https://www.ufopaedia.org/api.php?action=feedcontributions&user=Teacyn&feedformat=atomUFOpaedia - User contributions [en]2024-03-29T01:46:28ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Weapons_(LWR)&diff=105308Weapons (LWR)2022-01-02T19:12:21Z<p>Teacyn: /* Sniper Rifles */</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== In General ==<br />
<br />
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:<br />
<br />
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma<br />
* 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.<br />
<br />
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:<br />
<br />
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon<br />
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn<br />
* Rookies cannot use pistols<br />
* Weapons are more accurate at close range<br />
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch<br />
* 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<br />
<br />
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.<br />
<br />
== Weapon Types ==<br />
<br />
=== Weapon Tiers ===<br />
<br />
==== Conventional/Ballistic ====<br />
<br />
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.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Electric ====<br />
<br />
There are 3 electric weapons: the Arc Rifle, Arc Pistol, and the Stun Rifle. While most campaigns will likely build some of each, the Stun Rifle is mandatory to win the game.<br />
<br />
The Arc Rifle and Pistol only deal full damage against Mechanical units, and the Supercapacitors foundry project increases their damage.<br />
<br />
<div style="max-width:320px;"><br />
Arc Rifle: 7 (vs mech)<br />
Arc Pistol: 4 (vs mech)<br />
</div><br />
<br />
==== Beam Lasers ====<br />
<br />
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. <br />
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also 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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 4<br />
Bonus Stats: +10 aim, +25% crit damage, +0.6 mobility<br />
Note: Pistol gains +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Gauss ====<br />
<br />
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. <br />
<br />
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. <br />
<br />
Furthermore, the Gauss Long Rifle and Alloy Strike Rifle (Now Gauss Strike Rifle) have reverted to function as normal Sniper and Strike rifles. Gauss weapons use the original XCOM ballistic weapon models. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 6<br />
</div><br />
<br />
==== Pulse Lasers ====<br />
<br />
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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 6<br />
Bonus Stats: +10 aim, +25% crit damage, +0.6 mobility<br />
Note: Pistol gains +25 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Plasma ====<br />
<br />
Plasma weapons remain the most powerful weapons available 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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 8<br />
</div><br />
<br />
'''Plasma-Specific Bonuses:'''<br />
*Plasma Rifle: Grants '''Biological Shredder'''<br />
*Plasma Battle Rifle: Grants '''Mechanical Shredder'''<br />
*Plasma Carbine: +10 defense (+15 defense total)<br />
*Plasma SMG: +1.3 mobility (+2.0 mobility total)<br />
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles<br />
*Plasma Strike Rifle: +3 damage against uncovered targets <br />
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range<br />
*Plasma Novagun (SAW): +3 penetration against Mechanical<br />
*Plasma Dragon (LMG): +2 damage to Suppressive Fire<br />
*Plasma Particle Cannon (MEC): +4 damage against Mechanical<br />
*Plasma Autocannon (SHIV): +15 aim, +15 crit<br />
<br />
=== Weapon Classes ===<br />
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:<br />
<br />
{| class="wikitable" style="max-width: 600px; text-align: center;"<br />
|- <br />
|+<br />
|-<br />
! style="padding: 4px;" | Weapon !! style="padding: 4px 15px;" | Base Damage<br />
|-<br />
|LMGs and SHIV/MEC Weapons || 200%<br />
|- <br />
|SAWs, Sniper Rifles, Shotguns, and Rocket Launchers || 150%<br />
|- <br />
|Battle Rifles and Strike Rifles || 125%<br />
|- <br />
|Assault Rifles || 100%<br />
|- <br />
| style="padding: 0 15px;" | Pistols, Machine Pistols, Carbines, and SMGs || 75%<br />
|}<br />
<br />
== Primary Weapons ==<br />
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.<br />
<br />
===Assault Rifles===<br />
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)<br />
||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(8)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||24<br />
|-align="center"<br />
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| 4 UFO Power Sources ||title="Duration in days&#10;(Duration when building quickly)"|31&nbsp;days<br />(15.5&nbsp;days)||75<br />
|}<br />
<br />
===Battle Rifles===<br />
Battle Rifles are heavier versions of Assault Rifles. They trade mobility and ammo capacity for increased damage output. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||18<br />
|-align="center"<br />
<br />
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||35%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(8)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
<br />
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(161)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
<br />
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Mechanical [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(575)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Carbines===<br />
Carbines are lighter versions of Assault Rifles focusing more on defense and consistency. They grant +0.6 mobility and a variable amount of Defense and Aim depending on tier, but have poor base crit chances and reduced damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||+0.6||+10||+10||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||+1.3||+10||+20||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(5)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||10<br />
|-align="center"<br />
<br />
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||+0.6||+15||+15||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||24<br />
|-align="center"<br />
<br />
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||+1.3||+15||+25||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|7<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
<br />
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||+0.6||+20||+20||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|160<br />(224)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||75<br />
|}<br />
<br />
===SMGs===<br />
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!! rowspan="2" {{Weapon damage (LWR)}} !!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(5)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||55%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||50%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|7<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+2.0|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|160<br />(224)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||30<br />
|}<br />
<br />
===Shotguns===<br />
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets, rather than 30%. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6 ||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||39<br />
|-align="center"<br />
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants '''[[Abilities List (LWR)#Penetrator|Penetrator]]'''||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||135<br />
|}<br />
<br />
===SAWs===<br />
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||-0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||18<br />
|-align="center"<br />
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||-0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(172)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||+3 penetration vs Mechanical Units<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||98||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|40&nbsp;days<br />(20&nbsp;days)||135<br />
|}<br />
<br />
===LMGs===<br />
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 6 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
<br />
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||-1.3||-10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||21<br />
|-align="center"<br />
<br />
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||42<br />
|-align="center"<br />
<br />
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||-1.3||-10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14&nbsp;days)||36<br />
|-align="center"<br />
<br />
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||+2 damage to '''[[Other_Abilities_(LWR)#Suppression|Suppressive Fire]]'''<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Strike Rifles===<br />
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. Supports [[Abilities List (LWR)#Squadsight|Squadsight]]. Grant +0.6 mobility. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}||rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||13<br />
|-align="center"<br />
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||45%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied<br />+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||120<br />
|}<br />
<br />
===Sniper Rifles===<br />
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at Squadsight ranges, and have lower Squadsight penalties (1 aim per tile instead of 2). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have variable penetration based on tier. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 1 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+2 penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 1 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+2 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 1 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||60<br />
|-align="center"<br />
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 1 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 1 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+4 penetration<br />+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days<br />(19.5&nbsp;days)||135<br />
|}<br />
<br />
===MEC Weapons===<br />
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]<br />'''Pulse Particle Beam'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied<br />+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===SHIV Weapons===<br />
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs|| ||+15||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Arc and Stun Rifles ===<br />
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage and penetration against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. In addition, failed stuns on aliens below 50% of their max HP will [[Other Abilities (LWR)#Maim|Maim]]. The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle's damage against mechanical units by 2. Arc Rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]<br />'''Arc Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers<br/>Rocketeers||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br>6&nbsp;(5-7) vs mech<br>8&nbsp;(7-9) vs mech upg||title="Amount of ammunition available"|3<br>(4)||18||18||Grants '''Disabling Shot'''<br>Has '''[[Other_Abilities_(LWR)#Overload|Overload]]'''<br>+6 Penetration vs mech<br>Cannot critically hit<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Amount of ammunition available&#10;(Amount with the Improved Arc Thrower foundry project)"|2<br />(3)||4|| ||[[Other_Abilities_(LWR)#Stun|'''Stuns''']] aliens<br/>-1 support item slot||[[Research (LWR)#Xenology|Xenobiology]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||30<br />
|}<br />
<br />
== Secondary Weapons ==<br />
<br />
LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Laser and Pulse.<br />
<br />
'''Units that cannot use secondary weapons''': privates, gunners, and SHIVs<br />
<br />
'''Units that cannot use sidearms and have unique secondary weapons''': Rocketeers and MECs<br />
<br />
All sidearms grant the '''[[Other_Abilities_(LWR)#Maim|Maim]]''' ability.<br />
<br />
===Pistols=== <br />
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Pistol Long War.png|128px|Pistol]]<br />'''Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days<br />(6.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|14<br />(21)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(2)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]<br />'''Plasma Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||12<br />
|}<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Heater Long War.png|128px|Arc Pistol]]<br />'''Arc Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br> 4 (3-5) vs mech <br> 5 (4-6) vs mech Upg || Not Possible ||title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)||18||18||Has '''[[Other_Abilities_(LWR)#Overload|Overload]]<br>+4 Penetration vs mech<br>Cannot Critically Hit<br>Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Main Tech|Alien Computers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|0<br />(0)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||3<br />
|-align="center"<br />
|}<br />
<br />
===Autopistols=== <br />
Autopistols grant increased crit damage and chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
There are no Machine Pistol equivalents for either Laser tier.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
<br />
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]<br />'''Gauss Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|13<br />(18)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]<br />'''Plasma Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +4 damage during critical hits||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||15<br />
|}<br />
<br />
===Sawed-off Shotgun===<br />
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage secondary weapon; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project ''Quenchguns''. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]<br />'''Sawed-off Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)||60%||1||18||18||50% less damage against hardened targets|| ||3||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days<br />(4&nbsp;days)||6<br />
|}<br />
<br />
===Rocket Launchers===<br />
Each rocket launcher is fitted with 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]<br />'''Rocket Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||1||18||4||2 turn cooldown||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]<br />'''Recoilless Rifle'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)||1||18||4||2 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]<br />'''Blaster Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||1||14||4||2 turn cooldown<br>Can path around obstacles<br>Requires 2 AP to fire||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||2 UFO Flight Computers<br />1 Fusion Core||title="Duration in days&#10;(Duration when building quickly)"|42&nbsp;days<br />(21&nbsp;days)||180<br />
|}<br />
<br />
===MEC Secondary Weapons===<br />
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2"|Base<br>charges!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||8|| || 2 ||Bypasses all DR<br>50% chance for a 50 will test for panic<br />Will test 80 with the ''Jellied Elerium'' Foundry project<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days<br />(8.5&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MECs||-0.6|| ||self||2||1||Passive: If there are charges remaining, will heal 1 HP upon taking 2 or more damage<br>Activated: Heals 7 HP for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module'''||MECs|| ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||melee|| ||unlimited||+8 Penetration<br>Melee weapon<br>Red fog does not reduce KSM damage||[[Research (LWR)#Main Research|Alien Biocybernetics]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||12||2||3||+1 charge with the Packmaster perk||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]<br />'''Miniature Nuclear Explosive (MiNE) Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||10.6||4||2||+100 penetration<br>Detonates at the end of XCOM's '''next''' turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||54<br />
|-align="center"<br />
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]<br />'''Electro Pulse'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|8<br />(7-9)||self||4||unlimited||Only affects mechanical units<br />4 turn cooldown<br>Affects the MEC using the Electro Pulse as well||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||1 Arc Rifle||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||24<br />
|}<br />
<br />
[[Category: Long War Rebalance]]</div>Teacynhttps://www.ufopaedia.org/index.php?title=Weapons_(LWR)&diff=105307Weapons (LWR)2022-01-02T19:09:40Z<p>Teacyn: /* Strike Rifles */</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== In General ==<br />
<br />
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:<br />
<br />
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma<br />
* 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.<br />
<br />
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:<br />
<br />
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon<br />
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn<br />
* Rookies cannot use pistols<br />
* Weapons are more accurate at close range<br />
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch<br />
* 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<br />
<br />
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.<br />
<br />
== Weapon Types ==<br />
<br />
=== Weapon Tiers ===<br />
<br />
==== Conventional/Ballistic ====<br />
<br />
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.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Electric ====<br />
<br />
There are 3 electric weapons: the Arc Rifle, Arc Pistol, and the Stun Rifle. While most campaigns will likely build some of each, the Stun Rifle is mandatory to win the game.<br />
<br />
The Arc Rifle and Pistol only deal full damage against Mechanical units, and the Supercapacitors foundry project increases their damage.<br />
<br />
<div style="max-width:320px;"><br />
Arc Rifle: 7 (vs mech)<br />
Arc Pistol: 4 (vs mech)<br />
</div><br />
<br />
==== Beam Lasers ====<br />
<br />
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. <br />
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also 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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 4<br />
Bonus Stats: +10 aim, +25% crit damage, +0.6 mobility<br />
Note: Pistol gains +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Gauss ====<br />
<br />
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. <br />
<br />
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. <br />
<br />
Furthermore, the Gauss Long Rifle and Alloy Strike Rifle (Now Gauss Strike Rifle) have reverted to function as normal Sniper and Strike rifles. Gauss weapons use the original XCOM ballistic weapon models. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 6<br />
</div><br />
<br />
==== Pulse Lasers ====<br />
<br />
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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 6<br />
Bonus Stats: +10 aim, +25% crit damage, +0.6 mobility<br />
Note: Pistol gains +25 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Plasma ====<br />
<br />
Plasma weapons remain the most powerful weapons available 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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 8<br />
</div><br />
<br />
'''Plasma-Specific Bonuses:'''<br />
*Plasma Rifle: Grants '''Biological Shredder'''<br />
*Plasma Battle Rifle: Grants '''Mechanical Shredder'''<br />
*Plasma Carbine: +10 defense (+15 defense total)<br />
*Plasma SMG: +1.3 mobility (+2.0 mobility total)<br />
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles<br />
*Plasma Strike Rifle: +3 damage against uncovered targets <br />
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range<br />
*Plasma Novagun (SAW): +3 penetration against Mechanical<br />
*Plasma Dragon (LMG): +2 damage to Suppressive Fire<br />
*Plasma Particle Cannon (MEC): +4 damage against Mechanical<br />
*Plasma Autocannon (SHIV): +15 aim, +15 crit<br />
<br />
=== Weapon Classes ===<br />
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:<br />
<br />
{| class="wikitable" style="max-width: 600px; text-align: center;"<br />
|- <br />
|+<br />
|-<br />
! style="padding: 4px;" | Weapon !! style="padding: 4px 15px;" | Base Damage<br />
|-<br />
|LMGs and SHIV/MEC Weapons || 200%<br />
|- <br />
|SAWs, Sniper Rifles, Shotguns, and Rocket Launchers || 150%<br />
|- <br />
|Battle Rifles and Strike Rifles || 125%<br />
|- <br />
|Assault Rifles || 100%<br />
|- <br />
| style="padding: 0 15px;" | Pistols, Machine Pistols, Carbines, and SMGs || 75%<br />
|}<br />
<br />
== Primary Weapons ==<br />
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.<br />
<br />
===Assault Rifles===<br />
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)<br />
||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(8)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||24<br />
|-align="center"<br />
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| 4 UFO Power Sources ||title="Duration in days&#10;(Duration when building quickly)"|31&nbsp;days<br />(15.5&nbsp;days)||75<br />
|}<br />
<br />
===Battle Rifles===<br />
Battle Rifles are heavier versions of Assault Rifles. They trade mobility and ammo capacity for increased damage output. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||18<br />
|-align="center"<br />
<br />
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||35%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(8)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
<br />
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(161)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
<br />
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Mechanical [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(575)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Carbines===<br />
Carbines are lighter versions of Assault Rifles focusing more on defense and consistency. They grant +0.6 mobility and a variable amount of Defense and Aim depending on tier, but have poor base crit chances and reduced damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||+0.6||+10||+10||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||+1.3||+10||+20||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(5)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||10<br />
|-align="center"<br />
<br />
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||+0.6||+15||+15||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||24<br />
|-align="center"<br />
<br />
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||+1.3||+15||+25||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|7<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
<br />
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||+0.6||+20||+20||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|160<br />(224)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||75<br />
|}<br />
<br />
===SMGs===<br />
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!! rowspan="2" {{Weapon damage (LWR)}} !!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(5)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||55%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||50%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|7<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+2.0|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|160<br />(224)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||30<br />
|}<br />
<br />
===Shotguns===<br />
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets, rather than 30%. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6 ||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||39<br />
|-align="center"<br />
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants '''[[Abilities List (LWR)#Penetrator|Penetrator]]'''||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||135<br />
|}<br />
<br />
===SAWs===<br />
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||-0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||18<br />
|-align="center"<br />
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||-0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(172)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||+3 penetration vs Mechanical Units<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||98||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|40&nbsp;days<br />(20&nbsp;days)||135<br />
|}<br />
<br />
===LMGs===<br />
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 6 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
<br />
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||-1.3||-10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||21<br />
|-align="center"<br />
<br />
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||42<br />
|-align="center"<br />
<br />
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||-1.3||-10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14&nbsp;days)||36<br />
|-align="center"<br />
<br />
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||+2 damage to '''[[Other_Abilities_(LWR)#Suppression|Suppressive Fire]]'''<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Strike Rifles===<br />
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. Supports [[Abilities List (LWR)#Squadsight|Squadsight]]. Grant +0.6 mobility. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}||rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||13<br />
|-align="center"<br />
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||45%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied<br />+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||120<br />
|}<br />
<br />
===Sniper Rifles===<br />
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+2 penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+2 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||60<br />
|-align="center"<br />
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+4 penetration<br />+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days<br />(19.5&nbsp;days)||135<br />
|}<br />
<br />
===MEC Weapons===<br />
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]<br />'''Pulse Particle Beam'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied<br />+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===SHIV Weapons===<br />
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs|| ||+15||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Arc and Stun Rifles ===<br />
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage and penetration against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. In addition, failed stuns on aliens below 50% of their max HP will [[Other Abilities (LWR)#Maim|Maim]]. The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle's damage against mechanical units by 2. Arc Rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]<br />'''Arc Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers<br/>Rocketeers||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br>6&nbsp;(5-7) vs mech<br>8&nbsp;(7-9) vs mech upg||title="Amount of ammunition available"|3<br>(4)||18||18||Grants '''Disabling Shot'''<br>Has '''[[Other_Abilities_(LWR)#Overload|Overload]]'''<br>+6 Penetration vs mech<br>Cannot critically hit<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Amount of ammunition available&#10;(Amount with the Improved Arc Thrower foundry project)"|2<br />(3)||4|| ||[[Other_Abilities_(LWR)#Stun|'''Stuns''']] aliens<br/>-1 support item slot||[[Research (LWR)#Xenology|Xenobiology]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||30<br />
|}<br />
<br />
== Secondary Weapons ==<br />
<br />
LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Laser and Pulse.<br />
<br />
'''Units that cannot use secondary weapons''': privates, gunners, and SHIVs<br />
<br />
'''Units that cannot use sidearms and have unique secondary weapons''': Rocketeers and MECs<br />
<br />
All sidearms grant the '''[[Other_Abilities_(LWR)#Maim|Maim]]''' ability.<br />
<br />
===Pistols=== <br />
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Pistol Long War.png|128px|Pistol]]<br />'''Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days<br />(6.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|14<br />(21)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(2)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]<br />'''Plasma Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||12<br />
|}<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Heater Long War.png|128px|Arc Pistol]]<br />'''Arc Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br> 4 (3-5) vs mech <br> 5 (4-6) vs mech Upg || Not Possible ||title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)||18||18||Has '''[[Other_Abilities_(LWR)#Overload|Overload]]<br>+4 Penetration vs mech<br>Cannot Critically Hit<br>Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Main Tech|Alien Computers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|0<br />(0)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||3<br />
|-align="center"<br />
|}<br />
<br />
===Autopistols=== <br />
Autopistols grant increased crit damage and chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
There are no Machine Pistol equivalents for either Laser tier.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
<br />
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]<br />'''Gauss Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|13<br />(18)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]<br />'''Plasma Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +4 damage during critical hits||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||15<br />
|}<br />
<br />
===Sawed-off Shotgun===<br />
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage secondary weapon; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project ''Quenchguns''. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]<br />'''Sawed-off Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)||60%||1||18||18||50% less damage against hardened targets|| ||3||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days<br />(4&nbsp;days)||6<br />
|}<br />
<br />
===Rocket Launchers===<br />
Each rocket launcher is fitted with 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]<br />'''Rocket Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||1||18||4||2 turn cooldown||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]<br />'''Recoilless Rifle'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)||1||18||4||2 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]<br />'''Blaster Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||1||14||4||2 turn cooldown<br>Can path around obstacles<br>Requires 2 AP to fire||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||2 UFO Flight Computers<br />1 Fusion Core||title="Duration in days&#10;(Duration when building quickly)"|42&nbsp;days<br />(21&nbsp;days)||180<br />
|}<br />
<br />
===MEC Secondary Weapons===<br />
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2"|Base<br>charges!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||8|| || 2 ||Bypasses all DR<br>50% chance for a 50 will test for panic<br />Will test 80 with the ''Jellied Elerium'' Foundry project<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days<br />(8.5&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MECs||-0.6|| ||self||2||1||Passive: If there are charges remaining, will heal 1 HP upon taking 2 or more damage<br>Activated: Heals 7 HP for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module'''||MECs|| ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||melee|| ||unlimited||+8 Penetration<br>Melee weapon<br>Red fog does not reduce KSM damage||[[Research (LWR)#Main Research|Alien Biocybernetics]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||12||2||3||+1 charge with the Packmaster perk||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]<br />'''Miniature Nuclear Explosive (MiNE) Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||10.6||4||2||+100 penetration<br>Detonates at the end of XCOM's '''next''' turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||54<br />
|-align="center"<br />
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]<br />'''Electro Pulse'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|8<br />(7-9)||self||4||unlimited||Only affects mechanical units<br />4 turn cooldown<br>Affects the MEC using the Electro Pulse as well||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||1 Arc Rifle||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||24<br />
|}<br />
<br />
[[Category: Long War Rebalance]]</div>Teacynhttps://www.ufopaedia.org/index.php?title=Weapons_(LWR)&diff=105306Weapons (LWR)2022-01-02T19:04:33Z<p>Teacyn: /* Arc and Stun Rifles */</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== In General ==<br />
<br />
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:<br />
<br />
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma<br />
* 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.<br />
<br />
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:<br />
<br />
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon<br />
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn<br />
* Rookies cannot use pistols<br />
* Weapons are more accurate at close range<br />
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch<br />
* 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<br />
<br />
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.<br />
<br />
== Weapon Types ==<br />
<br />
=== Weapon Tiers ===<br />
<br />
==== Conventional/Ballistic ====<br />
<br />
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.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Electric ====<br />
<br />
There are 3 electric weapons: the Arc Rifle, Arc Pistol, and the Stun Rifle. While most campaigns will likely build some of each, the Stun Rifle is mandatory to win the game.<br />
<br />
The Arc Rifle and Pistol only deal full damage against Mechanical units, and the Supercapacitors foundry project increases their damage.<br />
<br />
<div style="max-width:320px;"><br />
Arc Rifle: 7 (vs mech)<br />
Arc Pistol: 4 (vs mech)<br />
</div><br />
<br />
==== Beam Lasers ====<br />
<br />
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. <br />
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also 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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 4<br />
Bonus Stats: +10 aim, +25% crit damage, +0.6 mobility<br />
Note: Pistol gains +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Gauss ====<br />
<br />
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. <br />
<br />
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. <br />
<br />
Furthermore, the Gauss Long Rifle and Alloy Strike Rifle (Now Gauss Strike Rifle) have reverted to function as normal Sniper and Strike rifles. Gauss weapons use the original XCOM ballistic weapon models. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 6<br />
</div><br />
<br />
==== Pulse Lasers ====<br />
<br />
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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 6<br />
Bonus Stats: +10 aim, +25% crit damage, +0.6 mobility<br />
Note: Pistol gains +25 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Plasma ====<br />
<br />
Plasma weapons remain the most powerful weapons available 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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 8<br />
</div><br />
<br />
'''Plasma-Specific Bonuses:'''<br />
*Plasma Rifle: Grants '''Biological Shredder'''<br />
*Plasma Battle Rifle: Grants '''Mechanical Shredder'''<br />
*Plasma Carbine: +10 defense (+15 defense total)<br />
*Plasma SMG: +1.3 mobility (+2.0 mobility total)<br />
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles<br />
*Plasma Strike Rifle: +3 damage against uncovered targets <br />
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range<br />
*Plasma Novagun (SAW): +3 penetration against Mechanical<br />
*Plasma Dragon (LMG): +2 damage to Suppressive Fire<br />
*Plasma Particle Cannon (MEC): +4 damage against Mechanical<br />
*Plasma Autocannon (SHIV): +15 aim, +15 crit<br />
<br />
=== Weapon Classes ===<br />
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:<br />
<br />
{| class="wikitable" style="max-width: 600px; text-align: center;"<br />
|- <br />
|+<br />
|-<br />
! style="padding: 4px;" | Weapon !! style="padding: 4px 15px;" | Base Damage<br />
|-<br />
|LMGs and SHIV/MEC Weapons || 200%<br />
|- <br />
|SAWs, Sniper Rifles, Shotguns, and Rocket Launchers || 150%<br />
|- <br />
|Battle Rifles and Strike Rifles || 125%<br />
|- <br />
|Assault Rifles || 100%<br />
|- <br />
| style="padding: 0 15px;" | Pistols, Machine Pistols, Carbines, and SMGs || 75%<br />
|}<br />
<br />
== Primary Weapons ==<br />
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.<br />
<br />
===Assault Rifles===<br />
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)<br />
||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(8)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||24<br />
|-align="center"<br />
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| 4 UFO Power Sources ||title="Duration in days&#10;(Duration when building quickly)"|31&nbsp;days<br />(15.5&nbsp;days)||75<br />
|}<br />
<br />
===Battle Rifles===<br />
Battle Rifles are heavier versions of Assault Rifles. They trade mobility and ammo capacity for increased damage output. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||18<br />
|-align="center"<br />
<br />
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||35%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(8)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
<br />
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(161)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
<br />
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Mechanical [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(575)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Carbines===<br />
