Weapons (LWOTC)
As with Long War 1, Long War 2 makes some changes to the weapons available to XCOM:
- 5 tiers of primary weapons are available: Conventional, Laser, Magnetic, Coilgun and Plasma.
- Secondary weapons are unique and tied to each class.
- Rocket Launchers and Flamethrowers are no longer equippable as heavy weapons, they are now part of the Technical class secondary weapon. In turn, Technicals can't equip the rest of heavy weapons.
- The Pistol is now an auxiliary weapon available for any soldier, equipped in their Utility slots.
Note that while weapons don't have a maximum range, soldiers have a limited sight range of 17 tiles, so unless they have Squadsight they can only shoot (and will only get the range modifier) up to 17 tiles away.
Weapon Tiers
Conventional
The weapons XCOM starts with, they are unlimited in supply and have no special properties. Every default weapon is at this tier.
Laser
The first upgraded weapons XCOM can research provide a +5 aim innate bonus in addition to higher base damage.
Magnetic
The original second tier has been bumped up the tech tree with more damage but otherwise no special properties.
Coilgun
The fourth tier of weapons are significantly more expensive to build, but in addition they ignore 1 point of armor, making them valuable against armored targets.
Plasma
The final tier of weapons need an Elerium Core to build (except the Storm Gun which only costs extra alloys) but they boast the highest damage, and any enemy hit by plasma weapons will take 1 additional damage from any other damage sources.
Primary Weapons
Submachine Guns
SMG-type weapons can be used by most classes. They do lower damage than assault rifles, have smaller clips and have more falloff at range, but increase mobility. They also slightly decrease infiltration time for the soldier carrying them.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 30 | 25 | 20 | 15 | 10 | 5 | 0 | 0 | 0 | 0 | 0 | -4 | -8 | -12 | -16 | -20 | -24 | -30 | -40 | -50 | -60 | -70 | -80 | -90 | -100 |
Assault Rifles
Assault Rifles are the default primary weapon of XCOM soldiers, and can be used by any class save for Gunners and Sharpshooters. Extremely versatile and "middle of the road" in every way.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 30 | 27 | 24 | 21 | 18 | 15 | 12 | 9 | 6 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -5 | -10 | -15 | -20 | -25 | -30 |
Cannons
Cannons are the only weapon available to Gunners, automatic rifleman specialist trained in using light machine gun or squad automatic weapon as part of a fireteam. They have higher damage compared to rifles, and larger clips. They suffer penalties at very short range, but nowhere near the extent that sniper rifles do.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26+ | |
Aim Modifier | -10 | -5 | 0 | 5 | 10 | 8 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -5 | -10 | -15 | -20 | -25 | -30 |
Shotguns
Shotguns can be equipped by most soldiers in Long War 2. Assault soldiers have several perks specialising in them. They have higher damage than rifles, innate critical chance, high aim bonuses at short range but significant penalties at long range, making it necessary to get close.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19+ | |
Aim Modifier | 60 | 45 | 30 | 15 | 8 | 4 | 0 | 0 | -4 | -8 | -16 | -32 | -40 | -48 | -60 | -70 | -80 | -90 | -100 |
Sniper Rifles
Sniper Rifles are the only weapon available to Sharpshooters. Sniper rifles have higher damage than rifles and innate critical chance, but they suffer aim penalties at short range and at extreme ranges when used with Squadsight.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41+ | |
Aim Modifier | -30 | -27 | -24 | -21 | -18 | -15 | -12 | -9 | -6 | -3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -1 | -2 | -3 | -4 | -5 | -6 | -7 | -8 | -9 | -10 | -11 | -12 | -13 | -14 | -15 | -16 | -17 | -18 | -19 | -20 |
Bolt Caster
