Difference between revisions of "Weapons (LWR)"

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[[File: Soldiers_Weapons_Long_War.png|left|192px|]]
 
[[File: Soldiers_Weapons_Long_War.png|left|192px|]]
  
'''''For detailed charts, see''''' '''[[Primary Weapons (LWR)]]''' '''''and''''' '''[[Secondary Weapons (LWR)]].'''
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[[File: Soldiers_Weapons_Long_War.png|left|192px|]]
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{{Toc (Long War)|35}}
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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.
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Certain weapons, including SMGs, Carbines and most Rifles, can be steadied. Soldiers wielding such a weapon can perform a new action: <strong>Steady Weapon</strong>. This action ends the soldier's turn, and grants a +20 aim bonus to the next shot, which is lost when the soldier moves or switches weapon. Basically, the <strong>Steady Weapon</strong> action allows soldiers to perform a carefully aimed shot over two turns. When using perks that allow multiple shots, such as Double Tap and Light 'Em Up, the bonus only applies to the first shot. Note that weapons that can only be fired as the first action, such as Sniper Rifles, can still be steadied as the second action. Finally, the aim bonus also applies to firing rockets, reducing their scatter.
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==Weapon tiers==
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:''Main article: [[Weapons (Long War)#Weapon Tiers|Weapon Tiers]]
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Long War has 5 weapon tiers available - [[Weapons (Long War)#Conventional/Ballistic|Conventional/Ballistic]], [[Weapons (Long War)#Beam Lasers|Beam Laser]], [[Weapons (Long War)#Gauss|Gauss]], [[Weapons (Long War)#Pulse Lasers|Pulse Laser]] and [[Weapons (Long War)#Plasma|Plasma]].
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==Soldier weapon types==
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===SMGs===
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SMGs (Submachine Guns) are the lightest available weapon types and grant a +3 mobility bonus, but deal the least amount of damage, have the lowest chance to crit, and have small magazines. Unlike Carbines, SMGs do not grant an aim bonus. Their high mobility but low damage makes them very useful for classes that rely more on their abilities than their primary weapons, such as Engineers, Medics and Rocketeers. While Assaults and Scouts could benefit from the increased mobility, they generally require a solid weapon that packs a punch, like a Shotgun or any Rifle.
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{|class="wikitable" width="100%"
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|-
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!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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)}}
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|-align="center"
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|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
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|-align="center"
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|[[File:SMG Long War.png|128px|link=Primary Weapons (Long War)#SMGs|SMG]]<br />'''[[Primary Weapons (Long War)#SMGs|SMG]]'''||All soldiers||+3|| ||title="Minimum to maximum damage&#10;(Average damage)"|2-4<br />(3)|| ||title="Minimum to maximum damage&#10;(Average damage)"|4-5<br />(4.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Can be steadied for aim bonus||colspan="8"|XCOM starts with an unlimited supply||
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|-align="center"
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|[[File:Laser Shatterray Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Laser Shatterray]]<br />'''[[Primary Weapons (Long War)#SMGs|Laser Shatterray]]'''||All soldiers||+3||+6||title="Minimum to maximum damage&#10;(Average damage)"|3-5<br />(4)|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-7<br />(6.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||12
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|-align="center"
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|[[File:Gauss Stuttergun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]<br />'''[[Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]'''||All soldiers||+3|| ||title="Minimum to maximum damage&#10;(Average damage)"|4-6<br />(5)|| ||title="Minimum to maximum damage&#10;(Average damage)"|6-9<br />(7.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus<br />Ignores 0.34 of target's DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|4<br />(6)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||26
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|-align="center"
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|[[File:Pulse Stengun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Pulse Stengun]]<br />'''[[Primary Weapons (Long War)#SMGs|Pulse Stengun]]'''||All soldiers||+3|| ||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)||+8||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||48
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|-align="center"
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|[[File:Plasma Stormgun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Plasma Stormgun]]<br />'''[[Primary Weapons (Long War)#SMGs|Plasma Stormgun]]'''||All soldiers||+4|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)|| ||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|2<br />(9)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Carbine]]||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||80
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|}
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===Carbines===
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Carbines are lighter versions of Assault Rifles, though not as light as SMGs. They grant a +1 mobility bonus and a +6 aim bonus, but deal less damage and have a smaller chance to crit than Assault Rifles, though not as small as SMGs. Like Laser Weapons, Carbines are excellent for lower ranked troops, though more experienced troops should switch to other weapons for more damage. Note that the aim bonus does not apply to Rocket scatter.
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{|class="wikitable" width="100%"
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|-
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!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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)}}
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|-align="center"
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|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
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|-align="center"
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|[[File:Assault Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Assault Carbine]]<br />'''[[Primary Weapons (Long War)#Carbines|Assault Carbine]]'''||All soldiers||+1|| ||+6||title="Minimum to maximum damage&#10;(Average damage)"|2-4<br />(3)||+4||title="Minimum to maximum damage&#10;(Average damage)"|4-5<br />(4.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus||colspan="8"|XCOM starts with an unlimited supply||
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|-align="center"
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|[[File:Laser Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Laser Carbine]]<br />'''[[Primary Weapons (Long War)#Carbines|Laser Carbine]]'''||All soldiers||+1|| ||+12||title="Minimum to maximum damage&#10;(Average damage)"|3-5<br />(4)||+4||title="Minimum to maximum damage&#10;(Average damage)"|5-7<br />(6.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||14
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|-align="center"
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|[[File:Gauss Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Gauss Carbine]]<br />'''[[Primary Weapons (Long War)#Carbines|Gauss Carbine]]'''||All soldiers||+1|| ||+6||title="Minimum to maximum damage&#10;(Average damage)"|4-6<br />(5)||+4||title="Minimum to maximum damage&#10;(Average damage)"|6-9<br />(7.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||30||30||Can be steadied for aim bonus<br />Ignores 0.34 of target's DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||32
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|-align="center"
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|[[File:Pulse Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Pulse Carbine]]<br />'''[[Primary Weapons (Long War)#Carbines|Pulse Carbine]]'''||All soldiers||+1|| ||+6||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)||+12||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits&#10;(Cost when building quickly)"|180<br />(270)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(6)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||72
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|-align="center"
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|[[File:Plasma Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Plasma Carbine]]<br />'''[[Primary Weapons (Long War)#Carbines|Plasma Carbine]]'''||All soldiers||+1||+6||+6||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)||+4||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|2<br />(10)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Carbine]]||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||100
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|}
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===Assault Rifles===
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Assault Rifles are the standard rifle, similar to the vanilla Rifles, providing a decent balance of mobility, accuracy and firepower.
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{|class="wikitable" width="100%"
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|-
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!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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)}}
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|-align="center"
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|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
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|-align="center"
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|[[File:Assault Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]<br />'''[[Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]'''||All soldiers|| ||title="Minimum to maximum damage&#10;(Average damage)"|3-5<br />(4)||+8||title="Minimum to maximum damage&#10;(Average damage)"|5-7<br />(6.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus||colspan="8"|XCOM starts with an unlimited supply||
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|-align="center"
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|[[File:Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]<br />'''[[Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]'''||All soldiers||+6||title="Minimum to maximum damage&#10;(Average damage)"|4-6<br />(5)||+8||title="Minimum to maximum damage&#10;(Average damage)"|6-9<br />(7.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||18
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|-align="center"
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|[[File:Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]<br />'''[[Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]'''||All soldiers|| ||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)||+8||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||30||30||Can be steadied for aim bonus<br />Ignores 0.34 of target's DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|28<br />(42)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||36
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|-align="center"
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|[[File:Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]<br />'''[[Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]'''||All soldiers|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)||+16||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Elerium&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(7)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||80
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|-align="center"
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|[[File:Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]<br />'''[[Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Rocketeers|| ||title="Minimum to maximum damage&#10;(Average damage)"|6-10<br />(8)||+8||title="Minimum to maximum damage&#10;(Average damage)"|10-14<br />(12.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus<br />+1.5 crit damage to biological targets||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|350<br />(525)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|3<br />(13)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||140
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|}
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===Battle Rifles===
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Battle Rifles (or heavy rifles) are heavier versions of Assault Rifles. They deal more damage than Assault Rifles, but incur a -1 penalty to mobility, and a -10 aim penalty when shooting after a costly action. They are best used by soldiers that can offset the aim when needing to fire as the second action in a pinch.
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{|class="wikitable" width="100%"
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|-
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!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
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|-align="center"
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|[[File:Battle Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]<br />'''[[Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|4-6<br />(5)||+8||title="Minimum to maximum damage&#10;(Average damage)"|6-9<br />(7.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Aim penalty to fire as second action<br />Can be steadied for aim bonus||colspan="8"|XCOM starts with an unlimited supply||
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|-align="center"
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|[[File:Heavy Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]<br />'''[[Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-1||+6||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)||+8||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Aim penalty to fire as second action<br />Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||18
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|-align="center"
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|[[File:Heavy Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]<br />'''[[Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)||+8||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||30||30||Aim penalty to fire as second action<br />Can be steadied for aim bonus<br />Ignores 0.34 of target's DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||40
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|-align="center"
 +
|[[File:Heavy Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]<br />'''[[Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|6-10<br />(8)||+16||title="Minimum to maximum damage&#10;(Average damage)"|10-14<br />(12.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Aim penalty to fire as second action<br />Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Elerium&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(7)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||80
 +
|-align="center"
 +
|[[File:Heavy Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]<br />'''[[Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-11<br />(9)||+8||title="Minimum to maximum damage&#10;(Average damage)"|11-16<br />(13.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Aim penalty to fire as second action<br />Can be steadied for aim bonus<br />+1 damage when steadied||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|350<br />(525)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|3<br />(13)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9.0&nbsp;days)||140
 +
|}
 +
 
 +
===Shotguns===
 +
Shotguns are similar to the vanilla Shotguns, providing high damage and a high chance to crit, though they suffer more from damage reduction than other weapons. Shotguns incur large aim penalties when firing at longer range, but to offset that, they gain twice the aim bonus at close range, making them viable in close quarters even without flanking, and surprisingly effective against airborne targets that cannot be flanked while flying. They fit best in the hands of mobile soldiers, such as Assaults and Scouts, that can move up close and fire.
 +
 
