Difference between revisions of "Weapons (LWR)"
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[[Long_War_Rebalance|Back To Main Page]] | [[Long_War_Rebalance|Back To Main Page]] | ||
− | == | + | == Weapon Types == |
− | + | === Weapon Tiers === | |
− | + | ==== Conventional/Ballistic ==== | |
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− | == | ||
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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. | 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. | ||
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</div> | </div> | ||
− | + | ==== Arc ==== | |
− | There are | + | There are 3 Arc 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. |
− | <div style="max-width: | + | The Arc Rifle and Pistol only deal full damage against Mechanical units and have hefty penetration. |
− | + | ||
+ | <div style="max-width:320px;"> | ||
+ | Arc Rifle: 7 (vs mech) | ||
+ | Arc Pistol: 5 (vs mech) | ||
</div> | </div> | ||
− | + | ==== Beam Lasers ==== | |
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. | 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. | ||
− | + | Beam lasers have increased accuracy and higher crit. | |
− | <div style="max-width: | + | <div style="max-width:680px;"> |
Base Damage: 4 | Base Damage: 4 | ||
− | Bonus Stats: + | + | Bonus Stats: +10 aim, +15 crit |
+ | Note: Pistol gains more crit but no aim | ||
</div> | </div> | ||
− | + | ==== Gauss ==== | |
− | Gauss weapons return to ballistic projectiles but | + | Gauss weapons return to ballistic projectiles but alien power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it's a recipe for pretty formidable personal weaponry. |
− | + | Gauss weapons are essentially just a damage upgrade over Ballistic and Beam weapons at the cost of being heavier. The 'Quenchgun' foundry project will grant all Gauss weapons a +1 damage penetration bonus against all mechanical units, which helps make Gauss weapons even more effective. | |
− | + | <div style="max-width:240px;"> | |
− | |||
− | <div style="max-width: | ||
Base Damage: 6 | Base Damage: 6 | ||
+ | Bonus Stats: +0.6 weight | ||
</div> | </div> | ||
− | + | ==== Pulse Lasers ==== | |
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. | 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. | ||
− | <div style="max-width: | + | <div style="max-width:680px;"> |
Base Damage: 6 | Base Damage: 6 | ||
− | Bonus Stats: + | + | Bonus Stats: +10 aim, +15 crit |
+ | Note: Pistol gains more crit but no aim | ||
</div> | </div> | ||
− | + | ==== Plasma ==== | |
− | Plasma weapons remain the most powerful weapons | + | Plasma weapons remain the most powerful weapons available to XCOM, and have had their unique bonuses increased. They are also impervious to damage or destruction so commanders can feel safe bringing them on late game missions. 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. |
<div style="max-width:160px;"> | <div style="max-width:160px;"> | ||
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</div> | </div> | ||
− | ''' | + | '''Plasma-Specific Bonuses:''' |
− | *Plasma | + | *Plasma Rifle: Grants '''Carapace Shredder''' and '''Sublimator''' |
− | *Plasma Rifle: | + | *Plasma Battle Rifle: Grants '''Mechanical Shredder''' |
− | *Plasma | + | *Plasma Carbine: Grants '''Aerial Shredder''' and '''Aerial Tracking''' |
− | *Reflex Cannon (Shotgun): | + | *Plasma SMG: -1.3 weight, +15 crit |
− | *Plasma Strike Rifle: + | + | *Plasma Reflex Cannon (Shotgun): Grants '''Ether Shredder''' and '''Sublimator''' |
− | *Plasma Sniper Rifle: + | + | *Plasma Strike Rifle: +5 damage against uncovered targets and +5 damage if concealed/stealthed/ghosted |
− | *Plasma Novagun (SAW): + | + | *Plasma Sniper Rifle: +30 crit |
− | *Plasma Dragon (LMG): | + | *Plasma Novagun (SAW): +4 penetration against Mechanical |
− | * | + | *Plasma Dragon (LMG): +3 damage to Suppressive Fire |
+ | *Plasma Particle Cannon (MEC): +4 damage against Mechanical | ||
*Plasma Autocannon (SHIV): +15 aim, +15 crit | *Plasma Autocannon (SHIV): +15 aim, +15 crit | ||
− | == Weapon | + | === Weapon Classes === |
− | Several | + | Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage: |
{| class="wikitable" style="max-width: 600px; text-align: center;" | {| class="wikitable" style="max-width: 600px; text-align: center;" | ||
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! style="padding: 4px;" | Weapon !! style="padding: 4px 15px;" | Base Damage | ! style="padding: 4px;" | Weapon !! style="padding: 4px 15px;" | Base Damage | ||
|- | |- | ||
− | |SHIV | + | |LMGs and SHIV/MEC Weapons || 200% |
− | |||
− | |||
|- | |- | ||
− | |SAWs, Sniper Rifles, and | + | |SAWs, Sniper Rifles, Shotguns, and Rocket Launchers || 150% |
|- | |- | ||
− | |Battle Rifles and | + | |Battle Rifles and Strike Rifles || 125% |
|- | |- | ||
− | |Assault | + | |Assault Rifles || 100% |
|- | |- | ||
| style="padding: 0 15px;" | Pistols, Machine Pistols, Carbines, and SMGs || 75% | | style="padding: 0 15px;" | Pistols, Machine Pistols, Carbines, and SMGs || 75% | ||
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== Primary Weapons == | == Primary Weapons == | ||
− | |||
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. | 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. | ||
− | === | + | ===Assault Rifles=== |
− | + | Assault Rifles are the baseline rifle, providing a decent balance of weight, accuracy and firepower. Their base ammo is 4 (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). | |
− | |||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{ | + | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!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)}} |
|-align="center" | |-align="center" | ||
|{{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)}} | |{{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)}} | ||
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''||All soldiers||2.6|| ||title="Average damage (Minimum to maximum damage)"|4<br>(3-5) |
+ | ||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|4<br />(5)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply|| | ||
|-align="center" | |-align="center" | ||
− | |[[File:Laser | + | |[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers||2.6||+10||title="Average damage (Minimum to maximum damage)"|4<br>(3-5)||35%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|4<br />(5)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits (Cost when building quickly)"|40<br />(56)||title="Cost in Alien Alloys (Cost when building quickly)"|6<br />(8)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|15 days<br />(7.5 days)||12 |
|-align="center" | |-align="center" | ||
− | |[[File:Gauss | + | |[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers||3.3|| ||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|4<br />(5)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits (Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys (Cost when building quickly)"|45<br />(63)||title="Cost in Elerium (Cost when building quickly)"|5<br />(7)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|22 days<br />(11 days)||24 |
|-align="center" | |-align="center" | ||
− | |[[File:Pulse | + | |[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers||2.6||+10||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||35%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|4<br />(5)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits (Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys (Cost when building quickly)"|5<br />(7)||title="Cost in Elerium (Cost when building quickly)"|45<br />(63)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|25 days<br />(12.5 days)||27 |
|-align="center" | |-align="center" | ||
− | |[[File:Plasma | + | |[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers||2.6|| ||title="Average damage (Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|4<br />(5)||18||18||Grants '''Carapace [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Grants '''[[Other_Abilities_(LWR)#Sublimator|Sublimator]]'''<br>Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||125||title="Cost in Credits (Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys (Cost when building quickly)"|60<br />(90)||title="Cost in Elerium (Cost when building quickly)"|40<br />(60)||title="Cost in Meld (Cost when building quickly)"|30<br />(47)|| 4 UFO Power Sources ||title="Duration in days (Duration when building quickly)"|62 days<br />(31 days)||75 |
|} | |} | ||
− | === | + | ===Battle Rifles=== |
− | + | Battle Rifles are heavier versions of Assault Rifles. They trade aim, 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). | |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{ | + | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!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)}} |
|-align="center" | |-align="center" | ||
|{{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)}} | |{{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)}} | ||
|-align="center" | |-align="center" | ||
− | |[[File: | + | |
+ | |[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||3.3||-10||title="Average damage (Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied<br>+1 penetration||colspan="8"|XCOM starts with an unlimited supply|| | ||
|-align="center" | |-align="center" | ||
− | |[[File:Laser | + | |
+ | |[[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||3.3|| ||title="Average damage (Minimum to maximum damage)"|5<br>(4-6)||45%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied<br>+1 penetration||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title="Cost in Credits (Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|18 days<br />(9 days)||18 | ||
|-align="center" | |-align="center" | ||
− | |[[File:Gauss | + | |
+ | |[[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||4.0||-10||title="Average damage (Minimum to maximum damage)"|7<br>(6-8)||30%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied<br>+2 penetration||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||45||title="Cost in Credits (Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys (Cost when building quickly)"|70<br />(98)||title="Cost in Elerium (Cost when building quickly)"|6<br />(8)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|23 days<br />(11.5 days)||30 | ||
|-align="center" | |-align="center" | ||
− | |[[File:Pulse | + | |