Carbines are lighter versions of Assault Rifles focusing more on defense and consistency. They grant +0.6 mobility and a variable amount of Defense and Aim depending on tier, but have poor base crit chances and reduced damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||+0.6||+10||+10||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||+1.3||+10||+20||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(5)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||10<br />
|-align="center"<br />
<br />
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||+0.6||+15||+15||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||24<br />
|-align="center"<br />
<br />
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||+1.3||+15||+25||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|7<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
<br />
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||+0.6||+20||+20||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|160<br />(224)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||75<br />
|}<br />
<br />
===SMGs===<br />
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!! rowspan="2" {{Weapon damage (LWR)}} !!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(5)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||55%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||50%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|7<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+2.0|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|160<br />(224)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||30<br />
|}<br />
<br />
===Shotguns===<br />
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets, rather than 30%. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6 ||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||39<br />
|-align="center"<br />
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants '''[[Abilities List (LWR)#Penetrator|Penetrator]]'''||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||135<br />
|}<br />
<br />
===SAWs===<br />
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||-0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||18<br />
|-align="center"<br />
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||-0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(172)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||+3 penetration vs Mechanical Units<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||98||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|40&nbsp;days<br />(20&nbsp;days)||135<br />
|}<br />
<br />
===LMGs===<br />
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 6 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
<br />
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||-1.3||-10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||21<br />
|-align="center"<br />
<br />
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||42<br />
|-align="center"<br />
<br />
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||-1.3||-10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14&nbsp;days)||36<br />
|-align="center"<br />
<br />
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||+2 damage to '''[[Other_Abilities_(LWR)#Suppression|Suppressive Fire]]'''<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Strike Rifles===<br />
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}||rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||13<br />
|-align="center"<br />
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||45%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied<br />+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||120<br />
|}<br />
<br />
===Sniper Rifles===<br />
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+2 penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+2 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||60<br />
|-align="center"<br />
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+4 penetration<br />+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days<br />(19.5&nbsp;days)||135<br />
|}<br />
<br />
===MEC Weapons===<br />
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]<br />'''Pulse Particle Beam'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied<br />+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===SHIV Weapons===<br />
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs|| ||+15||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Arc and Stun Rifles ===<br />
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage and penetration against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. In addition, failed stuns on aliens below 50% of their max HP will [[Other Abilities (LWR)#Maim|Maim]]. The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle's damage against mechanical units by 2. Arc Rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]<br />'''Arc Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers<br/>Rocketeers||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br>6&nbsp;(5-7) vs mech<br>8&nbsp;(7-9) vs mech upg||title="Amount of ammunition available"|3<br>(4)||18||18||Grants '''Disabling Shot'''<br>Has '''[[Other_Abilities_(LWR)#Overload|Overload]]'''<br>+6 Penetration vs mech<br>Cannot critically hit<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Amount of ammunition available&#10;(Amount with the Improved Arc Thrower foundry project)"|2<br />(3)||4|| ||[[Other_Abilities_(LWR)#Stun|'''Stuns''']] aliens<br/>-1 support item slot||[[Research (LWR)#Xenology|Xenobiology]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||30<br />
|}<br />
<br />
== Secondary Weapons ==<br />
<br />
LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Laser and Pulse.<br />
<br />
'''Units that cannot use secondary weapons''': privates, gunners, and SHIVs<br />
<br />
'''Units that cannot use sidearms and have unique secondary weapons''': Rocketeers and MECs<br />
<br />
All sidearms grant the '''[[Other_Abilities_(LWR)#Maim|Maim]]''' ability.<br />
<br />
===Pistols=== <br />
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Pistol Long War.png|128px|Pistol]]<br />'''Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days<br />(6.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|14<br />(21)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(2)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]<br />'''Plasma Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||12<br />
|}<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Heater Long War.png|128px|Arc Pistol]]<br />'''Arc Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br> 4 (3-5) vs mech <br> 5 (4-6) vs mech Upg || Not Possible ||title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)||18||18||Has '''[[Other_Abilities_(LWR)#Overload|Overload]]<br>+4 Penetration vs mech<br>Cannot Critically Hit<br>Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Main Tech|Alien Computers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|0<br />(0)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||3<br />
|-align="center"<br />
|}<br />
<br />
===Autopistols=== <br />
Autopistols grant increased crit damage and chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
There are no Machine Pistol equivalents for either Laser tier.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
<br />
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]<br />'''Gauss Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|13<br />(18)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]<br />'''Plasma Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +4 damage during critical hits||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||15<br />
|}<br />
<br />
===Sawed-off Shotgun===<br />
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage secondary weapon; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project ''Quenchguns''. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]<br />'''Sawed-off Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)||60%||1||18||18||50% less damage against hardened targets|| ||3||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days<br />(4&nbsp;days)||6<br />
|}<br />
<br />
===Rocket Launchers===<br />
Each rocket launcher is fitted with 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]<br />'''Rocket Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||1||18||4||2 turn cooldown||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]<br />'''Recoilless Rifle'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)||1||18||4||2 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]<br />'''Blaster Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||1||14||4||2 turn cooldown<br>Can path around obstacles<br>Requires 2 AP to fire||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||2 UFO Flight Computers<br />1 Fusion Core||title="Duration in days&#10;(Duration when building quickly)"|42&nbsp;days<br />(21&nbsp;days)||180<br />
|}<br />
<br />
===MEC Secondary Weapons===<br />
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2"|Base<br>charges!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||8|| || 2 ||Bypasses all DR<br>50% chance for a 50 will test for panic<br />Will test 80 with the ''Jellied Elerium'' Foundry project<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days<br />(8.5&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MECs||-0.6|| ||self||2||1||Passive: If there are charges remaining, will heal 1 HP upon taking 2 or more damage<br>Activated: Heals 7 HP for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module'''||MECs|| ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||melee|| ||unlimited||+8 Penetration<br>Melee weapon<br>Red fog does not reduce KSM damage||[[Research (LWR)#Main Research|Alien Biocybernetics]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||12||2||3||+1 charge with the Packmaster perk||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]<br />'''Miniature Nuclear Explosive (MiNE) Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||10.6||4||2||+100 penetration<br>Detonates at the end of XCOM's '''next''' turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||54<br />
|-align="center"<br />
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]<br />'''Electro Pulse'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|8<br />(7-9)||self||4||unlimited||Only affects mechanical units<br />4 turn cooldown<br>Affects the MEC using the Electro Pulse as well||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||1 Arc Rifle||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||24<br />
|}<br />
<br />
[[Category: Long War Rebalance]]</div>Teacynhttps://www.ufopaedia.org/index.php?title=Weapons_(LWR)&diff=105305Weapons (LWR)2022-01-02T18:52:43Z<p>Teacyn: /* Shotguns */</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== In General ==<br />
<br />
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:<br />
<br />
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma<br />
* 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.<br />
<br />
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:<br />
<br />
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon<br />
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn<br />
* Rookies cannot use pistols<br />
* Weapons are more accurate at close range<br />
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch<br />
* 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<br />
<br />
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.<br />
<br />
== Weapon Types ==<br />
<br />
=== Weapon Tiers ===<br />
<br />
==== Conventional/Ballistic ====<br />
<br />
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.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Electric ====<br />
<br />
There are 3 electric weapons: the Arc Rifle, Arc Pistol, and the Stun Rifle. While most campaigns will likely build some of each, the Stun Rifle is mandatory to win the game.<br />
<br />
The Arc Rifle and Pistol only deal full damage against Mechanical units, and the Supercapacitors foundry project increases their damage.<br />
<br />
<div style="max-width:320px;"><br />
Arc Rifle: 7 (vs mech)<br />
Arc Pistol: 4 (vs mech)<br />
</div><br />
<br />
==== Beam Lasers ====<br />
<br />
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. <br />
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also 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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 4<br />
Bonus Stats: +10 aim, +25% crit damage, +0.6 mobility<br />
Note: Pistol gains +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Gauss ====<br />
<br />
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. <br />
<br />
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. <br />
<br />
Furthermore, the Gauss Long Rifle and Alloy Strike Rifle (Now Gauss Strike Rifle) have reverted to function as normal Sniper and Strike rifles. Gauss weapons use the original XCOM ballistic weapon models. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 6<br />
</div><br />
<br />
==== Pulse Lasers ====<br />
<br />
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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 6<br />
Bonus Stats: +10 aim, +25% crit damage, +0.6 mobility<br />
Note: Pistol gains +25 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Plasma ====<br />
<br />
Plasma weapons remain the most powerful weapons available 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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 8<br />
</div><br />
<br />
'''Plasma-Specific Bonuses:'''<br />
*Plasma Rifle: Grants '''Biological Shredder'''<br />
*Plasma Battle Rifle: Grants '''Mechanical Shredder'''<br />
*Plasma Carbine: +10 defense (+15 defense total)<br />
*Plasma SMG: +1.3 mobility (+2.0 mobility total)<br />
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles<br />
*Plasma Strike Rifle: +3 damage against uncovered targets <br />
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range<br />
*Plasma Novagun (SAW): +3 penetration against Mechanical<br />
*Plasma Dragon (LMG): +2 damage to Suppressive Fire<br />
*Plasma Particle Cannon (MEC): +4 damage against Mechanical<br />
*Plasma Autocannon (SHIV): +15 aim, +15 crit<br />
<br />
=== Weapon Classes ===<br />
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:<br />
<br />
{| class="wikitable" style="max-width: 600px; text-align: center;"<br />
|- <br />
|+<br />
|-<br />
! style="padding: 4px;" | Weapon !! style="padding: 4px 15px;" | Base Damage<br />
|-<br />
|LMGs and SHIV/MEC Weapons || 200%<br />
|- <br />
|SAWs, Sniper Rifles, Shotguns, and Rocket Launchers || 150%<br />
|- <br />
|Battle Rifles and Strike Rifles || 125%<br />
|- <br />
|Assault Rifles || 100%<br />
|- <br />
| style="padding: 0 15px;" | Pistols, Machine Pistols, Carbines, and SMGs || 75%<br />
|}<br />
<br />
== Primary Weapons ==<br />
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.<br />
<br />
===Assault Rifles===<br />
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)<br />
||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(8)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||24<br />
|-align="center"<br />
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| 4 UFO Power Sources ||title="Duration in days&#10;(Duration when building quickly)"|31&nbsp;days<br />(15.5&nbsp;days)||75<br />
|}<br />
<br />
===Battle Rifles===<br />
Battle Rifles are heavier versions of Assault Rifles. They trade mobility and ammo capacity for increased damage output. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||18<br />
|-align="center"<br />
<br />
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||35%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(8)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
<br />
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(161)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
<br />
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Mechanical [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(575)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Carbines===<br />
Carbines are lighter versions of Assault Rifles focusing more on defense and consistency. They grant +0.6 mobility and a variable amount of Defense and Aim depending on tier, but have poor base crit chances and reduced damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||+0.6||+10||+10||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||+1.3||+10||+20||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(5)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||10<br />
|-align="center"<br />
<br />
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||+0.6||+15||+15||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||24<br />
|-align="center"<br />
<br />
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||+1.3||+15||+25||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|7<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
<br />
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||+0.6||+20||+20||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|160<br />(224)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||75<br />
|}<br />
<br />
===SMGs===<br />
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!! rowspan="2" {{Weapon damage (LWR)}} !!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(5)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||55%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||50%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|7<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+2.0|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|160<br />(224)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||30<br />
|}<br />
<br />
===Shotguns===<br />
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets, rather than 30%. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6 ||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||39<br />
|-align="center"<br />
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants '''[[Abilities List (LWR)#Penetrator|Penetrator]]'''||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||135<br />
|}<br />
<br />
===SAWs===<br />
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||-0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||18<br />
|-align="center"<br />
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||-0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(172)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||+3 penetration vs Mechanical Units<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||98||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|40&nbsp;days<br />(20&nbsp;days)||135<br />
|}<br />
<br />
===LMGs===<br />
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 6 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
<br />
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||-1.3||-10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||21<br />
|-align="center"<br />
<br />
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||42<br />
|-align="center"<br />
<br />
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||-1.3||-10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14&nbsp;days)||36<br />
|-align="center"<br />
<br />
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||+2 damage to '''[[Other_Abilities_(LWR)#Suppression|Suppressive Fire]]'''<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Strike Rifles===<br />
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}||rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||13<br />
|-align="center"<br />
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||45%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied<br />+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||120<br />
|}<br />
<br />
===Sniper Rifles===<br />
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+2 penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+2 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||60<br />
|-align="center"<br />
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+4 penetration<br />+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days<br />(19.5&nbsp;days)||135<br />
|}<br />
<br />
===MEC Weapons===<br />
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]<br />'''Pulse Particle Beam'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied<br />+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===SHIV Weapons===<br />
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs|| ||+15||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Arc and Stun Rifles ===<br />
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. In addition, failed stuns on aliens below 50% of their max HP will [[Other Abilities (LWR)#Maim|Maim]] The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle's damage against mechanical units by 4. Arc Rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]<br />'''Arc Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers<br/>Rocketeers||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br>6&nbsp;(5-7) vs mech<br>8&nbsp;(7-9) vs mech upg||title="Amount of ammunition available"|3<br>(4)||18||18||Grants '''Disabling Shot'''<br>Has '''[[Other_Abilities_(LWR)#Overload|Overload]]'''<br>+6 Penetration vs mech<br>Cannot critically hit<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Amount of ammunition available&#10;(Amount with the Improved Arc Thrower foundry project)"|2<br />(3)||4|| ||[[Other_Abilities_(LWR)#Stun|'''Stuns''']] aliens<br/>-1 support item slot||[[Research (LWR)#Xenology|Xenobiology]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||30<br />
|}<br />
<br />
== Secondary Weapons ==<br />
<br />
LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Laser and Pulse.<br />
<br />
'''Units that cannot use secondary weapons''': privates, gunners, and SHIVs<br />
<br />
'''Units that cannot use sidearms and have unique secondary weapons''': Rocketeers and MECs<br />
<br />
All sidearms grant the '''[[Other_Abilities_(LWR)#Maim|Maim]]''' ability.<br />
<br />
===Pistols=== <br />
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Pistol Long War.png|128px|Pistol]]<br />'''Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days<br />(6.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|14<br />(21)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(2)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]<br />'''Plasma Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||12<br />
|}<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Heater Long War.png|128px|Arc Pistol]]<br />'''Arc Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br> 4 (3-5) vs mech <br> 5 (4-6) vs mech Upg || Not Possible ||title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)||18||18||Has '''[[Other_Abilities_(LWR)#Overload|Overload]]<br>+4 Penetration vs mech<br>Cannot Critically Hit<br>Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Main Tech|Alien Computers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|0<br />(0)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||3<br />
|-align="center"<br />
|}<br />
<br />
===Autopistols=== <br />
Autopistols grant increased crit damage and chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
There are no Machine Pistol equivalents for either Laser tier.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
<br />
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]<br />'''Gauss Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|13<br />(18)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]<br />'''Plasma Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +4 damage during critical hits||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||15<br />
|}<br />
<br />
===Sawed-off Shotgun===<br />
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage secondary weapon; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project ''Quenchguns''. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]<br />'''Sawed-off Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)||60%||1||18||18||50% less damage against hardened targets|| ||3||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days<br />(4&nbsp;days)||6<br />
|}<br />
<br />
===Rocket Launchers===<br />
Each rocket launcher is fitted with 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]<br />'''Rocket Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||1||18||4||2 turn cooldown||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]<br />'''Recoilless Rifle'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)||1||18||4||2 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]<br />'''Blaster Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||1||14||4||2 turn cooldown<br>Can path around obstacles<br>Requires 2 AP to fire||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||2 UFO Flight Computers<br />1 Fusion Core||title="Duration in days&#10;(Duration when building quickly)"|42&nbsp;days<br />(21&nbsp;days)||180<br />
|}<br />
<br />
===MEC Secondary Weapons===<br />
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2"|Base<br>charges!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||8|| || 2 ||Bypasses all DR<br>50% chance for a 50 will test for panic<br />Will test 80 with the ''Jellied Elerium'' Foundry project<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days<br />(8.5&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MECs||-0.6|| ||self||2||1||Passive: If there are charges remaining, will heal 1 HP upon taking 2 or more damage<br>Activated: Heals 7 HP for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module'''||MECs|| ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||melee|| ||unlimited||+8 Penetration<br>Melee weapon<br>Red fog does not reduce KSM damage||[[Research (LWR)#Main Research|Alien Biocybernetics]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||12||2||3||+1 charge with the Packmaster perk||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]<br />'''Miniature Nuclear Explosive (MiNE) Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||10.6||4||2||+100 penetration<br>Detonates at the end of XCOM's '''next''' turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||54<br />
|-align="center"<br />
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]<br />'''Electro Pulse'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|8<br />(7-9)||self||4||unlimited||Only affects mechanical units<br />4 turn cooldown<br>Affects the MEC using the Electro Pulse as well||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||1 Arc Rifle||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||24<br />
|}<br />
<br />
[[Category: Long War Rebalance]]</div>Teacynhttps://www.ufopaedia.org/index.php?title=Weapons_(LWR)&diff=105304Weapons (LWR)2022-01-02T18:50:37Z<p>Teacyn: /* Carbines */ Clarified + updated description for Carbines</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== In General ==<br />
<br />
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:<br />
<br />
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma<br />
* 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.<br />
<br />
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:<br />
<br />
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon<br />
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn<br />
* Rookies cannot use pistols<br />
* Weapons are more accurate at close range<br />
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch<br />
* 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<br />
<br />
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.<br />
<br />
== Weapon Types ==<br />
<br />
=== Weapon Tiers ===<br />
<br />
==== Conventional/Ballistic ====<br />
<br />
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.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Electric ====<br />
<br />
There are 3 electric weapons: the Arc Rifle, Arc Pistol, and the Stun Rifle. While most campaigns will likely build some of each, the Stun Rifle is mandatory to win the game.<br />
<br />
The Arc Rifle and Pistol only deal full damage against Mechanical units, and the Supercapacitors foundry project increases their damage.<br />
<br />
<div style="max-width:320px;"><br />
Arc Rifle: 7 (vs mech)<br />
Arc Pistol: 4 (vs mech)<br />
</div><br />
<br />
==== Beam Lasers ====<br />
<br />
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. <br />
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also 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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 4<br />
Bonus Stats: +10 aim, +25% crit damage, +0.6 mobility<br />
Note: Pistol gains +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Gauss ====<br />
<br />
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. <br />
<br />
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. <br />
<br />
Furthermore, the Gauss Long Rifle and Alloy Strike Rifle (Now Gauss Strike Rifle) have reverted to function as normal Sniper and Strike rifles. Gauss weapons use the original XCOM ballistic weapon models. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 6<br />
</div><br />
<br />
==== Pulse Lasers ====<br />
<br />
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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 6<br />
Bonus Stats: +10 aim, +25% crit damage, +0.6 mobility<br />
Note: Pistol gains +25 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Plasma ====<br />
<br />
Plasma weapons remain the most powerful weapons available 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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 8<br />
</div><br />
<br />
'''Plasma-Specific Bonuses:'''<br />
*Plasma Rifle: Grants '''Biological Shredder'''<br />
*Plasma Battle Rifle: Grants '''Mechanical Shredder'''<br />
*Plasma Carbine: +10 defense (+15 defense total)<br />
*Plasma SMG: +1.3 mobility (+2.0 mobility total)<br />
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles<br />
*Plasma Strike Rifle: +3 damage against uncovered targets <br />
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range<br />
*Plasma Novagun (SAW): +3 penetration against Mechanical<br />
*Plasma Dragon (LMG): +2 damage to Suppressive Fire<br />
*Plasma Particle Cannon (MEC): +4 damage against Mechanical<br />
*Plasma Autocannon (SHIV): +15 aim, +15 crit<br />
<br />
=== Weapon Classes ===<br />
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:<br />
<br />
{| class="wikitable" style="max-width: 600px; text-align: center;"<br />
|- <br />
|+<br />
|-<br />
! style="padding: 4px;" | Weapon !! style="padding: 4px 15px;" | Base Damage<br />
|-<br />
|LMGs and SHIV/MEC Weapons || 200%<br />
|- <br />
|SAWs, Sniper Rifles, Shotguns, and Rocket Launchers || 150%<br />
|- <br />
|Battle Rifles and Strike Rifles || 125%<br />
|- <br />
|Assault Rifles || 100%<br />
|- <br />
| style="padding: 0 15px;" | Pistols, Machine Pistols, Carbines, and SMGs || 75%<br />
|}<br />
<br />
== Primary Weapons ==<br />
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.<br />
<br />
===Assault Rifles===<br />
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)<br />
||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(8)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||24<br />
|-align="center"<br />
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| 4 UFO Power Sources ||title="Duration in days&#10;(Duration when building quickly)"|31&nbsp;days<br />(15.5&nbsp;days)||75<br />
|}<br />
<br />
===Battle Rifles===<br />
Battle Rifles are heavier versions of Assault Rifles. They trade mobility and ammo capacity for increased damage output. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||18<br />
|-align="center"<br />
<br />
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||35%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(8)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
<br />
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(161)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
<br />
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Mechanical [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(575)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Carbines===<br />
Carbines are lighter versions of Assault Rifles focusing more on defense and consistency. They grant +0.6 mobility and a variable amount of Defense and Aim depending on tier, but have poor base crit chances and reduced damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||+0.6||+10||+10||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||+1.3||+10||+20||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(5)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||10<br />
|-align="center"<br />
<br />
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||+0.6||+15||+15||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||24<br />
|-align="center"<br />
<br />
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||+1.3||+15||+25||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|7<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
<br />
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||+0.6||+20||+20||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|160<br />(224)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||75<br />
|}<br />
<br />
===SMGs===<br />
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!! rowspan="2" {{Weapon damage (LWR)}} !!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(5)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||55%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||50%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|7<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+2.0|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|160<br />(224)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||30<br />
|}<br />
<br />
===Shotguns===<br />
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6 ||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||39<br />
|-align="center"<br />
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants '''[[Abilities List (LWR)#Penetrator|Penetrator]]'''||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||135<br />
|}<br />
<br />
===SAWs===<br />
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||-0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||18<br />
|-align="center"<br />
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||-0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(172)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||+3 penetration vs Mechanical Units<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||98||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|40&nbsp;days<br />(20&nbsp;days)||135<br />
|}<br />
<br />
===LMGs===<br />
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 6 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
<br />
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||-1.3||-10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||21<br />
|-align="center"<br />
<br />
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||42<br />
|-align="center"<br />
<br />
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||-1.3||-10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14&nbsp;days)||36<br />
|-align="center"<br />
<br />
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||+2 damage to '''[[Other_Abilities_(LWR)#Suppression|Suppressive Fire]]'''<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Strike Rifles===<br />
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}||rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||13<br />
|-align="center"<br />
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||45%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied<br />+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||120<br />
|}<br />
<br />
===Sniper Rifles===<br />
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+2 penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+2 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||60<br />
|-align="center"<br />
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+4 penetration<br />+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days<br />(19.5&nbsp;days)||135<br />
|}<br />
<br />
===MEC Weapons===<br />
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]<br />'''Pulse Particle Beam'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied<br />+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===SHIV Weapons===<br />
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs|| ||+15||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Arc and Stun Rifles ===<br />
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. In addition, failed stuns on aliens below 50% of their max HP will [[Other Abilities (LWR)#Maim|Maim]] The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle's damage against mechanical units by 4. Arc Rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]<br />'''Arc Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers<br/>Rocketeers||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br>6&nbsp;(5-7) vs mech<br>8&nbsp;(7-9) vs mech upg||title="Amount of ammunition available"|3<br>(4)||18||18||Grants '''Disabling Shot'''<br>Has '''[[Other_Abilities_(LWR)#Overload|Overload]]'''<br>+6 Penetration vs mech<br>Cannot critically hit<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Amount of ammunition available&#10;(Amount with the Improved Arc Thrower foundry project)"|2<br />(3)||4|| ||[[Other_Abilities_(LWR)#Stun|'''Stuns''']] aliens<br/>-1 support item slot||[[Research (LWR)#Xenology|Xenobiology]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||30<br />
|}<br />
<br />
== Secondary Weapons ==<br />
<br />
LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Laser and Pulse.<br />
<br />
'''Units that cannot use secondary weapons''': privates, gunners, and SHIVs<br />
<br />
'''Units that cannot use sidearms and have unique secondary weapons''': Rocketeers and MECs<br />
<br />
All sidearms grant the '''[[Other_Abilities_(LWR)#Maim|Maim]]''' ability.<br />
<br />
===Pistols=== <br />
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Pistol Long War.png|128px|Pistol]]<br />'''Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days<br />(6.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|14<br />(21)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(2)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]<br />'''Plasma Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||12<br />
|}<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Heater Long War.png|128px|Arc Pistol]]<br />'''Arc Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br> 4 (3-5) vs mech <br> 5 (4-6) vs mech Upg || Not Possible ||title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)||18||18||Has '''[[Other_Abilities_(LWR)#Overload|Overload]]<br>+4 Penetration vs mech<br>Cannot Critically Hit<br>Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Main Tech|Alien Computers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|0<br />(0)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||3<br />
