Weapons (LW2)

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Primary Weapons

Assault Rifle

Main article: Assault Rifle (LW2)

Assault Rifles are the default primary weapon of most soldiers within modern militaries. Extremely versatile and "middle of the road" in every way.

Icon Name Damage Crit Damage Aim Bonus Armor Pierce Rupture Prequisites Supplies Alloys Elerium Crystals Elerium Cores
XCOM2 ConvAssault.png Assault Rifle 3-5 +2 - - - - - - - -
LW2 LaserRifle.png Laser Rifle 4-7 +2 +5 - - Laser Weapons 20 1 1 -
XCOM2 MagAssaultRifle.png Mag Rifle 5-9 +3 - - - Magnetic Weapons 30 2 2 -
LW2 CoilRifle.png Coil Rifle 6-11 +4 - 1 - Coilguns 50 3 5 -
XCOM2 BeamAssaultRifle.png Plasma Rifle 8-12 +5 - - 1 Plasma Rifle 60 4 5 1
Weapon Range Bonus
Range 1 2 3 4 5 6 7 8 9 10 11-19 20 21 22 23 24 25...
Aim Bonus 30 27 24 21 18 15 12 9 6 3 0 -5 -10 -15 -20 -25 -30

Cannon

Main article: Cannon (LW2)

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.

Icon Name Damage Crit Damage Aim Bonus Armor Pierce Rupture Prequisites Supplies Alloys Elerium Crystals Elerium Cores
XCOM2 ConvCannon.png Cannon 4-6 +2 - - - - - - - -
LW2 LaserCannon.png Laser Cannon 5-8 +3 +5 - - Advanced Laser Weapons 25 1 1 -
XCOM2 MagCannon.png Mag Cannon 6-11 +4 - - - Advanced Magnetic Weaponry 40 2 2 -
LW2 CoilCannon.png Gauss Cannon 8-13 +5 - 1 - Advanced Coilguns 60 3 5 -
XCOM2 BeamCannon.png Beam Cannon 11-15 +6 - - 1 Beam Cannon 70 4 5 1
Weapon Range Bonus
Range 1 2 3 4 5 6 7 8 9 10...
Aim Bonus -10 -5 0 5 10 8 6 4 2 0

Submachine Guns

Main article: SMG (LW2)

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%.

Icon Name Damage Crit Damage Aim Bonus Armor Pierce Rupture Prequisites Supplies Alloys Elerium Crystals Elerium Cores
LW2 LWConvSMG.png SMG 2-4 +1 - - - - - - - -
LW2 LaserSMG.png Laser Stengun 3-6 +2 +5 - - Laser Weapons 20 1 1 -
LW2 LWMagSMG.png Stuttermag 4-7 +2 - - - Magnetic Weapons 30 2 2 -
LW2 CoilSMG.png Subcoiler 5-9 +3 - 1 - Coilguns 55 3 5 -
LW2 LWBeamSMG.png Scramgun 6-11 +4 - - 1 Plasma Rifle 65 4 5 1
Weapon Range Bonus
Range 1 2 3 4 5 6 7-11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Aim Bonus 30 25 20 15 10 5 0 -4 -8 -12 -16 -20 -24 -30 -40 -50 -60 -70 -80 -90 -100

Shotgun

Main article: Shotgun (LW2)

Shotguns can be equipped by most soldiers in Long War. Assault soldiers have several perks specialising in them.

Icon Name Damage Crit Damage Aim Bonus Crit Chance Armor Pierce Rupture Prequisites Supplies Alloys Elerium Crystals Elerium Cores
XCOM2 ConvShotgun.png Shotgun 4-6 +2 - +15 - - - - - - -
LW2 LaserShotgun.png Scatterray 5-8 +3 +5 +15 - - Advanced Laser Weapons 25 1 1 -
XCOM2 MagShotgun.png Shard Gun 6-11 +4 - +15 - - Advanced Magnetic Weaponry 40 2 2 -
LW2 CoilShotgun.png Scattergun 8-13 +5 - +15 1 - Advanced Coilguns 60 3 5 -
XCOM2 BeamShotgun.png Storm Gun 10-14 +8 - +15 - 1 Storm Gun 70 6 5 -
Weapon Range Bonus
Range 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Aim Bonus 60 45 30 15 8 4 0 0 -4 -8 -16 -32 -40 -48 -60 -70 -80 -90 -100 -100 -100 -100 -100 -100 -100

Sniper Rifle

Main article: Sniper Rifle (LW2)

Sniper Rifles can only be fielded by Sharpshooters.