+ | |[[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||3.3|| ||title="Average damage (Minimum to maximum damage)"|7<br>(6-8)||45%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied<br>+2 penetration||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits (Cost when building quickly)"|115<br />(161)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(14)||title="Cost in Elerium (Cost when building quickly)"|60<br />(84)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|27 days<br />(13.5 days)||34 | ||
|-align="center" | |-align="center" | ||
− | |[[File:Plasma | + | |
+ | |[[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||3.3||-10||title="Average damage (Minimum to maximum damage)"|10<br>(8-12)||30%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Mechanical [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied<br>+2 penetration||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||135||title="Cost in Credits (Cost when building quickly)"|450<br />(575)||title="Cost in Alien Alloys (Cost when building quickly)"|90<br />(135)||title="Cost in Elerium (Cost when building quickly)"|60<br />(84)||title="Cost in Meld (Cost when building quickly)"|45<br />(68)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|82 days<br />(41 days)||135 | ||
|} | |} | ||
− | === | + | ===Carbines=== |
− | Assault Rifles are | + | Carbines are lighter versions of Assault Rifles focusing more on aim and mobility. They are light-weight and have higher aim but deal reduced damage. Their base ammo is 3 (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). |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{ | + | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!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)}} |
|-align="center" | |-align="center" | ||
|{{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)}} | |{{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)}} | ||
|-align="center" | |-align="center" | ||
− | |[[File:Assault | + | |
− | ||20% | + | |[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||2.0||+10||title="Average damage (Minimum to maximum damage)"|3<br>(2-4)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply|| |
|-align="center" | |-align="center" | ||
− | |[[File:Laser | + | |
+ | |[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||2.0||+20||title="Average damage (Minimum to maximum damage)"|3<br>(2-4)||35%||title="Amount of ammunition available (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 (Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys (Cost when building quickly)"|4<br />(5)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|15 days<br />(7.5 days)||10 | ||
|-align="center" | |-align="center" | ||
− | |[[File:Gauss | + | |
+ | |[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||2.0||+15||title="Average damage (Minimum to maximum damage)"|4<br>(3-5)||45%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits (Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys (Cost when building quickly)"|25<br />(35)||title="Cost in Elerium (Cost when building quickly)"|5<br />(7)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|19 days<br />(9.5 days)||24 | ||
|-align="center" | |-align="center" | ||
− | |[[File:Pulse | + | |
+ | |[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||2.0||+25||title="Average damage (Minimum to maximum damage)"|4<br>(3-5)||60%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits (Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys (Cost when building quickly)"|3<br />(4)||title="Cost in Elerium (Cost when building quickly)"|21<br />(29)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|25 days<br />(12.5 days)||27 | ||
|-align="center" | |-align="center" | ||
− | |[[File:Plasma | + | |
+ | |[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||2.0||+10||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Grants '''Aerial [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Grants '''Aerial Tracking''': Ignores the defense from flying<br>Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||120||title="Cost in Credits (Cost when building quickly)"|160<br />(224)||title="Cost in Alien Alloys (Cost when building quickly)"|40<br />(56)||title="Cost in Elerium (Cost when building quickly)"|30<br />(42)||title="Cost in Meld (Cost when building quickly)"|30<br />(47)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|60 days<br />(30 days)||75 | ||
|} | |} | ||
− | === | + | ===SMGs=== |
− | + | SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They are light-weight 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) and lose aim for being in far proximity (-5 aim per tile further than 10). | |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{ | + | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!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)}} |
|-align="center" | |-align="center" | ||
|{{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)}} | |{{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)}} | ||
|-align="center" | |-align="center" | ||
− | |[[File: | + | |
+ | |[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||2.0|| ||title="Average damage (Minimum to maximum damage)"|3<br>(2-4)||50%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits<br>Grants [[Abilities List (LWR)#Burst|Burst]]||colspan="8"|XCOM starts with an unlimited supply|| | ||
|-align="center" | |-align="center" | ||
− | |[[File: | + | |
+ | |[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||2.0||+10||title="Average damage (Minimum to maximum damage)"|3<br>(2-4)||65%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits (Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys (Cost when building quickly)"|4<br />(5)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|15 days<br />(7.5 days)||4 | ||
|-align="center" | |-align="center" | ||
− | |[[File: | + | |
+ | |[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||2.0|| ||title="Average damage (Minimum to maximum damage)"|4<br>(3-5)||65%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits (Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys (Cost when building quickly)"|25<br />(35)||title="Cost in Elerium (Cost when building quickly)"|5<br />(7)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|19 days<br />(9.5 days)||9 | ||
|-align="center" | |-align="center" | ||
− | |[[File: | + | |
+ | |[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||2.0||+10||title="Average damage (Minimum to maximum damage)"|4<br>(3-5)||80%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits (Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys (Cost when building quickly)"|3<br />(4)||title="Cost in Elerium (Cost when building quickly)"|21<br />(29)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|24 days<br />(12 days)||9 | ||
|-align="center" | |-align="center" | ||
− | |[[File: | + | |
+ | |[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6|| ||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||65%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +4 damage during critical hits<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||120||title="Cost in Credits (Cost when building quickly)"|160<br />(224)||title="Cost in Alien Alloys (Cost when building quickly)"|40<br />(56)||title="Cost in Elerium (Cost when building quickly)"|30<br />(42)||title="Cost in Meld (Cost when building quickly)"|15<br />(26)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|60 days<br />(30 days)||30 | ||
|} | |} | ||
===Shotguns=== | ===Shotguns=== | ||
− | Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses | + | Shotguns have limited range but high damage against non-[[Abilities List (LWR)#Hardened|'''Hardened''']] targets. Their low base crit chances are offset by proximity/flanking bonuses due to [[Other Abilities (LWR)#Pinpoint Accuracy|'''Pinpoint Accuracy''']]. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+10 aim per tile closer than 10) and lose aim for being in far proximity (-10 aim per tile further than 10). |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{ | + | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!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)}} |
|-align="center" | |-align="center" | ||
|{{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)}} | |{{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)}} | ||
|-align="center" | |-align="center" | ||
− | |[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title=" | + | |[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||3.3||-20||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||[[Abilities List (LWR)#Hardened|'''Hardened''']] grants 50% DR vs this weapon||colspan="8"|XCOM starts with an unlimited supply|| |
|-align="center" | |-align="center" | ||
− | |[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />''' | + | |[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||3.3||-10||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||15%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||[[Abilities List (LWR)#Hardened|'''Hardened''']] grants 50% DR vs this weapon||[[Research (LWR)#Offensive Tech|Beam Lasers]]||18||title="Cost in Credits (Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|18 days<br />(9 days)||15 |
|-align="center" | |-align="center" | ||
− | |[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title=" | + | |[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||4.0||-20||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||[[Abilities List (LWR)#Hardened|'''Hardened''']] grants 50% DR vs this weapon||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title="Cost in Credits (Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys (Cost when building quickly)"|50<br />(75)||title="Cost in Elerium (Cost when building quickly)"|15<br />(22)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|22 days<br />(11 days)||39 |
|-align="center" | |-align="center" | ||
− | |[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />''' | + | |[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||3.3||-10||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||15%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||[[Abilities List (LWR)#Hardened|'''Hardened''']] grants 50% DR vs this weapon||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits (Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys (Cost when building quickly)"|5<br />(7)||title="Cost in Elerium (Cost when building quickly)"|60<br />(84)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|27 days<br />(13.5 days)||37 |
|-align="center" | |-align="center" | ||
