- 1 Primary Weapons
- 2 Auxiliary Weapons
- 3 Secondary Weapons
- 4 Heavy Weapons
- 5 Weapon Upgrades
Assault Rifles are the default primary weapon of most soldiers within modern militaries. Extremely versatile and "middle of the road" in every way.
Cannons can only be fielded by Gunner soldiers; automatic rifleman specialist trained in using light machine gun or squad automatic weapon as part of a fireteam. They have higher damage compared to rifles, and larger clips. They suffer penalties at very short range, but nowhere near the extent that sniper rifles do.
SMG-type weapons can be used by most classes. They do lower damage than assault rifles, have smaller clips and have more falloff at range, but increase mobility. They also slightly decrease infiltration time for the soldier carrying them.
Using an SMG increases the soldier's Mobility by 3, and reduces enemy detection radius for that soldier by 12.5%.
Shotguns can be equipped by most soldiers in Long War. Assault soldiers have several perks specialising in them.
Sniper Rifles can only be fielded by Sharpshooters.
The Pistol is now a utility slot item and can be equipped on any soldier. Pistol related perks are trainable in the Advanced Warfare Center. Officers also have a few abilities related to pistols, including the ability to give one to a civilian ally.
Secondary weapons are available only to Soldier classes. These weapons require specific training and each Soldier class can use only one type of special weapon.
|Icon||Name||Damage||Crit Damage||Aim Bonus||Crit Chance||Pierce||Prequisites||Supplies||Alloys|
The Arc Thrower is used by the Assault class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.
Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones) and reduce their hack defense.
|Icon||Name||Damage (Mechanized Only)||Aim Bonus||Stun Effect (Organic Only)||Prequisites||Supplies||Alloys||Elerium Crystals||Elerium Cores||Special Items|
|Advanced Arc Thrower||4-9||+5||ADVENT Stun Lancer Autopsy||20||1||3||-||-|
|Arc Blaster||7-12||+5||Gatekeeper Autopsy||35||1||5||1||1x Gatekeeper Shell|
The GREMLIN is used by the Specialist class. These little robots provide electronic warfare and logistical combat support, such as remote hacking and healing, and can deal damage with the right perks, especially against mechanical enemies.
|Icon||Name||Hack Bonus||Combat Protocol Damage (Organic)||Combat Protocol Damage (Robotic)||Aid Protocol Defense Bonus||GREMLIN Heal Bonus||Revival Protocol Charges||Scanning Protocol Charges||Interference Charges||Rescue Protocol Charges||Capacitor Discharge Damage (Organic)||Capacitor Discharge Damage (Robotic)||Prequisites||Supplies||Alloys||Elerium Crystals||Elerium Cores||Special Items|
|GREMLIN Mark II||+20||4||7-8||+25||+1||3||2||5||2||5-8||8-11||ADVENT Robotics||20||1||1||-||1x Drone Wreck|
|GREMLIN Mark III||+40||6||10-11||+30||+2||4||3||7||3||7-10||11-14||Sectopod Breakdown||35||1||-||1||1x Sectopod Wreck|
The Grenade Launcher is used by the Grenadier class. They provide extended range and blast radius bonuses over Grenades thrown by other classes, and grenades launched by these do not suffer the cooldown preventing other classes from using grenades every turn
|Icon||Name||Range Bonus||Radius Bonus||Prequisites||Supplies||Alloys||Elerium Crystals|
|Advanced Grenade Launcher||+6||+1||Magnetic Weapons||25||1||1|
The Holotargeter is used by the Sharpshooter class. Holotargeters have squadsight range and apply an aim bonus to any targeted enemies. The Sharpshooter can specialize in various skills to augment the Holotargeter with additional bonuses and allow targeting of multiple enemies in a single turn.
|Icon||Name||Aim Bonus||HiDef Holo Bonus||Vital Point Targeting Bonus||Multitargeting Radius||Prequisites||Supplies||Elerium Crystals||Elerium Cores||Special Items|
|Holotargeter||+10||+10 crit||+1 damage||4 tiles||-||-||-||-||-|
|Holotargeter Mark II||+15||+15 crit||+1 damage||5 tiles||ADVENT MEC Breakdown||30||1||1||1x ADVENT MEC Wreck|
|Holotargeter Mark III||+20||+20 crit||+2 damage||6 tiles||Andromedon Autopsy||60||3||1||1x Andromedon Wreck|
The Psi Amp is used by the Psi Operative class. They are used for all psionic attacks.
|Icon||Name||Psi Offense Bonus||Soulfire Damage||Void Rift Damage||Null Lance Damage||Mind Merge Bonus||Prequisites||Supplies||Alloys||Elerium Crystals||Elerium Cores||Special Items|
|Advanced Psi Amp||+10||6-9||5-6||8-12||+5 Will
+1 Ablative HP
|40||2||5||1||1x Sectoid Corpse|
|Alien Psi Amp||+20||9-11||7-9||10-15||+10 Will
+2 Ablative HP
|100||2||10||1||1x Gatekeeper Shell|
The Sawed-Off Shotgun is used by the Ranger class. It deals colossal damage at close range, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.
