Primary Weapons (Long War)
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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.
Certain weapons, including SMGs, Carbines and most Rifles, can be steadied. Soldiers wielding such a weapon can perform a new action: Steady Weapon. This action ends the soldier's turn, and grants a +20 aim bonus to the next shot, which is lost when the soldier moves or switches weapon. Basically, the Steady Weapon action allows soldiers to perform a carefully aimed shot over two turns. When using perks that allow multiple shots, such as [b]Double Tap[/b] and [b]Light 'Em Up[/b], the bonus only applies to the first shot. Note that weapons that can only be fired as the first action, such as Sniper Rifles, can still be steadied as the second action. Finally, the aim bonus also applies to firing rockets, reducing their scatter.
Weapon tiers
Ballistic
These are the basic weapons you start with. While they are okay to begin with, they won't be up to par for very long, and should quickly be replaced by either Beam Laser or Gauss weapons.
Ballistic weapons use the vanilla Exalt weapon models, and are still dropped by non-elite Exalt soldiers, though since Xcom starts with an unlimited supply of these weapons, such drops cannot be sold, are of no use.
Beam Laser
Beam Lasers are the first available weapon upgrades, accessible quite early in the research tree, and relatively cheap to produce. Beam Lasers carry an inherent +6 bonus to aim, making them excellent weapons for lower ranked troops. They also deal slightly more damage than Ballistic Weapons, though that won't be enough for the long run, and should eventually be replaced by either Gauss or Pulse Laser weapons. Note that the aim bonus does not apply to Rocket scatter.
Laser weapons use the vanilla Exalt weapon models, and are still dropped by elite Exalt soldiers, though these weapons are rigged to explode when the operator dies, so an Arc Thrower is required to capture these weapons intact.
Gauss
Gauss weapons are the next available weapon upgrades. While Gauss weapons fire projectiles, like Ballistic weapons do, these weapons are enhanced by Elerium powered magnetic accelerators and fire Alloy based ammunition, providing a much stronger punch than the more conventional ballistic weapons. Gauss weapons negate 0.34 damage reduction (0.68 with the Quenchguns foundry project), basically providing a 1 in 3 chance (2 in 3 chance with the Quenchguns foundry project) to deal 1 additional damage against targets with any form of damage reduction.
Gauss weapons also hold 1 more ammunition than other weapons of the same type, with the exception of the Gauss Long Rifle, which is the sniper rifle of the Gauss tier. The Gauss Long Rifle only holds 1 ammunition (2 with the Ammo Conservation foundry project), but grants the HEAT Ammo perk to the sniper wielding the gun (a perk not otherwise available to this class), which increases damage against robotic units by 50%.
While it is possible to skip Beam Lasers and go straight for Gauss weapons, this is certainly not without risk. It takes longer to research and produce Gauss weapons than Beam Lasers, causing a longer period during which you only have the conventional Ballistic weapons at your disposal. Gauss weapons use the vanilla Xcom ballistic weapon models.
Pulse Laser
Pulse Lasers are refined and enhanced laser weapons, providing another step up in terms of firepower, though they are quite expensive to produce. Pulse Lasers carry an inherent +8 bonus to crit chance.
Pulse Lasers require Beam Lasers to be researched, but do not require Gauss weapons to be researched, allowing you to skip Gauss weapons to head straight for Pulse Lasers, though of course Pulse Lasers take longer to research and produce than Gauss weapons. Pulse weapons use the vanilla Xcom laser weapon models.
Plasma
Plasma weapons are the most advanced weapons available, dealing the most damage of all weapons. These are the weapons that the aliens use themselves. Unfortunately, they are also the most expensive and hardest to obtain. Unlike vanilla, where you could either craft plasma weapons yourself, or obtain them by stunning aliens, Long War requires a combination of both. Stunning the correct aliens provides you with alien weapons, which are required in both the research and production of your own plasma weapons.
Unlike the vanilla game, it is practically impossible in Long War to jump straight from Ballistic weapons to Plasma weapons, as the amount of time that is required to research these weapons and gather the necessary materials is just way too long to handle with Ballistic weapons. However, there is no specific requirement for either Gauss weapons or Pulse Lasers, allowing you to focus on one of those and skip the other entirely, before moving on to Plasma weapons.
Plasma weapons carry a special bonus that is unique to each type of weapon, making them more varied and unique than other weapon tiers. Plasma weapons are also slightly more restrictive to certain classes than other weapon tiers. Plasma weapons use the vanilla plasma weapon models.