− | |[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title=" | + | |[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||3.3||-20||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||[[Abilities List (LWR)#Hardened|'''Hardened''']] grants 50% DR vs this weapon<br>Grants '''Ether [[Abilities List (LWR)#Shredder|Shredder]]'''<br>Grants '''[[Other_Abilities_(LWR)#Sublimator|Sublimator]]'''||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||132||title="Cost in Credits (Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys (Cost when building quickly)"|80<br />(120)||title="Cost in Elerium (Cost when building quickly)"|50<br />(75)||title="Cost in Meld (Cost when building quickly)"|45<br />(68)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|76 days<br />(38 days)||135 |
|} | |} | ||
− | === | + | ===SAWs=== |
− | + | SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to aim and mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Burst|Burst]] ability. Their base ammo is 7 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10). | |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{ | + | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!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)}} |
+ | |-align="center" | ||
+ | |{{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)}} | ||
+ | |-align="center" | ||
+ | |[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||3.3||-10||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available"|7||18||18||Grants [[Abilities List (LWR)#Burst|Burst]]||colspan="8"|XCOM starts with an unlimited supply|| | ||
+ | |-align="center" | ||
+ | |[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||3.3||0||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||15%||title="Amount of ammunition available"|7||18||18||Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits (Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|16 days<br />(8 days)||18 | ||
|-align="center" | |-align="center" | ||
− | | | + | |[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||4.0||-15||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available"|7||18||18||Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title="Cost in Credits (Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys (Cost when building quickly)"|45<br />(67)||title="Cost in Elerium (Cost when building quickly)"|6<br />(9)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|22 days<br />(11 days)||30 |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||3.3||-5||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||15%||title="Amount of ammunition available"|7||18||18||Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title="Cost in Credits (Cost when building quickly)"|115<br />(172)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(14)||title="Cost in Elerium (Cost when building quickly)"|60<br />(84)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|27 days<br />(13.5 days)||34 |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||3.3||-20||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available"|7||18||18||+7 pen vs mechanical units<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||128||title="Cost in Credits (Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys (Cost when building quickly)"|90<br />(135)||title="Cost in Elerium (Cost when building quickly)"|60<br />(90)||title="Cost in Meld (Cost when building quickly)"|45<br />(68)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|80 days<br />(40 days)||135 |
|} | |} | ||
− | === | + | ===LMGs=== |
− | + | LMGs (Light Machine Guns) are a heavier variant of SAWs. They have greater damage, ammo, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Burst|Burst]], but they have even less mobility and aim, and remove a small equipment slot. Their base ammo is 9 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10). | |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}} | + | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!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)}} |
|-align="center" | |-align="center" | ||
|{{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)}} | |{{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)}} | ||
|-align="center" | |-align="center" | ||
− | |[[File: | + | |
+ | |[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''||Gunners||4.0||-30||title="Average damage (Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available"|9||18||18||-1 small equipment slot<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]||colspan="8"|XCOM starts with an unlimited supply|| | ||
|-align="center" | |-align="center" | ||
− | |[[File:Laser | + | |
+ | |[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||4.0||-20||title="Average damage (Minimum to maximum damage)"|8<br>(7-9)||15%||title="Amount of ammunition available"|9||18||18||-1 small equipment slot<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Increases '''Danger Zone''' radius to 3.0 tiles<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits (Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|18 days<br />(9 days)||21 | ||
|-align="center" | |-align="center" | ||
− | |[[File: | + | |
+ | |[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''||Gunners||4.6||-35||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available"|9||18||18||-1 small equipment slot<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||45||title="Cost in Credits (Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys (Cost when building quickly)"|45<br />(67)||title="Cost in Elerium (Cost when building quickly)"|10<br />(15)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|23 days<br />(11.5 days)||42 | ||
|-align="center" | |-align="center" | ||
− | |[[File: | + | |
+ | |[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||4.0||-25||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||15%||title="Amount of ammunition available"|9||18||18||-1 small equipment slot<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Increases '''Danger Zone''' radius to 3.0 tiles<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||70||title="Cost in Credits (Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(14)||title="Cost in Elerium (Cost when building quickly)"|75<br />(105)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|28 days<br />(14 days)||36 | ||
|-align="center" | |-align="center" | ||
− | |[[File: | + | |
+ | |[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''||Gunners||4.0||-40||title="Average damage (Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available"|9||18||18||+3 damage to '''[[Other_Abilities_(LWR)#Suppression|Suppressive Fire]]'''<br>-1 small equipment slot<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||135||title="Cost in Credits (Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys (Cost when building quickly)"|85<br />(127)||title="Cost in Elerium (Cost when building quickly)"|65<br />(97)||title="Cost in Meld (Cost when building quickly)"|45<br />(68)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|82 days<br />(41 days)||135 | ||
|} | |} | ||
− | === | + | ===Strike Rifles=== |
− | + | Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. They support [[Abilities List (LWR)#Squadsight|Squadsight]], meaning Snipers can always fire at long ranges and Scouts can with the help of a Marksman Scope. Their base ammo is 2, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-20 aim per tile closer than 10). | |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}} | + | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}||rowspan="2" {{Weight (LWR)}}!!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)}} |
|-align="center" | |-align="center" | ||
|{{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)}} | |{{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)}} | ||
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers||2.6||+10||title="Average damage (Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available"|2||130||18||Aim penalty at close range<br />Can be steadied<br>+1 penetration||colspan="8"|XCOM starts with an unlimited supply|| |
|-align="center" | |-align="center" | ||
− | |[[File:Laser | + | |[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers||2.6||+20||title="Average damage (Minimum to maximum damage)"|5<br>(4-6)||35%||title="Amount of ammunition available"|2||130||18||Aim penalty at close range<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits (Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|14 days<br />(7 days)||13 |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||3.3||+10||title="Average damage (Minimum to maximum damage)"|7<br>(6-8)||20%||title="Amount of ammunition available"|2||130||18||Aim penalty at close range<br />Can be steadied<br>+2 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits (Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys (Cost when building quickly)"|45<br />(67)||title="Cost in Elerium (Cost when building quickly)"|10<br />(15)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|23 days<br />(11.5 days)||33 |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers||2.6||+20||title="Average damage (Minimum to maximum damage)"|7<br>(6-8)||35%||title="Amount of ammunition available"|2||130||18||Aim penalty at close range<br />Can be steadied<br>+2 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits (Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(14)||title="Cost in Elerium (Cost when building quickly)"|60<br />(84)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|27 days<br />(13.5 days)||33 |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers||2.6||+10||title="Average damage (Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available"|2||130||18||Aim penalty at close range<br />Can be steadied<br>+2 penetration<br />+5 damage to uncovered targets<br>+5 damage if concealed/ghosted/stealthed||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||132||title="Cost in Credits (Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys (Cost when building quickly)"|80<br />(120)||title="Cost in Elerium (Cost when building quickly)"|50<br />(75)||title="Cost in Meld (Cost when building quickly)"|45<br />(68)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|76 days<br />(38 days)||120 |
|} | |} | ||
− | === | + | ===Sniper Rifles=== |
− | + | Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular shots operate at [[Abilities List (LWR)#Squadsight|Squadsight]] ranges and have lower Squadsight penalties (2 aim per tile instead of 5). Note that reaction shots do not fire at Squadsight ranges. Sniper Rifles require 2 AP to fire, and thus cannot be used after moving or performing any other costly action. Sniper Rifles have innate penetration scaling with tier. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-20 aim per tile closer than 10). | |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{ | + | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!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)}} |