 +
{|class="wikitable" width="100%"
 +
|-
 +
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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)}}!!rowspan="2" {{Required for combined (Long War)}}
 +
|-align="center"
 +
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 +
|-align="center"
 +
|[[File:Shotgun Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Shotgun]]<br />'''[[Primary Weapons (Long War)#Shotguns|Shotgun]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)||+16||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||30||14||Aim penalty at long range<br />Target DR is 50% more effective||colspan="8"|XCOM starts with an unlimited supply|| ||[[Secondary Weapons (Long War)#Sawed-off Shotgun|Sawed-off Shotgun]] (1)
 +
|-align="center"
 +
|[[File:Scatter Laser Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Scatter Laser]]<br />'''[[Primary Weapons (Long War)#Shotguns|Scatter Laser]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+6||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)||+16||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||30||14||Aim penalty at long range<br />Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||20||
 +
|-align="center"
 +
|[[File:Alloy Cannon Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Alloy Cannon]]<br />'''[[Primary Weapons (Long War)#Shotguns|Alloy Cannon]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Minimum to maximum damage&#10;(Average damage)"|6-10<br />(8)||+16||title="Minimum to maximum damage&#10;(Average damage)"|10-14<br />(12.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br />(6)||30||14||Aim penalty at long range<br />Target DR is 50% more effective<br />Ignores 0.34 of target's DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|36<br />(54)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||52||
 +
|-align="center"
 +
|[[File:Scatter Blaster Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Scatter Blaster]]<br />'''[[Primary Weapons (Long War)#Shotguns|Scatter Blaster]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-11<br />(9)||+24||title="Minimum to maximum damage&#10;(Average damage)"|11-16<br />(13.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||30||14||Aim penalty at long range<br />Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Elerium&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(8)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||100||
 +
|-align="center"
 +
|[[File:Reflex Cannon Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Reflex Cannon]]<br />'''[[Primary Weapons (Long War)#Shotguns|Reflex Cannon]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-13<br />(10)||+16||title="Minimum to maximum damage&#10;(Average damage)"|13-18<br />(15.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||30||14||Aim penalty at long range<br />Target DR is 50% more effective<br />+1.5 crit damage at point blank range||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|4<br />(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9.0&nbsp;days)||180||
 +
|}
 +
 
 +
===Arc Rifle===
 +
The Arc Rifle is a special type of rifle that can be used to disable enemies through Disabling Shot, at the regular 2-turn cooldown. It has very low damage, designed to whittle down an already wounded target to increase stun chance without the risk of killing it, and has very limited ammunition. It can be useful early on when raiding small UFOs, to keep enemies disabled, providing enough chances to stun them with Arc Thrower.
 +
 
 +
{|class="wikitable" width="100%"
 +
|-
 +
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit damage (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (Long War)}}
 +
|-align="center"
 +
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}
 +
|-align="center"
 +
|[[File:Arc Rifle Long War.png|128px|link=Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]<br />'''[[Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||+10||title="Minimum to maximum damage&#10;(Average damage)"|1-3<br />(2)||title="Minimum to maximum damage&#10;(Average damage)"|3-4<br />(3.2)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||{{ Disabling Shot (Long War) }}||Aim penalty at close range<br />Can be steadied for aim bonus||[[Research (Long War)#Xenology|Xenoneurology]]<br />[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||24
 +
|}
 +
 
 +
===Marksman Rifles===
 +
Marksman Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. Like Sniper Rifles, Marksman Rifles incur aim penalties at close range but perform well at long range. In the hands of a Scout with the Marksman's Scope or a Sniper, they can fire beyond visual range, assuming a squadmate can spot the target, though only up to 20% further, whereas Sniper Rifles have unlimited range.
 +
 
 +
Unlike Sniper Rifles, Marksman Rifles can be fired after moving by soldiers without the Snapshot perk, and can fire beyond visual range with overwatch shots. Lastly, Marksman Rifles have a slightly smaller chance to crit than Sniper Rifles.
 +
 
 +
{|class="wikitable" width="100%"
 +
|-
 +
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 +
|-align="center"
 +
|[[File:Marksman Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Marksman's Rifle]]<br />'''[[Primary Weapons (Long War)#Marksman Rifles|Marksman's Rifle]]'''||Scouts<br />Snipers|| ||title="Minimum to maximum damage&#10;(Average damage)"|4-6<br />(5)||+12||title="Minimum to maximum damage&#10;(Average damage)"|6-9<br />(7.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br />(6)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||Aim penalty at close range<br />Can be steadied for aim bonus||colspan="8"|XCOM starts with an unlimited supply||
 +
|-align="center"
 +
|[[File:Laser Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]<br />'''[[Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]'''||Scouts<br />Snipers||+6||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)||+12||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||Aim penalty at close range<br />Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||18
 +
|-align="center"
 +
|[[File:Alloy Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]<br />'''[[Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]'''||Scouts<br />Snipers|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)||+12||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||Aim penalty at close range<br />Can be steadied for aim bonus<br />Ignores 0.34 of target's DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||44
 +
|-align="center"
 +
|[[File:Blaster Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]<br />'''[[Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]'''||Scouts<br />Snipers|| ||title="Minimum to maximum damage&#10;(Average damage)"|6-10<br />(8)||+20||title="Minimum to maximum damage&#10;(Average damage)"|10-14<br />(12.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||Aim penalty at close range<br />Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|220<br />(330)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(7)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||88
 +
|-align="center"
 +
|[[File:Reflex Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]<br />'''[[Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]'''||Scouts<br />Snipers|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-11<br />(9)||+12||title="Minimum to maximum damage&#10;(Average damage)"|11-16<br />(13.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||Aim penalty at close range<br />Can be steadied for aim bonus<br />+1.5 crit damage to flanked targets<br />and targets not in cover||[[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|4<br />(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9.0&nbsp;days)||160
 +
|}
 +
 
 +
===Sniper Rifles===
 +
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Like in vanilla, Sniper Rifles incur aim penalties at close range but perform well at long range. Their maximum range has been increased from vanilla, causing it to practically be infinite, as long as a squadmate can spot the target. However, overwatch shots do not benefit from Squadsight, and can only fire up to the visual range.
 +
 
 +
Sniper Rifles cannot be fired directly after moving or performing other costly actions, such as reloading, unless the soldier has the Snapshot perk. However, these weapons can be steadied after moving, providing a bonus on the first shot during the next round. Lastly, unlike the Marksman Rifles, Sniper Rifles incur a small penalty to mobility.
 +
 
 +
{|class="wikitable" width="100%"
 +
|-
 +
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 +
|-align="center"
 +
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 +
|-align="center"
 +
|[[File:Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]<br />'''[[Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]'''||Snipers||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|4-6<br />(5)||+20||title="Minimum to maximum damage&#10;(Average damage)"|6-9<br />(7.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br />(6)||200||30|| ||Aim penalty at close range<br />Cannot fire after costly action<br />Can be steadied for aim bonus||colspan="8"|XCOM starts with an unlimited supply||
 +
|-align="center"
 +
|[[File:Laser Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]<br />'''[[Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]'''||Snipers||-1||+6||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)||+20||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||200||30|| ||Aim penalty at close range<br />Cannot fire after costly action<br />Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||20
 +
|-align="center"
 +
|[[File:Gauss Long Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]<br />'''[[Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]'''||Snipers||-2|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)||+20||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|1<br />(2)||200||30||{{ HEAT Ammo (Long War) }}||Aim penalty at close range<br />Cannot fire after costly action<br />Can be steadied for aim bonus<br />Ignores 0.34 of target's DR<br />Halves the Hardened perk's crit penalty||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|32<br />(48)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(7)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||80
 +
|-align="center"
 +
|[[File:Pulse Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]<br />'''[[Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]'''||Snipers||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|6-10<br />(8)||+28||title="Minimum to maximum damage&#10;(Average damage)"|10-14<br />(12.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||200||30|| ||Aim penalty at close range<br />Cannot fire after costly action<br />Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(8)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||100
 +
|-align="center"
 +
|[[File:Plasma Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]<br />'''[[Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]'''||Snipers||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-11<br />(9)||+20||title="Minimum to maximum damage&#10;(Average damage)"|11-16<br />(13.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||200||30|| ||Aim penalty at close range<br />Cannot fire after costly action<br />Can be steadied for aim bonus<br />+1.5 crit damage to targets beyond 35 range||[[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|3<br />(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9.0&nbsp;days)||180
 +
|}
 +
 
 +
===SAWs===
 +
SAWs (Squad Automatic Weapons) are similar to the vanilla LMGs, and are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility and cannot be steadied. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target's movement vs the now exposed target - ignoring the cover the target left from.
 +
 
 +
Unlike the larger LMGs, SAWs can be fired directly after moving or performing other costly actions, such as reloading. SAWs cannot fire at targets beyond visual range.
 +
 
 +
{|class="wikitable" width="100%"
 +
|-
 +
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 +
|-align="center"
 +
|[[File:SAW Long War.png|128px|link=Primary Weapons (Long War)#SAWs|SAW]]<br />'''[[Primary Weapons (Long War)#SAWs|SAW]]'''||Gunners||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|4-6<br />(5)|| ||title="Minimum to maximum damage&#10;(Average damage)"|6-9<br />(7.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|6<br />(7)||30||30|| ||colspan="8"|XCOM starts with an unlimited supply||
 +
|-align="center"
 +
|[[File:Autolaser Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Autolaser]]<br />'''[[Primary Weapons (Long War)#SAWs|Autolaser]]'''||Gunners||-1||+6||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)|| ||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|6<br />(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||24
 +
|-align="center"
 +
|[[File:Gauss Autorifle Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Gauss Autorifle]]<br />'''[[Primary Weapons (Long War)#SAWs|Gauss Autorifle]]'''||Gunners||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)|| ||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|7<br />(8)||30||30||Ignores 0.34 of target's DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|32<br />(48)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||40
 +
|-align="center"
 +
|[[File:Pulse Autoblaster Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]<br />'''[[Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]'''||Gunners||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|6-10<br />(8)||+8||title="Minimum to maximum damage&#10;(Average damage)"|10-14<br />(12.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|6<br />(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|230<br />(345)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(7)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||92
 +
|-align="center"
 +
|[[File:Plasma Novagun Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Plasma Novagun]]<br />'''[[Primary Weapons (Long War)#SAWs|Plasma Novagun]]'''||Gunners||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-11<br />(9)|| ||title="Minimum to maximum damage&#10;(Average damage)"|11-16<br />(13.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|6<br />(7)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||98||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|3<br />(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10.0&nbsp;days)||180
 +
|}
 +
 
