Weapons (LWOTC)

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Soldiers Weapons Long War.png

As with Long War 1, Long War 2 makes some changes to the weapons available to XCOM:

  • 5 tiers of primary weapons are available: Conventional, Laser, Magnetic, Coilgun and Plasma.
  • Secondary weapons are unique and tied to each class.
  • Rocket Launchers and Flamethrowers are no longer equippable as heavy weapons, they are now part of the Technical class secondary weapon. In turn, Technicals can't equip the rest of heavy weapons.
  • The Pistol is now an auxiliary weapon available for any soldier, equipped in their Utility slots.

Note that while weapons don't have a maximum range, soldiers have a limited sight range of 17 tiles, so unless they have Squadsight they can only shoot (and will only get the range modifier) up to 17 tiles away.

Weapon Tiers

XCOM2 TECH Modular Weapons.png

Conventional

The weapons XCOM starts with, they are unlimited in supply and have no special properties. Every default weapon is at this tier.

LW TECH LaserWeapons.png

Laser

The first upgraded weapons XCOM can research provide a +5 aim innate bonus in addition to higher base damage.

XCOM2 TECH Magnetized Weapons.png

Magnetic

The original second tier has been bumped up the tech tree with more damage but otherwise no special properties.

LW TECH CoilWeapons.png

Coilgun

The fourth tier of weapons are significantly more expensive to build, but in addition they ignore 1 point of armor, making them valuable against armored targets.

XCOM2 TECH PlasmaRifle.png

Plasma

The final tier of weapons need an Elerium Core to build but they boast the highest damage, and any enemy hit by plasma weapons will rupture the target, taking 1 additional damage from any other damage sources.

Primary Weapons

Submachine Guns

SMG-type weapons can be used by most classes. They do lower damage than assault rifles and have more falloff at range, but increase mobility and more accurate at close range. They also slightly decrease infiltration time for the soldier carrying them.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
SMG
SMG
2-4 +1 3 18 +2 Mobility
-12.5% Detection Radius
XCOM starts with an unlimited supply
SMG
Laser Stengun
3-6 +2 3 18 +2 Mobility
-12.5% Detection Radius
+5 Aim
Laser Weapons 20 1 1 - 10
SMG
Stuttermag
4-7 +2 3 18 +2 Mobility
-12.5% Detection Radius
Magnetic Weapons 30 2 2 - 20
SMG
Subcoiler
5-9 +3 3 18 +2 Mobility
-12.5% Detection Radius
Ignores 1 Armor
Coilguns 55 3 5 - 25
SMG
Scramgun
6-11 +4 3 18 +2 Mobility
-12.5% Detection Radius
Inflicts 1 Rupture
Plasma Rifle 65 4 5 1 30
Weapon Range Modifier
Distance 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 Modifier 45 35 25 15 10 7 3 0 0 0 0 -4 -8 -12 -16 -20 -24 -30 -40 -50 -60 -70 -80 -90 -100

Assault Rifles

Assault Rifles are the default primary weapon of XCOM soldiers, and can be used by any class save for Gunners and Sharpshooters and the heroes. Extremely versatile and "middle of the road" in every way.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Assault Rifle
Assault Rifle
3-5 +2 3 20 - XCOM starts with an unlimited supply
Laser Rifle
Laser Rifle
4-7 +2 3 20 +5 Aim Laser Weapons 20 1 1 - 10
Mag Rifle
Mag Rifle
5-9 +3 3 20 - Magnetic Weapons 30 2 2 - 15
Coil Rifle
Coil Rifle
6-11 +4 3 20 Ignores 1 Armor Coilguns 50 3 5 - 25
Plasma Rifle
Plasma Rifle
8-12 +5 3 20 Inflicts Rupture (1 damage)
4 Upgrade Slots
Plasma Rifle 60 4 5 1 30
Disruptor Rifle
Disruptor Rifle
7-10 +4 4 20 +100 Crit Against Psionics
Overbearing Superiority
Warlock Weapons - - - - -
Weapon Range Modifier
Distance 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 Modifier 30 27 24 21 18 15 12 9 6 3 0 0 0 0 0 0 0 0 0 -5 -10 -15 -20 -25 -30