Weapon types
SMG
SMGs are the lightest available weapon types, granting a +3 mobility bonus, but dealing the least amount of damage and having the smallest chance to crit. Unlike Carbines, SMGs do not grant an aim bonus. Their high mobility but low damage makes them very useful for classes that rely more on their abilities than their primary weapons, such as Engineers, Medics and Rocketeers. While Assaults and Scouts could benefit from the increased mobility, they generally require a solid weapon that packs a punch, like a Shotgun or any Rifle.
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
SMG |
All Soldiers | +3 | 2-4 (3) |
4-5 (4.5) |
2 (3) |
30 | 30 | Can be steadied for aim bonus | XCOM starts with an unlimited supply | |||||||||
Laser Shatterray |
All Soldiers | +3 | +6 | 3-5 (4) |
5-7 (6.0) |
2 (3) |
30 | 30 | Can be steadied for aim bonus | Beam Lasers | 15 | 30 (45) |
6 (9) |
0 (2) |
12 days (6.0 days) | |||
Gauss Stuttergun |
All Soldiers | +3 | 4-6 (5) |
6-9 (7.5) |
3 (4) |
30 | 30 | Can be steadied for aim bonus Ignores 0.34 of target's DR |
Gauss Weapons | 35 | 65 (97) |
15 (22) |
4 (6) |
0 (3) |
12 days (6.0 days) | |||
Pulse Stengun |
All Soldiers | +3 | 4-8 (6) |
+8 | 8-11 (9.1) |
2 (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) | ||
Plasma Stormgun |
All Soldiers | +4 | 5-9 (7) |
9-12 (10.5) |
2 (3) |
30 | 30 | Can be steadied for aim bonus | Plasma Weapons | 90 | 200 (300) |
60 (90) |
40 (60) |
2 (9) |
1 Alien Carbine | 12 days (6.0 days) |
Carbine
Carbines are lighter versions of Assault Rifles, though not as light as SMGs. They grant a +1 mobility bonus and a +6 aim bonus, but deal less damage and have a smaller chance to crit than Assault Rifles, though more than SMGs. Like Laser Weapons, Carbines are excellent for lower ranked troops, though more experienced troops should switch to other weapons for more damage. Note that the aim bonus does not apply to Rocket scatter.
Name | Usable by |
Mob |
Def |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||||
Assault Carbine |
All Soldiers | +1 | +6 | 2-4 (3) |
+4 | 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 | +12 | 3-5 (4) |
+4 | 5-7 (6.0) |
3 (4) |
30 | 30 | Can be steadied for aim bonus | Beam Lasers | 15 | 35 (52) |
6 (9) |
0 (2) |
12 days (6.0 days) | |||
Gauss Carbine |
All Soldiers | +1 | +6 | 4-6 (5) |
+4 | 6-9 (7.5) |
4 (5) |
30 | 30 | Can be steadied for aim bonus Ignores 0.34 of target's DR |
Gauss Weapons | 35 | 80 (120) |
20 (30) |
5 (7) |
0 (4) |
12 days (6.0 days) | ||
Pulse Carbine |
All Soldiers | +1 | +6 | 4-8 (6) |
+12 | 8-11 (9.1) |
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) | ||
Plasma Carbine |
All Soldiers | +1 | +6 | +6 | 5-9 (7) |
+4 | 9-12 (10.5) |
3 (4) |
30 | 30 | Can be steadied for aim bonus | Plasma Weapons | 90 | 250 (375) |
60 (90) |
40 (60) |
2 (10) |
1 Alien Carbine | 12 days (6.0 days) |
Assault Rifle
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 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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) | ||
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) | ||
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) | ||
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) |
Battle Rifle
Battle 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 using the second (gold) action to shoot. 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 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Battle Rifle |
Assaults Infantry Engineers Medics Scouts |
-1 | 4-6 (5) |
+8 | 6-9 (7.5) |
3 (4) |
30 | 30 | Can be steadied for aim bonus -10 aim when shooting as second action |
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 | Can be steadied for aim bonus -10 aim when shooting as second action |
Advanced Beam Lasers | 20 | 45 (67) |
8 (12) |
0 (3) |
12 days (6.0 days) | ||
Heavy Gauss Rifle |
Assaults Infantry Engineers Medics Scouts |
-1 | 5-9 (7) |
+8 | 9-12 (10.5) |
4 (5) |
30 | 30 | Can be steadied for aim bonus -10 aim when shooting as second action Ignores 0.34 of target's DR |
Advanced Gauss Weapons | 45 | 100 (150) |
30 (45) |
8 (12) |
0 (4) |
14 days (7.0 days) | ||
Heavy Pulse Rifle |
Assaults Infantry Engineers Medics Scouts |
-1 | 6-10 (8) |
+16 | 10-14 (12.0) |
3 (4) |
30 | 30 | Can be steadied for aim bonus -10 aim when shooting as second action |
Advanced Pulse Lasers | 65 | 200 (300) |
35 (52) |
35 (52) |
0 (7) |
14 days (7.0 days) | ||
Heavy Plasma Rifle |
Assaults Infantry Engineers Medics Scouts |
-1 | 7-11 (9) |
+8 | 11-16 (13.5) |
3 (4) |
30 | 30 | Can be steadied for aim bonus -10 aim when shooting as second action +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) |
Shotgun
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. While very accurate at short range, they incur large aim penalties when firing at longer range. 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 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||
Shotgun |
Assaults Infantry Engineers Medics Scouts |
4-8 (6) |
+16 | 8-11 (9.1) |
4 (5) |
30 | 14 | Aim penalty at long range Enemy DR is 50% more effective |
XCOM starts with an unlimited supply | ||||||||
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 Enemy DR is 50% more effective |
Advanced Beam Lasers | 18 | 50 (75) |
8 (12) |
0 (3) |