The Bolt Caster is a unique weapon from the Alien Hunters DLC, with only one available per campaign. While it counts as an assault rifle, it has higher damage, aim and crit bonuses, shreds 1 armor and has a 20% chance to stun on a hit, which becomes 30% on Alien Rulers. As a counterbalance, it has only 1 shot available before having to reload, and it can't be modified with weapon upgrades.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 30 | 27 | 24 | 21 | 18 | 15 | 12 | 9 | 6 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -5 | -10 | -15 | -20 | -25 | -30 |
SPARK Rifles
SPARK Rifles are the weapons wielded by SPARKs. They have the highest damage of all primary weapons, but only 3 tiers are available. Unlike other primary weapons, these can't be modified with weapon upgrades.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 30 | 27 | 24 | 21 | 18 | 15 | 12 | 9 | 6 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -5 | -10 | -15 | -20 | -25 | -30 |
Auxiliary Weapons
Pistols
The Pistol is now a utility slot item and can be equipped on any soldier. Pistol related perks are trainable in the Advanced Warfare Center. Officers also have a few abilities related to pistols, including the ability to give one to a civilian ally.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 30 | 25 | 20 | 15 | 10 | 5 | 0 | 0 | 0 | 0 | 0 | -4 | -8 | -12 | -16 | -20 | -24 | -30 | -40 | -50 | -60 | -70 | -80 | -90 | -100 |
Shadowkeeper
The Shadowkeeper is a unique weapon from the Alien Hunters DLC, with only one available per campaign. This pistol has slightly more average damage than normal pistols of the same tier, very short sound range, and innate hit and crit. Furthermore, it allows a special Shadowfall shot, that cannot crit, but if it kills, puts the wielder into concealment immediately.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 30 | 25 | 20 | 15 | 10 | 5 | 0 | 0 | 0 | 0 | 0 | -4 | -8 | -12 | -16 | -20 | -24 | -30 | -40 | -50 | -60 | -70 | -80 | -90 | -100 |
Secondary Weapons
Secondary weapons are available only to Soldier classes. These weapons require specific training and each Soldier class can use only one type of special weapon.
Arc Throwers
The Arc Thrower is used by the Assault class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.
Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones) and reduce their hack defense.
Name | ![]() Stun Duration (Organic Only) |
![]() EMPulse Damage (Robotic only) |
![]() Sound Range |
Special properties | ![]() Prerequisites |
Cost | ![]() Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|
![]() Supplies |
![]() Alloys |
![]() Elerium Crystals |
![]() Elerium Cores |
![]() Corpses | |||||||
![]() Arc Thrower |
2 actions / 1 turn | 2-5 | 30 | +5 Aim | XCOM starts with an unlimited supply | ||||||
![]() Advanced Arc Thrower |
3 actions / 1 and half turns | 4-9 | 30 | +5 Aim | ADVENT Stun Lancer Autopsy | 20 | 1 | 3 | - | - | 10 |
![]() Arc Blaster |
4 actions / 2 turns | 7-12 | 30 | +5 Aim | Gatekeeper Autopsy | 35 | 1 | 5 | 1 | 1x Gatekeeper Shell | 20 |
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 30 | 27 | 24 | 21 | 18 | 15 | 12 | 9 | 6 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -5 | -10 | -15 | -20 | -25 | -30 |
Grenade Launchers
The Grenade Launcher is used by the Grenadier class. They provide extended range and blast radius bonuses over Grenades thrown by other classes, and grenades launched by these do not suffer the cooldown preventing other classes from using grenades every turn
Combat Knives
The Combat Knife is used by the Gunner class. While it is weaker than the Sword, this melee weapon is highly accurate and has a higher innate chance to crit.
Sawed-Off Shotguns
The Sawed-Off Shotgun is used by the Ranger class. It deals colossal damage at close range, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7+ | |
Aim Modifier | 60 | 30 | 0 | -20 | -40 | -80 | -100 |
Holotargeters
The Holotargeter is used by the Sharpshooter class. Holotargeters have squadsight range and apply an aim bonus to any targeted enemies. The Sharpshooter can specialize in various skills to augment the Holotargeter with additional bonuses and allow targeting of multiple enemies in a single turn.