Cannons

Cannons are the only weapon available to Gunners, 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.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Cannon
Cannon
4-6 +2 5 24 - XCOM starts with an unlimited supply
Laser Cannon
Laser Cannon
5-8 +3 5 24 +5 Aim Advanced Laser Weapons 25 1 1 - 10
Mag Cannon
Mag Cannon
6-11 +4 5 24 - Advanced Magnetic Weaponry 40 2 2 - 20
Gauss Cannon
Gauss Cannon
8-13 +5 5 24 Ignores 1 Armor Advanced Coilguns 60 3 5 - 25
Beam Cannon
Beam Cannon
11-15 +6 5 24 Inflicts Rupture (1 damage) Beam Cannon 70 4 5 1 35
Weapon Range Modifier
Distance 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 26+
Aim Modifier -10 -5 0 5 10 8 6 4 2 0 0 0 0 0 0 0 0 0 0 0 -5 -10 -15 -20 -25 -30

Shotguns

Shotguns can be equipped by most soldiers in Long War 2. Assault soldiers have several perks specialising in them. They have higher damage than rifles, innate critical chance, high aim bonuses at short range but significant penalties at long range, making it necessary to get close.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Shotgun
Shotgun
4-6 +2 4 20 +15 Crit Chance XCOM starts with an unlimited supply
Scatterray
Scatterray
5-8 +3 4 20 +15 Crit Chance
+5 Aim
Advanced Laser Weapons 25 1 1 - 10
Shard Gun
Shard Gun
6-11 +4 4 20 +15 Crit Chance Advanced Magnetic Weaponry 40 2 2 - 20
Scattergun
Scattergun
8-13 +5 4 20 +15 Crit Chance
Ignores 1 Armor
Advanced Coilguns 60 3 5 - 25
Storm Gun
Storm Gun
10-14 +8 4 20 +15 Crit Chance
Inflicts Rupture (1 damage)
Storm Gun 70 6 5 - 35
Arashi
Arashi
8-13 +8 4 20 +10 Crit Chance
Vampirism
Impact Compensation
Assassin Weapons - - - - -
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19+
Aim Modifier 60 45 30 15 8 4 0 0 -4 -8 -16 -32 -40 -48 -60 -70 -80 -90 -100

Sniper Rifles

Sniper Rifles are the only weapon available to Sharpshooters. Sniper rifles have higher damage than rifles and innate critical chance, but they suffer aim penalties at short range and at extreme ranges when used with Squadsight.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Sniper Rifle
Sniper Rifle
4-6 +2 3 20 +10 Crit Chance XCOM starts with an unlimited supply
Laser Lance
Laser Lance
5-8 +3 3 20 +10 Crit Chance
+5 Aim
Advanced Laser Weapons 25 1 1 - 10
Mag Long Rifle
Mag Long Rifle
6-11 +4 3 20 +10 Crit Chance Advanced Magnetic Weaponry 40 2 2 - 20
Gauss Long Rifle
Gauss Long Rifle
8-13 +5 3 20 +10 Crit Chance
Ignores 1 Armor
Advanced Coilguns 60 3 5 - 25
Plasma Lance
Plasma Lance
10-14 +6 3 20 +20 Crit Chance
Inflicts Rupture (1 damage)
Plasma Lance 70 4 5 1 35
Darklance
Darklance
8-13 +5 4 20 +10 Aim
+20 Crit
Mark For Death
Hunter Weapons - - - - -
Weapon Range Modifier
Distance 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 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41+
Aim Modifier -30 -27 -24 -21 -18 -15 -12 -9 -6 -3 0 0 0 0 0 0 0 0 0 0 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 -12 -13 -14 -15 -16 -17 -18 -19 -20