|-align="center"<br />
|}<br />
<br />
===Autopistols=== <br />
Autopistols grant increased crit damage and chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
There are no Machine Pistol equivalents for either Laser tier.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
<br />
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]<br />'''Gauss Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|13<br />(18)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]<br />'''Plasma Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +4 damage during critical hits||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||15<br />
|}<br />
<br />
===Sawed-off Shotgun===<br />
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage secondary weapon; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project ''Quenchguns''. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]<br />'''Sawed-off Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)||60%||1||18||18||50% less damage against hardened targets|| ||3||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days<br />(4&nbsp;days)||6<br />
|}<br />
<br />
===Rocket Launchers===<br />
Each rocket launcher is fitted with 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]<br />'''Rocket Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||1||18||4||2 turn cooldown||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]<br />'''Recoilless Rifle'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)||1||18||4||2 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]<br />'''Blaster Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||1||14||4||2 turn cooldown<br>Can path around obstacles<br>Requires 2 AP to fire||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||2 UFO Flight Computers<br />1 Fusion Core||title="Duration in days&#10;(Duration when building quickly)"|42&nbsp;days<br />(21&nbsp;days)||180<br />
|}<br />
<br />
===MEC Secondary Weapons===<br />
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2"|Base<br>charges!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||8|| || 2 ||Bypasses all DR<br>50% chance for a 50 will test for panic<br />Will test 80 with the ''Jellied Elerium'' Foundry project<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days<br />(8.5&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MECs||-0.6|| ||self||2||1||Passive: If there are charges remaining, will heal 1 HP upon taking 2 or more damage<br>Activated: Heals 7 HP for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module'''||MECs|| ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||melee|| ||unlimited||+8 Penetration<br>Melee weapon<br>Red fog does not reduce KSM damage||[[Research (LWR)#Main Research|Alien Biocybernetics]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||12||2||3||+1 charge with the Packmaster perk||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]<br />'''Miniature Nuclear Explosive (MiNE) Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||10.6||4||2||+100 penetration<br>Detonates at the end of XCOM's '''next''' turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||54<br />
|-align="center"<br />
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]<br />'''Electro Pulse'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|8<br />(7-9)||self||4||unlimited||Only affects mechanical units<br />4 turn cooldown<br>Affects the MEC using the Electro Pulse as well||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||1 Arc Rifle||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||24<br />
|}<br />
<br />
[[Category: Long War Rebalance]]</div>Teacynhttps://www.ufopaedia.org/index.php?title=Weapons_(LWR)&diff=105303Weapons (LWR)2022-01-02T18:46:20Z<p>Teacyn: /* Battle Rifles */</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== In General ==<br />
<br />
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:<br />
<br />
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma<br />
* 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.<br />
<br />
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:<br />
<br />
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon<br />
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn<br />
* Rookies cannot use pistols<br />
* Weapons are more accurate at close range<br />
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch<br />
* 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<br />
<br />
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.<br />
<br />
== Weapon Types ==<br />
<br />
=== Weapon Tiers ===<br />
<br />
==== Conventional/Ballistic ====<br />
<br />
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.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Electric ====<br />
<br />
There are 3 electric weapons: the Arc Rifle, Arc Pistol, and the Stun Rifle. While most campaigns will likely build some of each, the Stun Rifle is mandatory to win the game.<br />
<br />
The Arc Rifle and Pistol only deal full damage against Mechanical units, and the Supercapacitors foundry project increases their damage.<br />
<br />
<div style="max-width:320px;"><br />
Arc Rifle: 7 (vs mech)<br />
Arc Pistol: 4 (vs mech)<br />
</div><br />
<br />
==== Beam Lasers ====<br />
<br />
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. <br />
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also 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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 4<br />
Bonus Stats: +10 aim, +25% crit damage, +0.6 mobility<br />
Note: Pistol gains +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Gauss ====<br />
<br />
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. <br />
<br />
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. <br />
<br />
Furthermore, the Gauss Long Rifle and Alloy Strike Rifle (Now Gauss Strike Rifle) have reverted to function as normal Sniper and Strike rifles. Gauss weapons use the original XCOM ballistic weapon models. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 6<br />
</div><br />
<br />
==== Pulse Lasers ====<br />
<br />
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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 6<br />
Bonus Stats: +10 aim, +25% crit damage, +0.6 mobility<br />
Note: Pistol gains +25 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Plasma ====<br />
<br />
Plasma weapons remain the most powerful weapons available 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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 8<br />
</div><br />
<br />
'''Plasma-Specific Bonuses:'''<br />
*Plasma Rifle: Grants '''Biological Shredder'''<br />
*Plasma Battle Rifle: Grants '''Mechanical Shredder'''<br />
*Plasma Carbine: +10 defense (+15 defense total)<br />
*Plasma SMG: +1.3 mobility (+2.0 mobility total)<br />
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles<br />
*Plasma Strike Rifle: +3 damage against uncovered targets <br />
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range<br />
*Plasma Novagun (SAW): +3 penetration against Mechanical<br />
*Plasma Dragon (LMG): +2 damage to Suppressive Fire<br />
*Plasma Particle Cannon (MEC): +4 damage against Mechanical<br />
*Plasma Autocannon (SHIV): +15 aim, +15 crit<br />
<br />
=== Weapon Classes ===<br />
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:<br />
<br />
{| class="wikitable" style="max-width: 600px; text-align: center;"<br />
|- <br />
|+<br />
|-<br />
! style="padding: 4px;" | Weapon !! style="padding: 4px 15px;" | Base Damage<br />
|-<br />
|LMGs and SHIV/MEC Weapons || 200%<br />
|- <br />
|SAWs, Sniper Rifles, Shotguns, and Rocket Launchers || 150%<br />
|- <br />
|Battle Rifles and Strike Rifles || 125%<br />
|- <br />
|Assault Rifles || 100%<br />
|- <br />
| style="padding: 0 15px;" | Pistols, Machine Pistols, Carbines, and SMGs || 75%<br />
|}<br />
<br />
== Primary Weapons ==<br />
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.<br />
<br />
===Assault Rifles===<br />
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)<br />
||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(8)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||24<br />
|-align="center"<br />
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| 4 UFO Power Sources ||title="Duration in days&#10;(Duration when building quickly)"|31&nbsp;days<br />(15.5&nbsp;days)||75<br />
|}<br />
<br />
===Battle Rifles===<br />
Battle Rifles are heavier versions of Assault Rifles. They trade mobility and ammo capacity for increased damage output. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||18<br />
|-align="center"<br />
<br />
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||35%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(8)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
<br />
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(161)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
<br />
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Mechanical [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(575)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Carbines===<br />
Carbines are lighter versions of Assault Rifles. They grant +0.6 mobility and +15 aim, and have moderate base crit chances. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. They grant +5 defense when equipped. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||+0.6||+10||+10||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||+1.3||+10||+20||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(5)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||10<br />
|-align="center"<br />
<br />
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||+0.6||+15||+15||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||24<br />
|-align="center"<br />
<br />
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||+1.3||+15||+25||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|7<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
<br />
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||+0.6||+20||+20||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|160<br />(224)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||75<br />
|}<br />
<br />
===SMGs===<br />
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!! rowspan="2" {{Weapon damage (LWR)}} !!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(5)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||55%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||50%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|7<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+2.0|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|160<br />(224)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||30<br />
|}<br />
<br />
===Shotguns===<br />
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6 ||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||39<br />
|-align="center"<br />
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants '''[[Abilities List (LWR)#Penetrator|Penetrator]]'''||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||135<br />
|}<br />
<br />
===SAWs===<br />
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||-0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||18<br />
|-align="center"<br />
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||-0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(172)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||+3 penetration vs Mechanical Units<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||98||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|40&nbsp;days<br />(20&nbsp;days)||135<br />
|}<br />
<br />
===LMGs===<br />
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 6 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
<br />
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||-1.3||-10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||21<br />
|-align="center"<br />
<br />
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||42<br />
|-align="center"<br />
<br />
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||-1.3||-10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14&nbsp;days)||36<br />
|-align="center"<br />
<br />
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||+2 damage to '''[[Other_Abilities_(LWR)#Suppression|Suppressive Fire]]'''<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Strike Rifles===<br />
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}||rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||13<br />
|-align="center"<br />
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||45%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied<br />+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||120<br />
|}<br />
<br />
===Sniper Rifles===<br />
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+2 penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+2 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||60<br />
|-align="center"<br />
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+4 penetration<br />+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days<br />(19.5&nbsp;days)||135<br />
|}<br />
<br />
===MEC Weapons===<br />
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]<br />'''Pulse Particle Beam'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied<br />+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===SHIV Weapons===<br />
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs|| ||+15||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Arc and Stun Rifles ===<br />
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. In addition, failed stuns on aliens below 50% of their max HP will [[Other Abilities (LWR)#Maim|Maim]] The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle's damage against mechanical units by 4. Arc Rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]<br />'''Arc Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers<br/>Rocketeers||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br>6&nbsp;(5-7) vs mech<br>8&nbsp;(7-9) vs mech upg||title="Amount of ammunition available"|3<br>(4)||18||18||Grants '''Disabling Shot'''<br>Has '''[[Other_Abilities_(LWR)#Overload|Overload]]'''<br>+6 Penetration vs mech<br>Cannot critically hit<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Amount of ammunition available&#10;(Amount with the Improved Arc Thrower foundry project)"|2<br />(3)||4|| ||[[Other_Abilities_(LWR)#Stun|'''Stuns''']] aliens<br/>-1 support item slot||[[Research (LWR)#Xenology|Xenobiology]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||30<br />
|}<br />
<br />
== Secondary Weapons ==<br />
<br />
LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Laser and Pulse.<br />
<br />
'''Units that cannot use secondary weapons''': privates, gunners, and SHIVs<br />
<br />
'''Units that cannot use sidearms and have unique secondary weapons''': Rocketeers and MECs<br />
<br />
All sidearms grant the '''[[Other_Abilities_(LWR)#Maim|Maim]]''' ability.<br />
<br />
===Pistols=== <br />
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Pistol Long War.png|128px|Pistol]]<br />'''Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days<br />(6.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|14<br />(21)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(2)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]<br />'''Plasma Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||12<br />
|}<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Heater Long War.png|128px|Arc Pistol]]<br />'''Arc Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br> 4 (3-5) vs mech <br> 5 (4-6) vs mech Upg || Not Possible ||title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)||18||18||Has '''[[Other_Abilities_(LWR)#Overload|Overload]]<br>+4 Penetration vs mech<br>Cannot Critically Hit<br>Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Main Tech|Alien Computers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|0<br />(0)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||3<br />
|-align="center"<br />
|}<br />
<br />
===Autopistols=== <br />
Autopistols grant increased crit damage and chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
There are no Machine Pistol equivalents for either Laser tier.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
<br />
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]<br />'''Gauss Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|13<br />(18)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]<br />'''Plasma Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +4 damage during critical hits||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||15<br />
|}<br />
<br />
===Sawed-off Shotgun===<br />
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage secondary weapon; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project ''Quenchguns''. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]<br />'''Sawed-off Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)||60%||1||18||18||50% less damage against hardened targets|| ||3||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days<br />(4&nbsp;days)||6<br />
|}<br />
<br />
===Rocket Launchers===<br />
Each rocket launcher is fitted with 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]<br />'''Rocket Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||1||18||4||2 turn cooldown||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]<br />'''Recoilless Rifle'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)||1||18||4||2 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]<br />'''Blaster Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||1||14||4||2 turn cooldown<br>Can path around obstacles<br>Requires 2 AP to fire||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||2 UFO Flight Computers<br />1 Fusion Core||title="Duration in days&#10;(Duration when building quickly)"|42&nbsp;days<br />(21&nbsp;days)||180<br />
|}<br />
<br />
===MEC Secondary Weapons===<br />
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2"|Base<br>charges!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||8|| || 2 ||Bypasses all DR<br>50% chance for a 50 will test for panic<br />Will test 80 with the ''Jellied Elerium'' Foundry project<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days<br />(8.5&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MECs||-0.6|| ||self||2||1||Passive: If there are charges remaining, will heal 1 HP upon taking 2 or more damage<br>Activated: Heals 7 HP for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module'''||MECs|| ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||melee|| ||unlimited||+8 Penetration<br>Melee weapon<br>Red fog does not reduce KSM damage||[[Research (LWR)#Main Research|Alien Biocybernetics]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||12||2||3||+1 charge with the Packmaster perk||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]<br />'''Miniature Nuclear Explosive (MiNE) Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||10.6||4||2||+100 penetration<br>Detonates at the end of XCOM's '''next''' turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||54<br />
|-align="center"<br />
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]<br />'''Electro Pulse'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|8<br />(7-9)||self||4||unlimited||Only affects mechanical units<br />4 turn cooldown<br>Affects the MEC using the Electro Pulse as well||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||1 Arc Rifle||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||24<br />
|}<br />
<br />
[[Category: Long War Rebalance]]</div>Teacynhttps://www.ufopaedia.org/index.php?title=Weapons_(LWR)&diff=105302Weapons (LWR)2022-01-02T18:46:02Z<p>Teacyn: /* Battle Rifles */</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== In General ==<br />
<br />
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:<br />
<br />
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma<br />
* 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.<br />
<br />
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:<br />
<br />
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon<br />
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn<br />
* Rookies cannot use pistols<br />
* Weapons are more accurate at close range<br />
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch<br />
* 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<br />
<br />
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.<br />
<br />
== Weapon Types ==<br />
<br />
=== Weapon Tiers ===<br />
<br />
==== Conventional/Ballistic ====<br />
<br />
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.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Electric ====<br />
<br />
There are 3 electric weapons: the Arc Rifle, Arc Pistol, and the Stun Rifle. While most campaigns will likely build some of each, the Stun Rifle is mandatory to win the game.<br />
<br />
The Arc Rifle and Pistol only deal full damage against Mechanical units, and the Supercapacitors foundry project increases their damage.<br />
<br />
<div style="max-width:320px;"><br />
Arc Rifle: 7 (vs mech)<br />
Arc Pistol: 4 (vs mech)<br />
</div><br />
<br />
==== Beam Lasers ====<br />
<br />
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. <br />
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also 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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 4<br />
Bonus Stats: +10 aim, +25% crit damage, +0.6 mobility<br />
Note: Pistol gains +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Gauss ====<br />
<br />
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. <br />
<br />
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. <br />
<br />
Furthermore, the Gauss Long Rifle and Alloy Strike Rifle (Now Gauss Strike Rifle) have reverted to function as normal Sniper and Strike rifles. Gauss weapons use the original XCOM ballistic weapon models. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 6<br />
</div><br />
<br />
==== Pulse Lasers ====<br />
<br />
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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 6<br />
Bonus Stats: +10 aim, +25% crit damage, +0.6 mobility<br />
Note: Pistol gains +25 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Plasma ====<br />
<br />
Plasma weapons remain the most powerful weapons available 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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 8<br />
</div><br />
<br />
'''Plasma-Specific Bonuses:'''<br />
*Plasma Rifle: Grants '''Biological Shredder'''<br />
*Plasma Battle Rifle: Grants '''Mechanical Shredder'''<br />
*Plasma Carbine: +10 defense (+15 defense total)<br />
*Plasma SMG: +1.3 mobility (+2.0 mobility total)<br />
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles<br />
*Plasma Strike Rifle: +3 damage against uncovered targets <br />
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range<br />
*Plasma Novagun (SAW): +3 penetration against Mechanical<br />
*Plasma Dragon (LMG): +2 damage to Suppressive Fire<br />
*Plasma Particle Cannon (MEC): +4 damage against Mechanical<br />
*Plasma Autocannon (SHIV): +15 aim, +15 crit<br />
<br />
=== Weapon Classes ===<br />
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:<br />
<br />
{| class="wikitable" style="max-width: 600px; text-align: center;"<br />
|- <br />
|+<br />
|-<br />
! style="padding: 4px;" | Weapon !! style="padding: 4px 15px;" | Base Damage<br />
|-<br />
|LMGs and SHIV/MEC Weapons || 200%<br />
|- <br />
|SAWs, Sniper Rifles, Shotguns, and Rocket Launchers || 150%<br />
|- <br />
|Battle Rifles and Strike Rifles || 125%<br />
|- <br />
|Assault Rifles || 100%<br />
|- <br />
| style="padding: 0 15px;" | Pistols, Machine Pistols, Carbines, and SMGs || 75%<br />
|}<br />
<br />
== Primary Weapons ==<br />
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.<br />
<br />
===Assault Rifles===<br />
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)<br />
||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(8)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||24<br />
|-align="center"<br />
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| 4 UFO Power Sources ||title="Duration in days&#10;(Duration when building quickly)"|31&nbsp;days<br />(15.5&nbsp;days)||75<br />
|}<br />
<br />
===Battle Rifles===<br />
Battle Rifles are heavier versions of Assault Rifles. They trade mobility and ammo capacity for increased damage and crit chance. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||18<br />
|-align="center"<br />
<br />
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||35%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(8)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
<br />
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(161)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
<br />
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Mechanical [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(575)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Carbines===<br />
Carbines are lighter versions of Assault Rifles. They grant +0.6 mobility and +15 aim, and have moderate base crit chances. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. They grant +5 defense when equipped. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||+0.6||+10||+10||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||+1.3||+10||+20||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(5)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||10<br />
|-align="center"<br />
<br />
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||+0.6||+15||+15||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||24<br />
|-align="center"<br />
<br />
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||+1.3||+15||+25||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|7<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
<br />
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||+0.6||+20||+20||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|160<br />(224)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||75<br />
|}<br />
<br />
===SMGs===<br />
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!! rowspan="2" {{Weapon damage (LWR)}} !!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(5)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||55%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||50%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|7<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+2.0|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|160<br />(224)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||30<br />
|}<br />
<br />
===Shotguns===<br />
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6 ||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||39<br />
|-align="center"<br />
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants '''[[Abilities List (LWR)#Penetrator|Penetrator]]'''||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||135<br />
|}<br />
<br />
===SAWs===<br />
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||-0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||18<br />
|-align="center"<br />
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||-0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(172)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||+3 penetration vs Mechanical Units<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||98||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|40&nbsp;days<br />(20&nbsp;days)||135<br />
|}<br />
<br />
===LMGs===<br />
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 6 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
<br />
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||-1.3||-10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||21<br />
|-align="center"<br />
<br />
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||42<br />
|-align="center"<br />
<br />
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||-1.3||-10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14&nbsp;days)||36<br />
|-align="center"<br />
<br />
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''||Gunners||-2.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br>(5)||18||18||+2 damage to '''[[Other_Abilities_(LWR)#Suppression|Suppressive Fire]]'''<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Strike Rifles===<br />
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}||rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||13<br />
|-align="center"<br />
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||45%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers||+1.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied<br />+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||120<br />
|}<br />
<br />
===Sniper Rifles===<br />
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+2 penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+2 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||60<br />
|-align="center"<br />
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers|| ||+10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+4 penetration<br />+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days<br />(19.5&nbsp;days)||135<br />
|}<br />
<br />
===MEC Weapons===<br />
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]<br />'''Pulse Particle Beam'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied<br />+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===SHIV Weapons===<br />
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs||+0.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs|| ||+15||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Arc and Stun Rifles ===<br />
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. In addition, failed stuns on aliens below 50% of their max HP will [[Other Abilities (LWR)#Maim|Maim]] The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle's damage against mechanical units by 4. Arc Rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]<br />'''Arc Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers<br/>Rocketeers||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br>6&nbsp;(5-7) vs mech<br>8&nbsp;(7-9) vs mech upg||title="Amount of ammunition available"|3<br>(4)||18||18||Grants '''Disabling Shot'''<br>Has '''[[Other_Abilities_(LWR)#Overload|Overload]]'''<br>+6 Penetration vs mech<br>Cannot critically hit<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Amount of ammunition available&#10;(Amount with the Improved Arc Thrower foundry project)"|2<br />(3)||4|| ||[[Other_Abilities_(LWR)#Stun|'''Stuns''']] aliens<br/>-1 support item slot||[[Research (LWR)#Xenology|Xenobiology]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||30<br />
|}<br />
<br />
== Secondary Weapons ==<br />
<br />
LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Laser and Pulse.<br />
<br />
'''Units that cannot use secondary weapons''': privates, gunners, and SHIVs<br />
<br />
'''Units that cannot use sidearms and have unique secondary weapons''': Rocketeers and MECs<br />
<br />
All sidearms grant the '''[[Other_Abilities_(LWR)#Maim|Maim]]''' ability.<br />
<br />
===Pistols=== <br />
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Pistol Long War.png|128px|Pistol]]<br />'''Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days<br />(6.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|14<br />(21)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(2)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]<br />'''Plasma Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||12<br />
|}<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Heater Long War.png|128px|Arc Pistol]]<br />'''Arc Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br> 4 (3-5) vs mech <br> 5 (4-6) vs mech Upg || Not Possible ||title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)||18||18||Has '''[[Other_Abilities_(LWR)#Overload|Overload]]<br>+4 Penetration vs mech<br>Cannot Critically Hit<br>Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Main Tech|Alien Computers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|0<br />(0)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||3<br />
|-align="center"<br />
|}<br />
<br />
===Autopistols=== <br />
Autopistols grant increased crit damage and chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
There are no Machine Pistol equivalents for either Laser tier.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
<br />
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]<br />'''Gauss Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|13<br />(18)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]<br />'''Plasma Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +4 damage during critical hits||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||15<br />
|}<br />
<br />
===Sawed-off Shotgun===<br />
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage secondary weapon; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project ''Quenchguns''. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]<br />'''Sawed-off Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)||60%||1||18||18||50% less damage against hardened targets|| ||3||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days<br />(4&nbsp;days)||6<br />
|}<br />
<br />
===Rocket Launchers===<br />
Each rocket launcher is fitted with 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]<br />'''Rocket Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||1||18||4||2 turn cooldown||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]<br />'''Recoilless Rifle'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)||1||18||4||2 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]<br />'''Blaster Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||1||14||4||2 turn cooldown<br>Can path around obstacles<br>Requires 2 AP to fire||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||2 UFO Flight Computers<br />1 Fusion Core||title="Duration in days&#10;(Duration when building quickly)"|42&nbsp;days<br />(21&nbsp;days)||180<br />
|}<br />
<br />
===MEC Secondary Weapons===<br />
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2"|Base<br>charges!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||8|| || 2 ||Bypasses all DR<br>50% chance for a 50 will test for panic<br />Will test 80 with the ''Jellied Elerium'' Foundry project<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days<br />(8.5&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MECs||-0.6|| ||self||2||1||Passive: If there are charges remaining, will heal 1 HP upon taking 2 or more damage<br>Activated: Heals 7 HP for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module'''||MECs|| ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||melee|| ||unlimited||+8 Penetration<br>Melee weapon<br>Red fog does not reduce KSM damage||[[Research (LWR)#Main Research|Alien Biocybernetics]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||12||2||3||+1 charge with the Packmaster perk||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]<br />'''Miniature Nuclear Explosive (MiNE) Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||10.6||4||2||+100 penetration<br>Detonates at the end of XCOM's '''next''' turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||54<br />
|-align="center"<br />
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]<br />'''Electro Pulse'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|8<br />(7-9)||self||4||unlimited||Only affects mechanical units<br />4 turn cooldown<br>Affects the MEC using the Electro Pulse as well||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||1 Arc Rifle||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||24<br />
|}<br />
<br />
[[Category: Long War Rebalance]]</div>Teacynhttps://www.ufopaedia.org/index.php?title=Equipment_(LWR)&diff=104988Equipment (LWR)2021-12-07T20:11:37Z<p>Teacyn: /* Explosives */ Fixed Plasma Grenade source description.</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
==In General==<br />
<br />
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]<br />
<br />
In Long War Rebalance, all regular soldiers have 2 '''equipment slots''' from the start of the game. The Tactical Rigging Foundry project increases this to 3 slots.<br />
<br />
All equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien Grenades, once you have researched the ''Alien Grenades'' Foundry project.<br />
<br />
All other items need to be produced first, and can only be equipped once per time they are produced. Note that producing consumables represents a production line for these consumables. You can still only equip it once for each time you have produced them, but using them during the mission does not expend them from your storage, and unless damaged, you can bring them again during the next mission.<br />
<br />
Most items have a weight, which is represented as a movement penalty. The average item has a weight of 0.6, and thus provides a -0.6 tile movement penalty. Some items weigh 1.2 or more, and a few items weigh nothing or even provide a movement bonus. Extra charges from perks such as ''Packmaster'', ''Grenadier'' and ''Smoke and Mirrors'' do not increase the weight and do not provide additional movement penalties.<br />
<br />
You can choose to equip less than the maximum number of items by clicking on the empty hand icon. Since most items provide a movement penalty, this effectively gives you a small movement bonus.<br />
<br />
==Soldier Equipment==<br />
===Passive Equipment===<br />
<br />
This equipment will grant soldiers benefits passively, without them having to perform any actions.<br />
<br />
====Platings====<br />
In Long War Rebalance, the aliens hits hard. Fortunately, you have access to platings that can be worn in addition to regular armor, providing more survivability. A soldier can only equip one plating at a time.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Health bonus (LWR)}}!!rowspan="2" {{Damage reduction (LWR)}}!!rowspan="2" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (LWR)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}<br />
|-align="center"<br />
|[[File:Ceramic Plates Long War.png|128px|link=Equipment (LWR)#Protective gear|Ceramic Plating]]<br />'''[[Equipment (LWR)#Protective gear|Ceramic Plating]]'''||Biosoldiers||-0.6||+2||+1|| || ||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Alloy Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Alloy Plating]]<br />'''[[Equipment (LWR)#Protective gear|Alloy Plating]]'''||Biosoldiers||-0.6||+4||+1|| || ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||14<br />