14 days (7.0 days) | ||
Alloy Cannon |
Assaults Infantry Engineers Medics Scouts |
6-10 (8) |
+16 | 10-14 (12.0) |
5 (6) |
30 | 14 | Aim penalty at long range Enemy 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) | ||
Scatter Blaster |
Assaults Infantry Engineers Medics Scouts |
7-11 (9) |
+24 | 11-16 (13.5) |
4 (5) |
30 | 14 | Aim penalty at long range Enemy DR is 50% more effective |
Advanced Pulse Lasers | 65 | 250 (375) |
35 (52) |
35 (52) |
0 (8) |
14 days (7.0 days) | ||
Reflex Cannon |
Assaults Infantry Engineers Medics Scouts |
7-13 (10) |
+16 | 13-18 (15.0) |
4 (5) |
30 | 14 | Aim penalty at long range Enemy 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) |
Arc Rifle
Arc Rifles are a special type of rifles that can be used to disable enemies through Disabling Shot, at the regular 2-turn cooldown. Arc Rifles suffer from very low damage and ammunition. They can be useful early on when raiding small UFOs, to keep enemies disabled, providing enough chances to stun them with Arc Throwers.
Name | Usable by |
Aim |
Dmg |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Bonus perk |
Special properties |
Prerequisites | Cost | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Arc Rifle |
Assaults Infantry Engineers Medics Scouts Snipers |
+10 | 1-3 (2) |
3-4 (3.2) |
2 (3) |
30 | 30 | Disabling Shot |
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) |
Marksman Rifle
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 sight 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 sight 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 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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) | ||
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) | ||
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) | ||
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) |
Sniper Rifle
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 sight 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 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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) | |||
Gauss Long Rifle |
Snipers | -2 | 5-9 (7) |
+20 | 9-12 (10.5) |
1 (2) |
200 | 30 | HEAT Ammo |
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) | ||
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) | |||
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) |
SAW
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can't be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage. Suppressing a target with a SAW grants the Opportunist perk for any reaction fire triggered by enemy movement
LMG
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of the extra range. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.
Rocket Launchers
Sometimes you just have to make a good first-time impression. Sometimes you just happen to not have the right key for a door. Sometimes you just want to give those aliens a running start on their way back - do not fret, Xcom have some portable rocket launchers for you!
Rockets are fairly simple to use - pick your ability, aim and fire. There is always some guaranteed scatter which is limited by the soldier's Aim and Abilities. While mostly used by Rocketeers, Engineers also have the ability at later stages of the game to carry a rocket launcher. Carrying one forfeits your sidearm. For more information regarding rockets read below.
MEC Primary Weapons
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.
MEC Secondary Weapons
With each upgrade of the MEC suit the number secondary weapon slots increases. As such, they can play a vital role in area control, squad support or neutralizing targets. Be advised that unlike vanilla in Long War you have to build the systems yourself and they do cost a lot of meld.
SHIV Turrets
Similar to the SAW but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use. While they suffer from the low base aim of all SHIV units, they can shred through enemies at close range, restrict enemy movement options when in overwatch mode thanks to certain equipment, and can deal massive damage to mechanized forces when equipped with HEAT ammo.
Steadying
Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as Light 'Em Up and Double Tap only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon's Aim bonus also applies to fired rockets, reducing rocket scatter.
Explosives
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.
This behaviour can be 'reverted' to the original mechanics by taking the Tandem Warheads perk, which causes the perkholder's explosives do to full damage across their entire blast radius. The perk is normally available to Engineers, Rocketeers, and Archer MECs; it can sometimes be obtained on other classes via the Training Roulette Second Wave option.
Rockets
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never "miss" but will veer off course a random amount based on the soldier's Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range. Rockets can not change height through scatter.
The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. "Scatter" instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation. Rockets can exceed even this degree of deviation, but the chance is negligible.
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.