Bolt Caster

The Bolt Caster is a unique weapon from the Alien Hunters DLC, with only one available per campaign. While it counts as an assault rifle, it has higher damage, aim and crit bonuses, shreds 1 armor and has a 20% chance to stun on a hit, which becomes 30% on Alien Rulers. As a counterbalance, it has only 1 shot available before having to reload, and it can't be modified with weapon upgrades.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Bolt Caster
Bolt Caster
4-7 +2 1 18 +5 Aim
+5 Crit Chance
Pierce 1 Armor
20% Chance of Stun (30% vs Rulers)
Lock N Load
Concentration
Experimental Weapons 20 - -
Magnetic Bolt Caster
Magnetic Bolt Caster
7-11 +4 1 18 +10 Aim
+10 Crit Chance
Pierce 1 Armor
20% Chance of Stun (30% vs Rulers)
Lock N Load
Concentration
Magnetic Weapons 40 5 -
Plasma Bolt Caster
Plasma Bolt Caster
9-16 +6 1 18 +15 Aim
+15 Crit Chance
Pierce 1 Armor
20% Chance of Stun (30% vs Rulers)
Inflicts Rupture (1 damage)
Lock N Load
Concentration
Plasma Rifle 75 5 5
Weapon Range Modifier
Distance 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 Modifier 30 27 24 21 18 15 12 9 6 3 0 0 0 0 0 0 0 0 0 -5 -10 -15 -20 -25 -30

SPARK Rifles

SPARK Rifles are the weapons wielded by SPARKs. They have the highest damage of all primary weapons.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Heavy Autocannon
Heavy Autocannon
6-9 +3 3 24 - Mechanized Warfare XCOM starts with an unlimited supply
Heavy Railgun
Heavy Railgun
7-11 +4 3 24 +5 Aim Mechanized Warfare
Advanced Laser Weapons
25 1 1 - 10
Helix Rail-Cannon
Helix Rail-Cannon
8-12 +5 4 24 +5 Aim
+5 Crit Chance
Mechanized Warfare
Advanced Magnetic Weaponry
30 3 2 - 10
Particle Projection Cannon
Particle Projection Cannon
9-14 +5 4 24 +5 Aim
+5 Crit Chance
1 Armor Pierce
Mechanized Warfare
Advanced Coilguns
60 3 5 - 25
Elerium Phase-Cannon
Elerium Phase-Cannon
10-15 +6 5 24 +10 Aim
+10 Crit Chance
Inflicts Rupture (1 damage)
Mechanized Warfare
Beam Cannon
60 6 10 1 25
Weapon Range Modifier
Distance 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 Modifier 30 27 24 21 18 15 12 9 6 3 0 0 0 0 0 0 0 0 0 -5 -10 -15 -20 -25 -30

Bullpups

Bullpups are the weapons wielded by Skirmishers. They act similar to smgs having lower damage than an assault rifle and less accurate at longer range but having a bonus to mobililty, infiltration time, and aim at closer range.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Bullpups
Kal-7 Bullpup
3-4 +1 3 20 +2 Mobility
-10% Detection Radius
XCOM starts with an unlimited supply
Bullpups
Kal-13 Bullpup
3-6 +2 3 20 +2 Mobility
-10% Detection Radius
+5 Aim
Laser Weapons 20 1 1 - 10
Bullpups
Kal-15 Bullpup
4-8 +2 3 20 +2 Mobility
-10% Detection Radius
Magnetic Weapons 40 3 3 - 20
Bullpups
Kal-69 Bullpup
5-10 +3 3 20 +2 Mobility
-10% Detection Radius
Ignores 1 Armor
Coilguns 55 3 5 - 25
Bullpups
Kal-90 Bullpup
6-12 +5 3 20 +2 Mobility
-10% Detection Radius
Inflicts 1 Rupture
Plasma Rifle 70 6 6 1 35
Weapon Range Modifier
Distance 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 Modifier 45 35 25 15 10 7 3 0 0 0 0 -4 -8 -12 -16 -20 -24 -30 -40 -50 -60 -70 -80 -90 -100