 +
===LMGs===
 +
LMGs (Light Machine Guns) are the larger version of SAWs, also exclusively restricted to Gunners, dealing even more damage and carrying even more ammunition. LMGs can fire up to 20% beyond visual range, and grant the Squadsight perk to the Gunner, allowing all Gunners to benefit from this extra range, though overwatch shots are still restricted to visual range. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target's movement vs the now exposed target - ignoring the cover the target left from.
 +
 
 +
LMGs cannot be fired directly after moving or performing other costly actions, such as reloading, and since Gunners do not have access to the Snapshot perk, they cannot overcome this downside. LMGs also cannot be steadied, forcing the Gunner into a turret like role, where any movement basically consumes the Gunner's entire turn.
 +
 
 +
{|class="wikitable" width="100%"
 +
|-
 +
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}!!rowspan="2" {{Required for combined (Long War)}}
 +
|-align="center"
 +
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 +
|-align="center"
 +
|[[File:LMG Long War.png|128px|link=Primary Weapons (Long War)#LMGs|LMG]]<br />'''[[Primary Weapons (Long War)#LMGs|LMG]]'''||Gunners||-2|| ||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)|| ||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|8<br />(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||colspan="8"|XCOM starts with an unlimited supply|| ||
 +
|-align="center"
 +
|[[File:Gatling Laser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Laser]]<br />'''[[Primary Weapons (Long War)#LMGs|Gatling Laser]]'''||Gunners||-2||+6||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)|| ||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|8<br />(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||28||
 +
|-align="center"
 +
|[[File:Gauss Machine Gun Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]<br />'''[[Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]'''||Gunners||-2|| ||title="Minimum to maximum damage&#10;(Average damage)"|6-10<br />(8)|| ||title="Minimum to maximum damage&#10;(Average damage)"|10-14<br />(12.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|9<br />(10)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action<br />Ignores 0.34 of target's DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|32<br />(48)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||56||
 +
|-align="center"
 +
|[[File:Gatling Pulser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Pulser]]<br />'''[[Primary Weapons (Long War)#LMGs|Gatling Pulser]]'''||Gunners||-2|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-11<br />(9)||+8||title="Minimum to maximum damage&#10;(Average damage)"|11-16<br />(13.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|8<br />(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|240<br />(360)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(8)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||96||
 +
|-align="center"
 +
|[[File:Plasma Dragon Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Plasma Dragon]]<br />'''[[Primary Weapons (Long War)#LMGs|Plasma Dragon]]'''||Gunners||-2|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-13<br />(10)|| ||title="Minimum to maximum damage&#10;(Average damage)"|13-18<br />(15.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|8<br />(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action<br />+1 damage to flying targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|64<br />(96)||title="Cost in Meld&#10;(Cost when building quickly)"|4<br />(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10.0&nbsp;days)||180||[[Foundry (Long War)#General Weapon Upgrades|Enhanced Plasma]] (1)
 +
|}
 +
 
 +
==MEC and SHIV weapon types==
 +
===MEC primary weapons===
 +
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (Long War)|MEC Troopers]]. They deal high damage, even more than Shotguns and LMGs. MEC Troopers with the Squadsight perk can fire up to 20% beyond visual range, though overwatch shots are still restricted to visual range.
 +
 
 +
{|class="wikitable" width="100%"
 +
|-
 +
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 +
|-align="center"
 +
|[[File:Minigun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Minigun]]<br />'''[[Primary Weapons (Long War)#MEC primary weapons|Minigun]]'''||MEC troopers|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)|| ||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|2<br />(3)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||30||||colspan="8"|XCOM starts with an unlimited supply||
 +
|-align="center"
 +
|[[File:Laser Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]<br />'''[[Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]'''||MEC troopers||+6||title="Minimum to maximum damage&#10;(Average damage)"|6-10<br />(8)|| ||title="Minimum to maximum damage&#10;(Average damage)"|10-14<br />(12.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(4)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(13)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||30
 +
|-align="center"
 +
|[[File:Railgun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Railgun]]<br />'''[[Primary Weapons (Long War)#MEC primary weapons|Railgun]]'''||MEC troopers|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-11<br />(9)|| ||title="Minimum to maximum damage&#10;(Average damage)"|11-16<br />(13.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|4<br />(5)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||30||Ignores 0.34 of target's DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||48
 +
|-align="center"
 +
|[[File:Pulse Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]<br />'''[[Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]'''||MEC troopers|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-13<br />(10)||+8||title="Minimum to maximum damage&#10;(Average damage)"|13-18<br />(15.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(4)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|240<br />(360)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(38)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||96
 +
|-align="center"
 +
|[[File:Particle Cannon Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]<br />'''[[Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]'''||MEC troopers|| ||title="Minimum to maximum damage&#10;(Average damage)"|8-14<br />(11)|| ||title="Minimum to maximum damage&#10;(Average damage)"|14-19<br />(16.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(4)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||30||+1 damage to robotic targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|40<br />(53)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title="Duration in days&#10;(Duration when building quickly)"|21&nbsp;days<br />(10.5&nbsp;days)||180
 +
|}
 +
 
 +
===SHIV weapons===
 +
SHIV weapons, obviously, are only available to [[S.H.I.V. (Long War)|SHIV units]]. They deal high damage, just as much as the MEC primary weapons, but suffer from the low base aim that all SHIV units share. However, the SHIVs modular design allows them to enhance the weapon with a variety of perks, allowing them to perform key roles in the right situation, such as using HEAT Ammo against robotic targets.
 +
 
 +
{|class="wikitable" width="100%"
 +
|-
 +
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 +
|-align="center"
 +
|[[File:Autocannon Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Autocannon]]<br />'''[[Primary Weapons (Long War)#SHIV weapons|Autocannon]]'''||SHIV units|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)|| ||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30|| ||colspan="8"|XCOM starts with an unlimited supply||
 +
|-align="center"
 +
|[[File:Superheavy Laser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]<br />'''[[Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]'''||SHIV units||+6||title="Minimum to maximum damage&#10;(Average damage)"|6-10<br />(8)|| ||title="Minimum to maximum damage&#10;(Average damage)"|10-14<br />(12.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||30
 +
|-align="center"
 +
|[[File:Sentry Gun Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]<br />'''[[Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]'''||SHIV units|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-11<br />(9)|| ||title="Minimum to maximum damage&#10;(Average damage)"|11-16<br />(13.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||30||30||Ignores 0.34 of target's DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|32<br />(48)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||40
 +
|-align="center"
 +
|[[File:Superheavy Pulser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]<br />'''[[Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]'''||SHIV units|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-13<br />(10)||+8||title="Minimum to maximum damage&#10;(Average damage)"|13-18<br />(15.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|300<br />(450)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(9)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||120
 +
|-align="center"
 +
|[[File:Superheavy Plasma Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]<br />'''[[Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]'''||SHIV units||+8||title="Minimum to maximum damage&#10;(Average damage)"|8-14<br />(11)||+4||title="Minimum to maximum damage&#10;(Average damage)"|14-19<br />(16.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30|| ||[[Research (Long War)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|4<br />(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title="Duration in days&#10;(Duration when building quickly)"|21&nbsp;days<br />(10.5&nbsp;days)||180
 +
|}
 +
 
 +
[[File: Soldiers_Weapons_Long_War.png|left|192px|]]
 +
{{Toc (Long War)|45}}
 +
 
 +
Similar to primary weapons, Long War broadens the amount of sidearms available, adding five machine pistols, one per weapon tier, and adding the Sawed-off Shotgun, a sidearm that is unique to the Ballistic tier. See [[Weapons (Long War)#Weapon Tiers|Weapon tiers]] for more information on the new weapon tiers.
 +
 
 +
While the number of Rocket Launchers and MEC secondary weapons remains unchanged, explosives in general have received an overhaul. Unlike vanilla, where explosives dealt a fixed amount of damage to all enemies within the blast radius, in Long War, explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take. This also applies to destructible environment, which is a little more durable in general compared to vanilla.
 +
 
 +
Soldiers belonging to the Gunner class and SHIV units cannot equip secondary weapons of any kind.
 +
 
 +
==Soldier sidearms==
 +
===Pistols===
 +
As the default sidearm weapons, Pistols are quite similar to their vanilla counterparts, but now have a limited amount of ammunition, similar to primary weapons, and need to be reloaded independently from primary weapons. In addition, Pistols incur large aim penalties when firing at longer range, though the Ranger perk negates this penalty entirely.
 +
 
 +
There are no Pistol equivalents for the Gauss and Pulse Laser weapon tiers, though there are Machine Pistols.
 +
 
 +
{|class="wikitable" width="100%"
 +
|-
 +
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit damage (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 +
|-align="center"
 +
|[[File:Pistol Long War.png|128px|link=Secondary Weapons (Long War)#Pistols|Pistol]]<br />'''[[Secondary Weapons (Long War)#Pistols|Pistol]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers|| ||title="Minimum to maximum damage&#10;(Average damage)"|1-3<br />(2)||title="Minimum to maximum damage&#10;(Average damage)"|3-4<br />(3.2)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||
 +
|-align="center"
 +
|[[File:Laser Pistol Long War.png|128px|link=Secondary Weapons (Long War)#Pistols|Laser Pistol]]<br />'''[[Secondary Weapons (Long War)#Pistols|Laser Pistol]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||+6||title="Minimum to maximum damage&#10;(Average damage)"|2-4<br />(3)||title="Minimum to maximum damage&#10;(Average damage)"|4-5<br />(4.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Ranger perk||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(6)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||12
 +
|-align="center"
 +
|[[File:Plasma Pistol Long War.png|128px|link=Secondary Weapons (Long War)#Pistols|Plasma Pistol]]<br />'''[[Secondary Weapons (Long War)#Pistols|Plasma Pistol]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers|| ||title="Minimum to maximum damage&#10;(Average damage)"|3-5<br />(4)||title="Minimum to maximum damage&#10;(Average damage)"|5-7<br />(6.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Ranger perk||[[Research (Long War)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|1<br />(6)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Pistol]]||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||48
 +
|}
 +
 