|-align="center"<br />
|[[File:Reinforced Armor Long War.png|128px|link=Equipment (LWR)#Protective gear|Reinforced Plating]]<br />'''[[Equipment (LWR)#Protective gear|Reinforced Plating]]'''||Biosoldiers||-1.3||+4||+2|| || ||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(28)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28<br />
|-align="center"<br />
|[[File:Chittin Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Chitin Plating]]<br />'''[[Equipment (LWR)#Protective gear|Chitin Plating]]'''||Biosoldiers|| ||+2||+1|| ||Reduces incoming melee damage by 50%<br />Prevents strangulation<br>Reduces [[Other_Abilities_(LWR)#Corrosion|'''Corrosion''']] duration by half||[[Research (LWR)#Alien Autopsies|Chryssalid Autopsy]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(21)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||10 [[Alien Artifacts (LWR)#Aliens|Chryssalid Carcasses]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||32<br />
|-align="center"<br />
|[[File:Impact Vest Long War.png|128px|link=Equipment (LWR)#Protective gear|Regenerative Plating]]<br />'''[[Equipment (LWR)#Protective gear|Regenerative Plating]]'''||Biosoldiers|| || ||+1||{{ Repair Servos (LWR) }}|| ||[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|28<br />(39)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||36<br />
|}<br />
<br />
====Sightings====<br />
In Long War Rebalance, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of accessories that make this job easier. <br />
<br />
Weapon sightings apply their bonus to primary weapons only and each unit can only equip one at a time.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Aim bonus (LWR)}}!!rowspan="2" {{Crit chance (LWR)}}!!rowspan="2" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (LWR)}}!!rowspan="2" {{Required for combined (LWR)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}<br />
|-align="center"<br />
|[[File:SCOPE Long War.png|128px|link=Equipment (LWR)#Weapon attachments|SCOPE]]<br />'''[[Equipment (LWR)#Weapon attachments|SCOPE]]'''||Soldiers<br />SHIVs|| ||+5||+10|| || ||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(35)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28||[[Equipment (LWR)#Weapon attachments|Neural Gunlink]] (1)<br />
|-align="center"<br />
|[[File:Marksman Scope Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Marksman Scope]]<br />'''[[Equipment (LWR)#Weapon attachments|Marksman Scope]]'''||Scouts|| ||+5||+5||{{ Squadsight (LWR) }}{{ Executioner (LWR) }}||Can only be equipped with strike rifles||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(42)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||12||<br />
|-align="center"<br />
|[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]<br />'''[[Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]'''||Biosoldiers|| ||+15|| || || ||colspan="8"|Looted from the Exalt headquarters<br />Provided by a Mexican starting bonus||200||<br />
|-align="center"<br />
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Neural Gunlink]]<br />'''[[Equipment (LWR)#Weapon attachments|Neural Gunlink]]'''||Psionic soldiers|| ||+10||+15|| || ||[[Research (LWR)#Xenology|Alien Biocybernetics]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|300<br />(420)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||1 [[Equipment (LWR)#Weapon attachments|SCOPE]]||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28||<br />
|}<br />
<br />
====Weapon Attachments====<br />
Like weapon sightings, these attachments can improve a weapons ability to hit and crit enemy targets. Except for perk bonuses, they only affect primary weapons.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Aim bonus (LWR)}}!!rowspan="2" {{Crit chance (LWR)}}!!rowspan="2" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (LWR)}}!!rowspan="2" {{Required for combined (LWR)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}<br />
|-align="center"<br />
|[[File:Laser Sight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Laser Sight]]<br />'''[[Equipment (LWR)#Weapon attachments|Laser Sight]]'''||Soldiers<br />SHIVs|| || ||+15|| || ||colspan="8"|XCOM starts with an unlimited supply|| ||<br />
|-align="center"<br />
|[[File:Targeting Module Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Targeting Module]]<br />'''[[Equipment (LWR)#Weapon attachments|Targeting Module]]'''||Soldiers<br />SHIVs|| || ||+10|| ||+1 damage during critical hits||[[Research (LWR)#Xenology|Xenobiology]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(154)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||33||<br />
|-align="center"<br />
|[[File:Alloy Bipod Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Alloy Bipod]]<br />'''[[Equipment (LWR)#Weapon attachments|Alloy Bipod]]'''||Biosoldiers||-0.6|| || ||{{ Platform Stability (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(84)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||10||<br />
|}<br />
<br />
====Ammunition Modifiers====<br />
In addition to attaching unique items to your weapons, you can augment your ammo sources increasing damage, capacity, and offering other benefits. You can only equip one ammo capacity increasing item at a time.<br />
<br />
Ammunition modifiers only affect primary weapons. <br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Damage bonus (LWR)}}!!rowspan="2" {{Crit chance (LWR)}}!!rowspan="2" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (LWR)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}<br />
|-align="center"<br />
|[[File:Hi Cap Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|High Cap Mags]]<br />'''[[Equipment (LWR)#Special ammunition|High Cap Mags]]'''||Biosoldiers|| || || || ||Non-electric primary weapons gain +1 ammo<br />Can't be equipped with Drum Mags||colspan="7"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Drum Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|Drum Mags]]<br />'''[[Equipment (LWR)#Special ammunition|Drum Mags]]'''||Non-Private biosoldiers<br>SMGs, Carbines, Assault Rifles, or Battle Rifles only||-1.3|| || ||{{ Flush (LWR) }}||Non-electric primary weapons gain +2 ammo<br />Can't be equipped with High Cap Mags||colspan="7"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]<br />'''[[Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]'''||Soldiers and SHIVs<br>Ballistic/gauss primary weapons only|| ||+1|| || || ||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(28)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||8<br />
|-align="center"<br />
|[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]<br />'''[[Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]'''||Soldiers and SHIVs<br>Laser/pulse primary weapons only|| ||+1|| || || ||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Lasers]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||14<br />
|-align="center"<br />
|[[File:Reaper Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Reaper Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Reaper Ammo]]'''||Soldiers and SHIVs<br>Laser/pulse primary weapons only|| || ||+20|| ||+2 damage during critical hits<br>Primary weapon range penalties are doubled||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20<br />
|-align="center"<br />
|[[File:Plasma Stellerator Long War.png|128px|link=Equipment (LWR)#Special ammunition|Plasma Stellerator]]<br />'''[[Equipment (LWR)#Special ammunition|Plasma Stellerator]]'''||Soldiers and SHIVs<br>Plasma primary weapons only|| ||+2|| || || ||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Plasma]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|120<br />(168)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14.0&nbsp;days)||50<br />
|}<br />
<br />
====Special Ammunition====<br />
In addition to augmenting your ammo sources, you can also change them with one of the following ammo types. Only one ammo type can be equipped at a time.<br />
<br />
All special ammunition is restricted to '''Ballistic and Gauss weapons only'''.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (LWR)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}<br />
|-align="center"<br />
|[[File:Breaching Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Breaching Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Breaching Ammo]]'''||Biosoldiers with Shotguns||-0.6|| ||Primary weapons bypass DR from '''hardened'''<br>Primary weapon only||[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(49)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||14<br />
|-align="center"<br />
|[[File:Shredder Ammo.png|128px|link=Equipment (LWR)#Special ammunition|Shredder Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Shredder Ammo]]'''||Infantry<br>Medics<br>Assaults<br>Engineers<br>Scouts|| ||{{ Shredder (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]'''||Biosoldiers with ARs, Carbines, SMGs, or BRs<br>MECs<br>SHIVs|| || ||Primary weapons gain +2 penetration||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(25)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(63)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20<br />
|-align="center"<br />
|[[File:Flak Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Flak Ammo]]<br />'''[[Equipment (LWR)#Special ammunition|Flak Ammo]]'''||Soldiers<br />SHIVs||-0.6|| ||Shots from the primary weapon ignore the 30 defense bonus flying targets receive||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(28)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||24<br />
|}<br />
<br />
====Miscellaneous gear====<br />
Unlike strictly protective items, these items offer a range of other benefits.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Will bonus (LWR)}}!!rowspan="2" {{Defense bonus (LWR)}}!!rowspan="2" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (LWR)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}<br />
|-align="center"<br />
|[[File:Alien Trophy Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Alien Trophy]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Alien Trophy]]'''||Soldiers|| || || ||{{ Steadfast (LWR) }}|| || ||colspan="8"|XCOM starts with an unlimited supply<br />
|-align="center"<br />
|[[File:Tactical Sensors Long War.png|128px|link=Equipment (LWR)#MEC equipment|Proximity Sensor]]<br />'''[[Equipment (LWR)#MEC equipment|Proximity Sensor]]'''||Biosoldiers|| || ||+5||{{ Tracker (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(98)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Respirator Implant Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Respirator Implant]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Respirator Implant]]'''||Biosoldiers||+0.6|| ||+10|| ||Prevents strangulation<br />Automatic bleed out on first drop<br />Increases bleed out time by 2 turns<br>Reveals the bleed out timer||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||16<br />
|-align="center"<br />
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Extrasensory Vest]]<br />'''[[Equipment (LWR)#Protective gear|Extrasensory Vest]]'''||Biosoldiers|| || || ||{{ Tracker (LWR) }}{{ Awareness (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(49)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||26<br />
|-align="center"<br />
|[[File:Walker Servos Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Walker Servos]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Walker Servos]]'''||Biosoldiers|| || || || ||Set the mobility to 9.3 and ignore all mobility altering effects||[[Research (LWR)#Armor, MECs, and SHIVs|Advanced Power Armor]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Elerium&#10;(Cost when building quickly)"|4<br />(6)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(14)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||32<br />
|-align="center"<br />
|[[File:Cognitive Enchancer Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]'''||Soldiers|| ||+10||+5|| ||Increases XP gained by 35%||colspan="8"|Looted from the Exalt headquarters||200<br />
|-align="center"<br />
|[[File:Neuroregulator Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Neuroregulator]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Neuroregulator]]'''||Psionic soldiers||+1.3||+10||+10|| ||Increases Psi XP gained by 100%||colspan="8"|Looted from the Exalt headquarters||200<br />
|-align="center"<br />
|[[File:Fuel Cell Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Conduit]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Conduit]]'''||Psionic Soldiers|| || || || ||+1 damage to all weapons and equipment<br>20% chance for any '''[[Other_Abilities_(LWR)#Idle|idle-ending]]''' action to cost 0 AP||Psi Warfare Systems||60||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Elerium&#10;(Cost when building quickly)"|24<br />(36)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||1 [[Alien Artifacts (LWR)#Aliens|Outsider Shard]]||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16<br />
|-align="center"<br />
|[[File:Mind Shield Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Psi Frayer]]<br />'''[[Equipment (LWR)#Miscellaneous gear|Psi Frayer]]'''||Psionic soldiers|| ||+15|| || ||Doubles the damage of Mind Fray<br>Prevents strangulation||[[Research (LWR)#Alien Autopsies|Sectoid Commander Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(280)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Elerium&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)||5 [[Alien Artifacts (LWR)#Aliens|Sectoid Commander Corpses]]||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10.0&nbsp;days)||80<br />
|-align="center"<br />
|[[File:Psi Screen Long War.png|128px|link=Equipment (LWR)#Protective gear|Psi Defender]]<br />'''[[Equipment (LWR)#Protective gear|Psi Defender]]'''||Psionic soldiers|| || || || ||+20% DR when protected by cover<br>+40 Crit Resistance when protected by cover||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Elerium&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(18)||1 [[Alien Artifacts (LWR)#Aliens|Mechtoid Core]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||26<br />
|}<br />
<br />
===Active Equipment===<br />
<br />
This equipment has limited uses and often needs to be used (activated) to have an effect. <br />
<br />
====Explosives====<br />
Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. These are the right tools for the job. <br />
<br />
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 (down to 50% damage at the periphery).<br />
<br />
Grenades gain an extra charge with the Packmaster perk and the Grenadier perk. <br />
<br />
Throw range of all grenades is modified by base (non-armor) soldier HP, where each point above or below 6HP increases or decreases the range by 4%, respectively. A soldier with 10HP, for example, will gain a +16% throw range bonus. Throw distance is also increased by various perks and is decreased by Red Fog. <br />
<br />
Rockets gain an extra charge with the Shock and Awe perk.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!{{Item name (LWR)}}!!{{Usable by (LWR)}}!!{{Mobility bonus (LWR)}}!!{{Weapon damage (LWR)}}!!{{Weapon range (LWR)}}!!{{Blast radius (LWR)}}!!{{Special properties (LWR)}}!!{{Item source (LWR)}}<br />
|-align="center"<br />
|[[File:Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Rocket]]<br />'''[[Equipment (LWR)#Explosives|Rocket]]'''||Rocketeers||-0.6|| ||18||5||Provides a regular rocket||XCOM starts with an unlimited supply<br />
|-align="center"<br />
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Javelin Rocket]]<br />'''[[Equipment (LWR)#Explosives|Javelin Rocket]]'''||Rocketeers||-0.6|| ||18||1||Provides a Javelin rocket<br>'''[[Other Abilities (LWR)#Shred|Shreds]]''' any unit it hits<br>Deals 150% weapon damage<br>Reduces scatter by 90%<br>No environmental damage||XCOM starts with an unlimited supply<br />
|-align="center"<br />
|[[File:AP Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|AP Grenade]]<br />'''[[Equipment (LWR)#Explosives|AP Grenade]]'''||Biosoldiers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||10||2||'''[[Other Abilities (LWR)#Shred|Shreds]]''' any unit it hits<br>Cover blocks the effect<br>+2 penetration||XCOM starts with an unlimited supply<br />
|-align="center"<br />
|[[File:HE Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|HE Grenade]]<br />'''[[Equipment (LWR)#Explosives|HE Grenade]]'''||Biosoldiers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||8||2|| ||XCOM starts with an unlimited supply<br />
|-align="center"<br />
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Alien Grenade]]<br />'''[[Equipment (LWR)#Explosives|Alien Grenade]]'''||Biosoldiers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||10||2||Can't be equipped with Plasma Grenades||The ''Alien Grenades'' Foundry project provides an unlimited supply.<br />
|-align="center"<br />
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Plasma Grenade]]<br />'''[[Equipment (LWR)#Explosives|Plasma Grenade]]'''||Biosoldiers|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br />(8-12)||10||2||Can't be equipped with Alien Grenades||The ''Condensed Plasma'' Foundry project allows production.<br />
|}<br />
<br />
====Support grenades====<br />
Support grenades deal no damage but can still be extremely effective. All of these items gain an extra charge with the Packmaster perk and the Smoke and Mirrors perk, and their throw range is modified by HP in the same manner as explosive grenades. <br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Weapon range (LWR)}}!!rowspan="2" {{Blast radius (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (LWR)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}<br />
|-align="center"<br />
|[[File:Smoke Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Smoke Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Smoke Grenade]]'''||Biosoldiers||-0.6||10||2.5||Creates a 5x5 tile cloud of smoke (missing a tile from each corner) through 2 enemy turns<br />Grants [[Cover_(LWR)#Smoke|'''In Smoke''']] to all units within the smoke||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Chem Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Acid Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Acid Grenade]]'''||Biosoldiers||-0.6||10||2.5||Creates a 5x5 tile cloud of acid (missing a tile from each corner) until end of this unit's next turn<br />Applies [[Other_Abilities_(LWR)#Corrosion|'''Corrosion''']] to all units within the cloud or entering the cloud||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(168)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(5)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||15 [[Alien Artifacts (LWR)#Aliens|Thin Man Corpses]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48<br />
|-align="center"<br />
|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Concussion Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Concussion Grenade]]'''||Biosoldiers||-0.6||10||3||Cover blocks the effect<br />[[Other_Abilities_(LWR)#Disoriented|'''Disorients''']] enemies<br />Does not affect robotic units<br />Can't be equipped with Psi Grenades||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Psi Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Psi Grenade]]<br />'''[[Equipment (LWR)#Support grenades|Psi Grenade]]'''||Psionic soldiers|| ||10||5||Cover blocks the effect<br />[[Other_Abilities_(LWR)#Disoriented|'''Disorients''']] enemies<br />Does not affect robotic units<br />Can't be equipped with Concussion Grenades||[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20<br />
|-align="center"<br />
|}<br />
<br />
====Utility devices====<br />
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Weapon range (LWR)}}!!rowspan="2" {{Blast radius (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (LWR)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}<br />
|-align="center"<br />
|[[File:Battle Scanner Long War.png|128px|link=Equipment (LWR)#Support grenades|Battle Scanner (2-Pack)]]<br />'''[[Equipment (LWR)#Support grenades|Battle Scanner (2-Pack)]]'''||Scouts|| ||12||12||Spawns a battle scanner at the target location through 2 enemy turns<br>Grants +10 aim against any enemy within the area<br />Reveals the area, including stealthed units||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Medkit Long War.png|128px|link=Equipment (LWR)#Utility devices|Medikit]]<br />'''[[Equipment (LWR)#Utility devices|Medikit]]'''||Biosoldiers|| ||2||Single Target||Can be used on self or nearby soldier to remove acid and heal 3 HP<br />Can be used to stabilize a critically wounded soldier<br />+1 charge with the Packmaster perk<br />+1 charge with the Field Medic perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Combat Stims Long War.png|128px|link=Equipment (LWR)#Utility devices|Combat Stims]]<br />'''[[Equipment (LWR)#Utility devices|Combat Stims]]'''||Biosoldiers||-0.6||Self||Self||Use on self (0 AP cost) to become [[Other_Abilities_(LWR)#Stimmed|'''Stimmed''']] for 3 turns<br />||[[Research (LWR)#Alien Autopsies|Berserker Autopsy]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|4<br />(9)||1 [[Alien Artifacts (LWR)#Aliens|Berserker Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48<br />
|-align="center"<br />
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (LWR)#Utility devices|Elerium Emitter]]<br />'''[[Equipment (LWR)#Utility devices|Elerium Emitter]]'''||Psionic soldiers|| ||6||1.5||5 charges<br>'''Stealths''' friendly units through 1 enemy turn or until the unit moves or acts<br />Does not affect enemies, panicked units, this unit, or units with the Concealment perk||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|40<br />(45)||15 [[Alien Artifacts (LWR)#Aliens|Seeker Wrecks]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||60<br />
|-align="center"<br />
|[[File:Mimic Beacon Long War.png|128px|link=Equipment (LWR)#Support grenades|Mimic Beacon]]<br />'''[[Equipment (LWR)#Support grenades|Mimic Beacon]]'''||Psionic soldiers||-0.6||10||8||Spawns a beacon at the target location through 2 enemy turns<br />Aliens must succeed a will check or move towards the beacon<br />The will check's difficulty scales with the throwing soldier's will<br />Does not affect allies or robotic units||[[Research (LWR)#Xenology|Alien Communications]]<br />[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(2)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|25<br />(30)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||60<br />
|}<br />
<br />
==MEC and SHIV equipment==<br />
<br />
Mechanized units have a lot of versatility. A lot of that versatility comes from the items listed below.<br />
<br />
Note that none of these items can be equipped more than once, but MECs and SHIVs can equip several of the items listed above for regular soldiers.<br />
<br />
=== MEC and SHIV ===<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (LWR)}}<br />
!rowspan="2" {{Usable by (LWR)}}<br />
!rowspan="2" {{Mobility bonus (LWR)}}<br />
!rowspan="2" {{Health bonus (LWR)}}<br />
!rowspan="2" {{Defense bonus (LWR)}}<br />
!rowspan="2" {{Aim bonus (LWR)}}<br />
!rowspan="2" {{Crit chance (LWR)}}<br />
!rowspan="2" {{Special properties (LWR)}}<br />
!colspan="2"|Prerequisites!!colspan="6"|Cost<br />
!rowspan="2" {{Sell value (LWR)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}<br />
|{{Engineers required (LWR)}}<br />
|{{Credits cost (LWR)}}<br />
|{{Alloys cost (LWR)}}<br />
|{{Elerium cost (LWR)}}<br />
|{{Meld cost (LWR)}}<br />
|{{Items cost (LWR)}}<br />
|{{Time cost (LWR)}}<br />
|-align="center"<br />
|[[File:HEAT Ammo Long War.png|128px|link=Equipment (LWR)#SHIV modules|Ammo Module]]<br />'''[[Equipment (LWR)#MEC equipment|Ammo Module]]'''<br />
|MECs<br />SHIVs<br />
||-0.6<br />
| <br />
| <br />
| <br />
| <br />
|Grants +1 ammo<br />
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]<br />
|35<br />
|title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)<br />
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(84)<br />
| <br />
|title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)<br />
| <br />
|title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)<br />
|12<br />
|-align="center"<br />
|[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]<br />'''[[Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]'''<br />
|MECs<br />SHIVs<br />
||-0.6<br />
||+5 <br />
| <br />
|<br />
| <br />
|Can't be equipped with Core Plating<br />
|[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]<br />
|35<br />
|title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)<br />
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)<br />
|<br />
|title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)<br />
|<br />
|title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)<br />
|28<br />
|-align="center"<br />
|[[File:Core Armoring Long War.png|128px|link=Equipment (LWR)#MEC equipment|Core Plating]]<br />'''[[Equipment (LWR)#MEC equipment|Core Plating]]'''<br />
|MECs<br />SHIVs<br />
||-0.6<br />
||+4<br />
| <br />
| <br />
| <br />
|Grants +2 damage resistance<br>Can't be equipped with Alloy Carbide Plating<br />
|[[Research (LWR)|Advanced Power Armor]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]<br />
|95<br />
|title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(68)<br />
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|550<br />(825)<br />
| <br />
|title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)<br />
| <br />
|title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14.0&nbsp;days)<br />
|20<br />
|-align="center"<br />
|[[File:Battle Computer Long War.png|128px|link=Equipment (LWR)#MEC equipment|Battle Computer]]<br />'''[[Equipment (LWR)#MEC equipment|Battle Computer]]'''<br />
|MECs<br />SHIVs<br />
||-0.6<br />
| <br />
||+10<br />
||+10<br />
||+10<br />
| <br />
|[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]<br />
|75<br />
|title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(350)<br />
|title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(125)<br />
|title="Cost in Elerium&#10;(Cost when building quickly)"|90<br />(125)<br />
|title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)<br />
|1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]<br />
|title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9.0&nbsp;days)<br />
|100<br />
|}<br />
<br />
=== MEC Only ===<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (LWR)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}<br />
|-align="center"<br />
|[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (LWR)#MEC equipment|Incinerator Module]]<br />'''[[Equipment (LWR)#MEC equipment|Incinerator Module]]'''||MECs||-0.6||Grants +1 charge to the [[Weapons (LWR)#MEC secondary weapons|Flamethrower]]<br>Increases [[Weapons (LWR)#MEC secondary weapons|Flamethrower]] damage by 7||[[Research (LWR)#Xenology|Alien Biocybernetics]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Jellied Elerium]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:The Thumper Long War.png|128px|link=Equipment (LWR)#MEC equipment|The Thumper]]<br />'''[[Equipment (LWR)#MEC equipment|The Thumper]]'''||MECs||-0.6||Increases [[Secondary Weapons (LWR)#MEC secondary weapons|Kinetic Strike Module]] damage by 8 and penetration by 4||[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav Systems]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|2<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28<br />
|}<br />
<br />
=== SHIV Only ===<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (LWR)}}!!rowspan="2" {{Usable by (LWR)}}!!rowspan="2" {{Mobility bonus (LWR)}}!!rowspan="2" {{Aim bonus (LWR)}}!!rowspan="2" {{Bonus perk (LWR)}}!!rowspan="2" {{Special properties (LWR)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (LWR)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}<br />
|-align="center"<br />
|[[File:Motion Tracker Long War.png|128px|link=Equipment (LWR)#SHIV modules|Motion Tracker]]<br />'''[[Equipment (LWR)#SHIV modules|Motion Tracker]]'''||SHIVs|| || ||{{ Tracker (LWR) }}||2 charges (3 with Elerium Batteries)<br>When used, displays a 26.6 tile radius radar<br> '''Blue''': XCOM, '''White''': Civilians, '''Red''': Enemies, '''Yellow''': Meld, '''Green''': Bombs/Nodes<br>Can display cloaked units|| ||10||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(35)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||8<br />
|-align="center"<br />
|[[File:Autoloader Long War.png|128px|link=Equipment (LWR)#SHIV modules|Targeting Motor]]<br />'''[[Equipment (LWR)#SHIV modules|Targeting Motor]]'''||SHIVs|| ||+10||{{ Mayhem (LWR) }}||+1 Penetration||[[Foundry (LWR)#SHIV-Specific Upgrades|SHIV Suppression]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|165<br />(231)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||14<br />
|-align="center"<br />
|[[File:Holo Targeter Long War.png|128px|link=Equipment (LWR)#SHIV modules|Holo Charger]]<br />'''[[Equipment (LWR)#MEC equipment|Holo Charger]]'''||SHIVs||-0.6|| ||{{ Holo Rounds (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Drone Autopsy]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16<br />
|-align="center"<br />
|[[File:Adaptive Tracking Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Adaptive Tracking Pod]]<br />'''[[Equipment (LWR)#SHIV modules|Adaptive Tracking Pod]]'''||SHIVs|| ||+10||{{ Sharpshooter (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(2)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16<br />
|-align="center"<br />
|[[File:Smartshell Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Smartshell Pod]]<br />'''[[Equipment (LWR)#SHIV modules|Smartshell Pod]]'''||SHIVs|| ||+15||{{ Flush (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(35)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||10<br />
|-align="center"<br />
|[[File:Damage Control Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Shielding Pod]]<br />'''[[Equipment (LWR)#SHIV modules|Shielding Pod]]'''||SHIVs||-0.6|| ||{{ Absorption Fields (LWR) }}|| ||[[Research (LWR)#Alien Interrogations|Muton Interrogation]]<br>New Combat Systems||55||title="Cost in Credits&#10;(Cost when building quickly)"|12<br />(4)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||20<br />
|-align="center"<br />
|[[File:Autosentry Turret Long War.png|128px|link=Equipment (LWR)#SHIV modules|AutoSentry Turret]]<br />'''[[Equipment (LWR)#SHIV modules|AutoSentry Turret]]'''||SHIVs|| || ||{{ Sentry (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||24<br />
|-align="center"<br />
|[[File:Weapon Supercooler Long War.png|128px|link=Equipment (LWR)#SHIV modules|Weapon Supercooler]]<br />'''[[Equipment (LWR)#SHIV modules|Weapon Supercooler]]'''||SHIVs||-0.6|| ||{{ Light 'Em Up (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48<br />
|-align="center"<br />
|[[File:Elerium Turbos Long War.png|128px|link=Equipment (LWR)#SHIV modules|Elerium Turbos]]<br />'''[[Equipment (LWR)#SHIV modules|Elerium Turbos]]'''||SHIVs||+5.3|| || || ||[[Research (LWR)#Materials and Aerospace|Elerium]]<br />[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|12<br />(18)||title="Cost in Elerium&#10;(Cost when building quickly)"|16<br />(24)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||12<br />
|}<br />
<br />
==See also==<br />
{{Loadout (LWR) Navbar}}<br />
[[Category: Long War Rebalance]]<br />
[[Category: Loadout (LWR)]]</div>Teacynhttps://www.ufopaedia.org/index.php?title=Weapons_(LWR)&diff=102961Weapons (LWR)2021-09-03T13:42:12Z<p>Teacyn: /* Plasma */</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== In General ==<br />
<br />
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:<br />
<br />
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma<br />
* 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.<br />
<br />
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:<br />
<br />
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon<br />
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn<br />
* Rookies cannot use pistols<br />
* Weapons are more accurate at close range<br />
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch<br />
* 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<br />
<br />
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.<br />
<br />
== Weapon Types ==<br />
<br />
=== Weapon Tiers ===<br />
<br />
==== Conventional/Ballistic ====<br />
<br />
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.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Electric ====<br />
<br />
There are 3 electric weapons: the Arc Rifle, Arc Pistol, and the Stun Rifle. While most campaigns will likely build some of each, the Stun Rifle is mandatory to win the game.<br />
<br />
The Arc Rifle and Pistol only deal full damage against Mechanical units, and the Supercapacitors foundry project increases their damage.<br />
<br />
<div style="max-width:320px;"><br />
Arc Rifle: 7 (vs mech)<br />
Arc Pistol: 4 (vs mech)<br />
</div><br />
<br />
==== Beam Lasers ====<br />
<br />
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. <br />
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also 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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 4<br />
Bonus Stats: +5 aim, +25% crit damage, +0.6 mobility<br />
Note: Pistol gains +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Gauss ====<br />
<br />
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. <br />
<br />
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. <br />
<br />
Furthermore, the Gauss Long Rifle and Alloy Strike Rifle (Now Gauss Strike Rifle) have reverted to function as normal Sniper and Strike rifles. Gauss weapons use the original XCOM ballistic weapon models. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 6<br />
</div><br />
<br />
==== Pulse Lasers ====<br />
<br />
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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 6<br />
Bonus Stats: +5 aim, +25% crit damage, +0.6 mobility<br />
Note: Pistol gains +25 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Plasma ====<br />
<br />
Plasma weapons remain the most powerful weapons available 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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 8<br />
</div><br />
<br />
'''Plasma-Specific Bonuses:'''<br />
*Plasma Rifle: Grants '''Biological Shredder'''<br />
*Plasma Battle Rifle: Grants '''Mechanical Shredder'''<br />
*Plasma Carbine: +10 defense (+15 defense total)<br />
*Plasma SMG: +1.3 mobility (+2.0 mobility total)<br />
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles<br />
*Plasma Strike Rifle: +3 damage against uncovered targets <br />
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range<br />
*Plasma Novagun (SAW): +2 penetration against Mechanical<br />
*Plasma Dragon (LMG): 8 damage mayhem suppression<br />
*Plasma Particle Cannon (MEC): +4 damage against Mechanical<br />
*Plasma Autocannon (SHIV): +15 aim, +15 crit<br />
<br />
=== Weapon Classes ===<br />
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:<br />
<br />
{| class="wikitable" style="max-width: 600px; text-align: center;"<br />
|- <br />
|+<br />
|-<br />
! style="padding: 4px;" | Weapon !! style="padding: 4px 15px;" | Base Damage<br />
|-<br />
|LMGs and SHIV/MEC Weapons || 200%<br />
|- <br />
|SAWs, Sniper Rifles, Shotguns, and Rocket Launchers || 150%<br />
|- <br />
|Battle Rifles and Strike Rifles || 125%<br />
|- <br />
|Assault Rifles || 100%<br />
|- <br />
| style="padding: 0 15px;" | Pistols, Machine Pistols, Carbines, and SMGs || 75%<br />
|}<br />
<br />
== Primary Weapons ==<br />
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.<br />
<br />
===Assault Rifles===<br />
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)<br />
||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(8)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||24<br />
|-align="center"<br />
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| 4 UFO Power Sources ||title="Duration in days&#10;(Duration when building quickly)"|31&nbsp;days<br />(15.5&nbsp;days)||75<br />
|}<br />
<br />
===Battle Rifles===<br />
Battle Rifles are heavier versions of Assault Rifles. They trade mobility, ammo capacity, and crit chance for increased damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||18<br />
|-align="center"<br />
<br />
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||35%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(8)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
<br />
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(161)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
<br />
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Mechanical [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(575)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Carbines===<br />
Carbines are lighter versions of Assault Rifles. They grant +0.6 mobility and +15 aim, and have moderate base crit chances. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. They grant +5 defense when equipped. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||+0.6||+5||+15||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||+1.3||+5||+20||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||10<br />
|-align="center"<br />
<br />
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||+0.6||+5||+15||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||24<br />
|-align="center"<br />
<br />
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||+1.3||+5||+20||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
<br />
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||+0.6||+15||+15||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||75<br />
|}<br />
<br />
===SMGs===<br />
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!! rowspan="2" {{Weapon damage (LWR)}} !!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||55%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||50%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+2.0|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||30<br />
|}<br />
<br />
===Shotguns===<br />
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6 ||5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||39<br />
|-align="center"<br />
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6||5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets<br />+2 damage against targets within 4 tiles||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||135<br />
|}<br />
<br />
===SAWs===<br />
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||-1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||3 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||18<br />
|-align="center"<br />