|-align="center" | |-align="center" | ||
|{{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)}} | |{{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)}} | ||
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||3.3||+15||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available"|3||130||18||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|| |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers||3.3||+25||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||35%||title="Amount of ammunition available"|3||130||18||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 (Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys (Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|16 days<br />(8 days)||15 |
|-align="center" | |-align="center" | ||
− | |[[File:Gauss | + | |[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||4.0||+15||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||20%||title="Amount of ammunition available"|3||130||18||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 (Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys (Cost when building quickly)"|45<br />(67)||title="Cost in Elerium (Cost when building quickly)"|15<br />(22)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|23 days<br />(11.5 days)||60 |
|-align="center" | |-align="center" | ||
− | |[[File:Pulse | + | |[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers||3.3||+25||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||35%||title="Amount of ammunition available"|3||130||18||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 (Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(14)||title="Cost in Elerium (Cost when building quickly)"|60<br />(84)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|27 days<br />(13.5 days)||37 |
|-align="center" | |-align="center" | ||
− | |[[File:Plasma | + | |[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||3.3||+15||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||50%||title="Amount of ammunition available"|3||130||18||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||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||135||title="Cost in Credits (Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys (Cost when building quickly)"|90<br />(135)||title="Cost in Elerium (Cost when building quickly)"|70<br />(105)||title="Cost in Meld (Cost when building quickly)"|45<br />(68)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|78 days<br />(39 days)||135 |
|} | |} | ||
− | === | + | ===MEC Weapons=== |
− | + | 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. 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). | |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{ | + | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!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)}} |
|-align="center" | |-align="center" | ||
− | |{{Research required ( | + | |{{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)}} |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs||2.6|| ||title="Average damage (Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available"|3||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply|| |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs||2.6||+10||title="Average damage (Minimum to maximum damage)"|8<br>(7-9)||15%||title="Amount of ammunition available"|3||18||18||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 (Cost when building quickly)"|225<br />(315)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld (Cost when building quickly)"|10<br />(19)|| ||title="Duration in days (Duration when building quickly)"|18 days<br />(9 days)||22 |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs||3.3|| ||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available"|3||18||18||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 (Cost when building quickly)"|360<br />(504)||title="Cost in Alien Alloys (Cost when building quickly)"|90<br />(135)||title="Cost in Elerium (Cost when building quickly)"|10<br />(15)||title="Cost in Meld (Cost when building quickly)"|20<br />(33)|| ||title="Duration in days (Duration when building quickly)"|23 days<br />(11.5 days)||36 |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs||2.6||+10||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||15%||title="Amount of ammunition available"|3||18||18||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 (Cost when building quickly)"|360<br />(504)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(14)||title="Cost in Elerium (Cost when building quickly)"|75<br />(105)||title="Cost in Meld (Cost when building quickly)"|30<br />(47)|| ||title="Duration in days (Duration when building quickly)"|27 days<br />(13.5 days)||36 |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Particle Cannon Long War.png|128px|Plasma Particle Cannon]]<br />'''Plasma Particle Cannon'''||MECs||2.6|| ||title="Average damage (Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available"|3||18||18||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]]||135||title="Cost in Credits (Cost when building quickly)"|900<br />(1260)||title="Cost in Alien Alloys (Cost when building quickly)"|90<br />(135)||title="Cost in Elerium (Cost when building quickly)"|80<br />(120)||title="Cost in Meld (Cost when building quickly)"|60<br />(89)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|82 days<br />(41 days)||135 |
|} | |} | ||
− | === | + | ===SHIV Weapons=== |
− | + | 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). | |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{ | + | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!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)}} |
|-align="center" | |-align="center" | ||
− | |{{Research required ( | + | |{{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)}} |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs||2.6|| ||title="Average damage (Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available"|2||18||18||colspan="8"|XCOM starts with an unlimited supply|| |
|-align="center" | |-align="center" | ||
− | |[[File:Laser | + | |[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs||2.6||+10||title="Average damage (Minimum to maximum damage)"|8<br>(7-9)||15%||title="Amount of ammunition available"|2||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title="Cost in Credits (Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|18 days<br />(9 days)||22 |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs||3.3|| ||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available"|2||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits (Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys (Cost when building quickly)"|45<br />(67)||title="Cost in Elerium (Cost when building quickly)"|10<br />(15)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|22 days<br />(11 days)||30 |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs||2.6||+10||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||15%||title="Amount of ammunition available"|2||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits (Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(14)||title="Cost in Elerium (Cost when building quickly)"|75<br />(105)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|27 days<br />(13.5 days)||45 |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs||2.6||+15||title="Average damage (Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available"|2||18||18|||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||130||title="Cost in Credits (Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys (Cost when building quickly)"|85<br />(127)||title="Cost in Elerium (Cost when building quickly)"|70<br />(105)||title="Cost in Meld (Cost when building quickly)"|60<br />(89)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|82 days<br />(41 days)||135 |
|} | |} | ||
− | === | + | ===Arc Primary Weapons === |
− | + | The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage and penetration against mechanical units. The Stun Rifle 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 100/92/80% chances respectively. The Elerium Batteries foundry project improves this further. In addition, failed stuns on aliens at or below 4 HP will [[Other Abilities (LWR)#Maim|Maim]]. The Elerium Batteries foundry project also grants an extra ammo to both weapons. Arc Rifles lose aim for being in close proximity (-20 aim per tile closer than 10). | |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{ | + | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Aim bonus (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)}} |
|-align="center" | |-align="center" | ||
− | |{{Research required ( | + | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[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||2.6||+20 vs mech||title="Average damage (Minimum to maximum damage)"|1 vs bio<br>7 (6-8) vs mech||title="Amount of ammunition available (Amount with the Elerium Batteries foundry project)"|2<br>(3)||18||18||Has '''[[Other_Abilities_(LWR)#Overload|Overload]]'''<br>+5 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 (Cost when building quickly)"|90<br />(135)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|12 days<br />(6 days)||27 |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||4.6|| || ||title="Amount of ammunition available (Amount with the Elerium Batteries foundry project)"|2<br />(3)||4|| ||[[Other_Abilities_(LWR)#Stun|'''Stuns''']] autopsied biologic aliens<br/>-1 small equipment slot||[[Research (LWR)#Xenology|Xenobiology]]||10||title="Cost in Credits (Cost when building quickly)"|100<br />(150)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|14 days<br />(7 days)||30 |
|} | |} | ||
== Secondary Weapons == | == Secondary Weapons == | ||
− | + | LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for Ballistic, Gauss and Plasma. | |
+ | |||
+ | '''Units that cannot use secondary weapons''': Privates, Gunners, and SHIVs | ||
− | + | '''Units that cannot use sidearms and have unique secondary weapons''': Rocketeers and MECs | |
− | + | All sidearms grant the '''[[Other_Abilities_(LWR)#Maim|Maim]]''' ability. | |
− | |||
===Pistols=== | ===Pistols=== | ||
− | Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range | + | Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range. 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). [[Abilities List (LWR)#Ranger|Ranger]] doubles the close range bonus and eliminates the far range penalty. |