Icon Name Damage Crit Damage Aim Bonus Crit Chance Armor Pierce Rupture Prequisites Supplies Alloys Elerium Crystals Elerium Cores
XCOM2 ConvSniper.png Sniper Rifle 4-6 +2 - +10 - - - - - - -
LW2 LaserSniper.png Laser Lance 5-8 +3 +5 +10 - - Advanced Laser Weapons 25 1 1 -
XCOM2 MagSniper.png Mag Long Rifle 6-11 +4 - +10 - - Advanced Magnetic Weaponry 40 2 2 -
LW2 CoilSniperRifle.png Gauss Long Rifle 8-13 +5 - +10 1 - Advanced Coilguns 60 3 5 -
XCOM2 BeamSniper.png Plasma Lance 10-14 +6 - +20 - 1 Plasma Lance 70 4 5 1
Weapon Range Bonus
Range 1 2 3 4 5 6 7 8 9 10 11-21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41...
Aim Bonus -30 -27 -24 -21 -18 -15 -12 -9 -6 -3 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 -12 -13 14 -15 -16 -17 -18 -19 -20

Auxiliary Weapons

Pistols

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.

Icon Name Damage Crit Damage Aim Bonus Armor Pierce Rupture Prequisites Supplies Alloys Elerium Crystals Elerium Cores
XCOM2 ConvPistol.png Pistol 1-3 +1 - - - - - - - -
LW2 Inv Laser Pistol.png Laser Pistol 2-4 +1 +5 - - Laser Weapons 5 - 1 -
XCOM2 MagPistol.png Mag Pistol 3-5 +2 - - - Magnetic Weapons 10 1 1 -
LW2 Inv Coil Pistol.png Gauss Pistol 4-6 +2 - 1 - Coilguns 30 2 3 -
XCOM2 BeamPistol.png Plasma Pistol 5-7 +3 - - 1 Plasma Rifle 20 3 5 1
Icon Name Damage Crit Damage Aim Bonus Crit Chance Prequisites Supplies Alloys Elerium Crystals
XCOM2 ConvShadowKeeper.png Shadowkeeper 1-4 +1 +10 +15 - 25 - -
XCOM2 MagShadowKeeper.png Enhanced Shadowkeeper 3-6 +2 +10 +15 Magnetic Weapons 45 5 -
XCOM2 BeamShadowKeeper.png Powered Shadowkeeper 5-8 +3 +10 +15 Plasma Rifle 100 5 10
Weapon Range Bonus
Range 1 2 3 4 5 6 7-11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Aim Bonus 30 25 20 15 10 5 0 -4 -8 -12 -16 -20 -24 -30 -40 -50 -60 -70 -80 -90 -100

Secondary Weapons

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.

Combat Knife

The Combat Knife is used by the Gunner class. While it is weaker than the Sword, this melee weapon is highly accurate and has a higher innate chance to crit.

Icon Name Damage Crit Damage Aim Bonus Crit Chance Pierce Prequisites Supplies Alloys
LW2 Inv Conv CombatKnife.png Combat Knife 2-4 +3 +20 +20 - - -
LW2 Inv Mag CombatKnife.png Vibroblade 3-8 +5 +25 +25 2 Muton Autopsy 10 1

Arc Thrower

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
LW2 Inv Conv Arcthrower.png Arc Thrower 2-5 +5 Stunned(2) - - - - - -
LW2 Inv Mag Arcthrower.png Advanced Arc Thrower 4-9 +5 Stunned(3) ADVENT Stun Lancer Autopsy 20 1 3 - -
LW2 Inv Beam Arcthrower.png Arc Blaster 7-12 +5 Stunned(4) Gatekeeper Autopsy 35 1 5 1 1x Gatekeeper Shell