|Icon||Name||Damage||Crit Damage||Crit Chance||Prequisites||Supplies||Alloys||Elerium Crystals|
|Mag Shorty||9-15||+5||+15||Advanced Coilguns||25||1||1|
The Sword is used by the Shinobi class.
|Icon||Name||Damage||Crit Damage||Aim Bonus||Crit Chance||Effects||Prequisites||Supplies||Alloys||Elerium Crystals||Elerium Cores||Special Items|
|Arc Blade||6-10||+4||+25||+15||25%chance||ADVENT Stun Lancer Autopsy||20||1||1||-||1x ADVENT Stun Lancer Corpse|
|Fusion Blade||10-14||+6||+30||+20||50%chance||Archon Autopsy||35||2||3||1||1x Archon Corpse|
Note that the axe is throwable as a free action; it is not strictly a melee weapon, which makes it better than the bare stats would imply.
The Gauntlet is used by the Technical class.
|Icon||Name||Rocket Damage||Rocket Environment Damage||Rocket Armor Shred||Flamethrower Damage||Prequisites||Supplies||Alloys||Elerium Crystals||Elerium Cores||Special Items|
|Gauntlet Mark II||4-9||25||2||4-8||65||Magnetic Weapons||30||3||5||-||-|
Muton Elite Autopsy
|150||5||10||2||1x Muton Elite Corpse|
Heavy weapons are carried by the Technical class and other soldiers in EXO suits. Technicals carry the Gauntlet, which has an integrated rocket launcher and flamethrower. Technicals in an EXO suit can't equip different heavy weapons, but can carry extra rockets and flamethrower fuel in its heavy weapon slot. Other soldiers can carry different heavy weapons, but not rocket launchers or flamethrowers.
|Rocket Launcher||Deals high area damage, but can scatter based on aim, range and whether the soldier has moved this turn.|
|Flamethrower||Fires a short range cone that pierces low cover and can inflict Burning.|
|Blaster Launcher||Replaces the Rocket Launcher for Technicals with Blaster Gauntlets.|
|Shredder Gun||Fires a large cone.|
|Shredstorm Cannon||Advanced Shredder Gun.|
|Plasma Blaster||Fires a beam in a straight line, penetrating walls, cover and armor.|
Rocket scatter is calculated by making a number of aim rolls against the maximum scatter distance and applying scatter of that number of tiles in a random direction. The maximum scatter is by default 4 tiles, reduced by 2 tiles by the Fire In The Hole ability, and increased by 2 tiles if the soldier has only one action remaining.
The aim rolls are based on the aim of the soldier, reduced by 30 if the soldier has only one action remaining, with a range penalty of 3 per tile further than 9.
So, if your Tech has 70 Aim innately and Fire In The Hole, hasn't moved and is taking a shot at a target 14 tiles away (-15), you want 2 rolls of 55%. You have a 30% chance of a direct hit and an 80% chance of getting 1 tile or less. Not bad. On the other hand if they moved before firing, you'll be making 4 rolls of 25%. Not great odds!
Rocket accuracy can further be increased by increasing the soldier's base aim. Modifiers based on the soldier's weapon will not effect it. For example, these effect the soldier's aim in general and will boost rocket accuracy:
- PCS: Perception
- Steady Hands
- Aim (Perk)
- Lone Wolf
- PCS: Combat Rush
- Combat Fitness
- Aim progression on stat bonuses from leveling up
For a counter-example, these effect effects are tied to weapons and don't effect rocket accuracy:
- The accuracy boost from laser weapons
- Weapon upgrade modules (scopes, stocks, etc)
- Tracer rounds
- PCS: Hyper reactive pupils
[...] Laser sights has proximity bonus on crit up to 10.
|Auto Loader||Free reload||+1||+2||+3|
|Expanded Magazine||Adds ammo capacity||+1||+2||+3|
|Hair Trigger||Adds bonus aim to reaction fire||+5%||+10%||+15%|
|Laser Sight||Adds critical chance bonus||+5%||+10%||+15%|
|Scope||Adds bonus aim to non-reaction fire||+5%||+10%||+15%|
|Stock||Grants the Steady Weapon ability (+X aim, +X crit on next shot)||+15||+20||+25|
|Suppressor||Reduces Soldier's impact on infiltration time by (X), Reduces a Weapon's sound range by (Y) meters.1||15%, 5||20%, 8||25%, 11|
1(Assuming 1 Tile = 1.5 Meters) Basic Suppressor: 3.33 Tiles, Advanced: 5.33 Tiles, Superior: 7.33 Tiles; in a straight line.