Difference between revisions of "Primary Weapons (Long War)"

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m (SMGs to Arc Rifles updated. Rest to follow.)
 
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{{CheckOutdated (Long War)|b15e}}
 
 
[[File: Soldiers_Weapons_Long_War.png|left|192px|]]
 
[[File: Soldiers_Weapons_Long_War.png|left|192px|]]
<div style="float:right">{{Header (Long War)}}__TOC__</div>
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{{Toc (Long War)|35}}
  
 
Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.
 
Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.
  
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 [b]Double Tap[/b] and [b]Light 'Em Up[/b], 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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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.
  
 
==Weapon tiers==
 
==Weapon tiers==
===Ballistic===
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:''Main article: [[Weapons (Long War)#Weapon Tiers|Weapon Tiers]]
These are the basic weapons you start with. While they are okay to begin with, they won't be up to par for very long, and should quickly be replaced by either Beam Laser or Gauss weapons.
 
  
Ballistic weapons use the vanilla Exalt weapon models, and are still dropped by non-elite Exalt soldiers, though since Xcom starts with an unlimited supply of these weapons, such drops cannot be sold, are of no use.
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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]].
  
===Beam Laser===
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==Soldier weapon types==
Beam Lasers are the first available weapon upgrades, accessible quite early in the research tree, and relatively cheap to produce. Beam Lasers carry an inherent +6 bonus to aim, making them excellent weapons for lower ranked troops. They also deal slightly more damage than Ballistic Weapons, though that won't be enough for the long run, and should eventually be replaced by either Gauss or Pulse Laser weapons. Note that the aim bonus does not apply to Rocket scatter.
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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.
Laser weapons use the vanilla Exalt weapon models, and are still dropped by elite Exalt soldiers, though these weapons are rigged to explode when the operator dies, so an Arc Thrower is required to capture these weapons intact.
 
 
 
===Gauss===
 
Gauss weapons are the next available weapon upgrades. While Gauss weapons fire projectiles, like Ballistic weapons do, these weapons are enhanced by Elerium powered magnetic accelerators and fire Alloy based ammunition, providing a much stronger punch than the more conventional ballistic weapons. Gauss weapons negate 0.34 damage reduction (0.68 with the Quenchguns foundry project), basically providing a 1 in 3 chance (2 in 3 chance with the Quenchguns foundry project) to deal 1 additional damage against targets with any form of damage reduction.
 
 
 
Gauss weapons also hold 1 more ammunition than other weapons of the same type, with the exception of the Gauss Long Rifle, which is the sniper rifle of the Gauss tier. The Gauss Long Rifle only holds 1 ammunition (2 with the Ammo Conservation foundry project), but grants the HEAT Ammo perk to the sniper wielding the gun (a perk not otherwise available to this class), which increases damage against robotic units by 50%.
 
 
 
While it is possible to skip Beam Lasers and go straight for Gauss weapons, this is certainly not without risk. It takes longer to research and produce Gauss weapons than Beam Lasers, causing a longer period during which you only have the conventional Ballistic weapons at your disposal. Gauss weapons use the vanilla Xcom ballistic weapon models.
 
 
 
===Pulse Laser===
 
Pulse Lasers are refined and enhanced laser weapons, providing another step up in terms of firepower, though they are quite expensive to produce. Pulse Lasers carry an inherent +8 bonus to crit chance.
 
 
 
Pulse Lasers require Beam Lasers to be researched, but do not require Gauss weapons to be researched, allowing you to skip Gauss weapons to head straight for Pulse Lasers, though of course Pulse Lasers take longer to research and produce than Gauss weapons. Pulse weapons use the vanilla Xcom laser weapon models.
 
 
 
===Plasma===
 
Plasma weapons are the most advanced weapons available, dealing the most damage of all weapons. These are the weapons that the aliens use themselves. Unfortunately, they are also the most expensive and hardest to obtain. Unlike vanilla, where you could either craft plasma weapons yourself, or obtain them by stunning aliens, Long War requires a combination of both. Stunning the correct aliens provides you with alien weapons, which are required in both the research and production of your own plasma weapons.
 
