Primary Weapons (Long War)
This page may be outdated. It is up-to-date for version b15e. The latest version is 1.0. |
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 Double Tap and Light 'Em Up, 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.
Soldier 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 not as small as 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 | 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) | ||
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) | ||
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) | ||
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) |
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 Target 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 Target 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 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) | ||
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) | ||
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) |
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 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 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 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 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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
SAWs 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.
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 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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) | ||||
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) | |||
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) | |||
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) |
LMG
LMGs 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.
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 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||||
LMG |
Gunners | -2 | 4-8 (6) |
8-11 (9.1) |
8 (9) |
36 | 30 | Squadsight |
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 | Squadsight |
Cannot fire after costly action | Beam Lasers | 18 | 70 (105) |
10 (15) |
0 (3) |
14 days (7.0 days) | |||
Gauss Machine Gun |
Gunners | -2 | 6-10 (8) |
10-14 (12.0) |
9 (10) |
36 | 30 | Squadsight |
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) | |||
Gatling Pulser |
Gunners | -2 | 7-11 (9) |
+8 | 11-16 (13.5) |
8 (9) |
36 | 30 | Squadsight |
Cannot fire after costly action | Pulse Lasers | 70 | 240 (360) |
60 (90) |
60 (90) |
0 (8) |
14 days (7.0 days) | ||
Plasma Dragon |
Gunners | -2 | 7-13 (10) |
13-18 (15.0) |
8 (9) |
36 | 30 | Squadsight |
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) |
MEC and SHIV weapon types
MEC primary 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 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||
Minigun |
MEC troopers | 5-9 (7) |
9-12 (10.5) |
2 (3) |
30 (36) |
30 | Suppression unavailable | 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) | ||||
Railgun |
MEC troopers | 7-11 (9) |
11-16 (13.5) |
4 (5) |
30 (36) |
30 | Suppression unavailable 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) | |||
Pulse Lance |
MEC troopers | 7-13 (10) |
+8 | 13-18 (15.0) |
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) | |||
Particle Cannon |
MEC troopers | 8-14 (11) |
14-19 (16.5) |
3 (4) |
30 (36) |
30 | Suppression unavailable +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) |
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 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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) | ||||
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) | |||
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) | |||
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) |