30 | 150 (225) |
25 (37) |
30 (35) |
10 days (5.0 days) |
60 | |||
Proximity Mine Launcher |
MEC troopers | -1 | 6-14 (10) |
17 | 4.0 | 3 | Can be equipped multiple times per soldier +1 charge with the Packmaster perk |
Advanced Gauss Weapons MEC Warfare Systems |
55 | 180 (270) |
25 (37) |
40 (60) |
40 (46) |
14 days (7.0 days) |
72 | ||
Electro Pulse |
MEC troopers | -1 | 3-9 (6) |
7.2 | unlimited | Stuns robotic units 3 turn cooldown |
Electromagnetic Pulse Weapons MEC Warfare Systems |
85 | 180 (270) |
30 (45) |
50 (75) |
50 (56) |
1 Arc Thrower | 14 days (7.0 days) |
72 |