Vektor Rifles

Vektor rifles are the weapons wielded by Reapers. It serves as a marksman rifle being more accurate than an assault rifle and still effective slightly beyond visual range but having slight penalties at close range. Although they have the same base damage as a rifle, they are far more lethal when scoring a critical hit.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Vektor Rifles
Vektor Rifle
3-5 +3 3 23 +10 Aim XCOM starts with an unlimited supply
Vektor Rifles
Laser Vektor Rifle
4-7 +4 3 23 +15 Aim Advanced Laser Weapons 25 1 1 - 10
Vektor Rifles
Temnotic Rifle
5-9 +5 3 23 +10 Aim Advanced Magnetic Weaponry 50 3 3 - 25
Vektor Rifles
Temnotic Lance
6-11 +6 3 23 +10 Aim
Ignores 1 Armor
Advanced Coilguns 60 3 5 - 25
Vektor Rifles
Shadow Lance
8-12 +7 3 23 +10 Aim
Inflicts 1 Rupture
Plasma Lance 80 6 6 1 40
Weapon Range Modifier
Distance 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 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Aim Modifier -10 -7 -3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -1 -3 -6 -9 -12 -15 -18 -21 -24 -27 -30 -33 -36 -39 -42 -45 -48 -51 -54 -100

Templar Gauntlet

Templar gauntlets are the weapons wielded by Templars. Unlike all other soldiers who wield some sort of firearm as a primary, templars is more melee-oriented, closing in on enemies to strike at.

Name Weapon damage
Damage
Critical damage
Crit Damage
Sound Range
Sound Range
Volt Damage
Volt Damage
Shield Granted
Shield Granted
Soul Shot Damage
Soul Shot Damage
Ionic Storm Damage Per Focus
Ionic Storm Damage Per Focus
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Shard Gauntlet
Shard Gauntlet
4-6 +2 5 2-4 5 5-7 + 3 (Crit) 1-3 + 1 (Vs Psis) +20 Aim XCOM starts with an unlimited supply
Tempest Gauntlet
Tempest Gauntlet
6-9 +3 5 3-6 9 8-13 + 5 (Crit) 2-4 + 2 (Vs Psis) +20 Aim
+1 Max Focus
ADVENT Stun Lancer Autopsy 30 3 3 - 1x ADVENT Stun Lancer 15
Celestial Gauntlet
Celestial Gauntlet
9-12 +5 5 5-8 14 13-17 + 7 (Crit) 3-5 + 3 (Vs Psis) +20 Aim
+2 Max Focus
Archon Autopsy 50 4 4 1 1x Archon Corpse 25

Auxiliary Weapons

Pistols

Pistol Perks

The Pistol is now a dedicated slot item and can be equipped on any soldier but costs 1 mobility (Darkclaw does not cost a mobility). 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.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Pistol
Pistol
1-3 +1 17 - XCOM starts with an unlimited supply
Laser Pistol
Laser Pistol
2-4 +1 17 +5 Aim Laser Weapons 5 - 1 - 3
Mag Pistol
Mag Pistol
3-5 +2 17 - Magnetic Weapons 10 1 1 - 15
Gauss Pistol
Gauss Pistol
4-6 +2 17 Ignores 1 Armor Coilguns 30 2 3 - 20
Plasma Pistol
Plasma Pistol
5-7 +3 17 Inflicts Rupture (1 damage) Plasma Rifle 40 3 5 1 25
Darkclaw
Darkclaw
4-6 +2 17 Fatality Hunter Weapons - - - - -
Weapon Range Modifier
Distance 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 Modifier 45 35 25 15 10 7 3 0 0 0 0 -4 -8 -12 -16 -20 -24 -30 -40 -50 -60 -70 -80 -90 -100