 +
===Machine Pistols===
 +
Machine Pistols can be equipped instead of regular Pistols, providing more damage at the cost of a penalty to both mobility and aim. Like regular Pistols, they have a limited amount of ammunition, and incur large aim penalties when firing at longer range, though the Ranger perk negates this penalty entirely.
 +
 
 +
Unlike regular Pistol, there are Machine Pistols available for the Gauss and Pulse Laser weapon tiers, though their penalties may cause you to consider if it's worth it to equip these weapons over Laser Pistols.
 +
 
 +
{|class="wikitable" width="100%"
 +
|-
 +
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 +
|-align="center"
 +
|[[File:Machine pistol Long War.png|128px|link=Secondary Weapons (Long War)#Machine Pistols|Machine Pistol]]<br />'''[[Secondary Weapons (Long War)#Machine Pistols|Machine Pistol]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-1||-8||title="Minimum to maximum damage&#10;(Average damage)"|2-4<br />(3)|| ||title="Minimum to maximum damage&#10;(Average damage)"|4-5<br />(4.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||
 +
|-align="center"
 +
|[[File:Heater Long War.png|128px|link=Secondary Weapons (Long War)#Machine Pistols|Heater]]<br />'''[[Secondary Weapons (Long War)#Machine Pistols|Heater]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-1||-2||title="Minimum to maximum damage&#10;(Average damage)"|3-5<br />(4)|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-7<br />(6.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Ranger perk||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||10
 +
|-align="center"
 +
|[[File:Gauss Autopistol Long War.png|128px|link=Secondary Weapons (Long War)#Machine Pistols|Gauss Autopistol]]<br />'''[[Secondary Weapons (Long War)#Machine Pistols|Gauss Autopistol]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-1||-8||title="Minimum to maximum damage&#10;(Average damage)"|3-5<br />(4)|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-7<br />(6.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Aim penalty at long range<br />without the Ranger perk<br />Ignores 0.34 of target's DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Elerium&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||16
 +
|-align="center"
 +
|[[File:Blaster Long War.png|128px|link=Secondary Weapons (Long War)#Machine Pistols|Blaster]]<br />'''[[Secondary Weapons (Long War)#Machine Pistols|Blaster]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-1||-8||title="Minimum to maximum damage&#10;(Average damage)"|4-6<br />(5)||+8||title="Minimum to maximum damage&#10;(Average damage)"|6-9<br />(7.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Ranger perk||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||32
 +
|-align="center"
 +
|[[File:Plasma Mauler Long War.png|128px|link=Secondary Weapons (Long War)#Machine Pistols|Plasma Mauler]]<br />'''[[Secondary Weapons (Long War)#Machine Pistols|Plasma Mauler]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-1||-8||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)|| ||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Ranger perk||[[Research (Long War)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|2<br />(7)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Pistol]]||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||60
 +
|}
 +
 
 +
===Sawed-off Shotgun===
 +
The Sawed-off Shotgun is unique to the Ballistic tier, providing an alternative weapon for the Pistol slot that allows the wielder to pack a punch. It deals the same damage as regular Shotgun, which exceeds the damage of even Plasma Pistol and Blaster, the Machine Pistol of the Pulse Laser weapon tier. Only the Plasma Mauler deals the same amount of damage.
 +
 
 +
However, the Sawed-off Shotgun carries quite the disadvantage. First, this weapon can only fire once before it needs to be reloaded, and no ammo capacity upgrade can improve this. Second, it can only be fired at point blank range. Third, because it is basically a Shotgun, it suffers more from damage reduction than other weapons.
 +
 
 +
As it is based of a Shotgun, it is unavailable to Rookies and Snipers. While it technically needs to be produced, the only cost is a Shotgun, something XCOM has in unlimited supply. This basically allows you to create a bunch of Sawed-off Shotguns directly after the first mission is complete at no actual cost, keeping them available even if you currently have no plans to put them to use.
 +
 
 +
{|class="wikitable" width="100%"
 +
|-
 +
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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="3"|Cost
 +
|-align="center"
 +
|{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 +
|-align="center"
 +
|[[File:Sawed-off Shotgun Long War.png|128px|link=Secondary Weapons (Long War)#Sawed-off Shotguns|Sawed-off Shotgun]]<br />'''[[Secondary Weapons (Long War)#Sawed-off Shotguns|Sawed-off Shotgun]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-1||-12||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)||+4||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||1||3||4||Restricted to point blank range<br />Enemy DR is 50% more effective||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||1 [[Primary Weapons (Long War)#Shotguns|Shotgun]]||title="Duration in days&#10;(Duration when building quickly)"|1&nbsp;days<br />(0.5&nbsp;days)
 +
|}
 +
 
 +
==Secondary weapons==
 +
===Rocket Launchers===
 +
Long War revamped the accuracy of rockets. Instead of a fixed 90% chance to accurately hit from vanilla, the chance of an accurate shot now scales with aim and distance. When you aim a rocket, you see a distance in tiles, indicating the expected average scatter distance. 68% of all rockets will remain within this scatter distance, 95% of all rockets will remain within twice the scatter distance, and 99.7% of all rocket will remain within three times the scatter distance. Rockets can scatter left, right and in distance, but cannot scatter in height. Unblocked (no "Shot is Blocked" warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process. If they encounter an allied or enemy pawn, they will detonate immediately.
 +
 
 +
A higher aim reduces the expected scatter distance, while firing a rocket over a longer distance increases the expected scatter distance. Firing a rocket after moving also decreases the range and increases the expected scatter distance. Bonuses and penalties to aim, such as steadying a weapon or carrying a small item that provides an aim bonus, do affect rockets as well. The only exception is the aim bonus provided by primary weapons, such as Beam Lasers and Carbines, which only apply to shots made with the primary weapon. When a soldier fires a rocket with 120 aim (including bonuses), the rocket will always hit accurately. This is indicated with "100%" instead of the distance in tiles.
 +
 
 +
Rocket Launchers are generally reserved for Rocketeers, but Engineers that pick up the Fire Rocket perk can also equip Rocket Launchers. This replaces their Pistol slot. Rocketeers, but not Engineers, can equip small items to provide them with additional rockets. 
 +
 
 +
{|class="wikitable" width="100%"
 +
|-
 +
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 +
|-align="center"
 +
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 +
|-align="center"
 +
|[[File:Rocket Launcher Long War.png|128px|link=Secondary Weapons (Long War)#Rocket Launchers|Rocket Launcher]]<br />'''[[Secondary Weapons (Long War)#Rocket Launchers|Rocket Launcher]]'''||Engineers<br />Rocketeers||-1||title="Minimum to maximum damage&#10;(Average damage)"|4-10<br />(7)||30||6.0||+1 mobility per rocket fired during mission||colspan="8"|XCOM starts with an unlimited supply||
 +
|-align="center"
 +
|[[File:Recoilless Rifle Long War.png|128px|link=Secondary Weapons (Long War)#Rocket Launchers|Recoilless Rifle]]<br />'''[[Secondary Weapons (Long War)#Rocket Launchers|Recoilless Rifle]]'''||Engineers<br />Rocketeers||-1||title="Minimum to maximum damage&#10;(Average damage)"|6-12<br />(9)||30||6.0||+1 mobility per rocket fired during mission<br />Ignores 0.34 of target's DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||40
 +
|-align="center"
 +
|[[File:Blaster Launcher Long War.png|128px|link=Secondary Weapons (Long War)#Rocket Launchers|Blaster Launcher]]<br />'''[[Secondary Weapons (Long War)#Rocket Launchers|Blaster Launcher]]'''||Engineers<br />Rocketeers||-2||title="Minimum to maximum damage&#10;(Average damage)"|8-16<br />(12)||30||6.0||+1 mobility per rocket fired during mission<br />Shredder Rocket ignores cover||[[Research (Long War)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|3<br />(20)||2 [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]<br />1 [[Alien Artifacts (Long War)#Alien devices|Fusion Core]]||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10.0&nbsp;days)||240
 +
|}
 +
 
 +
===MEC secondary weapons===
 +
MEC troopers have a variety of options for their secondary weapons, allowing them to fulfill different types of roles. In addition, MEC troopers can equip more than one secondary weapon, the exact amount depending on the Exoskeleton that they are wearing. Be advised that unlike vanilla in Long War you have to build the systems yourself and they do cost a lot of meld.
 +
 
 +
{|class="wikitable" width="100%"
 +
|-
 +
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit damage (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2"|Base<br>charges!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 +
|-align="center"
 +
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 +
|-align="center"
 +
|[[File:Flamethrower Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Flamethrower]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Flamethrower]]'''||MEC troopers||-1||title="Minimum to maximum damage&#10;(Average damage)"|4-6<br />(5)||title="Minimum to maximum damage&#10;(Average damage)"|6-9<br />(7.5)||8|| || 2 ||Can be equipped multiple times per soldier<br />Targets must succeed will check 50 or be panicked<br />Will check 80 with the ''Jellied Elerium'' Foundry project<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Research (Long War)#Xenology|Alien Biocybernetics]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||60
 +
|-align="center"
 +
|[[File:Restorative Mist Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Restorative Mist]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Restorative Mist]]'''||MEC troopers||-1|| || || ||5.0|| 1 ||Can be equipped multiple times per soldier<br />Heals multiple allies 3 HP within the area of effect<br />Healing is increased by +2 HP per charge with the ''Improved Medikit'' Foundry project<br />Healing is increased by +3 HP per charge with the Savior perk<br />+2 charges with the Field Medic perk<br />+1 charge with the Packmaster perk||[[Research (Long War)#Alien Autopsies|Thin Man Autopsy]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||28||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||48
 +
|-align="center"
 +
|[[File:Kinetic Strike Module Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Kinetic Strike Module]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Kinetic Strike Module]]'''||MEC troopers||-1||title="Minimum to maximum damage&#10;(Average damage)"|9-15<br />(12)||title="Minimum to maximum damage&#10;(Average damage)"|15-21<br />(18.0)||melee|| ||unlimited||Can be equipped multiple times per soldier<br />Melee weapon<br />Additional Kinetic Strike Modules increase damage by 3||[[Research (Long War)#Alien Autopsies|Floater Autopsy]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(37)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||80
 +
|-align="center"
 +
|[[File:Grenade Launcher Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Grenade Launcher]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Grenade Launcher]]'''||MEC troopers||-1||title="Minimum to maximum damage&#10;(Average damage)"|2-6<br />(4)|| ||17||6.4||2||Can be equipped multiple times per soldier<br />+1 charge with the Packmaster perk||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(37)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||60
 +
|-align="center"
 +
|[[File:Proximity Mine Launcher Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Proximity Mine Launcher]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Proximity Mine Launcher]]'''||MEC troopers||-1||title="Minimum to maximum damage&#10;(Average damage)"|6-14<br />(10)|| ||17||4.0||3||Can be equipped multiple times per soldier<br />+1 charge with the Packmaster perk||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|180<br />(270)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|40<br />(46)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||72
 +
|-align="center"
 +
|[[File:Electro Pulse Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Electro Pulse]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Electro Pulse]]'''||MEC troopers||-1||title="Minimum to maximum damage&#10;(Average damage)"|3-9<br />(6)|| || ||7.2||unlimited||Stuns robotic units<br />3 turn cooldown||[[Research (Long War)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||85||title="Cost in Credits&#10;(Cost when building quickly)"|180<br />(270)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|50<br />(56)||1 [[Equipment (Long War)#Utility devices|Arc Thrower]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||72
 +
|}
 +
 