+ | |||
+ | There are no basic Pistol equivalents for the Gauss tier. | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{ | + | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!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)}} |
|-align="center" | |-align="center" | ||
− | |{{Research required ( | + | |{{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)}} |
|-align="center" | |-align="center" | ||
− | |[[File:Pistol Long War.png|128px|Pistol]]<br />'''Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers|| ||title=" | + | |
+ | |[[File:Pistol Long War.png|128px|Pistol]]<br />'''Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||Weightless||title="Average damage (Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available (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|| | ||
|-align="center" | |-align="center" | ||
− | |[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers|| | + | |
+ | |[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||Weightless||title="Average damage (Minimum to maximum damage)"|3<br />(2-4)||35%||title="Amount of ammunition available (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 (Cost when building quickly)"|10<br />(15)||title="Cost in Alien Alloys (Cost when building quickly)"|1<br />(1)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|13 days<br />(6.5 days)||3 | ||
|-align="center" | |-align="center" | ||
− | |[[File: | + | |
+ | |[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||Weightless||title="Average damage (Minimum to maximum damage)"|4<br />(3-5)||60%||title="Amount of ammunition available (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 (Cost when building quickly)"|14<br />(21)||title="Cost in Alien Alloys (Cost when building quickly)"|1<br />(1)||title="Cost in Elerium (Cost when building quickly)"|4<br />(5)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|24 days<br />(12 days)||4 | ||
|-align="center" | |-align="center" | ||
− | |[[File: | + | |
− | + | |[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]<br />'''Plasma Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||Weightless||title="Average damage (Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available (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 (Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys (Cost when building quickly)"|5<br />(7)||title="Cost in Elerium (Cost when building quickly)"|10<br />(15)||title="Cost in Meld (Cost when building quickly)"|5<br />(12)|| ||title="Duration in days (Duration when building quickly)"|30 days<br />(15 days)||12 | |
− | |||
|} | |} | ||
− | === | + | ===Autopistols=== |
− | + | Autopistols grant increased crit damage in exchange for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range. 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). [[Abilities List (LWR)#Ranger|Ranger]] doubles the close range bonus and eliminates the far range penalty. | |
− | There are no | + | There are no Autopistol equivalents for either Laser tier. |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{ | + | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!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)}} |
|-align="center" | |-align="center" | ||
− | |{{Research required ( | + | |{{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)}} |
|-align="center" | |-align="center" | ||
− | |[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine | + | |
+ | |[[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 (Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available (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|| | ||
|-align="center" | |-align="center" | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | |[[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 (Minimum to maximum damage)"|4<br />(3-5)||15%||title="Amount of ammunition available (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 (Cost when building quickly)"|13<br />(18)||title="Cost in Alien Alloys (Cost when building quickly)"|3<br />(4)||title="Cost in Elerium (Cost when building quickly)"|1<br />(1)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|19 days<br />(9.5 days)||3 | |
− | | | ||
− | |||
|-align="center" | |-align="center" | ||
− | + | ||
− | + | |[[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 (Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available (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 (Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(15)||title="Cost in Elerium (Cost when building quickly)"|10<br />(15)||title="Cost in Meld (Cost when building quickly)"|10<br />(19)|| ||title="Duration in days (Duration when building quickly)"|30 days<br />(15 days)||15 | |
− | |[[File: | ||
|} | |} | ||
− | === | + | ===Arc Pistol=== |
− | + | The Arc Pistol is similar to its Arc Rifle counterpart, dealing less damage but with the properties of a pistol, making it effective at close ranges instead of long ranges. Arc 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). [[Abilities List (LWR)#Ranger|Ranger]] doubles the close range bonus and eliminates the far range penalty. | |
− | |||
− | |||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
|- | |- | ||
− | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{ | + | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!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)}} |
|-align="center" | |-align="center" | ||
− | |{{Research required ( | + | |{{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)}} |
|-align="center" | |-align="center" | ||
− | |[[File: | + | |
+ | |[[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 (Minimum to maximum damage)"|1 vs bio<br> 5 (4-6) vs mech|| Not Possible ||title="Amount of ammunition available (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 (Cost when building quickly)"|8<br />(12)||title="Cost in Alien Alloys (Cost when building quickly)"|0<br />(0)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|15 days<br />(7.5 days)||3 | ||
|-align="center" | |-align="center" | ||
− | |||
− | |||
− | |||
|} | |} | ||
− | === | + | ===Sawed-off Shotgun=== |
− | + | The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage secondary weapon. It is useful for soldiers that need a powerful and accurate close-range weapon to defend themselves in a pinch, but won't fare as well in prolonged firefights at range. It receives a +3 damage upgrade with the Foundry project ''Quenchguns'', bringing it up to Gauss-tier damage. It has 1 ammo, and deals 150% damage. Sawed-off Shotguns gain aim for being in close proximity (+10 aim per tile closer than 10) and lose aim for being in far proximity (-10 aim per tile further than 10). [[Abilities List (LWR)#Ranger|Ranger]] doubles the close range bonus but '''does not''' eliminate the far range penalty. | |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
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− | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{ | + | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!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)}} |
|-align="center" | |-align="center" | ||
− | |{{Research required ( | + | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}} |
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|-align="center" | |-align="center" | ||
− | |[[File: | + | |[[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 (Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)||0%||1||18||18||[[Abilities List (LWR)#Hardened|'''Hardened''']] grants 50% DR vs this weapon|| ||3||title="Cost in Credits (Cost when building quickly)"|20<br />(30)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)||title="Duration in days (Duration when building quickly)"|8 days<br />(4 days)||6 |
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[[Category: Long War Rebalance]] | [[Category: Long War Rebalance]] |
Latest revision as of 18:39, 7 June 2024
Weapon Types
Weapon Tiers
Conventional/Ballistic
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.
Base Damage: 4
Arc
There are 3 Arc 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.
The Arc Rifle and Pistol only deal full damage against Mechanical units and have hefty penetration.
Arc Rifle: 7 (vs mech) Arc Pistol: 5 (vs mech)
Beam Lasers
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. Beam lasers have increased accuracy and higher crit.
Base Damage: 4 Bonus Stats: +10 aim, +15 crit Note: Pistol gains more crit but no aim
Gauss
Gauss weapons return to ballistic projectiles but alien power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it's a recipe for pretty formidable personal weaponry.
Gauss weapons are essentially just a damage upgrade over Ballistic and Beam weapons at the cost of being heavier. The 'Quenchgun' foundry project will grant all Gauss weapons a +1 damage penetration bonus against all mechanical units, which helps make Gauss weapons even more effective.
Base Damage: 6 Bonus Stats: +0.6 weight
Pulse Lasers
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.
Base Damage: 6 Bonus Stats: +10 aim, +15 crit Note: Pistol gains more crit but no aim
Plasma
Plasma weapons remain the most powerful weapons available to XCOM, and have had their unique bonuses increased. They are also impervious to damage or destruction so commanders can feel safe bringing them on late game missions. 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.
Base Damage: 8
Plasma-Specific Bonuses:
- Plasma Rifle: Grants Carapace Shredder and Sublimator
- Plasma Battle Rifle: Grants Mechanical Shredder
- Plasma Carbine: Grants Aerial Shredder and Aerial Tracking
- Plasma SMG: -1.3 weight, +15 crit
- Plasma Reflex Cannon (Shotgun): Grants Ether Shredder and Sublimator
- Plasma Strike Rifle: +5 damage against uncovered targets and +5 damage if concealed/stealthed/ghosted
- Plasma Sniper Rifle: +30 crit
- Plasma Novagun (SAW): +4 penetration against Mechanical
- Plasma Dragon (LMG): +3 damage to Suppressive Fire
- Plasma Particle Cannon (MEC): +4 damage against Mechanical
- Plasma Autocannon (SHIV): +15 aim, +15 crit
Weapon Classes
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:
Weapon | Base Damage |
---|---|
LMGs and SHIV/MEC Weapons | 200% |
SAWs, Sniper Rifles, Shotguns, and Rocket Launchers | 150% |
Battle Rifles and Strike Rifles | 125% |
Assault Rifles | 100% |
Pistols, Machine Pistols, Carbines, and SMGs | 75% |
Primary Weapons
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.
Assault Rifles
Assault Rifles are the baseline rifle, providing a decent balance of weight, accuracy and firepower. Their base ammo is 4 (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).