Shadowkeeper

The Shadowkeeper is a unique weapon from the Alien Hunters DLC, with only one available per campaign. This pistol has slightly more average damage than normal pistols of the same tier, very short sound range, and innate hit and crit. Furthermore, it allows a special Shadowfall shot, that cannot crit, but if it kills, puts the wielder into concealment immediately. Unlike other pistols, the Shadowkeeper does not incur a mobility penalty.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Shadowkeeper
Shadowkeeper
1-4 +1 6 +10 Aim
+15 Crit Chance
Shadowfall
Experimental Weapons 20 - -
Enhanced Shadowkeeper
Enhanced Shadowkeeper
3-6 +2 6 +10 Aim
+15 Crit Chance
Shadowfall
Magnetic Weapons 40 5 -
Powered Shadowkeeper
Powered Shadowkeeper
5-8 +3 6 +10 Aim
+15 Crit Chance
Shadowfall
Inflicts Rupture (1 damage)
Plasma Rifle 60 5 5
Weapon Range Modifier
Distance 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 Modifier 45 35 25 15 10 7 3 0 0 0 0 -4 -8 -12 -16 -20 -24 -30 -40 -50 -60 -70 -80 -90 -100

Autopistols

The autopistol is a different variant of the standard pistols. They have the same capabilities as a standard pistols but serves a different purpose. Autopistols trade some of their base damage and range in favor of dealing critical attacks, having a higher crit chance and crit damage.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Autopistol
Autopistol
1 +2 10 +40 Crit XCOM starts with an unlimited supply
Mag Autopistol
Mag Autopistol
1-3 +4 10 +40 Crit Magnetic Weapons 10 1 1 - 20
Plasma Autopistol
Plasma Autopistol
3-5 +5 10 +40 Crit
Inflicts Rupture (1 damage)
Plasma Rifle 40 3 5 1 15
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19+
Aim Modifier 60 45 30 15 8 4 0 0 -4 -8 -16 -32 -40 -48 -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.

Arc Throwers

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.

Name Stun
Stun Duration (Organic Only)
Weapon damage
EMPulse Damage (Robotic only)
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Arc Thrower
Arc Thrower
2 actions / 1 turn 2-5 20 +5 Aim XCOM starts with an unlimited supply
Advanced Arc Thrower
Advanced Arc Thrower
3 actions / 1 and half turns 4-9 20 +5 Aim ADVENT Stun Lancer Autopsy 20 1 3 - - 10
Arc Blaster
Arc Blaster
4 actions / 2 turns 7-12 20 +5 Aim Gatekeeper Autopsy 35 1 5 1 1x Gatekeeper Shell 20
Weapon Range Modifier
Distance 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 Modifier 30 27 24 21 18 15 12 9 6 3 0 0 0 0 0 0 0 0 0 -5 -10 -15 -20 -25 -30

Grenade Launchers

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

Name Range Bonus
Range Bonus
Radius Bonus
Radius Bonus
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Grenade Launcher
Grenade Launcher
+4 +1 XCOM starts with an unlimited supply
Advanced Grenade Launcher
Advanced Grenade Launcher
+6 +1 Magnetic Weapons 25 1 1 - 20
Beam Grenade Launcher
Beam Grenade Launcher
+6 +1 Guided Grenades can launch around obstacles Plasma Rifle
Battlesuits
100 5 10 1 50

Combat Knives

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.

Name Weapon damage
Damage
Critical damage
Crit Damage
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Combat Knife
Combat Knife
2-4 +3 4 +35 Aim
+20 Crit Chance
XCOM starts with an unlimited supply
Vibroblade
Vibroblade
4-7 +5 4 +35 Aim
+25 Crit Chance
Ignores 2 Armor
Muton Autopsy 10 1 - - 5
Vibroblade
Advanced Vibroblade
6-11 +8 4 +35 Aim
+50 Crit Chance
Ignores 4 Armor
Andromedon Autopsy 25 5 3 1 5

Sawed-Off Shotguns

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.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Sawed-Off Shotgun
Sawed-Off Shotgun
4-8 +3 2 20 +15 Crit Chance XCOM starts with an unlimited supply
Mag Shorty
Mag Shorty
7-13 +5 2 20 +15 Crit Chance Magnetic Weapons 25 1 1 - 8
Plasma Shorty
Plasma Shorty
10-18 +7 2 20 +15 Crit Chance Plasma Rifle 50 3 5 1 25
Weapon Range Modifier
Distance 1 2 3 4 5 6 7+
Aim Modifier 60 30 0 -20 -40 -80 -100

Holotargeters

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.

