Difference between revisions of "Weapons (LWR)"
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===Autopistols=== | ===Autopistols=== | ||
− | Autopistols grant increased crit damage 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. | + | 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 Machine Pistol equivalents for either Laser tier. | There are no Machine Pistol equivalents for either Laser tier. |
Revision as of 00:15, 26 May 2023
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: 8 (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 elerium 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, however the 'Quenchgun' foundry project will grant all Gauss weapons a +1 damage penetration bonus against all mechanical units, which helps make Gauss weapons more effective against mechanical leaders or bosses.
Base Damage: 6 Bonus Stats: -0.6 mobility
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. 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
- Plasma Battle Rifle: Grants Mechanical Shredder
- Plasma Carbine: Grants Aerial Shredder, ignores flying defense
- Plasma SMG: +1.3 mobility (+2.0 mobility total)
- Plasma Reflex Cannon (Shotgun): Grants Ether Shredder
- Plasma Strike Rifle: +3 damage against uncovered targets
- Plasma Sniper Rifle: Grants Killer Instinct
- Plasma Novagun (SAW): +2 penetration against Mechanical
- Plasma Dragon (LMG): +1 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 mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Assault Rifle |
All soldiers | 4 (3-5) |
20% | 3 (4) |
18 | 18 | Can be steadied | XCOM starts with an unlimited supply | ||||||||||
Laser Rifle |
All soldiers | +10 | 4 (3-5) |
35% | 3 (4) |
18 | 18 | Can be steadied | Beam Lasers | 15 | 40 (56) |
6 (8) |
0 (5) |
15 days (7.5 days) |
12 | |||
Gauss Rifle |
All soldiers | -0.6 | 6 (5-7) |
20% | 3 (4) |
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 | +10 | 6 (5-7) |
35% | 3 (4) |
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 | 8 (7-9) |
20% | 3 (4) |
18 | 18 | Grants Carapace Shredder 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 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 |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
-0.6 | 5 (4-6) |
20% | 2 (3) |
18 | 18 | Can be steadied | XCOM starts with an unlimited supply | |||||||||
Laser Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
-0.6 | +10 | 5 (4-6) |
35% | 2 (3) |
18 | 18 | Can be steadied | Beam Lasers | 20 | 60 (84) |
8 (11) |
0 (5) |
18 days (9 days) |
18 | ||
Gauss Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
-1.3 | 7 (6-8) |
35% | 2 (3) |
18 | 18 | Can be steadied | 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 |
-0.6 | +10 | 7 (6-8) |
50% | 2 (3) |
18 | 18 | Can be steadied | 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 |
-0.6 | 10 (8-12) |
20% | 2 (3) |
18 | 18 | Grants Mechanical Shredder Can be steadied |
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 defense and consistency. They grant +0.6 mobility and a variable amount of Defense and Aim depending on tier, but have reduced ammo and damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).
Name | Usable by |
Mob |
Def |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||||
Assault Carbine |
All soldiers | +0.6 | +10 | +10 | 3 (2-4) |
20% | 2 (3) |
18 | 18 | Can be steadied | XCOM starts with an unlimited supply | ||||||||
Laser Carbine |
All soldiers | +0.6 | +10 | +20 | 3 (2-4) |
35% | 2 (3) |
18 | 18 | Can be steadied | Beam Lasers | 15 | 20 (28) |
4 (5) |
0 (5) |
15 days (7.5 days) |
10 | ||
Gauss Carbine |
All soldiers | +0.6 | +15 | +15 | 4 (3-5) |
45% | 2 (3) |
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 | +0.6 | +15 | +25 | 4 (3-5) |
60% | 2 (3) |
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 | +0.6 | +20 | +20 | 6 (5-7) |
20% | 2 (3) |
18 | 18 | Grants Aerial Shredder Ignores the 30 defense flying units receive 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 grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
SMG |
Assaults Infantry Engineers Medics Scouts |
+0.6 | 3 (2-4) |
40% | 2 (3) |
18 | 18 | Grants +2 damage during critical hits | XCOM starts with an unlimited supply | |||||||||
Laser SMG |
Assaults Infantry Engineers Medics Scouts |
+0.6 | +10 | 3 (2-4) |
55% | 2 (3) |
18 | 18 | Grants +2 damage during critical hits | Beam Lasers | 15 | 20 (28) |
4 (5) |
0 (5) |
15 days (7.5 days) |
4 | ||
Gauss SMG |