Name | Usable by |
Weight |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Assault Rifle |
All soldiers | 2.6 | 4 (3-5) |
20% | 4 (5) |
18 | 18 | Can be steadied | XCOM starts with an unlimited supply | |||||||||
Laser Rifle |
All soldiers | 2.6 | +10 | 4 (3-5) |
35% | 4 (5) |
18 | 18 | Can be steadied | Beam Lasers | 15 | 40 (56) |
6 (8) |
0 (5) |
15 days (7.5 days) |
12 | ||
Gauss Rifle |
All soldiers | 3.3 | 6 (5-7) |
20% | 4 (5) |
18 | 18 | Can be steadied | Gauss Weapons | 38 | 80 (112) |
45 (63) |
5 (7) |
0 (5) |
22 days (11 days) |
24 | ||
Pulse Rifle |
All soldiers | 2.6 | +10 | 6 (5-7) |
35% | 4 (5) |
18 | 18 | Can be steadied | Pulse Lasers | 65 | 90 (126) |
5 (7) |
45 (63) |
0 (5) |
25 days (12.5 days) |
27 | |
Plasma Rifle |
All soldiers | 2.6 | 8 (7-9) |
20% | 4 (5) |
18 | 18 | Grants Carapace Shredder Grants Sublimator Can be steadied |
Standard Plasma Weapons | 125 | 250 (375) |
60 (90) |
40 (60) |
30 (47) |
4 UFO Power Sources | 62 days (31 days) |
75 |
Battle Rifles
Battle Rifles are heavier versions of Assault Rifles. They trade aim, 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).
Name | Usable by |
Weight |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
3.3 | -10 | 5 (4-6) |
30% | 2 (3) |
18 | 18 | Can be steadied +1 penetration |
XCOM starts with an unlimited supply | ||||||||
Laser Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
3.3 | 5 (4-6) |
45% | 2 (3) |
18 | 18 | Can be steadied +1 penetration |
Beam Lasers | 20 | 60 (84) |
8 (11) |
0 (5) |
18 days (9 days) |
18 | |||
Gauss Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
4.0 | -10 | 7 (6-8) |
30% | 2 (3) |
18 | 18 | Can be steadied +2 penetration |
Gauss Weapons | 45 | 100 (140) |
70 (98) |
6 (8) |
0 (5) |
23 days (11.5 days) |
30 | |
Pulse Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
3.3 | 7 (6-8) |
45% | 2 (3) |
18 | 18 | Can be steadied +2 penetration |
Pulse Lasers | 65 | 115 (161) |
10 (14) |
60 (84) |
0 (5) |
27 days (13.5 days) |
34 | ||
Plasma Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
3.3 | -10 | 10 (8-12) |
30% | 2 (3) |
18 | 18 | Grants Mechanical Shredder Can be steadied +2 penetration |
Standard Plasma Weapons | 135 | 450 (575) |
90 (135) |
60 (84) |
45 (68) |
4 UFO Power Sources | 82 days (41 days) |
135 |
Carbines
Carbines are lighter versions of Assault Rifles focusing more on aim and mobility. They are light-weight and have higher aim but deal reduced damage. Their base ammo is 3 (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).
Name | Usable by |
Weight |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Assault Carbine |
All soldiers | 2.0 | +10 | 3 (2-4) |
20% | 3 (4) |
18 | 18 | Can be steadied | XCOM starts with an unlimited supply | ||||||||
Laser Carbine |
All soldiers | 2.0 | +20 | 3 (2-4) |
35% | 3 (4) |
18 | 18 | Can be steadied | Beam Lasers | 15 | 20 (28) |
4 (5) |
0 (5) |
15 days (7.5 days) |
10 | ||
Gauss Carbine |
All soldiers | 2.0 | +15 | 4 (3-5) |
45% | 3 (4) |
18 | 18 | Can be steadied | Gauss Weapons | 35 | 50 (70) |
25 (35) |
5 (7) |
0 (5) |
19 days (9.5 days) |
24 | |
Pulse Carbine |
All soldiers | 2.0 | +25 | 4 (3-5) |
60% | 3 (4) |
18 | 18 | Can be steadied | Pulse Lasers | 63 | 60 (84) |
3 (4) |
21 (29) |
0 (5) |
25 days (12.5 days) |
27 | |
Plasma Carbine |
All soldiers | 2.0 | +10 | 6 (5-7) |
20% | 3 (4) |
18 | 18 | Grants Aerial Shredder Grants Aerial Tracking: Ignores the defense from flying Can be steadied |
Light Plasma Weapons | 120 | 160 (224) |
40 (56) |
30 (42) |
30 (47) |
4 UFO Power Sources | 60 days (30 days) |
75 |
SMGs
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They are light-weight 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) and lose aim for being in far proximity (-5 aim per tile further than 10).
Name | Usable by |
Weight |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
SMG |
Assaults Infantry Engineers Medics Scouts |
2.0 | 3 (2-4) |
50% | 2 (3) |
18 | 18 | Grants +2 damage during critical hits Grants Burst |
XCOM starts with an unlimited supply | |||||||||
Laser SMG |
Assaults Infantry Engineers Medics Scouts |
2.0 | +10 | 3 (2-4) |
65% | 2 (3) |
18 | 18 | Grants +2 damage during critical hits Grants Burst |
Beam Lasers | 15 | 20 (28) |
4 (5) |
0 (5) |
15 days (7.5 days) |
4 | ||
Gauss SMG |
Assaults Infantry Engineers Medics Scouts |
2.0 | 4 (3-5) |
65% | 2 (3) |
18 | 18 | Grants +3 damage during critical hits Grants Burst |
Gauss Weapons | 35 | 50 (70) |
25 (35) |
5 (7) |
0 (5) |
19 days (9.5 days) |
9 | ||
Pulse SMG |
Assaults Infantry Engineers Medics Scouts |
2.0 | +10 | 4 (3-5) |
80% | 2 (3) |
18 | 18 | Grants +3 damage during critical hits Grants Burst |
Pulse Lasers | 62 | 60 (84) |
3 (4) |
21 (29) |
0 (5) |
24 days (12 days) |
9 | |
Plasma SMG |
Assaults Infantry Engineers Medics Scouts |
0.6 | 6 (5-7) |
65% | 2 (3) |
18 | 18 | Grants +4 damage during critical hits Grants Burst |
Light Plasma Weapons | 120 | 160 (224) |
40 (56) |
30 (42) |
15 (26) |
4 UFO Power Sources | 60 days (30 days) |
30 |
Shotguns
Shotguns have limited range but high damage against non-Hardened targets. Their low base crit chances are offset by proximity/flanking bonuses due to Pinpoint Accuracy. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+10 aim per tile closer than 10) and lose aim for being in far proximity (-10 aim per tile further than 10).
Name | Usable by |
Weight |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Shotgun |
Assaults Infantry Engineers Medics Scouts |
3.3 | -20 | 6 (5-7) |
0% | 3 (4) |
18 | 18 | Hardened grants 50% DR vs this weapon | XCOM starts with an unlimited supply | ||||||||
Laser Scattershot |
Assaults Infantry Engineers Medics Scouts |
3.3 | -10 | 6 (5-7) |
15% | 3 (4) |
18 | 18 | Hardened grants 50% DR vs this weapon | Beam Lasers | 18 | 50 (75) |
8 (12) |
0 (5) |
18 days (9 days) |
15 | ||
Gauss Alloy Cannon |
Assaults Infantry Engineers Medics Scouts |
4.0 | -20 | 9 (8-10) |
0% | 3 (4) |
18 | 18 | Hardened grants 50% DR vs this weapon | Gauss Weapons | 40 | 130 (195) |
50 (75) |
15 (22) |
0 (5) |
22 days (11 days) |
39 | |
Pulse Scattershot |
Assaults Infantry Engineers Medics Scouts |
3.3 | -10 | 9 (8-10) |
15% | 3 (4) |
18 | 18 | Hardened grants 50% DR vs this weapon | Pulse Lasers | 65 | 125 (187) |
5 (7) |
60 (84) |
0 (5) |
27 days (13.5 days) |
37 | |
Plasma Reflex Cannon |
Assaults Infantry Engineers Medics Scouts |
3.3 | -20 | 12 (10-14) |
0% | 3 (4) |
18 | 18 | Hardened grants 50% DR vs this weapon Grants Ether Shredder Grants Sublimator |
Standard Plasma Weapons | 132 | 450 (675) |
80 (120) |
50 (75) |
45 (68) |
4 UFO Power Sources | 76 days (38 days) |
135 |
SAWs
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to aim and mobility, cannot be steadied, and have low base crit chance. SAWs grant the Burst ability. Their base ammo is 7 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).