GREMLIN

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
XCOM2 Inv Gremlin Drone.png GREMLIN +0 2 4-5 +20 +0 2 1 3 1 3-6 5-8 - - - - - -
XCOM2 MagGremlin.png 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
XCOM2 BeamGremlin.png 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

Grenade Launcher

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
XCOM2 ConvGrenade.png Grenade Launcher +4 +1 - - - -
XCOM2 MagLauncher.png Advanced Grenade Launcher +6 +1 Magnetic Weapons 25 1 1

Holotargeter

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
LW2 Inv Conv LWHolotargeter.png Holotargeter +10 +10 crit +1 damage 4 tiles - - - - -
LW2 Inv Mag LWHolotargeter.png Holotargeter Mark II +15 +15 crit +1 damage 5 tiles ADVENT MEC Breakdown 30 1 1 1x ADVENT MEC Wreck
LW2 Inv Beam LWHolotargeter.png Holotargeter Mark III +20 +20 crit +2 damage 6 tiles Andromedon Autopsy 60 3 1 1x Andromedon Wreck

Psi Amp

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
XCOM2 psiamp.png Psi Amp +0 4-6 3-4 6-9 - - - - - - -
XCOM2 MagPsiAmp.png Advanced Psi Amp +10 6-9 5-6 8-12 +5 Will
+1 Ablative HP
Psionics
Elerium
40 2 5 1 1x Sectoid Corpse
XCOM2 BeamPsiAmp.png Alien Psi Amp +20 9-11 7-9 10-15 +10 Will
+2 Ablative HP
Psionics
Gatekeeper Autopsy
100 2 10 1 1x Gatekeeper Shell

Sawed-Off Shotgun

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
LW2 Inv Conv SawedOffShotgun.png Sawed-Off Shotgun 5-9 +2 +15 - - - -
LW2 Inv Coil SawedOffShotgun.png Mag Shorty 9-15 +5 +15 Advanced Coilguns 25 1 1
Weapon Range Bonus
Range 1 2 3 4 5 6 7...
Aim Bonus 60 30 0 -20 -40 -80 -100

Sword

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
XCOM2 Inv Sword.png Sword 3-5 +2 +20 +10 - - - - - - -
XCOM2 MagSword.png Arc Blade 6-10 +4 +25 +15 25% Stunned(2) chance ADVENT Stun Lancer Autopsy 20 1 1 - 1x ADVENT Stun Lancer Corpse
XCOM2 BeamSword.png Fusion Blade 10-14 +6 +30 +20 50% Burn(2) 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.

Icon Name Damage Crit Damage Aim Bonus Crit Chance Effects Prequisites Supplies Alloys Elerium Crystals
XCOM2 ConvHuntmansAxe.png Hunter's Axe 4-6 +2 +15 +10 - - 40 - -
XCOM2 MagHuntmansAxe.png Ionic Axe 6-11 +4 +15 +15 25% Stunned(2) chance ADVENT Stun Lancer Autopsy 80 10 -
XCOM2 BeamHuntmansAxe.png Fusion Axe 9-15 +6 +15 +20 50% Burn(2) chance Archon Autopsy 130 10 5

Gauntlet

The Gauntlet is used by the Technical class.

Icon Name Rocket Damage Rocket Environment Damage Rocket Armor Shred Flamethrower Damage Napalm-X Panic Strength Prequisites Supplies Alloys Elerium Crystals Elerium Cores Special Items
LW2 Inv Conv LWGauntlet.png Gauntlet 2-7 20 2 2-5 50 - - - - - -
LW2 Inv Mag PlatedGauntlet.png Gauntlet Mark II 4-9 25 2 4-8 65 Magnetic Weapons 30 3 5 - -
LW2 Inv Beam PowerGauntlet.png Blaster Gauntlet 5-12 30 3 7-11 85 Battlesuits
Muton Elite Autopsy
150 5 10 2 1x Muton Elite Corpse

Heavy Weapons

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.

Name Effect
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

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:

For a counter-example, these effect effects are tied to weapons and don't effect rocket accuracy:

Weapon Upgrades

[...] Laser sights has proximity bonus on crit up to 10.

Mod Effect Basic Advanced Elite
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.