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||4 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||-1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||5 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(172)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||6 damage mayhem suppression<br>+2 penetration vs Mechanical Units<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||98||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|40&nbsp;days<br />(20&nbsp;days)||135<br />
|}<br />
<br />
===LMGs===<br />
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage and ammo, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 4, and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
<br />
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||-2.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||3 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||21<br />
|-align="center"<br />
<br />
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||4 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||42<br />
|-align="center"<br />
<br />
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||-2.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||5 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14&nbsp;days)||36<br />
|-align="center"<br />
<br />
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||8 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Strike Rifles===<br />
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}||rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||13<br />
|-align="center"<br />
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||45%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied<br />+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||120<br />
|}<br />
<br />
===Sniper Rifles===<br />
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||60<br />
|-align="center"<br />
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration<br />+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days<br />(19.5&nbsp;days)||135<br />
|}<br />
<br />
===MEC Weapons===<br />
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]<br />'''Pulse Particle Beam'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied<br />+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===SHIV Weapons===<br />
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|| ||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||3 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||4 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||5 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs|| ||+15||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||6 damage mayhem suppression||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Arc and Stun Rifles ===<br />
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. In addition, failed stuns on aliens below 50% of their max HP will [[Other Abilities (LWR)#Maim|Maim]] The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle's damage against mechanical units by 4. Arc Rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]<br />'''Arc Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers<br/>Rocketeers||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br>7&nbsp;(6-8) vs mech<br>11&nbsp;(9-13) vs mech upg||title="Amount of ammunition available"|3<br>(4)||18||18||Grants '''Disabling Shot'''<br>Cannot critically hit<br>+4 Penetration<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Amount of ammunition available&#10;(Amount with the Improved Arc Thrower foundry project)"|2<br />(3)||4|| ||Stuns aliens<br/>-1 support item slot||[[Research (LWR)#Xenology|Xenoneurology]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||30<br />
|}<br />
<br />
== Secondary Weapons ==<br />
<br />
Unlike Long War 1.0, LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Pulse Laser.<br />
<br />
'''Units that cannot use any secondary weapons''': privates, gunners, and SHIVs<br />
<br />
'''Units that cannot use sidearms and have unique secondary weapons''': Rocketeers and MECs<br />
<br />
All sidearms grant the '''[[Other_Abilities_(LWR)#Maim|Maim]]''' ability.<br />
<br />
===Pistols=== <br />
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Pistol Long War.png|128px|Pistol]]<br />'''Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||10%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days<br />(6.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|14<br />(21)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(2)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]<br />'''Plasma Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||12<br />
|}<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Heater Long War.png|128px|Arc Pistol]]<br />'''Arc Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br> 4 (3-5) vs mech <br> 7 (6-8) vs mech Upg || Not Possible ||title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)||18||18||+4 Penetration<br>Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Main Tech|Alien Computers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||3<br />
|-align="center"<br />
|}<br />
<br />
===Autopistols=== <br />
Autopistols grant increased crit damage and chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
There are no Machine Pistol equivalents for either Laser tier.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +2 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
<br />
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]<br />'''Gauss Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +3 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|13<br />(18)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]<br />'''Plasma Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +4 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||15<br />
|}<br />
<br />
===Sawed-off Shotgun===<br />
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage sidearm; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project ''Quenchguns''. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]<br />'''Sawed-off Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)||0%||1||18||8||50% less damage against hardened targets|| ||3||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days<br />(4&nbsp;days)||6<br />
|}<br />
<br />
===Rocket Launchers===<br />
Each rocket launcher is fitted with 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]<br />'''Rocket Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||1||18||5||2 turn cooldown<br>+1 Penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]<br />'''Recoilless Rifle'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)||1||18||5||2 turn cooldown<br>+1 Penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]<br />'''Blaster Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||1||14||5||2 turn cooldown<br>+1 Penetration<br>Can path around obstacles||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||2 UFO Flight Computers<br />1 Fusion Core||title="Duration in days&#10;(Duration when building quickly)"|42&nbsp;days<br />(21&nbsp;days)||180<br />
|}<br />
<br />
===MEC Secondary Weapons===<br />
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2"|Base<br>charges!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||8|| || 2 ||50% chance for a 50 will test for panic<br />Will test 80 with the ''Jellied Elerium'' Foundry project<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days<br />(8.5&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MECs||-0.6|| ||self||2||1||Can be equipped multiple times per soldier<br />Heals 7 HP for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module'''||MECs|| ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||melee|| ||unlimited||Melee weapon<br>Red fog does not reduce KSM damage||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||10.6||2||2||Can be equipped multiple times per soldier<br />+1 charge with the Packmaster perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]<br />'''Miniature Nuclear Explosive (MiNE) Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||10.6||4||2||Can be equipped multiple times per soldier<br />+100 penetration<br>Detonates at the end of XCOM's '''next''' turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||54<br />
|-align="center"<br />
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]<br />'''Electro Pulse'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1<br />(1-2)||self||8||unlimited||Stuns robotic units<br />4 turn cooldown<br>Affects the MEC using the Electro Pulse as well||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||1 Arc Rifle||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||24<br />
|}<br />
<br />
[[Category: Long War Rebalance]]</div>Teacynhttps://www.ufopaedia.org/index.php?title=Weapons_(LWR)&diff=102960Weapons (LWR)2021-09-03T13:41:50Z<p>Teacyn: /* Weapon Types */ a LOT of various fixes for outdated information. Added Arc Pistol to Electric weapons and corrected that section. Corrected note about Gauss Long/Strike Rifle to not use old names. Corrected Pulse pistol stats (per weapon tables below).</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== In General ==<br />
<br />
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:<br />
<br />
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma<br />
* 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.<br />
<br />
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:<br />
<br />
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon<br />
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn<br />
* Rookies cannot use pistols<br />
* Weapons are more accurate at close range<br />
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch<br />
* 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<br />
<br />
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.<br />
<br />
== Weapon Types ==<br />
<br />
=== Weapon Tiers ===<br />
<br />
==== Conventional/Ballistic ====<br />
<br />
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.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Electric ====<br />
<br />
There are 3 electric weapons: the Arc Rifle, Arc Pistol, and the Stun Rifle. While most campaigns will likely build some of each, the Stun Rifle is mandatory to win the game.<br />
<br />
The Arc Rifle and Pistol only deal full damage against Mechanical units, and the Supercapacitors foundry project increases their damage.<br />
<br />
<div style="max-width:320px;"><br />
Arc Rifle: 7 (vs mech)<br />
Arc Pistol: 4 (vs mech)<br />
</div><br />
<br />
==== Beam Lasers ====<br />
<br />
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. <br />
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also 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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 4<br />
Bonus Stats: +5 aim, +25% crit damage, +0.6 mobility<br />
Note: Pistol gains +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Gauss ====<br />
<br />
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. <br />
<br />
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. <br />
<br />
Furthermore, the Gauss Long Rifle and Alloy Strike Rifle (Now Gauss Strike Rifle) have reverted to function as normal Sniper and Strike rifles. Gauss weapons use the original XCOM ballistic weapon models. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 6<br />
</div><br />
<br />
==== Pulse Lasers ====<br />
<br />
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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 6<br />
Bonus Stats: +5 aim, +25% crit damage, +0.6 mobility<br />
Note: Pistol gains +25 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Plasma ====<br />
<br />
Plasma weapons remain the most powerful weapons available 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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 8<br />
</div><br />
<br />
'''Plasma-Specific Bonuses:'''<br />
*Plasma Rifle: Grants '''Biological Shredder'''<br />
*Plasma Battle Rifle: Grants ''Mechanical Shredder''<br />
*Plasma Carbine: +10 defense (+15 defense total)<br />
*Plasma SMG: +1.3 mobility (+2.0 mobility total)<br />
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles<br />
*Plasma Strike Rifle: +3 damage against uncovered targets <br />
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range<br />
*Plasma Novagun (SAW): +2 penetration against Mechanical<br />
*Plasma Dragon (LMG): 8 damage mayhem suppression<br />
*Plasma Particle Cannon (MEC): +4 damage against Mechanical<br />
*Plasma Autocannon (SHIV): +15 aim, +15 crit<br />
<br />
=== Weapon Classes ===<br />
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:<br />
<br />
{| class="wikitable" style="max-width: 600px; text-align: center;"<br />
|- <br />
|+<br />
|-<br />
! style="padding: 4px;" | Weapon !! style="padding: 4px 15px;" | Base Damage<br />
|-<br />
|LMGs and SHIV/MEC Weapons || 200%<br />
|- <br />
|SAWs, Sniper Rifles, Shotguns, and Rocket Launchers || 150%<br />
|- <br />
|Battle Rifles and Strike Rifles || 125%<br />
|- <br />
|Assault Rifles || 100%<br />
|- <br />
| style="padding: 0 15px;" | Pistols, Machine Pistols, Carbines, and SMGs || 75%<br />
|}<br />
<br />
== Primary Weapons ==<br />
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.<br />
<br />
===Assault Rifles===<br />
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)<br />
||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(8)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||24<br />
|-align="center"<br />
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| 4 UFO Power Sources ||title="Duration in days&#10;(Duration when building quickly)"|31&nbsp;days<br />(15.5&nbsp;days)||75<br />
|}<br />
<br />
===Battle Rifles===<br />
Battle Rifles are heavier versions of Assault Rifles. They trade mobility, ammo capacity, and crit chance for increased damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||18<br />
|-align="center"<br />
<br />
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||35%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(8)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
<br />
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(161)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
<br />
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Mechanical [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(575)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Carbines===<br />
Carbines are lighter versions of Assault Rifles. They grant +0.6 mobility and +15 aim, and have moderate base crit chances. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. They grant +5 defense when equipped. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||+0.6||+5||+15||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||+1.3||+5||+20||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||10<br />
|-align="center"<br />
<br />
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||+0.6||+5||+15||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||24<br />
|-align="center"<br />
<br />
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||+1.3||+5||+20||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
<br />
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||+0.6||+15||+15||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||75<br />
|}<br />
<br />
===SMGs===<br />
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!! rowspan="2" {{Weapon damage (LWR)}} !!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||55%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||50%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+2.0|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||30<br />
|}<br />
<br />
===Shotguns===<br />
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6 ||5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||39<br />
|-align="center"<br />
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6||5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets<br />+2 damage against targets within 4 tiles||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||135<br />
|}<br />
<br />
===SAWs===<br />
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||-1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||3 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||18<br />
|-align="center"<br />
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||4 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||-1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||5 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(172)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||6 damage mayhem suppression<br>+2 penetration vs Mechanical Units<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||98||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|40&nbsp;days<br />(20&nbsp;days)||135<br />
|}<br />
<br />
===LMGs===<br />
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage and ammo, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 4, and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
<br />
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||-2.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||3 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||21<br />
|-align="center"<br />
<br />
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||4 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||42<br />
|-align="center"<br />
<br />
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||-2.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||5 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14&nbsp;days)||36<br />
|-align="center"<br />
<br />
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||8 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Strike Rifles===<br />
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}||rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||13<br />
|-align="center"<br />
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||45%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied<br />+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||120<br />
|}<br />
<br />
===Sniper Rifles===<br />
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||60<br />
|-align="center"<br />
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration<br />+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days<br />(19.5&nbsp;days)||135<br />
|}<br />
<br />
===MEC Weapons===<br />
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]<br />'''Pulse Particle Beam'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied<br />+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===SHIV Weapons===<br />
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|| ||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||3 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||4 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||5 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs|| ||+15||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||6 damage mayhem suppression||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Arc and Stun Rifles ===<br />
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. In addition, failed stuns on aliens below 50% of their max HP will [[Other Abilities (LWR)#Maim|Maim]] The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle's damage against mechanical units by 4. Arc Rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]<br />'''Arc Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers<br/>Rocketeers||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br>7&nbsp;(6-8) vs mech<br>11&nbsp;(9-13) vs mech upg||title="Amount of ammunition available"|3<br>(4)||18||18||Grants '''Disabling Shot'''<br>Cannot critically hit<br>+4 Penetration<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Amount of ammunition available&#10;(Amount with the Improved Arc Thrower foundry project)"|2<br />(3)||4|| ||Stuns aliens<br/>-1 support item slot||[[Research (LWR)#Xenology|Xenoneurology]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||30<br />
|}<br />
<br />
== Secondary Weapons ==<br />
<br />
Unlike Long War 1.0, LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Pulse Laser.<br />
<br />
'''Units that cannot use any secondary weapons''': privates, gunners, and SHIVs<br />
<br />
'''Units that cannot use sidearms and have unique secondary weapons''': Rocketeers and MECs<br />
<br />
All sidearms grant the '''[[Other_Abilities_(LWR)#Maim|Maim]]''' ability.<br />
<br />
===Pistols=== <br />
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Pistol Long War.png|128px|Pistol]]<br />'''Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||10%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days<br />(6.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|14<br />(21)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(2)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]<br />'''Plasma Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||12<br />
|}<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Heater Long War.png|128px|Arc Pistol]]<br />'''Arc Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br> 4 (3-5) vs mech <br> 7 (6-8) vs mech Upg || Not Possible ||title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)||18||18||+4 Penetration<br>Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Main Tech|Alien Computers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||3<br />
|-align="center"<br />
|}<br />
<br />
===Autopistols=== <br />
Autopistols grant increased crit damage and chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
There are no Machine Pistol equivalents for either Laser tier.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +2 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
<br />
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]<br />'''Gauss Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +3 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|13<br />(18)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]<br />'''Plasma Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +4 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||15<br />
|}<br />
<br />
===Sawed-off Shotgun===<br />
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage sidearm; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project ''Quenchguns''. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]<br />'''Sawed-off Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)||0%||1||18||8||50% less damage against hardened targets|| ||3||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days<br />(4&nbsp;days)||6<br />
|}<br />
<br />
===Rocket Launchers===<br />
Each rocket launcher is fitted with 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]<br />'''Rocket Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||1||18||5||2 turn cooldown<br>+1 Penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]<br />'''Recoilless Rifle'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)||1||18||5||2 turn cooldown<br>+1 Penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]<br />'''Blaster Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||1||14||5||2 turn cooldown<br>+1 Penetration<br>Can path around obstacles||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||2 UFO Flight Computers<br />1 Fusion Core||title="Duration in days&#10;(Duration when building quickly)"|42&nbsp;days<br />(21&nbsp;days)||180<br />
|}<br />
<br />
===MEC Secondary Weapons===<br />
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2"|Base<br>charges!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||8|| || 2 ||50% chance for a 50 will test for panic<br />Will test 80 with the ''Jellied Elerium'' Foundry project<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days<br />(8.5&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MECs||-0.6|| ||self||2||1||Can be equipped multiple times per soldier<br />Heals 7 HP for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module'''||MECs|| ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||melee|| ||unlimited||Melee weapon<br>Red fog does not reduce KSM damage||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||10.6||2||2||Can be equipped multiple times per soldier<br />+1 charge with the Packmaster perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]<br />'''Miniature Nuclear Explosive (MiNE) Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||10.6||4||2||Can be equipped multiple times per soldier<br />+100 penetration<br>Detonates at the end of XCOM's '''next''' turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||54<br />
|-align="center"<br />
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]<br />'''Electro Pulse'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1<br />(1-2)||self||8||unlimited||Stuns robotic units<br />4 turn cooldown<br>Affects the MEC using the Electro Pulse as well||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||1 Arc Rifle||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||24<br />
|}<br />
<br />
[[Category: Long War Rebalance]]</div>Teacynhttps://www.ufopaedia.org/index.php?title=Weapons_(LWR)&diff=102959Weapons (LWR)2021-09-03T13:25:33Z<p>Teacyn: /* LMGs */ Fixed tech requirements, fixed links to go to Offensive Tech</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== In General ==<br />
<br />
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:<br />
<br />
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma<br />
* 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.<br />
<br />
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:<br />
<br />
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon<br />
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn<br />
* Rookies cannot use pistols<br />
* Weapons are more accurate at close range<br />
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch<br />
* 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<br />
<br />
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.<br />
<br />
== Weapon Types ==<br />
<br />
=== Weapon Tiers ===<br />
<br />
==== Conventional/Ballistic ====<br />
<br />
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.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Electric ====<br />
<br />
There are only 2 electric weapons: the arc rifle and the stun rifle. While most campaigns will likely build some of both, the stun rifle is mandatory to pass the game.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Beam Lasers ====<br />
<br />
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. <br />
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also 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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 4<br />
Bonus Stats: +5 aim, +25% crit damage, +0.6 mobility<br />
Note: Sidearms gain +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Gauss ====<br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 6<br />
</div><br />
<br />
==== Pulse Lasers ====<br />
<br />
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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 6<br />
Bonus Stats: +5 aim, +25% crit damage, +0.6 mobility<br />
Note: Sidearms gain +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Plasma ====<br />
<br />
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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 8<br />
</div><br />
<br />
'''Plasma-Specific Bonuses:'''<br />
*Plasma Rifle: +3 damage against biological units<br />
*Plasma Battle Rifle: +5 damage against targets at full HP<br />
*Plasma Carbine: +10 defense <br />
*Plasma SMG: +1.3 mobility (+2.0 mobility total)<br />
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles<br />
*Plasma Strike Rifle: +3 damage against uncovered targets <br />
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range<br />
*Plasma Novagun (SAW): +2 penetration<br />
*Plasma Dragon (LMG): 8 damage mayhem suppression<br />
*Plasma Particle Beam (MEC): +4 damage against mechanical units<br />
*Plasma Autocannon (SHIV): +15 aim, +15 crit<br />
<br />
=== Weapon Classes ===<br />
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:<br />
<br />
{| class="wikitable" style="max-width: 600px; text-align: center;"<br />
|- <br />
|+<br />
|-<br />
! style="padding: 4px;" | Weapon !! style="padding: 4px 15px;" | Base Damage<br />
|-<br />
|LMGs and SHIV/MEC Weapons || 200%<br />
|- <br />
|SAWs, Sniper Rifles, Shotguns, and Rocket Launchers || 150%<br />
|- <br />
|Battle Rifles and Strike Rifles || 125%<br />
|- <br />
|Assault Rifles || 100%<br />
|- <br />
| style="padding: 0 15px;" | Pistols, Machine Pistols, Carbines, and SMGs || 75%<br />
|}<br />
<br />
== Primary Weapons ==<br />
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.<br />
<br />
===Assault Rifles===<br />
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)<br />
||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(8)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||24<br />
|-align="center"<br />
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| 4 UFO Power Sources ||title="Duration in days&#10;(Duration when building quickly)"|31&nbsp;days<br />(15.5&nbsp;days)||75<br />
|}<br />
<br />
===Battle Rifles===<br />
Battle Rifles are heavier versions of Assault Rifles. They trade mobility, ammo capacity, and crit chance for increased damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||18<br />
|-align="center"<br />
<br />
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||35%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(8)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
<br />
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(161)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
<br />
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Mechanical [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(575)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Carbines===<br />
Carbines are lighter versions of Assault Rifles. They grant +0.6 mobility and +15 aim, and have moderate base crit chances. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. They grant +5 defense when equipped. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||+0.6||+5||+15||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||+1.3||+5||+20||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||10<br />
|-align="center"<br />
<br />
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||+0.6||+5||+15||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||24<br />
|-align="center"<br />
<br />
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||+1.3||+5||+20||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
<br />
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||+0.6||+15||+15||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||75<br />
|}<br />
<br />
===SMGs===<br />
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!! rowspan="2" {{Weapon damage (LWR)}} !!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||55%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||50%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+2.0|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||30<br />
|}<br />
<br />
===Shotguns===<br />
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6 ||5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||39<br />
|-align="center"<br />
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6||5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets<br />+2 damage against targets within 4 tiles||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||135<br />
|}<br />
<br />
===SAWs===<br />
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||-1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||3 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||18<br />
|-align="center"<br />
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||4 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||-1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||5 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(172)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||6 damage mayhem suppression<br>+2 penetration vs Mechanical Units<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||98||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|40&nbsp;days<br />(20&nbsp;days)||135<br />
|}<br />
<br />
===LMGs===<br />
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage and ammo, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 4, and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
<br />
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||-2.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||3 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||21<br />
|-align="center"<br />
<br />
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||4 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||42<br />
|-align="center"<br />
<br />
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||-2.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||5 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14&nbsp;days)||36<br />
|-align="center"<br />
<br />
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||8 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Strike Rifles===<br />
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}||rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||13<br />
|-align="center"<br />
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||45%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied<br />+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||120<br />
|}<br />
<br />
===Sniper Rifles===<br />
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||60<br />
|-align="center"<br />
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration<br />+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days<br />(19.5&nbsp;days)||135<br />
|}<br />
<br />
===MEC Weapons===<br />
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]<br />'''Pulse Particle Beam'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied<br />+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===SHIV Weapons===<br />
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|| ||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||3 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||4 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||5 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs|| ||+15||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||6 damage mayhem suppression||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Arc and Stun Rifles ===<br />
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. In addition, failed stuns on aliens below 50% of their max HP will [[Other Abilities (LWR)#Maim|Maim]] The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle's damage against mechanical units by 4. Arc Rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]<br />'''Arc Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers<br/>Rocketeers||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br>7&nbsp;(6-8) vs mech<br>11&nbsp;(9-13) vs mech upg||title="Amount of ammunition available"|3<br>(4)||18||18||Grants '''Disabling Shot'''<br>Cannot critically hit<br>+4 Penetration<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Amount of ammunition available&#10;(Amount with the Improved Arc Thrower foundry project)"|2<br />(3)||4|| ||Stuns aliens<br/>-1 support item slot||[[Research (LWR)#Xenology|Xenoneurology]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||30<br />
|}<br />
<br />
== Secondary Weapons ==<br />
<br />
Unlike Long War 1.0, LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Pulse Laser.<br />
<br />
'''Units that cannot use any secondary weapons''': privates, gunners, and SHIVs<br />
<br />
'''Units that cannot use sidearms and have unique secondary weapons''': Rocketeers and MECs<br />
<br />
All sidearms grant the '''[[Other_Abilities_(LWR)#Maim|Maim]]''' ability.<br />
<br />
===Pistols=== <br />
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Pistol Long War.png|128px|Pistol]]<br />'''Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||10%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days<br />(6.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|14<br />(21)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(2)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]<br />'''Plasma Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||12<br />
|}<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Heater Long War.png|128px|Arc Pistol]]<br />'''Arc Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br> 4 (3-5) vs mech <br> 7 (6-8) vs mech Upg || Not Possible ||title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)||18||18||+4 Penetration<br>Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Main Tech|Alien Computers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||3<br />
|-align="center"<br />
|}<br />
<br />
===Autopistols=== <br />
Autopistols grant increased crit damage and chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
There are no Machine Pistol equivalents for either Laser tier.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +2 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
<br />
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]<br />'''Gauss Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +3 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|13<br />(18)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]<br />'''Plasma Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +4 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||15<br />
|}<br />
<br />
===Sawed-off Shotgun===<br />
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage sidearm; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project ''Quenchguns''. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]<br />'''Sawed-off Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)||0%||1||18||8||50% less damage against hardened targets|| ||3||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days<br />(4&nbsp;days)||6<br />
|}<br />
<br />
===Rocket Launchers===<br />
Each rocket launcher is fitted with 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]<br />'''Rocket Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||1||18||5||2 turn cooldown<br>+1 Penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]<br />'''Recoilless Rifle'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)||1||18||5||2 turn cooldown<br>+1 Penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]<br />'''Blaster Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||1||14||5||2 turn cooldown<br>+1 Penetration<br>Can path around obstacles||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||2 UFO Flight Computers<br />1 Fusion Core||title="Duration in days&#10;(Duration when building quickly)"|42&nbsp;days<br />(21&nbsp;days)||180<br />