Name | Usable by |
Weight |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
SAW |
Gunners | 3.3 | -10 | 6 (5-7) |
0% | 7 | 18 | 18 | Grants Burst | XCOM starts with an unlimited supply | ||||||||
Laser Autorifle |
Gunners | 3.3 | 0 | 6 (5-7) |
15% | 7 | 18 | 18 | Grants Burst | Advanced Beam Lasers | 18 | 60 (90) |
8 (12) |
0 (5) |
16 days (8 days) |
18 | ||
Gauss Autorifle |
Gunners | 4.0 | -15 | 9 (8-10) |
0% | 7 | 18 | 18 | Grants Burst | Advanced Gauss Weapons | 38 | 100 (150) |
45 (67) |
6 (9) |
0 (5) |
22 days (11 days) |
30 | |
Pulse Autolaser |
Gunners | 3.3 | -5 | 9 (8-10) |
15% | 7 | 18 | 18 | Grants Burst | Advanced Pulse Lasers | 65 | 115 (172) |
10 (14) |
60 (84) |
0 (5) |
27 days (13.5 days) |
34 | |
Plasma Novagun |
Gunners | 3.3 | -20 | 12 (10-14) |
0% | 7 | 18 | 18 | +7 pen vs mechanical units Grants Burst |
Heavy Plasma Weapons | 128 | 450 (675) |
90 (135) |
60 (90) |
45 (68) |
4 UFO Power Sources | 80 days (40 days) |
135 |
LMGs
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have greater damage, ammo, and provide both Danger Zone and Burst, but they have even less mobility and aim, and remove a small equipment slot. Their base ammo is 9 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).
Name | Usable by |
Weight |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
LMG |
Gunners | 4.0 | -30 | 8 (7-9) |
0% | 9 | 18 | 18 | -1 small equipment slot Grants Danger Zone Grants Burst |
XCOM starts with an unlimited supply | ||||||||
Laser Gatler |
Gunners | 4.0 | -20 | 8 (7-9) |
15% | 9 | 18 | 18 | -1 small equipment slot Grants Danger Zone Increases Danger Zone radius to 3.0 tiles Grants Burst |
Advanced Beam Lasers | 18 | 70 (105) |
10 (15) |
0 (5) |
18 days (9 days) |
21 | ||
Gauss Machine Gun |
Gunners | 4.6 | -35 | 12 (10-14) |
0% | 9 | 18 | 18 | -1 small equipment slot Grants Danger Zone Grants Burst |
Advanced Gauss Weapons | 45 | 140 (210) |
45 (67) |
10 (15) |
0 (5) |
23 days (11.5 days) |
42 | |
Pulse Gatler |
Gunners | 4.0 | -25 | 12 (10-14) |
15% | 9 | 18 | 18 | -1 small equipment slot Grants Danger Zone Increases Danger Zone radius to 3.0 tiles Grants Burst |
Advanced Pulse Lasers | 70 | 120 (180) |
10 (14) |
75 (105) |
0 (5) |
28 days (14 days) |
36 | |
Plasma Dragon |
Gunners | 4.0 | -40 | 16 (14-18) |
0% | 9 | 18 | 18 | +3 damage to Suppressive Fire -1 small equipment slot Grants Danger Zone Grants Burst |
Heavy Plasma Weapons | 135 | 450 (675) |
85 (127) |
65 (97) |
45 (68) |
4 UFO Power Sources | 82 days (41 days) |
135 |
Strike Rifles
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. They support Squadsight, meaning Snipers can always fire at long ranges and Scouts can with the help of a Marksman Scope. Their base ammo is 2, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-20 aim per tile closer than 10).
Name | Usable by |
Weight |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Strike Rifle |
Scouts Snipers |
2.6 | +10 | 5 (4-6) |
20% | 2 | 130 | 18 | Aim penalty at close range Can be steadied +1 penetration |
XCOM starts with an unlimited supply | ||||||||
Laser Strike Rifle |
Scouts Snipers |
2.6 | +20 | 5 (4-6) |
35% | 2 | 130 | 18 | Aim penalty at close range Can be steadied +1 penetration |
Advanced Beam Lasers | 18 | 45 (67) |
8 (12) |
0 (5) |
14 days (7 days) |
13 | ||
Gauss Strike Rifle |
Scouts Snipers |
3.3 | +10 | 7 (6-8) |
20% | 2 | 130 | 18 | Aim penalty at close range Can be steadied +2 penetration |
Advanced Gauss Weapons | 45 | 110 (165) |
45 (67) |
10 (15) |
0 (5) |
23 days (11.5 days) |
33 | |
Pulse Strike Rifle |
Scouts Snipers |
2.6 | +20 | 7 (6-8) |
35% | 2 | 130 | 18 | Aim penalty at close range Can be steadied +2 penetration |
Advanced Pulse Lasers | 67 | 110 (165) |
10 (14) |
60 (84) |
0 (5) |
27 days (13.5 days) |
33 | |
Plasma Strike Rifle |
Scouts Snipers |
2.6 | +10 | 10 (8-12) |
20% | 2 | 130 | 18 | Aim penalty at close range Can be steadied +2 penetration +5 damage to uncovered targets +5 damage if concealed/ghosted/stealthed |
Precision Plasma Weapons | 132 | 400 (600) |
80 (120) |
50 (75) |
45 (68) |
4 UFO Power Sources | 76 days (38 days) |
120 |
Sniper Rifles
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular shots operate at Squadsight ranges and have lower Squadsight penalties (2 aim per tile instead of 5). Note that reaction shots do not fire at Squadsight ranges. Sniper Rifles require 2 AP to fire, and thus cannot be used after moving or performing any other costly action. Sniper Rifles have innate penetration scaling with tier. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-20 aim per tile closer than 10).
Name | Usable by |
Weight |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Sniper Rifle |
Snipers | 3.3 | +15 | 6 (5-7) |
20% | 3 | 130 | 18 | Reduces squadsight penalty to -2 aim/tile Aim penalty at close range Requires 2 AP to fire Can be steadied +2 penetration |
XCOM starts with an unlimited supply | ||||||||
Laser Sniper Rifle |
Snipers | 3.3 | +25 | 6 (5-7) |
35% | 3 | 130 | 18 | Reduces squadsight penalty to -2 aim/tile Aim penalty at close range Requires 2 AP to fire Can be steadied +2 penetration |
Advanced Beam Lasers | 18 | 50 (75) |
6 (9) |
0 (5) |
16 days (8 days) |
15 | ||
Gauss Long Rifle |
Snipers | 4.0 | +15 | 9 (8-10) |
20% | 3 | 130 | 18 | Reduces squadsight penalty to -2 aim/tile Aim penalty at close range Requires 2 AP to fire Can be steadied +3 penetration |
Advanced Gauss Weapons | 45 | 200 (300) |
45 (67) |
15 (22) |
0 (5) |
23 days (11.5 days) |
60 | |
Pulse Sniper Rifle |
Snipers | 3.3 | +25 | 9 (8-10) |
35% | 3 | 130 | 18 | Reduces squadsight penalty to -2 aim/tile Aim penalty at close range Requires 2 AP to fire Can be steadied +3 penetration |
Advanced Pulse Lasers | 65 | 125 (187) |
10 (14) |
60 (84) |
0 (5) |
27 days (13.5 days) |
37 | |
Plasma Sniper Rifle |
Snipers | 3.3 | +15 | 12 (10-14) |
50% | 3 | 130 | 18 | Reduces squadsight penalty to -2 aim/tile Aim penalty at close range Requires 2 AP to fire Can be steadied +4 penetration |
Precision Plasma Weapons | 135 | 450 (675) |
90 (135) |
70 (105) |
45 (68) |
4 UFO Power Sources | 78 days (39 days) |
135 |
MEC Weapons
MEC primary weapons, unsurprisingly, are only available to MECs. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. 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).