 +
== In General ==
  
 
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:
 
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:

Revision as of 15:11, 28 July 2020

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Soldiers Weapons Long War.png
Soldiers Weapons Long War.png

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.

Certain weapons, including SMGs, Carbines and most Rifles, can be steadied. Soldiers wielding such a weapon can perform a new action: Steady Weapon. This action ends the soldier's turn, and grants a +20 aim bonus to the next shot, which is lost when the soldier moves or switches weapon. Basically, the Steady Weapon action allows soldiers to perform a carefully aimed shot over two turns. When using perks that allow multiple shots, such as Double Tap and Light 'Em Up, the bonus only applies to the first shot. Note that weapons that can only be fired as the first action, such as Sniper Rifles, can still be steadied as the second action. Finally, the aim bonus also applies to firing rockets, reducing their scatter.

Weapon tiers

Main article: Weapon Tiers

Long War has 5 weapon tiers available - Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser and Plasma.

Soldier weapon types

SMGs

SMGs (Submachine Guns) are the lightest available weapon types and grant a +3 mobility bonus, but deal the least amount of damage, have the lowest chance to crit, and have small magazines. Unlike Carbines, SMGs do not grant an aim bonus. Their high mobility but low damage makes them very useful for classes that rely more on their abilities than their primary weapons, such as Engineers, Medics and Rocketeers. While Assaults and Scouts could benefit from the increased mobility, they generally require a solid weapon that packs a punch, like a Shotgun or any Rifle.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
SMG
SMG
All soldiers +3 2-4
(3)
4-5
(4.5)
2
(3)
30 30 Can be steadied for aim bonus XCOM starts with an unlimited supply
Laser Shatterray
Laser Shatterray
All soldiers +3 +6 3-5
(4)
5-7
(6.0)
2
(3)
30 30 Can be steadied for aim bonus Beam Lasers 15 30
(45)
6
(9)
0
(2)
12 days
(6.0 days)
12
Gauss Stuttergun
Gauss Stuttergun
All soldiers +3 4-6
(5)
6-9
(7.5)
3
(4)
30 30 Can be steadied for aim bonus
Ignores 0.34 of target's DR
Gauss Weapons 35 65
(97)
15
(22)
4
(6)
0
(3)
12 days
(6.0 days)
26
Pulse Stengun
Pulse Stengun
All soldiers +3 4-8
(6)
+8 8-11
(9.1)
2
(3)
30 30 Can be steadied for aim bonus Pulse Lasers 62 120
(180)
25
(37)
25
(37)
0
(5)
12 days
(6.0 days)
48
Plasma Stormgun
Plasma Stormgun
All soldiers +4 5-9
(7)
9-12
(10.5)
2
(3)
30 30 Can be steadied for aim bonus Plasma Weapons 90 200
(300)
60
(90)
40
(60)
2
(9)
1 Alien Carbine 12 days
(6.0 days)
80

Carbines

Carbines are lighter versions of Assault Rifles, though not as light as SMGs. They grant a +1 mobility bonus and a +6 aim bonus, but deal less damage and have a smaller chance to crit than Assault Rifles, though not as small as SMGs. Like Laser Weapons, Carbines are excellent for lower ranked troops, though more experienced troops should switch to other weapons for more damage. Note that the aim bonus does not apply to Rocket scatter.

Name Usable
by
Mobility Long War.png
Mob
Defense Long War.png
Def
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Assault Carbine
Assault Carbine
All soldiers +1 +6 2-4
(3)
+4 4-5
(4.5)
3
(4)
30 30 Can be steadied for aim bonus XCOM starts with an unlimited supply
Laser Carbine
Laser Carbine
All soldiers +1 +12 3-5
(4)
+4 5-7
(6.0)
3
(4)
30 30 Can be steadied for aim bonus Beam Lasers 15 35
(52)
6
(9)
0
(2)
12 days
(6.0 days)
14
Gauss Carbine
Gauss Carbine
All soldiers +1 +6 4-6
(5)
+4 6-9
(7.5)
4
(5)
30 30 Can be steadied for aim bonus
Ignores 0.34 of target's DR
Gauss Weapons 35 80
(120)
20
(30)
5
(7)
0
(4)
12 days
(6.0 days)
32
Pulse Carbine
Pulse Carbine
All soldiers +1 +6 4-8
(6)
+12 8-11
(9.1)
3
(4)
30 30 Can be steadied for aim bonus Pulse Lasers 63 180
(270)
25
(37)
25
(37)
0
(6)
12 days
(6.0 days)
72
Plasma Carbine
Plasma Carbine
All soldiers +1 +6 +6 5-9
(7)
+4 9-12
(10.5)
3
(4)
30 30 Can be steadied for aim bonus Plasma Weapons 90 250
(375)
60
(90)
40
(60)
2
(10)
1 Alien Carbine 12 days
(6.0 days)
100

Assault Rifles

Assault Rifles are the standard rifle, similar to the vanilla Rifles, providing a decent balance of mobility, accuracy and firepower.

Name Usable
by
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Assault Rifle
Assault Rifle
All soldiers 3-5
(4)
+8 5-7
(6.0)
3
(4)
30 30 Can be steadied for aim bonus XCOM starts with an unlimited supply
Laser Rifle
Laser Rifle
All soldiers +6 4-6
(5)
+8 6-9
(7.5)
3
(4)
30 30 Can be steadied for aim bonus Beam Lasers 15 45
(67)
8
(12)
0
(3)
12 days
(6.0 days)
18
Gauss Rifle
Gauss Rifle
All soldiers 4-8
(6)
+8 8-11
(9.1)
4
(5)
30 30 Can be steadied for aim bonus
Ignores 0.34 of target's DR
Gauss Weapons 38 90
(135)
28
(42)
6
(9)
0
(4)
14 days
(7.0 days)
36
Pulse Rifle
Pulse Rifle
All soldiers 5-9
(7)
+16 9-12
(10.5)
3
(4)
30 30 Can be steadied for aim bonus Pulse Lasers 65 200
(300)
35
(52)
35
(52)
0
(7)
14 days
(7.0 days)
80
Plasma Rifle
Plasma Rifle
Assaults
Infantry
Engineers
Medics
Scouts
Rocketeers
6-10
(8)
+8 10-14
(12.0)
3
(4)
30 30 Can be steadied for aim bonus
+1.5 crit damage to biological targets
Advanced Plasma Weapons 95 350
(525)
80
(120)
50
(75)
3
(13)
1 Alien Rifle 14 days
(7.0 days)
140

Battle Rifles

Battle Rifles (or heavy rifles) are heavier versions of Assault Rifles. They deal more damage than Assault Rifles, but incur a -1 penalty to mobility, and a -10 aim penalty when shooting after a costly action. They are best used by soldiers that can offset the aim when needing to fire as the second action in a pinch.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Battle Rifle
Battle Rifle
Assaults
Infantry
Engineers
Medics
Scouts
-1 4-6
(5)
+8 6-9
(7.5)
3
(4)
30 30 Aim penalty to fire as second action
Can be steadied for aim bonus
XCOM starts with an unlimited supply
Heavy Laser Rifle
Heavy Laser Rifle
Assaults
Infantry
Engineers
Medics
Scouts
-1 +6 4-8
(6)
+8 8-11
(9.1)
3
(4)
30 30 Aim penalty to fire as second action
Can be steadied for aim bonus
Advanced Beam Lasers 20 45
(67)
8
(12)
0
(3)
12 days
(6.0 days)
18
Heavy Gauss Rifle
Heavy Gauss Rifle
Assaults
Infantry
Engineers
Medics
Scouts
-1 5-9
(7)
+8 9-12
(10.5)
4
(5)
30 30 Aim penalty to fire as second action
Can be steadied for aim bonus
Ignores 0.34 of target's DR
Advanced Gauss Weapons 45 100
(150)
30
(45)
8
(12)
0
(4)
14 days
(7.0 days)
40
Heavy Pulse Rifle
Heavy Pulse Rifle
Assaults
Infantry
Engineers
Medics
Scouts
-1 6-10
(8)
+16 10-14
(12.0)
3
(4)
30 30 Aim penalty to fire as second action
Can be steadied for aim bonus
Advanced Pulse Lasers 65 200
(300)
35
(52)
35
(52)
0
(7)
14 days
(7.0 days)
80
Heavy Plasma Rifle
Heavy Plasma Rifle
Assaults
Infantry
Engineers
Medics
Scouts
-1 7-11
(9)
+8 11-16
(13.5)
3
(4)
30 30 Aim penalty to fire as second action
Can be steadied for aim bonus
+1 damage when steadied
Heavy Plasma Weapons 105 350
(525)
80
(120)
50
(75)
3
(13)
1 Alien Heavy Weapon 18 days
(9.0 days)
140

Shotguns

Shotguns are similar to the vanilla Shotguns, providing high damage and a high chance to crit, though they suffer more from damage reduction than other weapons. Shotguns incur large aim penalties when firing at longer range, but to offset that, they gain twice the aim bonus at close range, making them viable in close quarters even without flanking, and surprisingly effective against airborne targets that cannot be flanked while flying. They fit best in the hands of mobile soldiers, such as Assaults and Scouts, that can move up close and fire.