Name | ![]() Aim Bonus |
![]() HiDef Holo Crit Bonus |
![]() VPT Damage Bonus |
![]() Multitargeting Radius |
![]() Prerequisites |
Cost | ![]() Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|
![]() Supplies |
![]() Alloys |
![]() Elerium Crystals |
![]() Elerium Cores |
![]() Corpses | |||||||
![]() Holotargeter |
+10 | +10 | +1 | 4 | XCOM starts with an unlimited supply | ||||||
![]() Holotargeter Mark II |
+15 | +15 | +1 | 5 | ADVENT MEC Breakdown | 30 | 1 | 0 | 1 | 1x ADVENT MEC Wreck | 5 |
![]() Holotargeter Mark III |
+20 | +20 | +2 | 6 | Andromedon Autopsy | 60 | 3 | 0 | 1 | 1x Andromedon Wreck | 10 |
Swords
The Sword is used by the Shinobi class.
Name | ![]() Damage |
![]() Crit Damage |
![]() Sound Range |
Special properties | ![]() Prerequisites |
Cost | ![]() Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|
![]() Supplies |
![]() Alloys |
![]() Elerium Crystals |
![]() Elerium Cores |
![]() Corpses | |||||||
![]() Sword |
3-5 | +2 | 9 | +20 Aim +10 Crit Chance |
XCOM starts with an unlimited supply | ||||||
![]() Arc Blade |
6-10 | +4 | 9 | +25 Aim +15 Crit Chance 25% chance of stunning for 2 actions / 1 turn |
ADVENT Stun Lancer Autopsy | 20 | 1 | 1 | - | 1x ADVENT Stun Lancer Corpse | 8 |
![]() Fusion Blade |
10-14 | +6 | 9 | +30 Aim +20 Crit Chance Burns for 2 turns |
Archon Autopsy | 35 | 2 | 3 | 1 | 1x Archon Corpse | 15 |
GREMLINs
The GREMLIN is used by the Specialist class. These little robots provide electronic warfare and logistical combat support, such as remote hacking and healing, and can deal damage with the right perks, especially against mechanical enemies.
Name | ![]() Hack Bonus |
![]() Aid Protocol Defense Bonus |
![]() Combat Protocol Damage |
![]() Revival Protocol Charges |
![]() Interference Charges |
![]() Scanning Protocol Charges |
![]() Heal Bonus |
![]() Rescue Protocol Charges |
![]() Capacitor Discharge Damage |
![]() Prerequisites |
Cost | ![]() Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() Supplies |
![]() Alloys |
![]() Elerium Crystals |
![]() Elerium Cores |
![]() Corpses | ||||||||||||
![]() GREMLIN |
+0 | +20 | 2 / 4-5 | 2 | 3 | 1 | +0 | 1 | 3-6 / 5-8 | - | - | - | - | - | - | |
![]() GREMLIN Mark II |
+20 | +25 | 4 / 7-8 | 3 | 5 | 2 | +1 | 2 | 5-8 / 8-11 | ADVENT Robotics | 20 | 1 | 1 | - | 1x Drone Wreck | 10 |
![]() GREMLIN Mark III |
+40 | +30 | 6 / 10-11 | 4 | 6 | 3 | +2 | 3 | 7-10 / 11-14 | Sectopod Breakdown | 35 | 1 | - | 1 | 1x Sectopod Wreck | 20 |
Gauntlets
The Gauntlet is used by the Technical class.
Name | ![]() Damage |
![]() Sound Range |
![]() Env. Damage |
![]() Shred |
![]() Panic Strength |
![]() Prerequisites |
Cost | ![]() Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() Supplies |
![]() Alloys |
![]() Elerium Crystals |
![]() Elerium Cores |
![]() Corpses | ||||||||
![]() Gauntlet |
2-7 / 2-5 | 39 / 20 | 20 | 2 | 50 | XCOM starts with an unlimited supply | ||||||
![]() Gauntlet Mark II |
4-9 / 4-8 | 39 / 20 | 25 | 2 | 65 | Magnetic Weapons | 30 | 3 | 5 | - | - | 10 |
![]() Blaster Gauntlet |
5-12 / 7-11 | 39 / 20 | 30 | 3 | 85 | Battlesuits Muton Elite Autopsy |
150 | 5 | 10 | 2 | 1x Muton Elite Corpse | 20 |
Psi Amps
The Psi Amp is used by the Psi Operative class. They are used for all psionic attacks.