Name | Usable by |
Weight |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Minigun |
MECs | 2.6 | 8 (7-9) |
0% | 3 | 18 | 18 | Can be steadied | XCOM starts with an unlimited supply | |||||||||
Laser Lance |
MECs | 2.6 | +10 | 8 (7-9) |
15% | 3 | 18 | 18 | Can be steadied | Advanced Beam Lasers MEC Warfare Systems |
20 | 225 (315) |
10 (15) |
10 (19) |
18 days (9 days) |
22 | ||
Gauss Railgun |
MECs | 3.3 | 12 (10-14) |
0% | 3 | 18 | 18 | Can be steadied | Advanced Gauss Weapons MEC Warfare Systems |
45 | 360 (504) |
90 (135) |
10 (15) |
20 (33) |
23 days (11.5 days) |
36 | ||
Pulse Lance |
MECs | 2.6 | +10 | 12 (10-14) |
15% | 3 | 18 | 18 | Can be steadied | Advanced Pulse Lasers MEC Warfare Systems |
65 | 360 (504) |
10 (14) |
75 (105) |
30 (47) |
27 days (13.5 days) |
36 | |
Plasma Particle Cannon |
MECs | 2.6 | 16 (14-18) |
0% | 3 | 18 | 18 | Can be steadied +4 damage to mechanical targets |
Heavy Plasma Weapons MEC Warfare Systems |
135 | 900 (1260) |
90 (135) |
80 (120) |
60 (89) |
4 UFO Power Sources | 82 days (41 days) |
135 |
SHIV Weapons
SHIV weapons, obviously, are only available to 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).
Name | Usable by |
Weight |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||
Autocannon |
SHIVs | 2.6 | 8 (7-9) |
0% | 2 | 18 | 18 | XCOM starts with an unlimited supply | |||||||||
Laser Autocannon |
SHIVs | 2.6 | +10 | 8 (7-9) |
15% | 2 | 18 | 18 | Beam Lasers | 20 | 75 (112) |
10 (15) |
0 (5) |
18 days (9 days) |
22 | ||
Gauss Sentry Gun |
SHIVs | 3.3 | 12 (10-14) |
0% | 2 | 18 | 18 | Gauss Weapons | 40 | 100 (150) |
45 (67) |
10 (15) |
0 (5) |
22 days (11 days) |
30 | ||
Pulse Autocannon |
SHIVs | 2.6 | +10 | 12 (10-14) |
15% | 2 | 18 | 18 | Pulse Lasers | 65 | 150 (225) |
10 (14) |
75 (105) |
0 (5) |
27 days (13.5 days) |
45 | |
Plasma Autocannon |
SHIVs | 2.6 | +15 | 16 (14-18) |
15% | 2 | 18 | 18 | Vehicular Plasma Weapons | 130 | 450 (675) |
85 (127) |
70 (105) |
60 (89) |
4 UFO Power Sources | 82 days (41 days) |
135 |
Arc Primary Weapons
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage and penetration against mechanical units. The Stun Rifle 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 100/92/80% chances respectively. The Elerium Batteries foundry project improves this further. In addition, failed stuns on aliens at or below 4 HP will Maim. The Elerium Batteries foundry project also grants an extra ammo to both weapons. Arc Rifles lose aim for being in close proximity (-20 aim per tile closer than 10).
Name | Usable by |
Weight |
Aim |
Dmg |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | |||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Arc Rifle |
Assaults Infantry Engineers Medics Scouts Snipers Rocketeers |
2.6 | +20 vs mech | 1 vs bio 7 (6-8) vs mech |
2 (3) |
18 | 18 | Has Overload +5 Penetration vs mech Cannot critically hit Aim penalty at close range Can be steadied |
Alien Computers | 10 | 90 (135) |
0 (5) |
12 days (6 days) |
27 |
Stun Rifle |
Assaults Infantry Engineers Medics Scouts |
4.6 | 2 (3) |
4 | Stuns autopsied biologic aliens -1 small equipment slot |
Xenobiology | 10 | 100 (150) |
0 (5) |
14 days (7 days) |
30 |
Secondary Weapons
LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for Ballistic, Gauss and Plasma.
Units that cannot use secondary weapons: Privates, Gunners, and SHIVs
Units that cannot use sidearms and have unique secondary weapons: Rocketeers and MECs
All sidearms grant the Maim ability.
Pistols
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range. 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). Ranger doubles the close range bonus and eliminates the far range penalty.
There are no basic Pistol equivalents for the Gauss tier.
Name | Usable by |
Weight |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||
Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
Weightless | 3 (2-4) |
0% | 2 (3) |
18 | 18 | Grants Maim | XCOM starts with an unlimited supply | ||||||||
Laser Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
Weightless | 3 (2-4) |
35% | 2 (3) |
18 | 18 | Grants Maim | Beam Lasers | 15 | 10 (15) |
1 (1) |
0 (5) |
13 days (6.5 days) |
3 | ||
Pulse Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
Weightless | 4 (3-5) |
60% | 2 (3) |
18 | 18 | Grants Maim | Pulse Lasers | 60 | 14 (21) |
1 (1) |
4 (5) |
0 (5) |
24 days (12 days) |
4 | |
Plasma Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
Weightless | 6 (5-7) |
0% | 2 (3) |
18 | 18 | Grants Maim | Compact Plasma Weapons | 90 | 40 (60) |
5 (7) |
10 (15) |
5 (12) |
30 days (15 days) |
12 |
Autopistols
Autopistols grant increased crit damage in exchange for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range. 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). Ranger doubles the close range bonus and eliminates the far range penalty.
There are no Autopistol equivalents for either Laser tier.
Name | Usable by |
Weight |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||
Machine Autopistol |
Assaults Infantry Engineers Medics Scouts Snipers |
0.6 | 3 (2-4) |
0% | 2 (3) |
18 | 18 | Grants Maim Grants +2 damage during critical hits |
XCOM starts with an unlimited supply | ||||||||
Gauss Autopistol |
Assaults Infantry Engineers Medics Scouts Snipers |
0.6 | 4 (3-5) |
15% | 2 (3) |
18 | 18 | Grants Maim Grants +3 damage during critical hits |
Gauss Weapons | 35 | 13 (18) |
3 (4) |
1 (1) |
0 (5) |
19 days (9.5 days) |
3 | |
Plasma Autopistol |
Assaults Infantry Engineers Medics Scouts Snipers |
0.6 | 6 (5-7) |
0% | 2 (3) |
18 | 18 | Grants Maim Grants +4 damage during critical hits |
Compact Plasma Weapons | 90 | 50 (75) |
10 (15) |
10 (15) |
10 (19) |
30 days (15 days) |
15 |
Arc Pistol
The Arc Pistol is similar to its Arc Rifle counterpart, dealing less damage but with the properties of a pistol, making it effective at close ranges instead of long ranges. Arc 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). Ranger doubles the close range bonus and eliminates the far range penalty.
Name | Usable by |
Weight |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||
Arc Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
0.6 | 1 vs bio 5 (4-6) vs mech |
Not Possible | 2 (3) |
18 | 18 | Has Overload +4 Penetration vs mech Cannot Critically Hit Grants Maim |
Alien Computers | 15 | 8 (12) |
0 (0) |
0 (5) |
15 days (7.5 days) |
3 |
Sawed-off Shotgun
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage secondary weapon. It is useful for soldiers that need a powerful and accurate close-range weapon to defend themselves in a pinch, but won't fare as well in prolonged firefights at range. It receives a +3 damage upgrade with the Foundry project Quenchguns, bringing it up to Gauss-tier damage. It has 1 ammo, and deals 150% damage. Sawed-off Shotguns gain aim for being in close proximity (+10 aim per tile closer than 10) and lose aim for being in far proximity (-10 aim per tile further than 10). Ranger doubles the close range bonus but does not eliminate the far range penalty.
Name | Usable by |
Weight |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | |||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sawed-off Shotgun |
Assaults Infantry Engineers Medics Scouts |
0.6 | 6 (5-7) Upgrades to 9 (8-10) |
0% | 1 | 18 | 18 | Hardened grants 50% DR vs this weapon | 3 | 20 (30) |
0 (5) |
8 days (4 days) |
6 |