|}<br />
<br />
===MEC Secondary Weapons===<br />
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2"|Base<br>charges!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||8|| || 2 ||50% chance for a 50 will test for panic<br />Will test 80 with the ''Jellied Elerium'' Foundry project<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days<br />(8.5&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MECs||-0.6|| ||self||2||1||Can be equipped multiple times per soldier<br />Heals 7 HP for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module'''||MECs|| ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||melee|| ||unlimited||Melee weapon<br>Red fog does not reduce KSM damage||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||10.6||2||2||Can be equipped multiple times per soldier<br />+1 charge with the Packmaster perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]<br />'''Miniature Nuclear Explosive (MiNE) Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||10.6||4||2||Can be equipped multiple times per soldier<br />+100 penetration<br>Detonates at the end of XCOM's '''next''' turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||54<br />
|-align="center"<br />
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]<br />'''Electro Pulse'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1<br />(1-2)||self||8||unlimited||Stuns robotic units<br />4 turn cooldown<br>Affects the MEC using the Electro Pulse as well||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||1 Arc Rifle||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||24<br />
|}<br />
<br />
[[Category: Long War Rebalance]]</div>Teacynhttps://www.ufopaedia.org/index.php?title=Weapons_(LWR)&diff=102958Weapons (LWR)2021-09-03T13:22:59Z<p>Teacyn: /* Autopistols */ Added note about beam lasers not having one, fixed description saying they have extra ammo.</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== In General ==<br />
<br />
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:<br />
<br />
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma<br />
* 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.<br />
<br />
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:<br />
<br />
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon<br />
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn<br />
* Rookies cannot use pistols<br />
* Weapons are more accurate at close range<br />
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch<br />
* 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<br />
<br />
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.<br />
<br />
== Weapon Types ==<br />
<br />
=== Weapon Tiers ===<br />
<br />
==== Conventional/Ballistic ====<br />
<br />
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.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Electric ====<br />
<br />
There are only 2 electric weapons: the arc rifle and the stun rifle. While most campaigns will likely build some of both, the stun rifle is mandatory to pass the game.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Beam Lasers ====<br />
<br />
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. <br />
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also 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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 4<br />
Bonus Stats: +5 aim, +25% crit damage, +0.6 mobility<br />
Note: Sidearms gain +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Gauss ====<br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 6<br />
</div><br />
<br />
==== Pulse Lasers ====<br />
<br />
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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 6<br />
Bonus Stats: +5 aim, +25% crit damage, +0.6 mobility<br />
Note: Sidearms gain +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Plasma ====<br />
<br />
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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 8<br />
</div><br />
<br />
'''Plasma-Specific Bonuses:'''<br />
*Plasma Rifle: +3 damage against biological units<br />
*Plasma Battle Rifle: +5 damage against targets at full HP<br />
*Plasma Carbine: +10 defense <br />
*Plasma SMG: +1.3 mobility (+2.0 mobility total)<br />
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles<br />
*Plasma Strike Rifle: +3 damage against uncovered targets <br />
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range<br />
*Plasma Novagun (SAW): +2 penetration<br />
*Plasma Dragon (LMG): 8 damage mayhem suppression<br />
*Plasma Particle Beam (MEC): +4 damage against mechanical units<br />
*Plasma Autocannon (SHIV): +15 aim, +15 crit<br />
<br />
=== Weapon Classes ===<br />
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:<br />
<br />
{| class="wikitable" style="max-width: 600px; text-align: center;"<br />
|- <br />
|+<br />
|-<br />
! style="padding: 4px;" | Weapon !! style="padding: 4px 15px;" | Base Damage<br />
|-<br />
|LMGs and SHIV/MEC Weapons || 200%<br />
|- <br />
|SAWs, Sniper Rifles, Shotguns, and Rocket Launchers || 150%<br />
|- <br />
|Battle Rifles and Strike Rifles || 125%<br />
|- <br />
|Assault Rifles || 100%<br />
|- <br />
| style="padding: 0 15px;" | Pistols, Machine Pistols, Carbines, and SMGs || 75%<br />
|}<br />
<br />
== Primary Weapons ==<br />
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.<br />
<br />
===Assault Rifles===<br />
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)<br />
||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(8)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||24<br />
|-align="center"<br />
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| 4 UFO Power Sources ||title="Duration in days&#10;(Duration when building quickly)"|31&nbsp;days<br />(15.5&nbsp;days)||75<br />
|}<br />
<br />
===Battle Rifles===<br />
Battle Rifles are heavier versions of Assault Rifles. They trade mobility, ammo capacity, and crit chance for increased damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||18<br />
|-align="center"<br />
<br />
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||35%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(8)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
<br />
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(161)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
<br />
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Mechanical [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(575)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Carbines===<br />
Carbines are lighter versions of Assault Rifles. They grant +0.6 mobility and +15 aim, and have moderate base crit chances. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. They grant +5 defense when equipped. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||+0.6||+5||+15||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||+1.3||+5||+20||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||10<br />
|-align="center"<br />
<br />
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||+0.6||+5||+15||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||24<br />
|-align="center"<br />
<br />
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||+1.3||+5||+20||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
<br />
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||+0.6||+15||+15||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||75<br />
|}<br />
<br />
===SMGs===<br />
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!! rowspan="2" {{Weapon damage (LWR)}} !!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||55%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||50%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+2.0|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||30<br />
|}<br />
<br />
===Shotguns===<br />
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6 ||5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||39<br />
|-align="center"<br />
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6||5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets<br />+2 damage against targets within 4 tiles||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||135<br />
|}<br />
<br />
===SAWs===<br />
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||-1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||3 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||18<br />
|-align="center"<br />
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||4 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||-1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||5 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(172)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||6 damage mayhem suppression<br>+2 penetration vs Mechanical Units<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||98||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|40&nbsp;days<br />(20&nbsp;days)||135<br />
|}<br />
<br />
===LMGs===<br />
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage and ammo, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 4, and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
<br />
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||-2.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||3 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||21<br />
|-align="center"<br />
<br />
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||4 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||42<br />
|-align="center"<br />
<br />
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||-2.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||5 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14&nbsp;days)||36<br />
|-align="center"<br />
<br />
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||8 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Strike Rifles===<br />
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}||rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||13<br />
|-align="center"<br />
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||45%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied<br />+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||120<br />
|}<br />
<br />
===Sniper Rifles===<br />
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||60<br />
|-align="center"<br />
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration<br />+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days<br />(19.5&nbsp;days)||135<br />
|}<br />
<br />
===MEC Weapons===<br />
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]<br />'''Pulse Particle Beam'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied<br />+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===SHIV Weapons===<br />
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|| ||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||3 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||4 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||5 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs|| ||+15||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||6 damage mayhem suppression||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Arc and Stun Rifles ===<br />
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. In addition, failed stuns on aliens below 50% of their max HP will [[Other Abilities (LWR)#Maim|Maim]] The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle's damage against mechanical units by 4. Arc Rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]<br />'''Arc Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers<br/>Rocketeers||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br>7&nbsp;(6-8) vs mech<br>11&nbsp;(9-13) vs mech upg||title="Amount of ammunition available"|3<br>(4)||18||18||Grants '''Disabling Shot'''<br>Cannot critically hit<br>+4 Penetration<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Amount of ammunition available&#10;(Amount with the Improved Arc Thrower foundry project)"|2<br />(3)||4|| ||Stuns aliens<br/>-1 support item slot||[[Research (LWR)#Xenology|Xenoneurology]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||30<br />
|}<br />
<br />
== Secondary Weapons ==<br />
<br />
Unlike Long War 1.0, LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Pulse Laser.<br />
<br />
'''Units that cannot use any secondary weapons''': privates, gunners, and SHIVs<br />
<br />
'''Units that cannot use sidearms and have unique secondary weapons''': Rocketeers and MECs<br />
<br />
All sidearms grant the '''[[Other_Abilities_(LWR)#Maim|Maim]]''' ability.<br />
<br />
===Pistols=== <br />
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Pistol Long War.png|128px|Pistol]]<br />'''Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||10%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days<br />(6.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|14<br />(21)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(2)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]<br />'''Plasma Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||12<br />
|}<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Heater Long War.png|128px|Arc Pistol]]<br />'''Arc Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br> 4 (3-5) vs mech <br> 7 (6-8) vs mech Upg || Not Possible ||title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)||18||18||+4 Penetration<br>Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Main Tech|Alien Computers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||3<br />
|-align="center"<br />
|}<br />
<br />
===Autopistols=== <br />
Autopistols grant increased crit damage and chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
There are no Machine Pistol equivalents for either Laser tier.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +2 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
<br />
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]<br />'''Gauss Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +3 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|13<br />(18)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]<br />'''Plasma Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +4 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||15<br />
|}<br />
<br />
===Sawed-off Shotgun===<br />
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage sidearm; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project ''Quenchguns''. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]<br />'''Sawed-off Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)||0%||1||18||8||50% less damage against hardened targets|| ||3||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days<br />(4&nbsp;days)||6<br />
|}<br />
<br />
===Rocket Launchers===<br />
Each rocket launcher is fitted with 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]<br />'''Rocket Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||1||18||5||2 turn cooldown<br>+1 Penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]<br />'''Recoilless Rifle'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)||1||18||5||2 turn cooldown<br>+1 Penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]<br />'''Blaster Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||1||14||5||2 turn cooldown<br>+1 Penetration<br>Can path around obstacles||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||2 UFO Flight Computers<br />1 Fusion Core||title="Duration in days&#10;(Duration when building quickly)"|42&nbsp;days<br />(21&nbsp;days)||180<br />
|}<br />
<br />
===MEC Secondary Weapons===<br />
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2"|Base<br>charges!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||8|| || 2 ||50% chance for a 50 will test for panic<br />Will test 80 with the ''Jellied Elerium'' Foundry project<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days<br />(8.5&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MECs||-0.6|| ||self||2||1||Can be equipped multiple times per soldier<br />Heals 7 HP for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module'''||MECs|| ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||melee|| ||unlimited||Melee weapon<br>Red fog does not reduce KSM damage||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||10.6||2||2||Can be equipped multiple times per soldier<br />+1 charge with the Packmaster perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]<br />'''Miniature Nuclear Explosive (MiNE) Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||10.6||4||2||Can be equipped multiple times per soldier<br />+100 penetration<br>Detonates at the end of XCOM's '''next''' turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||54<br />
|-align="center"<br />
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]<br />'''Electro Pulse'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1<br />(1-2)||self||8||unlimited||Stuns robotic units<br />4 turn cooldown<br>Affects the MEC using the Electro Pulse as well||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||1 Arc Rifle||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||24<br />
|}<br />
<br />
[[Category: Long War Rebalance]]</div>Teacynhttps://www.ufopaedia.org/index.php?title=Weapons_(LWR)&diff=102957Weapons (LWR)2021-09-03T13:20:03Z<p>Teacyn: /* Autopistols */ Typo fix</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== In General ==<br />
<br />
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:<br />
<br />
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma<br />
* 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.<br />
<br />
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:<br />
<br />
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon<br />
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn<br />
* Rookies cannot use pistols<br />
* Weapons are more accurate at close range<br />
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch<br />
* 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<br />
<br />
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.<br />
<br />
== Weapon Types ==<br />
<br />
=== Weapon Tiers ===<br />
<br />
==== Conventional/Ballistic ====<br />
<br />
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.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Electric ====<br />
<br />
There are only 2 electric weapons: the arc rifle and the stun rifle. While most campaigns will likely build some of both, the stun rifle is mandatory to pass the game.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Beam Lasers ====<br />
<br />
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. <br />
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also 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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 4<br />
Bonus Stats: +5 aim, +25% crit damage, +0.6 mobility<br />
Note: Sidearms gain +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Gauss ====<br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 6<br />
</div><br />
<br />
==== Pulse Lasers ====<br />
<br />
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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 6<br />
Bonus Stats: +5 aim, +25% crit damage, +0.6 mobility<br />
Note: Sidearms gain +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Plasma ====<br />
<br />
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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 8<br />
</div><br />
<br />
'''Plasma-Specific Bonuses:'''<br />
*Plasma Rifle: +3 damage against biological units<br />
*Plasma Battle Rifle: +5 damage against targets at full HP<br />
*Plasma Carbine: +10 defense <br />
*Plasma SMG: +1.3 mobility (+2.0 mobility total)<br />
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles<br />
*Plasma Strike Rifle: +3 damage against uncovered targets <br />
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range<br />
*Plasma Novagun (SAW): +2 penetration<br />
*Plasma Dragon (LMG): 8 damage mayhem suppression<br />
*Plasma Particle Beam (MEC): +4 damage against mechanical units<br />
*Plasma Autocannon (SHIV): +15 aim, +15 crit<br />
<br />
=== Weapon Classes ===<br />
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:<br />
<br />
{| class="wikitable" style="max-width: 600px; text-align: center;"<br />
|- <br />
|+<br />
|-<br />
! style="padding: 4px;" | Weapon !! style="padding: 4px 15px;" | Base Damage<br />
|-<br />
|LMGs and SHIV/MEC Weapons || 200%<br />
|- <br />
|SAWs, Sniper Rifles, Shotguns, and Rocket Launchers || 150%<br />
|- <br />
|Battle Rifles and Strike Rifles || 125%<br />
|- <br />
|Assault Rifles || 100%<br />
|- <br />
| style="padding: 0 15px;" | Pistols, Machine Pistols, Carbines, and SMGs || 75%<br />
|}<br />
<br />
== Primary Weapons ==<br />
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.<br />
<br />
===Assault Rifles===<br />
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)<br />
||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(8)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||24<br />
|-align="center"<br />
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| 4 UFO Power Sources ||title="Duration in days&#10;(Duration when building quickly)"|31&nbsp;days<br />(15.5&nbsp;days)||75<br />
|}<br />
<br />
===Battle Rifles===<br />
Battle Rifles are heavier versions of Assault Rifles. They trade mobility, ammo capacity, and crit chance for increased damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||18<br />
|-align="center"<br />
<br />
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||35%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(8)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
<br />
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(161)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
<br />
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Mechanical [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(575)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Carbines===<br />
Carbines are lighter versions of Assault Rifles. They grant +0.6 mobility and +15 aim, and have moderate base crit chances. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. They grant +5 defense when equipped. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||+0.6||+5||+15||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||+1.3||+5||+20||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||10<br />
|-align="center"<br />
<br />
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||+0.6||+5||+15||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||24<br />
|-align="center"<br />
<br />
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||+1.3||+5||+20||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
<br />
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||+0.6||+15||+15||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||75<br />
|}<br />
<br />
===SMGs===<br />
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!! rowspan="2" {{Weapon damage (LWR)}} !!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||55%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||50%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+2.0|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||30<br />
|}<br />
<br />
===Shotguns===<br />
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6 ||5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||39<br />
|-align="center"<br />
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6||5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets<br />+2 damage against targets within 4 tiles||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||135<br />
|}<br />
<br />
===SAWs===<br />
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||-1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||3 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||18<br />
|-align="center"<br />
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||4 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||-1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||5 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(172)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||6 damage mayhem suppression<br>+2 penetration vs Mechanical Units<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||98||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|40&nbsp;days<br />(20&nbsp;days)||135<br />
|}<br />
<br />
===LMGs===<br />
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage and ammo, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 4, and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
<br />
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||-2.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||3 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||21<br />
|-align="center"<br />
<br />
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||4 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||42<br />
|-align="center"<br />
<br />
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||-2.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||5 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14&nbsp;days)||36<br />
|-align="center"<br />
<br />
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||8 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Strike Rifles===<br />
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}||rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||13<br />
|-align="center"<br />
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||45%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied<br />+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||120<br />
|}<br />
<br />
===Sniper Rifles===<br />
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||60<br />
|-align="center"<br />
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration<br />+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days<br />(19.5&nbsp;days)||135<br />
|}<br />
<br />
===MEC Weapons===<br />
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]<br />'''Pulse Particle Beam'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied<br />+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===SHIV Weapons===<br />
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|| ||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||3 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||4 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||5 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs|| ||+15||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||6 damage mayhem suppression||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Arc and Stun Rifles ===<br />
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. In addition, failed stuns on aliens below 50% of their max HP will [[Other Abilities (LWR)#Maim|Maim]] The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle's damage against mechanical units by 4. Arc Rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]<br />'''Arc Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers<br/>Rocketeers||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br>7&nbsp;(6-8) vs mech<br>11&nbsp;(9-13) vs mech upg||title="Amount of ammunition available"|3<br>(4)||18||18||Grants '''Disabling Shot'''<br>Cannot critically hit<br>+4 Penetration<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Amount of ammunition available&#10;(Amount with the Improved Arc Thrower foundry project)"|2<br />(3)||4|| ||Stuns aliens<br/>-1 support item slot||[[Research (LWR)#Xenology|Xenoneurology]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||30<br />
|}<br />
<br />
== Secondary Weapons ==<br />
<br />
Unlike Long War 1.0, LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Pulse Laser.<br />
<br />
'''Units that cannot use any secondary weapons''': privates, gunners, and SHIVs<br />
<br />
'''Units that cannot use sidearms and have unique secondary weapons''': Rocketeers and MECs<br />
<br />
All sidearms grant the '''[[Other_Abilities_(LWR)#Maim|Maim]]''' ability.<br />
<br />
===Pistols=== <br />
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Pistol Long War.png|128px|Pistol]]<br />'''Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||10%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days<br />(6.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|14<br />(21)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(2)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]<br />'''Plasma Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||12<br />
|}<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Heater Long War.png|128px|Arc Pistol]]<br />'''Arc Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br> 4 (3-5) vs mech <br> 7 (6-8) vs mech Upg || Not Possible ||title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)||18||18||+4 Penetration<br>Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Main Tech|Alien Computers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||3<br />
|-align="center"<br />
|}<br />
<br />
===Autopistols=== <br />
Autopistols trade increased ammo and crit chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. They grant extra damage during critical hits. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
There are no Machine Pistol equivalents for the Pulse Laser weapon tier.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +2 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
<br />
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]<br />'''Gauss Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +3 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|13<br />(18)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]<br />'''Plasma Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +4 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||15<br />
|}<br />
<br />
===Sawed-off Shotgun===<br />
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage sidearm; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project ''Quenchguns''. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]<br />'''Sawed-off Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)||0%||1||18||8||50% less damage against hardened targets|| ||3||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days<br />(4&nbsp;days)||6<br />
|}<br />
<br />
===Rocket Launchers===<br />
Each rocket launcher is fitted with 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]<br />'''Rocket Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||1||18||5||2 turn cooldown<br>+1 Penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]<br />'''Recoilless Rifle'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)||1||18||5||2 turn cooldown<br>+1 Penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]<br />'''Blaster Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||1||14||5||2 turn cooldown<br>+1 Penetration<br>Can path around obstacles||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||2 UFO Flight Computers<br />1 Fusion Core||title="Duration in days&#10;(Duration when building quickly)"|42&nbsp;days<br />(21&nbsp;days)||180<br />
|}<br />
<br />
===MEC Secondary Weapons===<br />
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2"|Base<br>charges!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||8|| || 2 ||50% chance for a 50 will test for panic<br />Will test 80 with the ''Jellied Elerium'' Foundry project<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days<br />(8.5&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MECs||-0.6|| ||self||2||1||Can be equipped multiple times per soldier<br />Heals 7 HP for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module'''||MECs|| ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||melee|| ||unlimited||Melee weapon<br>Red fog does not reduce KSM damage||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||10.6||2||2||Can be equipped multiple times per soldier<br />+1 charge with the Packmaster perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]<br />'''Miniature Nuclear Explosive (MiNE) Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||10.6||4||2||Can be equipped multiple times per soldier<br />+100 penetration<br>Detonates at the end of XCOM's '''next''' turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||54<br />
|-align="center"<br />
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]<br />'''Electro Pulse'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1<br />(1-2)||self||8||unlimited||Stuns robotic units<br />4 turn cooldown<br>Affects the MEC using the Electro Pulse as well||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||1 Arc Rifle||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||24<br />
|}<br />
<br />
[[Category: Long War Rebalance]]</div>Teacynhttps://www.ufopaedia.org/index.php?title=Weapons_(LWR)&diff=102956Weapons (LWR)2021-09-03T13:19:38Z<p>Teacyn: /* Arc and Stun Rifles */ Added note about Maim to Stun Rifle.</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== In General ==<br />
<br />
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:<br />
<br />
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma<br />
* 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.<br />
<br />
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:<br />
<br />
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon<br />
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn<br />
* Rookies cannot use pistols<br />
* Weapons are more accurate at close range<br />
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch<br />
* 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<br />
<br />
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.<br />
<br />
== Weapon Types ==<br />
<br />
=== Weapon Tiers ===<br />
<br />
==== Conventional/Ballistic ====<br />
<br />
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.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Electric ====<br />
<br />
There are only 2 electric weapons: the arc rifle and the stun rifle. While most campaigns will likely build some of both, the stun rifle is mandatory to pass the game.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Beam Lasers ====<br />
<br />
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. <br />
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also 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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 4<br />
Bonus Stats: +5 aim, +25% crit damage, +0.6 mobility<br />
Note: Sidearms gain +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Gauss ====<br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 6<br />
</div><br />
<br />
==== Pulse Lasers ====<br />
<br />
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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 6<br />
Bonus Stats: +5 aim, +25% crit damage, +0.6 mobility<br />
Note: Sidearms gain +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Plasma ====<br />
<br />
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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 8<br />
</div><br />
<br />
'''Plasma-Specific Bonuses:'''<br />
*Plasma Rifle: +3 damage against biological units<br />
*Plasma Battle Rifle: +5 damage against targets at full HP<br />
*Plasma Carbine: +10 defense <br />
*Plasma SMG: +1.3 mobility (+2.0 mobility total)<br />
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles<br />
*Plasma Strike Rifle: +3 damage against uncovered targets <br />
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range<br />
*Plasma Novagun (SAW): +2 penetration<br />
*Plasma Dragon (LMG): 8 damage mayhem suppression<br />
*Plasma Particle Beam (MEC): +4 damage against mechanical units<br />
*Plasma Autocannon (SHIV): +15 aim, +15 crit<br />
<br />
=== Weapon Classes ===<br />
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:<br />
<br />
{| class="wikitable" style="max-width: 600px; text-align: center;"<br />
|- <br />
|+<br />
|-<br />
! style="padding: 4px;" | Weapon !! style="padding: 4px 15px;" | Base Damage<br />
|-<br />
|LMGs and SHIV/MEC Weapons || 200%<br />
|- <br />
|SAWs, Sniper Rifles, Shotguns, and Rocket Launchers || 150%<br />
|- <br />
|Battle Rifles and Strike Rifles || 125%<br />
|- <br />
|Assault Rifles || 100%<br />
|- <br />
| style="padding: 0 15px;" | Pistols, Machine Pistols, Carbines, and SMGs || 75%<br />
|}<br />
<br />
== Primary Weapons ==<br />
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.<br />
<br />
===Assault Rifles===<br />
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)<br />
||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(8)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||24<br />
|-align="center"<br />
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| 4 UFO Power Sources ||title="Duration in days&#10;(Duration when building quickly)"|31&nbsp;days<br />(15.5&nbsp;days)||75<br />
|}<br />
<br />
===Battle Rifles===<br />
Battle Rifles are heavier versions of Assault Rifles. They trade mobility, ammo capacity, and crit chance for increased damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||18<br />
|-align="center"<br />
<br />
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||35%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(8)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
<br />
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(161)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
<br />
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Mechanical [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(575)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Carbines===<br />
Carbines are lighter versions of Assault Rifles. They grant +0.6 mobility and +15 aim, and have moderate base crit chances. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. They grant +5 defense when equipped. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||+0.6||+5||+15||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||+1.3||+5||+20||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||10<br />
|-align="center"<br />
<br />
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||+0.6||+5||+15||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||24<br />
|-align="center"<br />
<br />
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||+1.3||+5||+20||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
<br />
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||+0.6||+15||+15||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||75<br />
|}<br />
<br />
===SMGs===<br />
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!! rowspan="2" {{Weapon damage (LWR)}} !!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||55%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||50%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+2.0|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||30<br />
|}<br />