Assaults Infantry Engineers Medics Scouts |
+0.6 | 4 (3-5) |
55% | 2 (3) |
18 | 18 | Grants +3 damage during critical hits | Gauss Weapons | 35 | 50 (70) |
25 (35) |
5 (7) |
0 (5) |
19 days (9.5 days) |
9 | ||
Pulse SMG |
Assaults Infantry Engineers Medics Scouts |
+0.6 | +10 | 4 (3-5) |
70% | 2 (3) |
18 | 18 | Grants +3 damage during critical hits | Pulse Lasers | 62 | 60 (84) |
3 (4) |
21 (29) |
0 (5) |
24 days (12 days) |
9 | |
Plasma SMG |
Assaults Infantry Engineers Medics Scouts |
+2.0 | 6 (5-7) |
40% | 2 (3) |
18 | 18 | Grants +4 damage during critical hits | 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 |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Shotgun |
Assaults Infantry Engineers Medics Scouts |
-0.6 | -10 | 6 (5-7) |
0% | 3 (4) |
18 | 18 | Hardened targets gain 50% DR vs this weapon | XCOM starts with an unlimited supply | ||||||||
Laser Scattershot |
Assaults Infantry Engineers Medics Scouts |
-0.6 | 6 (5-7) |
15% | 3 (4) |
18 | 18 | Hardened targets gain 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 |
-1.3 | -10 | 9 (8-10) |
0% | 3 (4) |
18 | 18 | Hardened targets gain 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 |
-0.6 | 9 (8-10) |
15% | 3 (4) |
18 | 18 | Hardened targets gain 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 |
-0.6 | -10 | 12 (10-14) |
0% | 3 (4) |
18 | 18 | Hardened targets gain 50% DR vs this weapon Grants Ether Shredder |
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 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
SAW |
Gunners | -0.6 | -10 | 6 (5-7) |
0% | 4 (4) |
18 | 18 | Grants Burst | XCOM starts with an unlimited supply | ||||||||
Laser Autorifle |
Gunners | -0.6 | 0 | 6 (5-7) |
15% | 4 (4) |
18 | 18 | Grants Burst | Advanced Beam Lasers | 18 | 60 (90) |
8 (12) |
0 (5) |
16 days (8 days) |
18 | ||
Gauss Autorifle |
Gunners | -1.3 | -10 | 9 (8-10) |
0% | 4 (4) |
18 | 18 | Grants Burst | Advanced Gauss Weapons | 38 | 100 (150) |
45 (67) |
6 (9) |
0 (5) |
22 days (11 days) |
30 | |
Pulse Autolaser |
Gunners | -0.6 | 0 | 9 (8-10) |
15% | 4 (4) |
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 | -0.6 | -10 | 12 (10-14) |
0% | 4 (4) |
18 | 18 | +2 penetration 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 5 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
LMG |
Gunners | -1.3 | -30 | 8 (7-9) |
0% | 5 (5) |
18 | 18 | -1 small equipment slot Grants Danger Zone Grants Burst |
XCOM starts with an unlimited supply | ||||||||
Laser Gatler |
Gunners | -1.3 | -20 | 8 (7-9) |
15% | 5 (5) |
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 | -2.0 | -30 | 12 (10-14) |
0% | 5 (5) |
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 | -1.3 | -20 | 12 (10-14) |
15% | 5 (5) |
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 | -1.3 | -30 | 16 (14-18) |
0% | 5 (5) |
18 | 18 | +2 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, and they grant +20 aim to all reaction shots (although reaction shots cannot fire at Squadsight ranges). Their base ammo is 3, 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 |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Strike Rifle |
Scouts Snipers |
+10 | 5 (4-6) |
20% | 3 (3) |
130 | 18 | Grants +10 aim to reaction shots Aim penalty at close range Can be steadied |
XCOM starts with an unlimited supply | |||||||||
Laser Strike Rifle |
Scouts Snipers |
+20 | 5 (4-6) |
35% | 3 (3) |
130 | 18 | Grants +10 aim to reaction shots Aim penalty at close range Can be steadied |
Advanced Beam Lasers | 18 | 45 (67) |
8 (12) |
0 (5) |
14 days (7 days) |
13 | |||
Gauss Strike Rifle |
Scouts Snipers |
-0.6 | +15 | 7 (6-8) |
35% | 3 (3) |
130 | 18 | Grants +10 aim to reaction shots Aim penalty at close range Can be steadied |
Advanced Gauss Weapons | 45 | 110 (165) |
45 (67) |
10 (15) |
0 (5) |
23 days (11.5 days) |
33 | |
Pulse Strike Rifle |
Scouts Snipers |
+25 | 7 (6-8) |
50% | 3 (3) |
130 | 18 | Grants +10 aim to reaction shots Aim penalty at close range Can be steadied |
Advanced Pulse Lasers | 67 | 110 (165) |
10 (14) |
60 (84) |
0 (5) |
27 days (13.5 days) |
33 | ||
Plasma Strike Rifle |
Scouts Snipers |
+20 | 10 (8-12) |
20% | 3 (3) |
130 | 18 | Grants +10 aim to reaction shots Aim penalty at close range Can be steadied +3 damage to uncovered targets |
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 3). They also grant +20 aim to all reaction shots, but 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 |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Sniper Rifle |