 
 
Unlike the vanilla game, it is practically impossible in Long War to jump straight from Ballistic weapons to Plasma weapons, as the amount of time that is required to research these weapons and gather the necessary materials is just way too long to handle with Ballistic weapons. However, there is no specific requirement for either Gauss weapons or Pulse Lasers, allowing you to focus on one of those and skip the other entirely, before moving on to Plasma weapons.
 
 
 
Plasma weapons carry a special bonus that is unique to each type of weapon, making them more varied and unique than other weapon tiers. Plasma weapons are also slightly more restrictive to certain classes than other weapon tiers. Plasma weapons use the vanilla plasma weapon models.
 
 
 
==Weapon types==
 
===SMG===  
 
SMGs are the lightest available weapon types, granting a +3 mobility bonus, but dealing the least amount of damage and having the smallest chance to crit. 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.
 
  
 
{|class="wikitable" width="100%"
 
{|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
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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"
 
|-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)}}
 
|{{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"
 
|-align="center"
|[[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
+
|[[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||
 
|-align="center"
 
|-align="center"
|[[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)
+
|[[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
 
|-align="center"
 
|-align="center"
|[[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)
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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
 
|-align="center"
 
|-align="center"
|[[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)
+
|[[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
 
|-align="center"
 
|-align="center"
|[[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 Weaponry|Alien Carbine]]||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)
+
|[[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
 
|}
 
|}
  
===Carbine===
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===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 more than 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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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.
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!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" {{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)}}
 
|-align="center"
 
|-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)}}
 
|{{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"
 
|-align="center"
|[[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
+
|[[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||
 
|-align="center"
 
|-align="center"
|[[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)
+
|[[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
 
|-align="center"
 
|-align="center"
|[[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)
+
|[[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
 
|-align="center"
 
|-align="center"
|[[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)
+
|[[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
 
|-align="center"
 
|-align="center"
|[[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 Weaponry|Alien Carbine]]||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)
+
|[[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
 
|}
 
|}
  
===Assault Rifle===
+
===Assault Rifles===
Assault Rifles are the standard rifle, similar to the vanilla Rifles, providing a decent balance of mobility, accuracy and firepower
+
Assault Rifles are the standard rifle, similar to the vanilla Rifles, providing a decent balance of mobility, accuracy and firepower.
  
 
{|class="wikitable" width="100%"
 
{|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" {{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"
 
|-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)}}
 
|{{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"
 
|-align="center"
|[[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
+
|[[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||
 
|-align="center"
 
|-align="center"
|[[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)
+
|[[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
 
|-align="center"
 
|-align="center"
|[[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)
+
|[[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
 
|-align="center"
 
|-align="center"
|[[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)
+
|[[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
 
|-align="center"
 
|-align="center"
|[[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 Weaponry|Alien Rifle]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)
+
|[[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
 
|}
 
|}
  
===Battle Rifle===
+
===Battle Rifles===
Battle 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 using the second (gold) action to shoot. They are best used by soldiers that can offset the aim when needing to fire as the second action in a pinch.
+
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.
  
 
{|class="wikitable" width="100%"
 
{|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" {{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"
 
|-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)}}
 
|{{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"
 
|-align="center"
|[[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||Can be steadied for aim bonus<br />-10 aim when shooting as second action||colspan="8"|XCOM starts with an unlimited supply
+
|[[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||
 
|-align="center"
 
|-align="center"
|[[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||Can be steadied for aim bonus<br />-10 aim when shooting as second action||[[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)
+
|[[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
 
|-align="center"
 
|-align="center"
|[[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||Can be steadied for aim bonus<br />-10 aim when shooting as second action<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)
+
|[[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
 
|-align="center"
 
|-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||Can be steadied for aim bonus<br />-10 aim when shooting as second action||[[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)
+
|[[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"
 
|-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||Can be steadied for aim bonus<br />-10 aim when shooting as second action<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 Weaponry|Alien Heavy Weapon]]||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9.0&nbsp;days)
+
|[[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
 
|}
 
|}
  
===Shotgun===
+
===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. While very accurate at short range, they incur large aim penalties when firing at longer range. They fit best in the hands of mobile soldiers, such as Assaults and Scouts, that can move up close and fire.
+
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%"
 