<br />
===Shotguns===<br />
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6 ||5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||39<br />
|-align="center"<br />
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6||5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets<br />+2 damage against targets within 4 tiles||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||135<br />
|}<br />
<br />
===SAWs===<br />
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||-1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||3 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||18<br />
|-align="center"<br />
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||4 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||-1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||5 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(172)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||6 damage mayhem suppression<br>+2 penetration vs Mechanical Units<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||98||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|40&nbsp;days<br />(20&nbsp;days)||135<br />
|}<br />
<br />
===LMGs===<br />
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage and ammo, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 4, and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
<br />
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||-2.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||3 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||21<br />
|-align="center"<br />
<br />
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||4 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||42<br />
|-align="center"<br />
<br />
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||-2.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||5 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14&nbsp;days)||36<br />
|-align="center"<br />
<br />
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||8 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Strike Rifles===<br />
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}||rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||13<br />
|-align="center"<br />
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||45%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied<br />+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||120<br />
|}<br />
<br />
===Sniper Rifles===<br />
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||60<br />
|-align="center"<br />
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration<br />+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days<br />(19.5&nbsp;days)||135<br />
|}<br />
<br />
===MEC Weapons===<br />
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]<br />'''Pulse Particle Beam'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied<br />+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===SHIV Weapons===<br />
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|| ||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||3 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||4 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||5 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs|| ||+15||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||6 damage mayhem suppression||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Arc and Stun Rifles ===<br />
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. In addition, failed stuns on aliens below 50% of their max HP will [[Other Abilities (LWR)#Maim|Maim]] The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle's damage against mechanical units by 4. Arc Rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]<br />'''Arc Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers<br/>Rocketeers||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br>7&nbsp;(6-8) vs mech<br>11&nbsp;(9-13) vs mech upg||title="Amount of ammunition available"|3<br>(4)||18||18||Grants '''Disabling Shot'''<br>Cannot critically hit<br>+4 Penetration<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Amount of ammunition available&#10;(Amount with the Improved Arc Thrower foundry project)"|2<br />(3)||4|| ||Stuns aliens<br/>-1 support item slot||[[Research (LWR)#Xenology|Xenoneurology]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||30<br />
|}<br />
<br />
== Secondary Weapons ==<br />
<br />
Unlike Long War 1.0, LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Pulse Laser.<br />
<br />
'''Units that cannot use any secondary weapons''': privates, gunners, and SHIVs<br />
<br />
'''Units that cannot use sidearms and have unique secondary weapons''': Rocketeers and MECs<br />
<br />
All sidearms grant the '''[[Other_Abilities_(LWR)#Maim|Maim]]''' ability.<br />
<br />
===Pistols=== <br />
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Pistol Long War.png|128px|Pistol]]<br />'''Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||10%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days<br />(6.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|14<br />(21)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(2)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]<br />'''Plasma Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||12<br />
|}<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Heater Long War.png|128px|Arc Pistol]]<br />'''Arc Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br> 4 (3-5) vs mech <br> 7 (6-8) vs mech Upg || Not Possible ||title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)||18||18||+4 Penetration<br>Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Main Tech|Alien Computers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||3<br />
|-align="center"<br />
|}<br />
<br />
===Autopistols=== <br />
AUtoistols trade increased ammo and crit chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. They grant extra damage during critical hits. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
There are no Machine Pistol equivalents for the Pulse Laser weapon tier.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +2 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
<br />
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]<br />'''Gauss Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +3 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|13<br />(18)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]<br />'''Plasma Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +4 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||15<br />
|}<br />
<br />
===Sawed-off Shotgun===<br />
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage sidearm; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project ''Quenchguns''. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]<br />'''Sawed-off Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)||0%||1||18||8||50% less damage against hardened targets|| ||3||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days<br />(4&nbsp;days)||6<br />
|}<br />
<br />
===Rocket Launchers===<br />
Each rocket launcher is fitted with 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]<br />'''Rocket Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||1||18||5||2 turn cooldown<br>+1 Penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]<br />'''Recoilless Rifle'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)||1||18||5||2 turn cooldown<br>+1 Penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]<br />'''Blaster Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||1||14||5||2 turn cooldown<br>+1 Penetration<br>Can path around obstacles||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||2 UFO Flight Computers<br />1 Fusion Core||title="Duration in days&#10;(Duration when building quickly)"|42&nbsp;days<br />(21&nbsp;days)||180<br />
|}<br />
<br />
===MEC Secondary Weapons===<br />
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2"|Base<br>charges!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||8|| || 2 ||50% chance for a 50 will test for panic<br />Will test 80 with the ''Jellied Elerium'' Foundry project<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days<br />(8.5&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MECs||-0.6|| ||self||2||1||Can be equipped multiple times per soldier<br />Heals 7 HP for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module'''||MECs|| ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||melee|| ||unlimited||Melee weapon<br>Red fog does not reduce KSM damage||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||10.6||2||2||Can be equipped multiple times per soldier<br />+1 charge with the Packmaster perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]<br />'''Miniature Nuclear Explosive (MiNE) Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||10.6||4||2||Can be equipped multiple times per soldier<br />+100 penetration<br>Detonates at the end of XCOM's '''next''' turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||54<br />
|-align="center"<br />
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]<br />'''Electro Pulse'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1<br />(1-2)||self||8||unlimited||Stuns robotic units<br />4 turn cooldown<br>Affects the MEC using the Electro Pulse as well||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||1 Arc Rifle||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||24<br />
|}<br />
<br />
[[Category: Long War Rebalance]]</div>Teacynhttps://www.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&diff=102955Other Abilities (LWR)2021-09-03T13:13:45Z<p>Teacyn: /* Maim */ Added note for stun rifle.</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
<div style="float:right"><div style="padding-left: 20px;"><br />
__TOC__<br />
</div></div><br />
<br />
==Accuracy Cap==<br />
<br />
Critical hit chance (otherwise known as 'Crit') is capped at the current hit chance. This means that a soldier with 100 crit and a 1% chance to hit will only have a 1% chance to crit due to a -99 accuracy cap.<br />
<br />
== Berserk ==<br />
<br />
If multiple soldiers on XCOM's team have died, are critically wounded, or stabilized, all other non-SHIV members gain the ability to go '''Berserk'''. Only 1 member of the squad can berserk each turn. A unit going berserk will prevent other beginning of turn affects from occurring such as enrage, fatigued, and exhausted.<br />
<br />
<div style="max-width: 800px;"><br />
Chance to Berserk = '''2%''' x '''# of dead/critically wounded/stabilized XCOM''' x '''# of enemies in vision'''<br />
</div><br />
<br />
A berserked unit will enter an '''[[Other_Abilities_(LWR)#Enrage|enraged]]''' state, reload if their ammo isn't full, may move towards the nearest enemy, may fire a shot (at +100 aim), and after done, will still be enraged with 2APs ready to go.<br />
<br />
==Bleed Out==<br />
<br />
XCOM soldiers and MECs uniquely will sometimes not die when their HP would be reduced below 1. Instead they will become critically wounded and begin to '''Bleed Out''' for 4-7 turns (turns can be increased with a '''respirator implant''' or the '''Secondary Heart''' gene mod). <br />
<br />
The chance that a soldier will receive a critical wound and bleed out (instead of just dying) is as follows:<br />
<div style="max-width: 500px;"><br />
'''Bleed Out Chance''' = 10 x [Max_Base_HP - Overkill_Damage]<br />
</div><br />
Max_Base_HP is the natural max HP the character has without any armor or items. The overkill damage is how much damage the soldier received beyond 0. The '''Bleed Out Chance''' is clamped between 0% and 90%.<br />
<br />
A soldier with the '''Secondary Heart''' gene mod will always bleed out the first time his health reaches 0 each battle.<br />
<br />
While '''Bleeding Out''', a soldier can be stabilized (preventing death) by a unit with a medikit or revived (return to battle with 33% HP and 1 AP) by a medic with both a medikit and the '''Savior''' perk. If a soldier's '''Bleed Out Timer''' expires, the soldier will die (note: this can trigger your squad mates to panic).<br />
<br />
The '''Bleed Out Timer''' is normally invisible but is visible if the unit bleeding out has a respirator implant.<br />
<br />
==Combat Readiness==<br />
<br />
When an XCOM unit ends the turn with an action point remaining it activates '''Combat Readiness''':<br />
+10 aim, +5 def, and -10% rocket scatter until the end of the unit's next turn<br />
<br />
Units that lose their steadied weapon because they can't see any enemies at the beginning or end of their turn will gain the Combat Readiness bonus.<br />
<br />
Combat Readiness has no perk associated with it, but you can tell which units have the buff if you check their details (F1) or check their base HP color (it turns a lighter shade).<br />
<br />
== Corrosion ==<br />
<br />
Acid grenades, acid spit, and certain melee attacks can apply the '''Corrosion''' effect:<br />
<div style="max-width: 1000px;"><br />
Disables passive healing, strips half of flat DR, -20 aim, -20% mobility, and -50% range for AoE attacks, indefinitely<br />
</div><br />
The only way to remove corrosion is through the use of a medikit. SHIVs cannot have corrosion removed from them until the mission is complete.<br />
<br />
== Dash ==<br />
<br />
When a unit (alien or XCOM) spends both AP points to move at the same time (a 'yellow' move) this is called '''dashing''' and increases movement by 20% (40% with the sprinter perk). Thus, a unit that dashes will be able to cover 2.4x it's mobility in tiles.<br />
<br />
As well, when dashing, units will have 20 more defense against reaction fire.<br />
<br />
== Defuse ==<br />
<br />
This ability is available to all soldiers. It allows them to '''defuse''' bombs. This ability will '''Hunker''' the soldier as he/she defuses the bomb. At the beginning of their next turn they will finish '''defusing''' the bomb at the cost of all of their AP.<br />
<br />
== Disoriented ==<br />
<br />
Units hit by concussion grenades will become '''Disoriented''': <br />
<div style="max-width: 1300px;"><br />
Cancels overwatch and suppression, -50 defense, -50 will, -50 aim, -50% throw/ability range, -50% mobility, double scatter, lasts through 1 enemy turn<br />
</div><br />
<br />
==Enrage==<br />
<div style="float:left; width:900px;"><br />
If multiple soldiers on XCOM's team have died, become critically wounded, or been stabilized, all other non-SHIV members gain the ability to '''Enrage'''.<br />
<br />
<div style="max-width: 800px;"><br />
Chance to Enrage = '''5%''' x '''# of dead/critically wounded/stabilized XCOM''' x '''# of enemies in vision'''<br />
</div><br />
<br />
An enraged soldier:<br />
<br />
- Deals +100% weapon damage<br />
<br />
- Gains +100% mobility<br />
<br />
- Gains +100% throw range<br />
<br />
- Has a 25% chance for all idle-ending actions to cost 0 AP<br />
<br />
- Is immune to triggering non-suppression reaction fire<br />
<br />
</div><br />
<br />
<br />
<div style="float:left;">[[Image:Enrage.png|350px]]<br />
<br />
Enraged soldiers can be identified because their AP pips will have turned red.<br />
</div><br />
<div style="clear:both;"></div><br />
<br />
<br />
== Elevated Position ==<br />
<br />
Units at a higher altitude then an enemy receive the following benefits:<br />
+5 aim and defense per tile higher (Capped at +30 aim and defense)<br />
<br />
Note: Flying units receive a +30 defense bonus regardless of their height relative an enemy<br />
<br />
== Fatigued and Exhausted ==<br />
<br />
Soldiers who enter a mission with fatigue may suffer a loss of APs (Action Points) at the beginning of each their turns:<br />
<br />
{| class="wikitable" cellpadding="15" style="text-align:center;" <br />
|+<br />
|-<br />
! style="padding: 5px; width: 100px;" | Status<br />
! style="width: 100px;" | Effect<br />
! Chance (Modified by Campaign Length)<br />
! Notes<br />
|- <br />
|| Fatigued<br />
|| 1 AP loss<br />
|| 2% per day of fatigue<br />
|| Will not occur if Stimmed or Psi Inspired<br />
|- <br />
|| Exhausted<br />
|| 2 AP loss<br />
|| 0.2% per day of fatigue<br />
|| Will not occur if Stimmed or Psi Inspired<br />
|}<br />
<br />
A MLW game would decrease the chance per day of fatigue for fatigued/exhausted to trigger to 0.5%/0.05%.<br />
<br />
A NSLW game would decrease the chance per day of fatigue for fatigued/exhausted to trigger to 1%/0.1%.<br />
<br />
A VLW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 4%/0.4%.<br />
<br />
== Flight ==<br />
<br />
Soldiers with the Archangel or Seraph armors and Hover SHIVs have the '''Flight''' ability and a set amount of fuel to power the ability.<br />
<br />
Flight consumes 1 fuel per turn while active. Toggling flight on or moving also consumes a fuel. <br />
<br />
Units that are flying have their mobility set to 8.1, regardless of what their mobility was on the ground.<br />
<br />
<div style="max-width:950px;"><br />
'''Warning''': If the pilot is still hovering at 0 fuel they will be forced to land (and may land in a bad location).<br />
</div><br />
<br />
==Grapple==<br />
<br />
Units with certain light armors gain the grapple ability. Using the Grapple requires to unit to have 2 AP, costs 1 AP, and can propel the soldier up to 15 tiles. Each armor with the grapple ability grants unlimited uses during a battle.<br />
<br />
== Hack ==<br />
<br />
This ability is available to all covert operatives. It allows them to '''Hack''' Exalt data relays. This ability will '''Hunker''' the covert operative as he/she hacks the relay. At the beginning of their next turn they will finish the '''hack''' at the cost of all of their AP.<br />
<br />
Once the '''Hack''' begins, all Exalt on the map will have their gunlinks scrambled -- they will be unable to use their primary weapon until they install new gunlinks. After the '''Hack''' the covert operative will also recover sensitive Exalt information from the relay.<br />
<br />
== Holo Target ==<br />
<br />
Units that have been fired at by a weapon with '''Holo Rounds''' will become '''Holo Targeted''':<br />
<div style="max-width: 1000px;"><br />
Prevents concealment/stealth and grants +20 aim and +1 penetration to all shots at this unit for the next 3 turns<br />
</div><br />
<br />
== Home Ground ==<br />
<br />
Units that are fighting in their home country gain the '''Home Ground''' bonus:<br />
<div style="max-width: 300px;"><br />
+10 will and +0.6 mobility<br />
</div><br />
<br />
==Hunker Down==<br />
<br />
Any unit in cover can '''Hunker Down''':<br />
<div style="max-width: 1030px;"><br />
+50% DR from cover, x2 defense from cover, -50% chance to be hit by psionic attacks, lose all vision, ends the unit's turn<br />
</div><br />
<br />
Hunkered units will have their base HP color turn grey.<br />
<br />
== Idle ==<br />
<br />
Certain abilities vary based on whether or not a unit is '''idle'''. Being '''idle''' requires the soldier to be doing nothing that could be occupying their attention.<br />
<br />
The following abilities cause a unit to NOT be '''idle''':<br />
<div style="max-width:1390px;"><br />
Being suppressed, suppressing, stunned, maimed, steadying, overwatching, concealed/stealthed, panicking, strangling, being strangled, being in One For All, hunkering<br />
</div><br />
<br />
== Low Hit Chances ==<br />
<br />
In order to properly reflect a reasonable hit chance, while still keeping hit chance calculations as simple as '''aim''' minus '''defense''' equals '''hit chance''', hit chances below 20% are tapered by half, and those below 10% are tapered again but by 4/5s. The result is that a shot that would have a 0% chance to hit (based on aim minus defense) would instead have a 10% chance to hit and you would need a calculated hit chance of -100% to reach an actual hit chance of 1%. Chances that have been tapered by half will be colored orange beside the 'to hit' in the F1 info screen. Chances that have been tapered by 4/5s will be colored red beside the 'to hit' in the F1 info screen.<br />
<br />
The actual formula is:<br />
<div style="max-width:390px;"><br />
if(iToHit < 20)<br />
iToHit += 0.5 * (20 - float(iToHit));<br />
if(iToHit < 10)<br />
iToHit += 0.8 * (10 - float(iToHit)) ;<br />
</div><br />
Note: All final hit chances are still clamped between 1 and 100.<br />
<br />
==Maim==<br />
<br />
All sidearms have the '''Maim''' ability: <br />
<div style="max-width: 1200px;"><br />
Fire 2 shots at -20 aim that deal 1 damage each where any hits against a biologic target with 1 HP will Maim the target instead of dealing damage<br />
</div><br />
<br />
Stun rifles will also Maim targets under 50% HP on a failed stun.<br />
<br />
Any target that is '''Maimed''' will:<br />
<div style="max-width: 1000px;"><br />
Skip the next turn and disable reactive abilities (e.g. Close Combat Specialist, Reactive Targeting Sensors, Overwatch)<br />
</div><br />
<br />
==Overwatch==<br />
<br />
Overwatch can only be triggered if the unit has an enemy in sight. Using overwatch will overwatch all units currently in Line of Sight. Overwatching units will fire a '''[[Other_Abilities_(LWR)#Reaction_Fire|reaction shot]]''' against any unit that was overwatched and that acts or moves >1 tile. <br />
<br />
<div style="max-width: 1100px;"><br />
Note: The act of going on overwatch triggers some enemy reaction fire (anywhere from 1 reaction shot to all of the reaction shots).<br />
</div><br />
=== Overwatch Indicators ===<br />
The HUD icons for aliens will reveal who is overwatching you. A target icon appears at the top right of their alien head in the bottom right of the screen.<br />
<br />
[[File:Overwatchicon.png]]<br />
<br />
Aliens and XCOM will have a red eye icon above their soldier/pawn if they are on overwatch. The icon will blinking red/blue if your cursor is in a location the soldier/pawn can see and the soldier/pawn is on overwatch.<br />
<br />
[[File:Redeyeindicator.png]]<br />
<br />
The AP pips (action point indicators) on a character will be orange [danger of enemy reaction fire] if an enemy has that character under their overwatch or can perform another form of reaction fire against that character. <br />
<br />
[[File:OrangeAP.png]]<br />
<br />
==Panic==<br />
<br />
All panicked units have an 50% chance to recover each turn. If they are going to recover, they will receive a popup saying they are '''Regaining Control'''; otherwise they will remain panicking. A single panic will last a maximum of 4 turns.<br />
<br />
There is a 2% chance that any panicked unit will recover immediately.<br />
<br />
Specific abilities can directly cause panic (e.g. Intimidate, Psi Panic), but all Human units can also panic from taking damage or seeing their squad mates take damage. Exalt will panic less than XCOM and have only a 30% chance of triggering a panic roll when one of their panic events trigger.<br />
<br />
Exalt Chances to Panic:<br />
*30% chance if they are hit for more than 30% of their remaining health (20 will test)<br />
*30% chance if a squad mate in vision dies (20 will test)<br />
*30% chance if a squad leader in vision dies (40 will test)<br />
<br />
XCOM Chances to Panic:<br />
*They are hit for more than 50% of their remaining health (30 will test)<br />
*A squad mate in vision dies (30 will test)<br />
*A high level squad mate (>2 ranks) in vision dies (60 will test)<br />
*A squad mate in vision panics (0 will test)<br />
<br />
==Pin Point Accuracy==<br />
<br />
Whenever a shot has over 100% hit chance, half of the amount over 100 is added to the critical hit chance and is called '''Pinpoint Accuracy'''. It represents a soldier being so accurate that they are more likely to land a critical hit.<br />
<br />
== Reaction Fire ==<br />
<br />
Reaction fire is any shot that occurs when it is not that unit's turn (Eg: [[Other_Abilities_(LWR)#Overwatch|Overwatch]]). <br />
<br />
'''Basic''' reaction fire has 2 properties different than normal fire:<br />
<br />
<div style="max-width: 300px;"><br />
It bypasses half of cover defense<br />
</div><br />
<div style="max-width: 200px;"><br />
It cannot crit<br />
</div><br />
This means that reaction fire will bypass 15 defense of the 30 defense for any target in partial cover and 25 of the 50 defense for any target in full cover.<br />
<br />
Reaction fire will trigger when a unit acts or moves and the firing soldier has a hit chance of 30 or higher. Suppression reaction fire will fire regardless of hit chance.<br />
<br />
Targets that trigger reaction fire '''when moving''' will be treated as uncovered.<br />
<br />
Reaction fire can be upgraded with:<br />
*'''Opportunist''': Reaction shots can crit and bypass damage resistance from cover<br />
*'''Predictive Tracking''': Reaction shots bypass all cover defense, instead of just half<br />
<br />
Reaction fire will occur before the triggering unit has completed its action or movement. Unit's that take damage from reaction fire will have less stats when they go to complete their action. For example, using a psionic attack will have a lower hit chance if the unit took damage from a reaction shot and lost will due to red fog. However, ''hit chance of shots'', ''target locations'', and ''scatter'' are all calculated before any reaction fire and thus will not be affected by any damage taken before the action (unless, of course, the damage is fatal).<br />
<br />
== Red Fog ==<br />
<br />
Damage to units causes '''Red Fog''' which:<br />
<div style="max-width: 300px;"><br />
Lowers aim and will by 1-35<br />
Lowers melee damage by 1-70%<br />
Lowers throw range by 1-35%<br />
Lowers flat DR by 1-50%<br />
Lowers mobility by 1-6<br />
Increases scatter by 1-100%<br />
</div><br />
The amount of each of the maluses are directly proportional to %HP lost.<br />
<br />
The second wave option '''Just a Flesh Wound''' turns red fog off.<br />
<br />
== Reload ==<br />
<br />
Grants full ammo to the '''active''' weapon. Does not trigger reaction fire.<br />
<br />
== Scamper ==<br />
<br />
Both XCOM and Aliens have the ability to '''Scamper''' when they first see each other. <br />
<br />
=== Alien Scamper ===<br />
<br />
When an alien pod is revealed all the aliens in the pod will move to more ideal positions (e.g. moving to cover) and will sometimes activate overwatch and/or a deflection shield. <br />
<br />
If an enemy is currently engaged, new enemies that are revealed may be caught '''Off Guard''' and will not be able to '''Scamper'''. There is a 10% chance per each enemy engaged for new pods to be '''Off Guard'''. If a pod is '''Off Guard''' and there were more than 5 enemies engaged, each enemy engaged over 5 adds an additional 10% chance for the enemy pod to be '''Unprepared''' where they will not '''Scamper''' and will start with no ammo. <br />
<br />
For example, if you are engaged with 8 enemies and activate a new pod, the new pod will have an 80% chance to be '''Off Guard''' and then IF they are '''Off Guard''' they will have another 30% chance to be '''Unprepared''' (for a total chance of being unprepared of 24%).<br />
<br />
=== XCOM Scamper ===<br />
<br />
When an XCOM unit has completed his turn (0 AP remaining) and a new alien pod is revealed, that unit will receive the ability to '''Scamper''': it can complete a 1AP move but cannot perform any actions. This can only occur once per unit each turn and only if the XCOM unit is not active (i.e. not overwatching, steadying a weapon, etc.).<br />
<br />
A known bug is that upon reloading a save game in the middle of a tactical battle, the game forgets if any units have already scampered and upon revealing another pod they will be able to scamper again.<br />
<br />
== Shaken ==<br />
<br />
Every soldier that dies will '''Shaken''' the remaining soldiers, lowering their will by 10 for each death witnessed. Psi Inspiration can clear this effect.<br />
<br />
== Shred == <br />
<br />
Some weapons can '''Shred''' enemies. This means they will take extra damage from all regular sources.<br />
<div style="max-width: 1500px;"><br />
'''Shredded''': Damage received is increased by x% (where x is 20 + 3 times shred damage taken) for the remainder of the battle.<br />
</div><br />
<br />
Note that shred damage calculates ''damage taken'', not ''damage dealt'', so damage resistance ''does'' reduce the amount of shred applied.<br />
<br />
== Smoke (In Smoke) ==<br />
<br />
To see the effects of being '''In Smoke''' click here:<br />
<div style="max-width: 150px;"><br />
[[Cover_(LWR)#Smoke|Cover and Smoke]]<br />
</div><br />
<br />
== Stagger ==<br />
<br />
All '''reaction fire''' that damages a target has an x% chance to deplete the targets remaining AP, where x is half the % of remaining HP the target lost.<br />
<br />
== Steady Weapon ==<br />
<br />
Steadying a weapon grants the following:<br />
<br />
<div style="max-width: 500px;"><br />
+50 aim, -50% scatter, if at 2 AP bypasses cover DR<br />
</div><br />
<br />
Steady is lost if unit acts, moves, is suppressed, is hit, or changes weapons. Steady is converted into Combat Readiness (+10 aim, +5 def, -10% rocket scatter) if unit can't see any enemies at the beginning or end of a turn. <br />
<br />
Steady is only available if the unit can see an enemy. <br />
<br />
Steadying a weapon '''does not''' trigger enemy reaction fire.<br />
<br />
== Stimmed ==<br />
<br />
Units that use a Combat Stim on themselves will receive the '''Stimmed''' buff: <br />
<div style="max-width: 1200px;"><br />
Gain +2 HP regeneration/turn, +1.2 mobility, +10 aim, +15 will, immunity to crits/fatigued/exhausted/overpower, +20% DR, lasts through 3 enemy turns<br />
</div></div>Teacynhttps://www.ufopaedia.org/index.php?title=Weapons_(LWR)&diff=102954Weapons (LWR)2021-09-03T13:09:53Z<p>Teacyn: /* SAWs */ Fixed Tech Requirements. Also fixed the links to the Research page to go to "Offensive Tech" instead of sections that no longer exist.</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== In General ==<br />
<br />
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:<br />
<br />
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma<br />
* 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.<br />
<br />
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:<br />
<br />
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon<br />
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn<br />
* Rookies cannot use pistols<br />
* Weapons are more accurate at close range<br />
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch<br />
* 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<br />
<br />
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.<br />
<br />
== Weapon Types ==<br />
<br />
=== Weapon Tiers ===<br />
<br />
==== Conventional/Ballistic ====<br />
<br />
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.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Electric ====<br />
<br />
There are only 2 electric weapons: the arc rifle and the stun rifle. While most campaigns will likely build some of both, the stun rifle is mandatory to pass the game.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Beam Lasers ====<br />
<br />
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. <br />
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also 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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 4<br />
Bonus Stats: +5 aim, +25% crit damage, +0.6 mobility<br />
Note: Sidearms gain +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Gauss ====<br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 6<br />
</div><br />
<br />
==== Pulse Lasers ====<br />
<br />
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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 6<br />
Bonus Stats: +5 aim, +25% crit damage, +0.6 mobility<br />
Note: Sidearms gain +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Plasma ====<br />
<br />
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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 8<br />
</div><br />
<br />
'''Plasma-Specific Bonuses:'''<br />
*Plasma Rifle: +3 damage against biological units<br />
*Plasma Battle Rifle: +5 damage against targets at full HP<br />
*Plasma Carbine: +10 defense <br />
*Plasma SMG: +1.3 mobility (+2.0 mobility total)<br />
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles<br />
*Plasma Strike Rifle: +3 damage against uncovered targets <br />
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range<br />
*Plasma Novagun (SAW): +2 penetration<br />
*Plasma Dragon (LMG): 8 damage mayhem suppression<br />
*Plasma Particle Beam (MEC): +4 damage against mechanical units<br />
*Plasma Autocannon (SHIV): +15 aim, +15 crit<br />
<br />
=== Weapon Classes ===<br />
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:<br />
<br />
{| class="wikitable" style="max-width: 600px; text-align: center;"<br />
|- <br />
|+<br />
|-<br />
! style="padding: 4px;" | Weapon !! style="padding: 4px 15px;" | Base Damage<br />
|-<br />
|LMGs and SHIV/MEC Weapons || 200%<br />
|- <br />
|SAWs, Sniper Rifles, Shotguns, and Rocket Launchers || 150%<br />
|- <br />
|Battle Rifles and Strike Rifles || 125%<br />
|- <br />
|Assault Rifles || 100%<br />
|- <br />
| style="padding: 0 15px;" | Pistols, Machine Pistols, Carbines, and SMGs || 75%<br />
|}<br />
<br />
== Primary Weapons ==<br />
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.<br />
<br />
===Assault Rifles===<br />
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)<br />
||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(8)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||24<br />
|-align="center"<br />
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| 4 UFO Power Sources ||title="Duration in days&#10;(Duration when building quickly)"|31&nbsp;days<br />(15.5&nbsp;days)||75<br />
|}<br />
<br />
===Battle Rifles===<br />
Battle Rifles are heavier versions of Assault Rifles. They trade mobility, ammo capacity, and crit chance for increased damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||18<br />
|-align="center"<br />
<br />
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||35%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(8)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
<br />
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(161)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
<br />
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Mechanical [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(575)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Carbines===<br />
Carbines are lighter versions of Assault Rifles. They grant +0.6 mobility and +15 aim, and have moderate base crit chances. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. They grant +5 defense when equipped. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||+0.6||+5||+15||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||+1.3||+5||+20||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||10<br />
|-align="center"<br />
<br />
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||+0.6||+5||+15||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||24<br />
|-align="center"<br />
<br />
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||+1.3||+5||+20||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
<br />
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||+0.6||+15||+15||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||75<br />
|}<br />
<br />
===SMGs===<br />
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!! rowspan="2" {{Weapon damage (LWR)}} !!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||55%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||50%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+2.0|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||30<br />
|}<br />
<br />
===Shotguns===<br />
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6 ||5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||39<br />
|-align="center"<br />
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6||5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets<br />+2 damage against targets within 4 tiles||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||135<br />
|}<br />
<br />
===SAWs===<br />
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||-1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||3 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||18<br />
|-align="center"<br />
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||4 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||-1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||5 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(172)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||6 damage mayhem suppression<br>+2 penetration vs Mechanical Units<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||98||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|40&nbsp;days<br />(20&nbsp;days)||135<br />
|}<br />
<br />
===LMGs===<br />
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage and ammo, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 4, and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
<br />
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||-2.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||3 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||21<br />
|-align="center"<br />
<br />
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||4 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||42<br />
|-align="center"<br />
<br />
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||-2.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||5 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14&nbsp;days)||36<br />
|-align="center"<br />
<br />
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||8 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Strike Rifles===<br />
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}||rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||13<br />
|-align="center"<br />
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||45%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied<br />+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||120<br />
|}<br />
<br />
===Sniper Rifles===<br />
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||60<br />
|-align="center"<br />
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration<br />+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days<br />(19.5&nbsp;days)||135<br />
|}<br />
<br />
===MEC Weapons===<br />
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]<br />'''Pulse Particle Beam'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied<br />+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===SHIV Weapons===<br />