Name Usable
by
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Required
for
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Shotgun
Shotgun
Assaults
Infantry
Engineers
Medics
Scouts
4-8
(6)
+16 8-11
(9.1)
4
(5)
30 14 Aim penalty at long range
Target DR is 50% more effective
XCOM starts with an unlimited supply Sawed-off Shotgun (1)
Scatter Laser
Scatter Laser
Assaults
Infantry
Engineers
Medics
Scouts
+6 5-9
(7)
+16 9-12
(10.5)
4
(5)
30 14 Aim penalty at long range
Target DR is 50% more effective
Advanced Beam Lasers 18 50
(75)
8
(12)
0
(3)
14 days
(7.0 days)
20
Alloy Cannon
Alloy Cannon
Assaults
Infantry
Engineers
Medics
Scouts
6-10
(8)
+16 10-14
(12.0)
5
(6)
30 14 Aim penalty at long range
Target DR is 50% more effective
Ignores 0.34 of target's DR
Advanced Gauss Weapons 40 130
(195)
36
(54)
15
(22)
0
(5)
14 days
(7.0 days)
52
Scatter Blaster
Scatter Blaster
Assaults
Infantry
Engineers
Medics
Scouts
7-11
(9)
+24 11-16
(13.5)
4
(5)
30 14 Aim penalty at long range
Target DR is 50% more effective
Advanced Pulse Lasers 65 250
(375)
35
(52)
35
(52)
0
(8)
14 days
(7.0 days)
100
Reflex Cannon
Reflex Cannon
Assaults
Infantry
Engineers
Medics
Scouts
7-13
(10)
+16 13-18
(15.0)
4
(5)
30 14 Aim penalty at long range
Target DR is 50% more effective
+1.5 crit damage at point blank range
Advanced Plasma Weapons 102 450
(675)
80
(120)
50
(75)
4
(17)
1 Alien Rifle 18 days
(9.0 days)
180

Arc Rifle

The Arc Rifle is a special type of rifle that can be used to disable enemies through Disabling Shot, at the regular 2-turn cooldown. It has very low damage, designed to whittle down an already wounded target to increase stun chance without the risk of killing it, and has very limited ammunition. It can be useful early on when raiding small UFOs, to keep enemies disabled, providing enough chances to stun them with Arc Thrower.

Name Usable
by
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Damage Long War.png
CrD
Weapon
ammo
Weapon
range
Overwatch
range
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Duration in days
Arc Rifle
Arc Rifle
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
+10 1-3
(2)
3-4
(3.2)
2
(3)
30 30
Disabling Shot
Aim penalty at close range
Can be steadied for aim bonus
Xenoneurology
New Combat Systems
25 60
(90)
5
(7)
5
(7)
0
(3)
10 days
(5.0 days)
24

Marksman Rifles

Marksman Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. Like Sniper Rifles, Marksman Rifles incur aim penalties at close range but perform well at long range. In the hands of a Scout with the Marksman's Scope or a Sniper, they can fire beyond visual range, assuming a squadmate can spot the target, though only up to 20% further, whereas Sniper Rifles have unlimited range.

Unlike Sniper Rifles, Marksman Rifles can be fired after moving by soldiers without the Snapshot perk, and can fire beyond visual range with overwatch shots. Lastly, Marksman Rifles have a slightly smaller chance to crit than Sniper Rifles.

Name Usable
by
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Marksman's Rifle
Marksman's Rifle
Scouts
Snipers
4-6
(5)
+12 6-9
(7.5)
5
(6)
30
(36)
30
(36)
Aim penalty at close range
Can be steadied for aim bonus
XCOM starts with an unlimited supply
Laser Strike Rifle
Laser Strike Rifle
Scouts
Snipers
+6 4-8
(6)
+12 8-11
(9.1)
3
(4)
30
(36)
30
(36)
Aim penalty at close range
Can be steadied for aim bonus
Advanced Beam Lasers 18 45
(67)
8
(12)
0
(3)
12 days
(6.0 days)
18
Alloy Strike Rifle
Alloy Strike Rifle
Scouts
Snipers
5-9
(7)
+12 9-12
(10.5)
4
(5)
30
(36)
30
(36)
Aim penalty at close range
Can be steadied for aim bonus
Ignores 0.34 of target's DR
Advanced Gauss Weapons 45 110
(165)
30
(45)
10
(15)
0
(4)
14 days
(7.0 days)
44
Blaster Rifle
Blaster Rifle
Scouts
Snipers
6-10
(8)
+20 10-14
(12.0)
3
(4)
30
(36)
30
(36)
Aim penalty at close range
Can be steadied for aim bonus
Advanced Pulse Lasers 67 220
(330)
45
(67)
45
(67)
0
(7)
14 days
(7.0 days)
88
Reflex Rifle
Reflex Rifle
Scouts
Snipers
7-11
(9)
+12 11-16
(13.5)
3
(4)
30
(36)
30
(36)
Aim penalty at close range
Can be steadied for aim bonus
+1.5 crit damage to flanked targets
and targets not in cover
Precision Plasma Weapons 102 400
(600)
80
(120)
50
(75)
4
(16)
1 Alien Rifle 18 days
(9.0 days)
160

Sniper Rifles

Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Like in vanilla, Sniper Rifles incur aim penalties at close range but perform well at long range. Their maximum range has been increased from vanilla, causing it to practically be infinite, as long as a squadmate can spot the target. However, overwatch shots do not benefit from Squadsight, and can only fire up to the visual range.

Sniper Rifles cannot be fired directly after moving or performing other costly actions, such as reloading, unless the soldier has the Snapshot perk. However, these weapons can be steadied after moving, providing a bonus on the first shot during the next round. Lastly, unlike the Marksman Rifles, Sniper Rifles incur a small penalty to mobility.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
Weapon
ammo
Weapon
range
Overwatch
range
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Sniper Rifle
Sniper Rifle
Snipers -1 4-6
(5)
+20 6-9
(7.5)
5
(6)
200 30 Aim penalty at close range
Cannot fire after costly action
Can be steadied for aim bonus
XCOM starts with an unlimited supply
Laser Sniper Rifle
Laser Sniper Rifle
Snipers -1 +6 4-8
(6)
+20 8-11
(9.1)
3
(4)
200 30 Aim penalty at close range
Cannot fire after costly action
Can be steadied for aim bonus
Advanced Beam Lasers 18 50
(75)
8
(12)
0
(3)
14 days
(7.0 days)
20
Gauss Long Rifle
Gauss Long Rifle
Snipers -2 5-9
(7)
+20 9-12
(10.5)
1
(2)
200 30
HEAT Ammo
Aim penalty at close range
Cannot fire after costly action
Can be steadied for aim bonus
Ignores 0.34 of target's DR
Halves the Hardened perk's crit penalty
Advanced Gauss Weapons 45 200
(300)
32
(48)
15
(22)
0
(7)
14 days
(7.0 days)
80
Pulse Sniper Rifle
Pulse Sniper Rifle
Snipers -1 6-10
(8)
+28 10-14
(12.0)
3
(4)
200 30 Aim penalty at close range
Cannot fire after costly action
Can be steadied for aim bonus
Advanced Pulse Lasers 65 250
(375)
45
(67)
45
(67)
0
(8)
14 days
(7.0 days)
100
Plasma Sniper Rifle
Plasma Sniper Rifle
Snipers -1 7-11
(9)
+20 11-16
(13.5)
3
(4)
200 30 Aim penalty at close range
Cannot fire after costly action
Can be steadied for aim bonus
+1.5 crit damage to targets beyond 35 range
Precision Plasma Weapons 105 450
(675)
90
(135)
70
(105)
3
(16)
1 Alien Heavy Weapon 18 days
(9.0 days)
180

SAWs

SAWs (Squad Automatic Weapons) are similar to the vanilla LMGs, and are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility and cannot be steadied. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target's movement vs the now exposed target - ignoring the cover the target left from.

Unlike the larger LMGs, SAWs can be fired directly after moving or performing other costly actions, such as reloading. SAWs cannot fire at targets beyond visual range.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
SAW
SAW
Gunners -1 4-6
(5)
6-9
(7.5)
6
(7)
30 30 XCOM starts with an unlimited supply
Autolaser
Autolaser
Gunners -1 +6 4-8
(6)
8-11
(9.1)
6
(7)
30 30 Beam Lasers 18 60
(90)
8
(12)
0
(3)
14 days
(7.0 days)
24
Gauss Autorifle
Gauss Autorifle
Gunners -1 5-9
(7)
9-12
(10.5)
7
(8)
30 30 Ignores 0.34 of target's DR Gauss Weapons 38 100
(150)
32
(48)
6
(9)
0
(4)
14 days
(7.0 days)
40
Pulse Autoblaster
Pulse Autoblaster
Gunners -1 6-10
(8)
+8 10-14
(12.0)
6
(7)
30 30 Pulse Lasers 65 230
(345)
45
(67)
45
(67)
0
(7)
14 days
(7.0 days)
92
Plasma Novagun
Plasma Novagun
Gunners -1 7-11
(9)
11-16
(13.5)
6
(7)
30 30 Can be steadied for aim bonus Advanced Plasma Weapons 98 450
(675)
90
(135)
60
(90)
3
(16)
1 Alien Rifle 20 days
(10.0 days)
180

LMGs

LMGs (Light Machine Guns) are the larger version of SAWs, also exclusively restricted to Gunners, dealing even more damage and carrying even more ammunition. LMGs can fire up to 20% beyond visual range, and grant the Squadsight perk to the Gunner, allowing all Gunners to benefit from this extra range, though overwatch shots are still restricted to visual range. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target's movement vs the now exposed target - ignoring the cover the target left from.