{|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" {{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"
 
|-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)}}
 
|{{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"
 
|-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 />Enemy DR is 50% more effective||colspan="8"|XCOM starts with an unlimited supply
+
|[[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"
 
|-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 />Enemy 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)
+
|[[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"
 
|-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 />Enemy 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)
+
|[[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"
 
|-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 />Enemy 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)
+
|[[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"
 
|-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 />Enemy 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 Weaponry|Alien Rifle]]||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9.0&nbsp;days)
+
|[[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===
 
===Arc Rifle===
Arc Rifles are a special type of rifles that can be used to disable enemies through Disabling Shot, at the regular 2-turn cooldown. Arc Rifles suffer from very low damage and ammunition. They can be useful early on when raiding small UFOs, to keep enemies disabled, providing enough chances to stun them with Arc Throwers.
+
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%"
 
{|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" {{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"
 
|-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)}}
 
|{{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"
 
|-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||[[File:SNIPER DISABLINGSHOT.png|32px|link=Abilities List (Long War)#Normal Perks|Disabling Shot]]<br />[[Abilities List (Long War)#Normal Perks|Disabling Shot]]||Can be steadied for aim bonus<br />Aim penalty at short range||[[Research (Long War)#Xenology|Xenoneurology]]<br />[[Foundry (Long War)|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)
+
|[[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 Rifle===
+
===Marksman Rifles===
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles nonetheless can be fired after moving.  Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. Marksman rifles can fire reaction shots up to their maximum range, and with Precision Shot they have unlimited range.<br>
+
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.
Marksman Rifles are better suited to close-quarters maps where mobility is essential.<br>
+
 
{| class="wikitable" width="90%"
+
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%"
!colspan="19" | Marksman Rifles
 
|-
 
!rowspan="2" width="12%" | Name  !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image: Marksman Rifle Long War.png|center|128x64px]]'''Marksman Rifle''' || 4-6 (5) || 12% || 6-9 || 0 || 0 || 5+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 0 ||None || colspan="6" | N/A
 
|-align=center
 
|[[Image: Laser Strike Rifle Long War.png|center|128x64px]]'''Laser Strike Rifle''' || 4-8 (6) || 12% || 8-11 || +6 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 18 || Advanced Beam Lasers || 45 || 6 || 0 || 0 || 12 || -
 
|-align=center
 
|[[Image: Alloy Strike Rifle Long War.png|center|128x64px]]'''Alloy Strike Rifle''' || 5-9 (7) || 12% || 9-12 || 0 || 0 || 4+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty<br>Nullifies 0.34 enemy DR || Scout, Sniper || 45 || Advanced Gauss Weapons || 110 || 30 || 10 || 0 || 14
 
|-align=center
 
|[[Image: Blaster Rifle Long War.png|center|128x64px]]'''Blaster Rifle''' || 6-10 (8) || 20% || 10-14 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 67 || Advanced Pulse Lasers || 220 || 40 || 40 || 0 || 14 || -
 
|-align=center
 
|[[Image: Reflex Rifle Long War.png|center|128x64px]]'''Reflex Rifle''' || 7-11 (9) || 12% || 11-16 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty<br>+1.5 Crit Damage on exposed Enemies|| Scout, Sniper || 102 || Precision Plasma Weapons || 400 || 70 || 50 || 4 || 18 || 1x Alien Rifle
 
 
|-
 
|-
 +
!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 Rifle===
+
===Sniper Rifles===
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not taken a costly action, including reloading, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range, so consider steadying the weapon instead to end a turn without targets (especially if you don't have snapshot training).
+
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.
{| class="wikitable" width="90%"
 
|+
 
|-
 
!colspan="19" | Sniper Rifles
 
|-
 
!rowspan="2" width="12%" | Name  !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image: Sniper Rifle Long War.png|center|128x64px]]'''Sniper Rifle''' || 4-6 (5) || 20% || 6-9 || 0 || -1 || 5+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty || Sniper || 0 ||None || colspan="6" | N/A
 
|-align=center
 
|[[Image: Laser Sniper Rifle Long War.png|center|128x64px]]'''Laser Sniper Rifle''' || 4-8 (6) || 20% || 8-11 || +6 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty || Sniper || 18 || Advanced Beam Weapons || 50 || 8 || 0 || 0 || 14 || -
 