Name Aim Bonus
Aim Bonus
HiDef Holo Crit Bonus
HiDef Holo Crit Bonus
Vital Point Targeting Damage Bonus
VPT Damage Bonus
Multitargeting Radius
Multitargeting Radius
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Holotargeter
Holotargeter
+10 +10 +1 4 XCOM starts with an unlimited supply
Holotargeter Mark II
Holotargeter Mark II
+15 +15 +1 5 ADVENT MEC Breakdown 30 1 0 1 1x ADVENT MEC Wreck 5
Holotargeter Mark III
Holotargeter Mark III
+20 +20 +2 6 Andromedon Autopsy 60 3 0 1 1x Andromedon Wreck 10

Swords

The Sword is used by the Shinobi class.

Name Weapon damage
Damage
Critical damage
Crit Damage
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Sword
Sword
3-5 +2 6 +20 Aim
+10 Crit Chance
XCOM starts with an unlimited supply
Arc Blade
Arc Blade
6-10 +4 6 +25 Aim
+15 Crit Chance
5% chance of stunning for 2 actions / 1 turn
ADVENT Stun Lancer Autopsy 20 1 1 - 1x ADVENT Stun Lancer Corpse 8
Fusion Blade
Fusion Blade
10-14 +6 6 +30 Aim
+20 Crit Chance
10% chance of burning for 2 turns
Archon Autopsy 35 2 3 1 1x Archon Corpse 15
Katana
Katana
7-11 +5 6 +10 Aim
+20 Crit Chance
Blood Thirst
Assassin Weapons - - - - -

GREMLINs

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.

Name Hack Bonus
Hack Bonus
Aid Protocol Defense Bonus
Aid Protocol Defense Bonus
Combat Protocol Damage (Organic/Robotic)
Combat Protocol Damage
Revival Protocol Charges
Revival Protocol Charges
Interference Charges
Interference Charges
Scanning Protocol Charges
Scanning Protocol Charges
GREMLIN Heal Bonus
Heal Bonus
Rescue Protocol Charges
Rescue Protocol Charges
Capacitor Discharge Damage (Organic/Robotic)
Capacitor Discharge Damage
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
GREMLIN
GREMLIN
+0 +20 2 / 4-5 2 3 1 +0 1 3-6 / 5-8 - - - - - -
GREMLIN Mark II
GREMLIN Mark II
+20 +25 5 / 9-10 3 5 2 +1 2 5-8 / 8-11 ADVENT Robotics 20 1 1 - 1x Drone Wreck 10
GREMLIN Mark III
GREMLIN Mark III
+40 +30 8 / 14-15 4 7 3 +2 3 7-10 / 11-14 Sectopod Breakdown 35 1 - 1 1x Sectopod Wreck 20

Gauntlets

The Gauntlet is used by the Technical class.

Name Rocket Damage / Flamethrower Damage
Damage
Rocket Sound Range / Flamethrower Sound Range
Sound Range
Rocket Environmental Damage
Env. Damage
Rocket Armor Shred
Shred
Napalm-X Panic Strength
Panic Strength
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Gauntlet
Gauntlet
2-7 / 2-5 26 / 13 20 2 50 XCOM starts with an unlimited supply
Gauntlet Mark II
Gauntlet Mark II
4-9 / 4-8 26 / 13 25 2 65 Magnetic Weapons 30 3 5 - - 10
Blaster Gauntlet
Blaster Gauntlet
5-12 / 7-11 26 / 13 30 3 85 Battlesuits
Muton Elite Autopsy
150 5 10 2 1x Muton Elite Corpse 20

Psi Amps

The Psi Amp is used by the Psi Operative class. They are used for all psionic attacks.