LMGs cannot be fired directly after moving or performing other costly actions, such as reloading, and since Gunners do not have access to the Snapshot perk, they cannot overcome this downside. LMGs also cannot be steadied, forcing the Gunner into a turret like role, where any movement basically consumes the Gunner's entire turn.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
Weapon
ammo
Weapon
range
Overwatch
range
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Required
for
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
LMG
LMG
Gunners -2 4-8
(6)
8-11
(9.1)
8
(9)
36 30
Squad sight
Cannot fire after costly action XCOM starts with an unlimited supply
Gatling Laser
Gatling Laser
Gunners -2 +6 5-9
(7)
9-12
(10.5)
8
(9)
36 30
Squad sight
Cannot fire after costly action Beam Lasers 18 70
(105)
10
(15)
0
(3)
14 days
(7.0 days)
28
Gauss Machine Gun
Gauss Machine Gun
Gunners -2 6-10
(8)
10-14
(12.0)
9
(10)
36 30
Squad sight
Cannot fire after costly action
Ignores 0.34 of target's DR
Gauss Weapons 45 140
(210)
32
(48)
10
(15)
0
(5)
14 days
(7.0 days)
56
Gatling Pulser
Gatling Pulser
Gunners -2 7-11
(9)
+8 11-16
(13.5)
8
(9)
36 30
Squad sight
Cannot fire after costly action Pulse Lasers 70 240
(360)
60
(90)
60
(90)
0
(8)
14 days
(7.0 days)
96
Plasma Dragon
Plasma Dragon
Gunners -2 7-13
(10)
13-18
(15.0)
8
(9)
36 30
Squad sight
Cannot fire after costly action
+1 damage to flying targets
Heavy Plasma Weapons 105 450
(675)
85
(127)
64
(96)
4
(17)
1 Alien Heavy Weapon 20 days
(10.0 days)
180 Enhanced Plasma (1)

MEC and SHIV weapon types

MEC primary weapons

MEC primary weapons, unsurprisingly, are only available to MEC Troopers. They deal high damage, even more than Shotguns and LMGs. MEC Troopers with the Squadsight perk can fire up to 20% beyond visual range, though overwatch shots are still restricted to visual range.

Name Usable
by
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Minigun
Minigun
MEC troopers 5-9
(7)
9-12
(10.5)
2
(3)
30
(36)
30 XCOM starts with an unlimited supply
Laser Lance
Laser Lance
MEC troopers +6 6-10
(8)
10-14
(12.0)
3
(4)
30
(36)
30 Advanced Beam Lasers
MEC Warfare Systems
20 75
(112)
10
(15)
10
(13)
14 days
(7.0 days)
30
Railgun
Railgun
MEC troopers 7-11
(9)
11-16
(13.5)
4
(5)
30
(36)
30 Ignores 0.34 of target's DR Advanced Gauss Weapons
MEC Warfare Systems
45 120
(180)
60
(90)
10
(15)
20
(25)
14 days
(7.0 days)
48
Pulse Lance
Pulse Lance
MEC troopers 7-13
(10)
+8 13-18
(15.5)
3
(4)
30
(36)
30 Advanced Pulse Lasers
MEC Warfare Systems
65 240
(360)
60
(90)
60
(90)
30
(38)
14 days
(7.0 days)
96
Particle Cannon
Particle Cannon
MEC troopers 8-14
(11)
14-19
(16.5)
3
(4)
30
(36)
30 +1 damage to robotic targets Heavy Plasma Weapons
MEC Warfare Systems
105 450
(675)
90
(135)
80
(120)
40
(53)
1 Alien Heavy Weapon 21 days
(10.5 days)
180

SHIV weapons

SHIV weapons, obviously, are only available to SHIV units. They deal high damage, just as much as the MEC primary weapons, but suffer from the low base aim that all SHIV units share. However, the SHIVs modular design allows them to enhance the weapon with a variety of perks, allowing them to perform key roles in the right situation, such as using HEAT Ammo against robotic targets.

Name Usable
by
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Autocannon
Autocannon
SHIV units 5-9
(7)
9-12
(10.5)
3
(4)
30 30 XCOM starts with an unlimited supply
Superheavy Laser
Superheavy Laser
SHIV units +6 6-10
(8)
10-14
(12.0)
3
(4)
30 30 Advanced Beam Lasers 20 75
(112)
10
(15)
0
(3)
14 days
(7.0 days)
30
Sentry Gun
Sentry Gun
SHIV units 7-11
(9)
11-16
(13.5)
4
(5)
30 30 Ignores 0.34 of target's DR Gauss Weapons 40 100
(150)
32
(48)
10
(15)
0
(4)
14 days
(7.0 days)
40
Superheavy Pulser
Superheavy Pulser
SHIV units 7-13
(10)
+8 13-18
(15.0)
3
(4)
30 30 Pulse Lasers 65 300
(450)
50
(75)
50
(75)
0
(9)
14 days
(7.0 days)
120
Superheavy Plasma
Superheavy Plasma
SHIV units +8 8-14
(11)
+4 14-19
(16.5)
3
(4)
30 30 Vehicular Plasma Weapons 100 450
(675)
85
(127)
70
(105)
4
(17)
1 Alien Heavy Weapon 21 days
(10.5 days)
180
Soldiers Weapons Long War.png
Long War Main Page

Similar to primary weapons, Long War broadens the amount of sidearms available, adding five machine pistols, one per weapon tier, and adding the Sawed-off Shotgun, a sidearm that is unique to the Ballistic tier. See Weapon tiers for more information on the new weapon tiers.

While the number of Rocket Launchers and MEC secondary weapons remains unchanged, explosives in general have received an overhaul. Unlike vanilla, where explosives dealt a fixed amount of damage to all enemies within the blast radius, in Long War, explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take. This also applies to destructible environment, which is a little more durable in general compared to vanilla.

Soldiers belonging to the Gunner class and SHIV units cannot equip secondary weapons of any kind.

Soldier sidearms

Pistols

As the default sidearm weapons, Pistols are quite similar to their vanilla counterparts, but now have a limited amount of ammunition, similar to primary weapons, and need to be reloaded independently from primary weapons. In addition, Pistols incur large aim penalties when firing at longer range, though the Ranger perk negates this penalty entirely.

There are no Pistol equivalents for the Gauss and Pulse Laser weapon tiers, though there are Machine Pistols.

Name Usable
by
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Damage Long War.png
CrD
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Pistol
Pistol
Rookies
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
1-3
(2)
3-4
(3.2)
2
(3)
30 30 Aim penalty at long range
without the Ranger perk
XCOM starts with an unlimited supply
Laser Pistol
Laser Pistol
Rookies
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
+6 2-4
(3)
4-5
(4.5)
2
(3)
30 30 Aim penalty at long range
without the Ranger perk
Beam Lasers 15 30
(45)
4
(6)
0
(2)
10 days
(5.0 days)
12
Plasma Pistol
Plasma Pistol
Rookies
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
3-5
(4)
5-7
(6.0)
2
(3)
30 30 Aim penalty at long range
without the Ranger perk
Compact Plasma Weapons 90 120
(180)
10
(15)
30
(45)
1
(6)
1 Alien Pistol 12 days
(6.0 days)
48

Machine Pistols

Machine Pistols can be equipped instead of regular Pistols, providing more damage at the cost of a penalty to both mobility and aim. Like regular Pistols, they have a limited amount of ammunition, and incur large aim penalties when firing at longer range, though the Ranger perk negates this penalty entirely.

Unlike regular Pistol, there are Machine Pistols available for the Gauss and Pulse Laser weapon tiers, though their penalties may cause you to consider if it's worth it to equip these weapons over Laser Pistols.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Machine Pistol
Machine Pistol
Rookies
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
-1 -8 2-4
(3)
4-5
(4.5)
2
(3)
30 30 Aim penalty at long range
without the Ranger perk
XCOM starts with an unlimited supply
Heater
Heater
Rookies
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
-1 -2 3-5
(4)
5-7
(6.0)
2
(3)
30 30 Aim penalty at long range
without the Ranger perk
Beam Lasers 15 25
(37)
5
(7)
0
(2)
12 days
(6.0 days)
10
Gauss Autopistol
Gauss Autopistol
Rookies
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
-1 -8 3-5
(4)
5-7
(6.0)
3
(4)
30 30 Aim penalty at long range
without the Ranger perk
Ignores 0.34 of target's DR
Gauss Weapons 35 40
(60)
8
(12)
3
(4)
0
(3)
12 days
(6.0 days)
16
Blaster
Blaster
Rookies
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
-1 -8 4-6
(5)
+8 6-9
(7.5)
2
(3)
30 30 Aim penalty at long range
without the Ranger perk
Pulse Lasers 60 80
(120)
20
(30)
20
(30)
0
(4)
12 days
(6.0 days)
32
Plasma Mauler
Plasma Mauler
Rookies
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
-1 -8 4-8
(6)
8-11
(9.1)
2
(3)
30 30 Aim penalty at long range
without the Ranger perk
Compact Plasma Weapons 90 150
(225)
30
(45)
30
(45)
2
(7)
1 Alien Pistol 12 days
(6.0 days)
60

Sawed-off Shotgun

The Sawed-off Shotgun is unique to the Ballistic tier, providing an alternative weapon for the Pistol slot that allows the wielder to pack a punch. It deals the same damage as regular Shotgun, which exceeds the damage of even Plasma Pistol and Blaster, the Machine Pistol of the Pulse Laser weapon tier. Only the Plasma Mauler deals the same amount of damage.

However, the Sawed-off Shotgun carries quite the disadvantage. First, this weapon can only fire once before it needs to be reloaded, and no ammo capacity upgrade can improve this. Second, it can only be fired at point blank range. Third, because it is basically a Shotgun, it suffers more from damage reduction than other weapons.