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|| ||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||3 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||4 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||5 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs|| ||+15||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||6 damage mayhem suppression||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Arc and Stun Rifles ===<br />
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle's damage against mechanical units by 4. Arc Rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]<br />'''Arc Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers<br/>Rocketeers||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br>7&nbsp;(6-8) vs mech<br>11&nbsp;(9-13) vs mech upg||title="Amount of ammunition available"|3<br>(4)||18||18||Grants '''Disabling Shot'''<br>Cannot critically hit<br>+4 Penetration<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Amount of ammunition available&#10;(Amount with the Improved Arc Thrower foundry project)"|2<br />(3)||4|| ||Stuns aliens<br/>-1 support item slot||[[Research (LWR)#Xenology|Xenoneurology]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||30<br />
|}<br />
<br />
== Secondary Weapons ==<br />
<br />
Unlike Long War 1.0, LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Pulse Laser.<br />
<br />
'''Units that cannot use any secondary weapons''': privates, gunners, and SHIVs<br />
<br />
'''Units that cannot use sidearms and have unique secondary weapons''': Rocketeers and MECs<br />
<br />
All sidearms grant the '''[[Other_Abilities_(LWR)#Maim|Maim]]''' ability.<br />
<br />
===Pistols=== <br />
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Pistol Long War.png|128px|Pistol]]<br />'''Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||10%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days<br />(6.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|14<br />(21)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(2)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]<br />'''Plasma Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||12<br />
|}<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Heater Long War.png|128px|Arc Pistol]]<br />'''Arc Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br> 4 (3-5) vs mech <br> 7 (6-8) vs mech Upg || Not Possible ||title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)||18||18||+4 Penetration<br>Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Main Tech|Alien Computers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||3<br />
|-align="center"<br />
|}<br />
<br />
===Autopistols=== <br />
AUtoistols trade increased ammo and crit chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. They grant extra damage during critical hits. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
There are no Machine Pistol equivalents for the Pulse Laser weapon tier.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +2 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
<br />
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]<br />'''Gauss Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +3 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|13<br />(18)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]<br />'''Plasma Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +4 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||15<br />
|}<br />
<br />
===Sawed-off Shotgun===<br />
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage sidearm; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project ''Quenchguns''. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]<br />'''Sawed-off Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)||0%||1||18||8||50% less damage against hardened targets|| ||3||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days<br />(4&nbsp;days)||6<br />
|}<br />
<br />
===Rocket Launchers===<br />
Each rocket launcher is fitted with 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]<br />'''Rocket Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||1||18||5||2 turn cooldown<br>+1 Penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]<br />'''Recoilless Rifle'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)||1||18||5||2 turn cooldown<br>+1 Penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]<br />'''Blaster Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||1||14||5||2 turn cooldown<br>+1 Penetration<br>Can path around obstacles||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||2 UFO Flight Computers<br />1 Fusion Core||title="Duration in days&#10;(Duration when building quickly)"|42&nbsp;days<br />(21&nbsp;days)||180<br />
|}<br />
<br />
===MEC Secondary Weapons===<br />
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2"|Base<br>charges!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||8|| || 2 ||50% chance for a 50 will test for panic<br />Will test 80 with the ''Jellied Elerium'' Foundry project<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days<br />(8.5&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MECs||-0.6|| ||self||2||1||Can be equipped multiple times per soldier<br />Heals 7 HP for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module'''||MECs|| ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||melee|| ||unlimited||Melee weapon<br>Red fog does not reduce KSM damage||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||10.6||2||2||Can be equipped multiple times per soldier<br />+1 charge with the Packmaster perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]<br />'''Miniature Nuclear Explosive (MiNE) Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||10.6||4||2||Can be equipped multiple times per soldier<br />+100 penetration<br>Detonates at the end of XCOM's '''next''' turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||54<br />
|-align="center"<br />
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]<br />'''Electro Pulse'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1<br />(1-2)||self||8||unlimited||Stuns robotic units<br />4 turn cooldown<br>Affects the MEC using the Electro Pulse as well||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||1 Arc Rifle||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||24<br />
|}<br />
<br />
[[Category: Long War Rebalance]]</div>Teacynhttps://www.ufopaedia.org/index.php?title=Weapons_(LWR)&diff=102953Weapons (LWR)2021-09-03T13:07:24Z<p>Teacyn: /* Shotguns */ Fixed Tech Requirements. Also fixed the links to the Research page to go to "Offensive Tech" instead of sections that no longer exist.</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== In General ==<br />
<br />
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:<br />
<br />
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma<br />
* 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.<br />
<br />
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:<br />
<br />
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon<br />
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn<br />
* Rookies cannot use pistols<br />
* Weapons are more accurate at close range<br />
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch<br />
* 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<br />
<br />
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.<br />
<br />
== Weapon Types ==<br />
<br />
=== Weapon Tiers ===<br />
<br />
==== Conventional/Ballistic ====<br />
<br />
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.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Electric ====<br />
<br />
There are only 2 electric weapons: the arc rifle and the stun rifle. While most campaigns will likely build some of both, the stun rifle is mandatory to pass the game.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Beam Lasers ====<br />
<br />
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. <br />
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also 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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 4<br />
Bonus Stats: +5 aim, +25% crit damage, +0.6 mobility<br />
Note: Sidearms gain +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Gauss ====<br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 6<br />
</div><br />
<br />
==== Pulse Lasers ====<br />
<br />
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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 6<br />
Bonus Stats: +5 aim, +25% crit damage, +0.6 mobility<br />
Note: Sidearms gain +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Plasma ====<br />
<br />
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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 8<br />
</div><br />
<br />
'''Plasma-Specific Bonuses:'''<br />
*Plasma Rifle: +3 damage against biological units<br />
*Plasma Battle Rifle: +5 damage against targets at full HP<br />
*Plasma Carbine: +10 defense <br />
*Plasma SMG: +1.3 mobility (+2.0 mobility total)<br />
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles<br />
*Plasma Strike Rifle: +3 damage against uncovered targets <br />
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range<br />
*Plasma Novagun (SAW): +2 penetration<br />
*Plasma Dragon (LMG): 8 damage mayhem suppression<br />
*Plasma Particle Beam (MEC): +4 damage against mechanical units<br />
*Plasma Autocannon (SHIV): +15 aim, +15 crit<br />
<br />
=== Weapon Classes ===<br />
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:<br />
<br />
{| class="wikitable" style="max-width: 600px; text-align: center;"<br />
|- <br />
|+<br />
|-<br />
! style="padding: 4px;" | Weapon !! style="padding: 4px 15px;" | Base Damage<br />
|-<br />
|LMGs and SHIV/MEC Weapons || 200%<br />
|- <br />
|SAWs, Sniper Rifles, Shotguns, and Rocket Launchers || 150%<br />
|- <br />
|Battle Rifles and Strike Rifles || 125%<br />
|- <br />
|Assault Rifles || 100%<br />
|- <br />
| style="padding: 0 15px;" | Pistols, Machine Pistols, Carbines, and SMGs || 75%<br />
|}<br />
<br />
== Primary Weapons ==<br />
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.<br />
<br />
===Assault Rifles===<br />
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)<br />
||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(8)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||24<br />
|-align="center"<br />
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| 4 UFO Power Sources ||title="Duration in days&#10;(Duration when building quickly)"|31&nbsp;days<br />(15.5&nbsp;days)||75<br />
|}<br />
<br />
===Battle Rifles===<br />
Battle Rifles are heavier versions of Assault Rifles. They trade mobility, ammo capacity, and crit chance for increased damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||18<br />
|-align="center"<br />
<br />
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||35%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(8)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
<br />
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(161)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
<br />
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Mechanical [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(575)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Carbines===<br />
Carbines are lighter versions of Assault Rifles. They grant +0.6 mobility and +15 aim, and have moderate base crit chances. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. They grant +5 defense when equipped. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||+0.6||+5||+15||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||+1.3||+5||+20||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||10<br />
|-align="center"<br />
<br />
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||+0.6||+5||+15||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||24<br />
|-align="center"<br />
<br />
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||+1.3||+5||+20||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
<br />
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||+0.6||+15||+15||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||75<br />
|}<br />
<br />
===SMGs===<br />
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!! rowspan="2" {{Weapon damage (LWR)}} !!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||55%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||50%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+2.0|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||30<br />
|}<br />
<br />
===Shotguns===<br />
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6 ||5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||39<br />
|-align="center"<br />
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6||5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets<br />+2 damage against targets within 4 tiles||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||135<br />
|}<br />
<br />
===SAWs===<br />
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||-1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||3 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||18<br />
|-align="center"<br />
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||4 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||-1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||5 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(172)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||6 damage mayhem suppression<br>+2 penetration vs Mechanical Units<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||98||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|40&nbsp;days<br />(20&nbsp;days)||135<br />
|}<br />
<br />
===LMGs===<br />
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage and ammo, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 4, and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
<br />
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||-2.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||3 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||21<br />
|-align="center"<br />
<br />
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||4 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||42<br />
|-align="center"<br />
<br />
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||-2.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||5 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14&nbsp;days)||36<br />
|-align="center"<br />
<br />
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||8 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Strike Rifles===<br />
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}||rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||13<br />
|-align="center"<br />
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||45%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied<br />+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||120<br />
|}<br />
<br />
===Sniper Rifles===<br />
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||60<br />
|-align="center"<br />
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration<br />+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days<br />(19.5&nbsp;days)||135<br />
|}<br />
<br />
===MEC Weapons===<br />
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]<br />'''Pulse Particle Beam'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied<br />+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===SHIV Weapons===<br />
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|| ||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||3 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||4 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||5 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs|| ||+15||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||6 damage mayhem suppression||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Arc and Stun Rifles ===<br />
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle's damage against mechanical units by 4. Arc Rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]<br />'''Arc Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers<br/>Rocketeers||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br>7&nbsp;(6-8) vs mech<br>11&nbsp;(9-13) vs mech upg||title="Amount of ammunition available"|3<br>(4)||18||18||Grants '''Disabling Shot'''<br>Cannot critically hit<br>+4 Penetration<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Amount of ammunition available&#10;(Amount with the Improved Arc Thrower foundry project)"|2<br />(3)||4|| ||Stuns aliens<br/>-1 support item slot||[[Research (LWR)#Xenology|Xenoneurology]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||30<br />
|}<br />
<br />
== Secondary Weapons ==<br />
<br />
Unlike Long War 1.0, LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Pulse Laser.<br />
<br />
'''Units that cannot use any secondary weapons''': privates, gunners, and SHIVs<br />
<br />
'''Units that cannot use sidearms and have unique secondary weapons''': Rocketeers and MECs<br />
<br />
All sidearms grant the '''[[Other_Abilities_(LWR)#Maim|Maim]]''' ability.<br />
<br />
===Pistols=== <br />
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Pistol Long War.png|128px|Pistol]]<br />'''Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||10%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days<br />(6.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|14<br />(21)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(2)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]<br />'''Plasma Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||12<br />
|}<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Heater Long War.png|128px|Arc Pistol]]<br />'''Arc Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br> 4 (3-5) vs mech <br> 7 (6-8) vs mech Upg || Not Possible ||title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)||18||18||+4 Penetration<br>Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Main Tech|Alien Computers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||3<br />
|-align="center"<br />
|}<br />
<br />
===Autopistols=== <br />
AUtoistols trade increased ammo and crit chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. They grant extra damage during critical hits. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
There are no Machine Pistol equivalents for the Pulse Laser weapon tier.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +2 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
<br />
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]<br />'''Gauss Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +3 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|13<br />(18)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]<br />'''Plasma Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +4 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||15<br />
|}<br />
<br />
===Sawed-off Shotgun===<br />
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage sidearm; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project ''Quenchguns''. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]<br />'''Sawed-off Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)||0%||1||18||8||50% less damage against hardened targets|| ||3||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days<br />(4&nbsp;days)||6<br />
|}<br />
<br />
===Rocket Launchers===<br />
Each rocket launcher is fitted with 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]<br />'''Rocket Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||1||18||5||2 turn cooldown<br>+1 Penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]<br />'''Recoilless Rifle'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)||1||18||5||2 turn cooldown<br>+1 Penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]<br />'''Blaster Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||1||14||5||2 turn cooldown<br>+1 Penetration<br>Can path around obstacles||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||2 UFO Flight Computers<br />1 Fusion Core||title="Duration in days&#10;(Duration when building quickly)"|42&nbsp;days<br />(21&nbsp;days)||180<br />
|}<br />
<br />
===MEC Secondary Weapons===<br />
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2"|Base<br>charges!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||8|| || 2 ||50% chance for a 50 will test for panic<br />Will test 80 with the ''Jellied Elerium'' Foundry project<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days<br />(8.5&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MECs||-0.6|| ||self||2||1||Can be equipped multiple times per soldier<br />Heals 7 HP for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module'''||MECs|| ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||melee|| ||unlimited||Melee weapon<br>Red fog does not reduce KSM damage||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||10.6||2||2||Can be equipped multiple times per soldier<br />+1 charge with the Packmaster perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]<br />'''Miniature Nuclear Explosive (MiNE) Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||10.6||4||2||Can be equipped multiple times per soldier<br />+100 penetration<br>Detonates at the end of XCOM's '''next''' turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||54<br />
|-align="center"<br />
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]<br />'''Electro Pulse'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1<br />(1-2)||self||8||unlimited||Stuns robotic units<br />4 turn cooldown<br>Affects the MEC using the Electro Pulse as well||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||1 Arc Rifle||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||24<br />
|}<br />
<br />
[[Category: Long War Rebalance]]</div>Teacynhttps://www.ufopaedia.org/index.php?title=Weapons_(LWR)&diff=102952Weapons (LWR)2021-09-03T13:04:44Z<p>Teacyn: /* Battle Rifles */ Fixed Tech Requirements. Also fixed the links to the Research page to go to "Offensive Tech" instead of sections that no longer exist.</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== In General ==<br />
<br />
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:<br />
<br />
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma<br />
* 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.<br />
<br />
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:<br />
<br />
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon<br />
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn<br />
* Rookies cannot use pistols<br />
* Weapons are more accurate at close range<br />
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch<br />
* 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<br />
<br />
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.<br />
<br />
== Weapon Types ==<br />
<br />
=== Weapon Tiers ===<br />
<br />
==== Conventional/Ballistic ====<br />
<br />
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.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Electric ====<br />
<br />
There are only 2 electric weapons: the arc rifle and the stun rifle. While most campaigns will likely build some of both, the stun rifle is mandatory to pass the game.<br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 4<br />
</div><br />
<br />
==== Beam Lasers ====<br />
<br />
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. <br />
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also 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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 4<br />
Bonus Stats: +5 aim, +25% crit damage, +0.6 mobility<br />
Note: Sidearms gain +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Gauss ====<br />
<br />
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. <br />
<br />
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. <br />
<br />
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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 6<br />
</div><br />
<br />
==== Pulse Lasers ====<br />
<br />
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.<br />
<br />
<div style="max-width:680px;"><br />
Base Damage: 6<br />
Bonus Stats: +5 aim, +25% crit damage, +0.6 mobility<br />
Note: Sidearms gain +10 crit and +25% crit damage (no aim or mobility)<br />
</div><br />
<br />
==== Plasma ====<br />
<br />
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. <br />
<br />
<div style="max-width:160px;"><br />
Base Damage: 8<br />
</div><br />
<br />
'''Plasma-Specific Bonuses:'''<br />
*Plasma Rifle: +3 damage against biological units<br />
*Plasma Battle Rifle: +5 damage against targets at full HP<br />
*Plasma Carbine: +10 defense <br />
*Plasma SMG: +1.3 mobility (+2.0 mobility total)<br />
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles<br />
*Plasma Strike Rifle: +3 damage against uncovered targets <br />
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range<br />
*Plasma Novagun (SAW): +2 penetration<br />
*Plasma Dragon (LMG): 8 damage mayhem suppression<br />
*Plasma Particle Beam (MEC): +4 damage against mechanical units<br />
*Plasma Autocannon (SHIV): +15 aim, +15 crit<br />
<br />
=== Weapon Classes ===<br />
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:<br />
<br />
{| class="wikitable" style="max-width: 600px; text-align: center;"<br />
|- <br />
|+<br />
|-<br />
! style="padding: 4px;" | Weapon !! style="padding: 4px 15px;" | Base Damage<br />
|-<br />
|LMGs and SHIV/MEC Weapons || 200%<br />
|- <br />
|SAWs, Sniper Rifles, Shotguns, and Rocket Launchers || 150%<br />
|- <br />
|Battle Rifles and Strike Rifles || 125%<br />
|- <br />
|Assault Rifles || 100%<br />
|- <br />
| style="padding: 0 15px;" | Pistols, Machine Pistols, Carbines, and SMGs || 75%<br />
|}<br />
<br />
== Primary Weapons ==<br />
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.<br />
<br />
===Assault Rifles===<br />
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)<br />
||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(8)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||24<br />
|-align="center"<br />
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Grants '''Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| 4 UFO Power Sources ||title="Duration in days&#10;(Duration when building quickly)"|31&nbsp;days<br />(15.5&nbsp;days)||75<br />
|}<br />
<br />
===Battle Rifles===<br />
Battle Rifles are heavier versions of Assault Rifles. They trade mobility, ammo capacity, and crit chance for increased damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||18<br />
|-align="center"<br />
<br />
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||35%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(8)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
<br />
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(161)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
<br />
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Mechanical [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(575)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Carbines===<br />
Carbines are lighter versions of Assault Rifles. They grant +0.6 mobility and +15 aim, and have moderate base crit chances. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. They grant +5 defense when equipped. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||+0.6||+5||+15||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||+1.3||+5||+20||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||10<br />
|-align="center"<br />
<br />
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||+0.6||+5||+15||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||24<br />
|-align="center"<br />
<br />
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||+1.3||+5||+20||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27<br />
|-align="center"<br />
<br />
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||+0.6||+15||+15||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||75<br />
|}<br />
<br />
===SMGs===<br />
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!! rowspan="2" {{Weapon damage (LWR)}} !!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||55%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||50%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||9<br />
|-align="center"<br />
<br />
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+2.0|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||30<br />
|}<br />
<br />
===Shotguns===<br />
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6 ||5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||39<br />
|-align="center"<br />
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6||5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets<br />+2 damage against targets within 4 tiles||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||135<br />
|}<br />
<br />
===SAWs===<br />
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||-1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||3 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||18<br />
|-align="center"<br />
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||4 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||-1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||5 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(172)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34<br />
|-align="center"<br />
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||-2.0||0||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||6 damage mayhem suppression<br>+2 penetration vs Mechanical Units<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||98||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|40&nbsp;days<br />(20&nbsp;days)||135<br />
|}<br />
<br />
===LMGs===<br />
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage and ammo, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 4, and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply|| <br />
|-align="center"<br />
<br />
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||-2.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||3 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||21<br />
|-align="center"<br />
<br />
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||4 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||42<br />
|-align="center"<br />
<br />
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||-2.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||5 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14&nbsp;days)||36<br />
|-align="center"<br />
<br />
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||8 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Strike Rifles===<br />
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}||rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||13<br />
|-align="center"<br />
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||45%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||33<br />
|-align="center"<br />
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied<br />+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||120<br />
|}<br />
<br />
===Sniper Rifles===<br />
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||60<br />
|-align="center"<br />
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37<br />
|-align="center"<br />
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration<br />+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days<br />(19.5&nbsp;days)||135<br />
|}<br />
<br />
===MEC Weapons===<br />
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]<br />'''Pulse Particle Beam'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied<br />+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===SHIV Weapons===<br />
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|| ||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||3 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22<br />
|-align="center"<br />
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||4 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||5 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs|| ||+15||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||6 damage mayhem suppression||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135<br />
|}<br />
<br />
===Arc and Stun Rifles ===<br />
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle's damage against mechanical units by 4. Arc Rifles lose aim for being in close proximity (-16 aim per tile closer than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]<br />'''Arc Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers<br/>Rocketeers||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br>7&nbsp;(6-8) vs mech<br>11&nbsp;(9-13) vs mech upg||title="Amount of ammunition available"|3<br>(4)||18||18||Grants '''Disabling Shot'''<br>Cannot critically hit<br>+4 Penetration<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6&nbsp;days)||27<br />
|-align="center"<br />
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Amount of ammunition available&#10;(Amount with the Improved Arc Thrower foundry project)"|2<br />(3)||4|| ||Stuns aliens<br/>-1 support item slot||[[Research (LWR)#Xenology|Xenoneurology]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||30<br />
|}<br />
<br />
== Secondary Weapons ==<br />
<br />
Unlike Long War 1.0, LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Pulse Laser.<br />
<br />
'''Units that cannot use any secondary weapons''': privates, gunners, and SHIVs<br />
<br />
'''Units that cannot use sidearms and have unique secondary weapons''': Rocketeers and MECs<br />
<br />
All sidearms grant the '''[[Other_Abilities_(LWR)#Maim|Maim]]''' ability.<br />
<br />
===Pistols=== <br />
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Pistol Long War.png|128px|Pistol]]<br />'''Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||10%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days<br />(6.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|14<br />(21)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(2)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||4<br />
|-align="center"<br />
<br />
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]<br />'''Plasma Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||12<br />
|}<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Heater Long War.png|128px|Arc Pistol]]<br />'''Arc Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br> 4 (3-5) vs mech <br> 7 (6-8) vs mech Upg || Not Possible ||title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)||18||18||+4 Penetration<br>Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Main Tech|Alien Computers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||3<br />
|-align="center"<br />
|}<br />
<br />
===Autopistols=== <br />
AUtoistols trade increased ammo and crit chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. They grant extra damage during critical hits. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).<br />
<br />
There are no Machine Pistol equivalents for the Pulse Laser weapon tier.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
<br />
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +2 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
<br />
<br />
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]<br />'''Gauss Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +3 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|13<br />(18)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||3<br />
|-align="center"<br />
<br />
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]<br />'''Plasma Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +4 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||15<br />
|}<br />
<br />
===Sawed-off Shotgun===<br />
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage sidearm; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project ''Quenchguns''. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]<br />'''Sawed-off Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)||0%||1||18||8||50% less damage against hardened targets|| ||3||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days<br />(4&nbsp;days)||6<br />
|}<br />
<br />
===Rocket Launchers===<br />
Each rocket launcher is fitted with 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]<br />'''Rocket Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||1||18||5||2 turn cooldown<br>+1 Penetration||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]<br />'''Recoilless Rifle'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)||1||18||5||2 turn cooldown<br>+1 Penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]<br />'''Blaster Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||1||14||5||2 turn cooldown<br>+1 Penetration<br>Can path around obstacles||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||2 UFO Flight Computers<br />1 Fusion Core||title="Duration in days&#10;(Duration when building quickly)"|42&nbsp;days<br />(21&nbsp;days)||180<br />
|}<br />
<br />
===MEC Secondary Weapons===<br />
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2"|Base<br>charges!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|7<br />(6-8)||8|| || 2 ||50% chance for a 50 will test for panic<br />Will test 80 with the ''Jellied Elerium'' Foundry project<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days<br />(8.5&nbsp;days)||15<br />
|-align="center"<br />
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MECs||-0.6|| ||self||2||1||Can be equipped multiple times per soldier<br />Heals 7 HP for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module'''||MECs|| ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||melee|| ||unlimited||Melee weapon<br>Red fog does not reduce KSM damage||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||10.6||2||2||Can be equipped multiple times per soldier<br />+1 charge with the Packmaster perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||45<br />
|-align="center"<br />
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]<br />'''Miniature Nuclear Explosive (MiNE) Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||10.6||4||2||Can be equipped multiple times per soldier<br />+100 penetration<br>Detonates at the end of XCOM's '''next''' turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||54<br />
|-align="center"<br />
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]<br />'''Electro Pulse'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1<br />(1-2)||self||8||unlimited||Stuns robotic units<br />4 turn cooldown<br>Affects the MEC using the Electro Pulse as well||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||1 Arc Rifle||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||24<br />
|}<br />
<br />
[[Category: Long War Rebalance]]</div>Teacyn