Name Psi Offense Bonus
Psi Offense Bonus
Soulfire Damage
Soulfire Damage
Void Rift Damage
Void Rift Damage
Null Lance Damage
Null Lance Damage
Mind Merge Additional Bonuses
Mind Merge Additional Bonuses
Soulstorm Damage
Soulstorm Damage
Soulsteal Ablative Gain
Soulsteal Ablative Gain
Null Ward Ablative Gain
Null Ward Ablative Gain
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Psi Amp
Psi Amp
+0 4-6 2-5 + Inflict 1 Rupture 6-9 - 5-10 3 3 XCOM starts with an unlimited supply
Advanced Psi Amp
Advanced Psi Amp
+10 6-9 4-7 + Inflict 1 Rupture 8-12 +5 Will
+5 Crit Chance
+1 Ablative HP
7-13 4 4 Psionics
Elerium
40 2 5 1 1x Advent Priest Corpse 5
Alien Psi Amp
Alien Psi Amp
+20 9-11 7-9 + Inflict 2 Rupture 10-15 +10 Will
+10 Crit Chance
+2 Ablative HP
9-16 6 6 Psionics
Gatekeeper Autopsy
100 2 10 1 1x Gatekeeper Shell 10

Hunter's Axe

The Hunter's Axe is a unique weapon from the Alien Hunters DLC, with only one available per campaign. It can only used by the Shinobi class. While its stats are not very different from regular swords, it brings an additional axe that can be thrown as a free action.

Name Weapon damage
Damage
Critical damage
Crit Damage
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Hunter's Axe
Hunter's Axe
4-6 +2 6 +15 Aim
+10 Crit Chance
Experimental Weapons 30 - -
Ionic Axe
Ionic Axe
6-10 +4 6 +15 Aim
+15 Crit Chance
25% chance of stunning for 2 actions / 1 turn
ADVENT Stun Lancer Autopsy 30 5 -
Fusion Axe
Fusion Axe
10-14 +6 6 +15 Aim
+20 Crit Chance
50% chance of inflicting burn
Archon Autopsy 50 5 5

SPARK BITs

SPARK BITs are drones used by SPARKs. They can be used to hack targets like GREMLINs, use heavy weapons or explode at a distance.

Name Hack Bonus
Hack Bonus
Bombard Damage
Damage
Bombard Armor Shred
Shred
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
SPARK BIT
SPARK BIT
+0 3-4 1 Mechanized Warfare XCOM starts with an unlimited supply
Plated BIT
Plated BIT
+15 5-6 1 Mechanized Warfare
ADVENT MEC Breakdown
40 1 5 - 10
Powered BIT
Powered BIT
+30 7-8 1 Mechanized Warfare
Sectopod Breakdown
60 2 10 1 25

Throwing Knives

Throwing Knives are the new secondaries of Reapers. They serve as their close range option, being more accurate and reliable up close compared to their vektor rifle. These new weapons allow the reaper to take highly aggressive positions, going deep into enemy lines, in shadow as these weapons are guaranteed to never reveal.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Throwing Knife
Throwing Knife
2-4 +2 4 0 +10 Aim
+20 Crit
30% Bleed Chance
XCOM starts with an unlimited supply
Alloy Throwing Knife
Alloy Throwing Knife
4-6 +3 4 0 +10 Aim
+25 Crit
50% Bleed Chance
ADVENT Stun Lancer Autopsy 25 2 2 - 20
Plasma Throwing Knife
Plasma Throwing Knife
8-10 +4 4 0 +10 Aim
+30 Crit
70% Bleed Chance
Archon Autopsy 55 5 4 - 20
Weapon Range Modifier
Distance 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 Modifier 45 35 25 15 10 7 3 0 0 0 0 -4 -8 -12 -16 -20 -24 -30 -40 -50 -60 -70 -80 -90 -100

Ripjack

Ripjacks are the secondaries used by Skirmishers. They have a built in Grapple Hook and can also Slash at any adjacent target.