Name | ![]() Psi Offense Bonus |
![]() Soulfire Damage |
![]() Void Rift Damage |
![]() Null Lance Damage |
![]() Mind Merge Additional Bonuses |
![]() Prerequisites |
Cost | ![]() Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() Supplies |
![]() Alloys |
![]() Elerium Crystals |
![]() Elerium Cores |
![]() Corpses | ||||||||
![]() Psi Amp |
+0 | 4-6 | 3-4 | 6-9 | - | XCOM starts with an unlimited supply | ||||||
![]() Advanced Psi Amp |
+10 | 6-9 | 5-6 | 8-12 | +5 Will +5 Crit Chance +1 Ablative HP |
Psionics Elerium |
40 | 2 | 5 | 1 | 1x Sectoid Corpse | 5 |
![]() Alien Psi Amp |
+20 | 9-11 | 7-9 | 10-15 | +10 Will +10 Crit Chance +2 Ablative HP |
Psionics Gatekeeper Autopsy |
100 | 2 | 10 | 1 | 1x Gatekeeper Shell | 10 |
Hunter's Axe
The Hunter's Axe is a unique weapon from the Alien Hunters DLC, with only one available per campaign. It can only used by the Shinobi class. While its stats are not very different from regular swords, it brings an additional axe that can be thrown as a free action.
SPARK BITs
SPARK BITs are drones used by SPARKs. They can be used to hack targets like GREMLINs, use heavy weapons or explode at a distance.
Heavy Weapons
There are two types of Heavy Weapons: those carried by the Technical class in their Gauntlet, and those used in Heavy Armor suits and SPARK BITs. Technicals cannot make use of the second even when wearing a Heavy suit, but they can carry extra ammo for their Gauntlet weapons.
The other Heavy Weapons have a single charge and fire in a cone 25 tiles long and 12 tiles wide. XCOM has infinite Shredder Guns at their disposal, but more advanced variants have to be researched and built.
Rocket Scatter
Rocket scatter is calculated by making a number of aim rolls against the maximum scatter distance and applying scatter of that number of tiles in a random direction. The maximum scatter is by default 4 tiles, reduced by 2 tiles by the Fire In The Hole ability, and increased by 2 tiles if the soldier has only one action remaining.
The aim rolls are based on the aim of the soldier, reduced by 30 if the soldier has only one action remaining, with a range penalty of 3 per tile further than 9.
So, if your Tech has 70 Aim innately and Fire In The Hole, hasn't moved and is taking a shot at a target 14 tiles away (-15), you want 2 rolls of 55%. You have a 30% chance of a direct hit and an 80% chance of getting 1 tile or less. Not bad. On the other hand if they moved before firing, you'll be making 4 rolls of 25%. Not great odds!
Rocket accuracy can further be increased by increasing the soldier's base aim. Modifiers based on the soldier's weapon will not effect it. For example, these effect the soldier's aim in general and will boost rocket accuracy:
- Aim progression on stat bonuses from leveling up
- Lone Wolf
- Combat Fitness
- Steady Hands
- Aim (Perk)
- PCS: Perception
- PCS: Combat Rush
For a counter-example, these effect effects are tied to weapons and don't effect rocket accuracy:
- The accuracy boost from laser weapons
- Weapon upgrade modules (scopes, stocks, etc)
- Tracer rounds
- PCS: Hyper reactive pupils
Weapon Upgrades
After researching Modular Weapons, most primary weapons will be available for upgrading. In Long War 2 weapon upgrades can be applied, replaced and removed freely.
Weapon upgrades can be obtained from ADVENT loot drops, mission rewards or bought from the Black Market, and after obtaining 3 of a single upgrade, a Proving Grounds project will be available to begin fabricating them.