Snipers | -1.3 | +10 | 6 (5-7) |
20% | 3 (3) |
130 | 18 | Reduces squadsight penalty to -2 aim/tile Grants +20 aim to reaction shots 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 | -1.3 | +20 | 6 (5-7) |
35% | 3 (3) |
130 | 18 | Reduces squadsight penalty to -2 aim/tile Grants +20 aim to reaction shots 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 | -2.0 | +15 | 9 (8-10) |
20% | 3 (3) |
130 | 18 | Reduces squadsight penalty to -2 aim/tile Grants +20 aim to reaction shots 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 | -1.3 | +25 | 9 (8-10) |
35% | 3 (3) |
130 | 18 | Reduces squadsight penalty to -2 aim/tile Grants +20 aim to reaction shots 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 | -1.3 | +20 | 12 (10-14) |
20% | 3 (3) |
130 | 18 | Grants Killer Instinct Reduces squadsight penalty to -2 aim/tile Grants +20 aim to reaction shots 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 |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Minigun |
MECs | 8 (7-9) |
0% | 3 (3) |
18 | 18 | Can be steadied | XCOM starts with an unlimited supply | ||||||||||
Laser Lance |
MECs | +10 | 8 (7-9) |
15% | 3 (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 | -0.6 | 12 (10-14) |
0% | 3 (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 | +10 | 12 (10-14) |
15% | 3 (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 | ||
Pulse Particle Beam |
MECs | 16 (14-18) |
0% | 3 (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 |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||
Autocannon |
SHIVs | 8 (7-9) |
0% | 2 (2) |
18 | 18 | XCOM starts with an unlimited supply | ||||||||||
Laser Autocannon |
SHIVs | +10 | 8 (7-9) |
15% | 2 (2) |
18 | 18 | Beam Lasers | 20 | 75 (112) |
10 (15) |
0 (5) |
18 days (9 days) |
22 | |||
Gauss Sentry Gun |
SHIVs | -0.6 | 12 (10-14) |
0% | 2 (2) |
18 | 18 | Gauss Weapons | 40 | 100 (150) |
45 (67) |
10 (15) |
0 (5) |
22 days (11 days) |
30 | ||
Pulse Autocannon |
SHIVs | +10 | 12 (10-14) |
15% | 2 (2) |
18 | 18 | Pulse Lasers | 65 | 150 (225) |
10 (14) |
75 (105) |
0 (5) |
27 days (13.5 days) |
45 | ||
Plasma Autocannon |
SHIVs | +15 | 16 (14-18) |
15% | 2 (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 90/80/70% chances respectively. The Elerium Batteries foundry project improves this further. In addition, failed stuns on aliens below 50% of their max 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 |
Mob |
Aim |
Dmg |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | |||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Arc Rifle |
Assaults Infantry Engineers Medics Scouts Snipers Rocketeers |
+20 vs mech | 1 vs bio 7 (6-8) vs mech |
1 (2) |
18 | 18 | Has Overload +7 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 |
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 each except Laser and Pulse.
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 |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||
Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
3 (2-4) |
0% | 2 (3) |
18 | 18 | Grants Maim | XCOM starts with an unlimited supply | ||||||||
Laser Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
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 |
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 |
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 |
Arc Pistol
The Arc Pistol is similar to its Arc Rifle counterpart, dealing less damage but also utilizing the pistol range table, gaining aim for being in close proximity (+5 aim per tile closer than 10) and losing 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 |
Mob |
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 +5 Penetration vs mech Cannot Critically Hit Grants Maim |
Alien Computers | 15 | 8 (12) |
0 (0) |
0 (5) |
15 days (7.5 days) |
3 |
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 Machine Pistol equivalents for either Laser tier.
Name | Usable by |
Mob |
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 |
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 weapon that can reliably hit at close range, such as ones wielding a primary weapon that gets aim penalties up close. It receives a +3 damage upgrade with the Foundry project Quenchguns. 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 (-15 aim per tile further than 10).
Name | Usable by |
Mob |
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) |
1 | 18 | 18 | 3 | 20 (30) |
0 (5) |
8 days (4 days) |
6 |