Name Weapon damage
Damage
Critical damage
Crit Damage
Sound Range
Sound Range
Whiplash Damage
Whiplash Damage
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Ripjack
Ripjack
4 +1 5 4 + 4 (Vs Mechs) +25 Aim XCOM starts with an unlimited supply
Ionic Ripjack
Ionic Ripjack
7 +2 5 6 + 6 (Vs Mechs) +25 Aim Muton Autopsy 30 3 3 - 1x Muton Corpse 15
Fusion Ripjack
Fusion Ripjack
10 +3 5 8 + 6 (Vs Mechs) +25 Aim Andromedon Autopsy 50 4 4 1 1x Andromedon Corpse 25

Heavy Weapons

There are two types of Heavy Weapons: those carried by the Technical class in their Gauntlet, and those used in Heavy Armor suits and SPARK BITs. Technicals cannot make use of the second even when wearing a Heavy suit, but they can carry extra ammo for their Gauntlet weapons.

The other Heavy Weapons have a single charge and fire in a cone 25 tiles long and 12 tiles wide. XCOM has infinite Shredder Guns at their disposal, but more advanced variants have to be researched and built.

Name Weapon damage
Damage
Critical damage
Crit Damage
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Shredder Gun
Shredder Gun
4-9 +3 24 Shreds 2 Armor Battle Armor XCOM starts with an unlimited supply
Shredstorm Cannon
Shredstorm Cannon
7-12 +4 24 Shreds 4 Armor Shredstorm Cannons 80 4 10 1 75
Plasma Blaster
Plasma Blaster
8-13 +5 24 Inflicts Rupture (1 damage) Plasma Blasters 80 4 15 1 50

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

After researching Modular Weapons, most primary weapons will be available for upgrading. In Long War of the Chosen, weapon upgrades can be applied, replaced and removed freely. Scopes and Laser Sights are mutually exclusive, same as Expanded Magazines and Auto Loaders.

Weapon upgrades can be obtained from ADVENT loot drops, mission rewards, Covert Actions, or bought from the Black Market. After obtaining 1 of a specific weapon upgrade, a Proving Grounds project will become available to begin fabricating them.

X and Y in the "Effect" column of the table below refer to the first and second numerical values in the "Effect Value" column.

Mod Effect Tier Effect Value Supply Cost Black Market Value
Scope
Scope
Adds X bonus aim to non-reaction fire shots Basic +4 15 10
Advanced +7 25 20
Elite +10 40 30
Hair Trigger
Hair Trigger
Adds X bonus aim to reaction fire shots Basic +4 10 5
Advanced +7 20 10
Elite +10 30 15
Laser Sight
Laser Sight
Adds X critical chance bonus
Unlike vanilla XCOM 2, the crit chance doesn't increase when the soldier is close to their target
Basic +5 10 5
Advanced +10 20 10
Elite +15 30 15
Stock
Stock
Grants the Steady Weapon ability
The ability grants +X aim and crit to the next shot taken after steadying, assuming no other actions are taken in-between
It costs 1 action point and is turn-ending
Basic +15 10 5
Advanced +20 20 10
Elite +25 30 15
Expanded Magazine
Expanded Magazine
Adds X ammo capacity Basic +1 10 5
Advanced +2 20 10
Elite +3 30 15
Auto Loader
Auto Loader
Grants X reloads which don't cost an action point (Free Reloads)
Normal reloads cannot be performed while the soldier has any Free Reloads remaining
Basic +1 10 5
Advanced +2 20 10
Elite +3 30 15
Suppressor
Suppressor
Reduces the soldier's impact on infiltration time by X, and reduces their weapon's sound range by Y tiles Basic 15%, 3.33 15 10
Advanced 20%, 5.33 25 20
Elite 25%, 7.33 40 30