As it is based of a Shotgun, it is unavailable to Rookies and Snipers. While it technically needs to be produced, the only cost is a Shotgun, something XCOM has in unlimited supply. This basically allows you to create a bunch of Sawed-off Shotguns directly after the first mission is complete at no actual cost, keeping them available even if you currently have no plans to put them to use.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Cost
Cost in Meld
Other
Duration in days
Sawed-off Shotgun
Sawed-off Shotgun
Assaults
Infantry
Engineers
Medics
Scouts
-1 -12 4-8
(6)
+4 8-11
(9.1)
1 3 4 Restricted to point blank range
Enemy DR is 50% more effective
0
(2)
1 Shotgun 1 days
(0.5 days)

Secondary weapons

Rocket Launchers

Long War revamped the accuracy of rockets. Instead of a fixed 90% chance to accurately hit from vanilla, the chance of an accurate shot now scales with aim and distance. When you aim a rocket, you see a distance in tiles, indicating the expected average scatter distance. 68% of all rockets will remain within this scatter distance, 95% of all rockets will remain within twice the scatter distance, and 99.7% of all rocket will remain within three times the scatter distance. Rockets can scatter left, right and in distance, but cannot scatter in height. Unblocked (no "Shot is Blocked" warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process. If they encounter an allied or enemy pawn, they will detonate immediately.

A higher aim reduces the expected scatter distance, while firing a rocket over a longer distance increases the expected scatter distance. Firing a rocket after moving also decreases the range and increases the expected scatter distance. Bonuses and penalties to aim, such as steadying a weapon or carrying a small item that provides an aim bonus, do affect rockets as well. The only exception is the aim bonus provided by primary weapons, such as Beam Lasers and Carbines, which only apply to shots made with the primary weapon. When a soldier fires a rocket with 120 aim (including bonuses), the rocket will always hit accurately. This is indicated with "100%" instead of the distance in tiles.

Rocket Launchers are generally reserved for Rocketeers, but Engineers that pick up the Fire Rocket perk can also equip Rocket Launchers. This replaces their Pistol slot. Rocketeers, but not Engineers, can equip small items to provide them with additional rockets.

Name Usable
by
Mobility Long War.png
Mob
Weapon damage
Dmg
Weapon
range
Blast
radius
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Rocket Launcher
Rocket Launcher
Engineers
Rocketeers
-1 4-10
(7)
30 6.0 +1 mobility per rocket fired during mission XCOM starts with an unlimited supply
Recoilless Rifle
Recoilless Rifle
Engineers
Rocketeers
-1 6-12
(9)
30 6.0 +1 mobility per rocket fired during mission
Ignores 0.34 of target's DR
Advanced Gauss Weapons 45 100
(150)
50
(75)
10
(15)
0
(4)
14 days
(7.0 days)
40
Blaster Launcher
Blaster Launcher
Engineers
Rocketeers
-2 8-16
(12)
30 6.0 +1 mobility per rocket fired during mission
Shredder Rocket ignores cover
Fusion Weapons 110 600
(900)
130
(195)
70
(105)
3
(20)
2 UFO Flight Computers
1 Fusion Core
20 days
(10.0 days)
240

MEC secondary weapons

MEC troopers have a variety of options for their secondary weapons, allowing them to fulfill different types of roles. In addition, MEC troopers can equip more than one secondary weapon, the exact amount depending on the Exoskeleton that they are wearing. Be advised that unlike vanilla in Long War you have to build the systems yourself and they do cost a lot of meld.

Name Usable
by
Mobility Long War.png
Mob
Weapon damage
Dmg
Crit Damage Long War.png
CrD
Weapon
range
Blast
radius
Base
charges
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Flamethrower
Flamethrower
MEC troopers -1 4-6
(5)
6-9
(7.5)
8 2 Can be equipped multiple times per soldier
Targets must succeed will check 50 or be panicked
Will check 80 with the Jellied Elerium Foundry project
AOE is a 60-degree cone section with a radius of 8 tiles
Alien Biocybernetics
MEC Warfare Systems
35 150
(225)
30
(35)
10 days
(5.0 days)
60
Restorative Mist
Restorative Mist
MEC troopers -1 5.0 1 Can be equipped multiple times per soldier
Heals multiple allies 3 HP within the area of effect
Healing is increased by +2 HP per charge with the Improved Medikit Foundry project
Healing is increased by +3 HP per charge with the Savior perk
+2 charges with the Field Medic perk
+1 charge with the Packmaster perk
Thin Man Autopsy
MEC Warfare Systems
28 120
(180)
30
(35)
14 days
(7.0 days)
48
Kinetic Strike Module
Kinetic Strike Module
MEC troopers -1 9-15
(12)
15-21
(18.0)
melee unlimited Can be equipped multiple times per soldier
Melee weapon
Additional Kinetic Strike Modules increase damage by 3
Floater Autopsy
MEC Warfare Systems
30 200
(300)
30
(45)
25
(37)
30
(37)
10 days
(5.0 days)
80
Grenade Launcher
Grenade Launcher
MEC troopers -1 2-6
(4)
17 6.4 2 Can be equipped multiple times per soldier
+1 charge with the Packmaster perk
Gauss Weapons
MEC Warfare Systems
30 150
(225)
25
(37)
30
(35)
10 days
(5.0 days)
60
Proximity Mine Launcher
Proximity Mine Launcher
MEC troopers -1 6-14
(10)
17 4.0 3 Can be equipped multiple times per soldier
+1 charge with the Packmaster perk
Advanced Gauss Weapons
MEC Warfare Systems
55 180
(270)
25
(37)
40
(60)
40
(46)
14 days
(7.0 days)
72
Electro Pulse
Electro Pulse
MEC troopers -1 3-9
(6)
7.2 unlimited Stuns robotic units
3 turn cooldown
Electromagnetic Pulse Weapons
MEC Warfare Systems
85 180
(270)
30
(45)
50
(75)
50
(56)
1 Arc Thrower 14 days
(7.0 days)
72

In General

Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:

  • There are still five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.
  • Explosives still do not deal fixed damage, while their damage reduces the further a target is from the center of the blast, this penelty is not longer as harsh, with explosives dealing a minimum of 50% damage to targets at the edge of their explosive range, instead of 25%.

Some notable changes to weapons in Long War Rebalance, compared to Long War, are:

  • Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon.
  • Soldiers who end their turn with free action points remaining will gain +10 aim for their next turn.
  • Rookies cannot use pistols.
  • Weapons are more accurate at close range.
  • Overwatch fire occurs sequentially, akin to XCOM 2.
  • Arc Thrower is redesigned as an Stun Rifle, more effective in capturing but now counts as a primary weapon. (Enemies at 1-2hp are very likely to be stunned now)

Overall, there are a significant amount of minor and major changes to weapons and support items in Long War Rebalance.

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

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. Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also increased crit chances, higher crit damage and a small boost to mobility. However, Beam Lasers no longer gain a damage boost over Ballistic weapons, and will deal the same average damage. Beam lasers use the same visuals as EXALT laser weapons in vanilla.

Base Damage: 4
Bonus Stats: +5 aim, +10 crit, +25% crit damage, +0.6 mobility

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 have lost their bonus ammo capacity and their ability to ignore enemy DR. 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.

Furthermore, the Gauss Long Rifle and Alloy Strike Rifle have been renamed to the Anti-Materiel Long Rifle and Anti-Materiel Strike Rifle, and have reverted to function identically as normal snipers. Gauss weapons use the original XCOM ballistic weapon models.

Base Damage: 6

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: +5 aim, +10 crit, +25% crit damage, +0.6 mobility

Plasma

Plasma weapons remain the most powerful weapons avaliable 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

Weapon-Specific Bonuses:

  • Plasma Carbine: +10 defense
  • Plasma Rifle: +3 damage against biological units
  • Heavy Plasma Rifle: +5 damage against targets in cover
  • Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles
  • Plasma Strike Rifle: +3 damage against uncovered targets
  • Plasma Sniper Rifle: +2 damage against targets at Squadsight range
  • Plasma Novagun (SAW): +2 penetration
  • Plasma Dragon (LMG): +2 damage against flying targets
  • MEC Partical Cannon (MEC): +4 damage against mechanical units
  • Plasma Autocannon (SHIV): +15 aim, +15 crit

Weapon types

Several types of weapons occur at each technology level. The weapon types are, in descending order of base damage:

Weapon Base Damage
SHIV and MEC Weapons 200%
LMGs 175%
SAWs, Sniper Rifles, and Shotguns 150%
Battle Rifles 125%
Assault Rifles and Strike Rifles 100%
Pistols, Machine Pistols, Carbines, and SMGs 75%

Steadying

Steady weapon remains as a standard action, which will end the turn when used. The action now grants +50 aim and +50 crit aim for the next shot, up from just +20 aim. However a soldier can only steady aim if they can see a enemy unit. Steady will be replaced with Combat Readiness (+5 aim, +5 def) if the unit does not have sight on any enemy unit at the start or end of their turn.

Explosives

In Long War Rebalance explosives continue to no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.

This behavior can be 'reverted' to the original mechanics by taking the Tandem Warheads perk, which causes the perk holder's explosives do to full damage across their entire blast radius. The perk is normally available to Engineers, Rocketeers, and Archer MECs; it can sometimes be obtained on other classes via the Training Roulette Second Wave option.

Rockets

Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never "miss" but will veer off course a random amount based on the soldier's aim, with higher aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range. Rockets cannot change height through scatter.

The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. "Scatter" instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation. Rockets can exceed even this degree of deviation, but the chance is negligible.

Unblocked (no "Shot is Blocked" warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process. If they encounter an allied or enemy pawn, they will detonate immediately.

Arc Thrower/Stun Rifle

The Arc Thrower has been renamed as the Stun Rifle, which is now a primary weapon. In Long War Rebalance, the chance to stun non-robotic aliens successfully has been increased significantly from the base Long War, so long as a hostile has 1-2 health (or 1-5 health with the Improved Arc Thrower foundry project). See the following table for details. (TABLE TO BE UPDATED)

Stun Chance
Type / Alien HP 1 2 3 4 5 6 7 8+
Arc Thrower XX% XX% XX% XX% low low low low
Improved Arc Thrower XX% XX% XX% XX% XX% XX% XX% low

Also, the Stun Rifle has two charges by default.Packmaster no longer increases the amount of charges the Stun Rifle has, however the Improved Arc Thrower foundry project will increase the amount of charges by +1.

See also

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