|-align=center
 
|[[Image: Gauss Long Rifle Long War.png|center|128x64px]]'''Gauss Long Rifle''' || 5-9 (7) || 20% || 9-12 || 0 || -2 || 1+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty<br>Grants HEAT Ammo perk.<br>Halves the hardened crit penalty<br>Nullifies 0.34 enemy DR || Sniper || 40 || Advanced Gauss Weapons || 200 || 30 || 15 || 0 || 14 || -
 
|-align=center
 
|[[Image: Pulse Sniper Rifle Long War.png|center|128x64px]]'''Pulse Sniper Rifle''' || 6-10 (8) || 28% || 10-14 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty || Sniper || 65 || Advanced Pulse Lasers || 250 || 40 || 40 || 0|| 14 || -
 
|-align=center
 
|[[Image: Plasma Sniper Rifle Long War.png|center|128x64px]]'''Plasma Sniper Rifle''' || 7-11 (9) || 20% || 11-16 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty<br>+1.5 Crit Damage at extreme Range || Sniper || 105 || Precision Plasma Weapons || 450 || 80 || 70 || 3 || 18 || 1x Alien Heavy Weapon
 
|-
 
|}
 
  
===SAW===
+
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.
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can't be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage. Suppressing a target with a SAW grants the Opportunist perk for any reaction fire triggered by enemy movement
 
{| class="wikitable" width="100%" width="90%"
 
|+
 
|-
 
!colspan="19" | Squad Automatic Weapons
 
|-
 
!rowspan="2" width="12%" | Name  !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image: SAW Long War.png|center|128x64px]]'''SAW''' || 4-6 (5) || 0% || 6-9 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 0 ||None || colspan="6" | N/A
 
|-align=center
 
|[[Image: Autolaser Long War.png|center|128x64px]]'''Autolaser''' || 4-8 (6) || 0% || 8-11 || +6 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 18 || Beam Weapons || 60 || 8 || 0 || 0 || 14 || -
 
|-align=center
 
|[[Image: Gauss Autorifle Long War.png|center|128x64px]]'''Gauss Autorifle''' || 5-9 (7) || 0% || 9-12 || 0 || -1 || 7+2 || 30 || {{No Icon}} || Nullifies 0.34 enemy DR || Gunner || 38 || Gauss Weapons || 100 || 30 || 6 || 0 || 14 || -
 
|-align=center
 
|[[Image: Pulse Autoblaster Long War.png|center|128x64px]]'''Pulse Autoblaster''' || 6-10 (8) || 8% || 10-14 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 65 || Pulse Lasers || 230 || 40 || 40 || 0 || 14 || -
 
|-align=center
 
|[[Image: Plasma Novagun Long War.png|center|128x64px]]'''Plasma Novagun''' || 7-11 (9) || 0% || 11-16 || 0 || -1 || 6+2 || 30 || {{Yes Icon}} || - || Gunner || 98 || Advanced Plasma Weapons || 450 || 80 || 60 || 3 || 20 || 1x Alien Rifle
 
|-
 
|}
 
  
===LMG===
+
{|class="wikitable" width="100%"
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of the extra range. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.<br>
 
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.
 
{| class="wikitable" width="90%"
 
|+
 
|-
 
!colspan="19" | Light Machine Guns
 
|-
 
!rowspan="2" width="12%" | Name  !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image: LMG Long War.png|center|128x64px]]'''LMG''' || 4-8 (6) || 0% || 8-11 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight || Gunner || 0 || None || colspan="6" | N/A
 
|-align=center
 
|[[Image: Gatling Laser Long War.png|center|128x64px]]'''Gatling Laser''' || 5-9 (7) || 0% || 9-12 || +6 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight || Gunner || 18 || Beam weapons || 70 || 9 || 0 || 0 || 14 || -
 
|-align=center
 
|[[Image: Gauss Machine Gun Long War.png|center|128x64px]]'''Gauss Machine Gun''' || 6-10 (8) || 0% || 10-14 || 0 || -2 || 9+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight<br>Nullifies 0.34 enemy DR || Gunner || 45 || Gauss Weapons || 140 || 32 || 10 || 0 || 14 || -
 
|-align=center
 
|[[Image: Gatling Pulser Long War.png|center|128x64px]]'''Gatling Pulser''' || 7-11 (9) || 8% || 11-16 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight || Gunner || 70 || Pulse Lasers || 240 || 60 || 45 || 0 || 14 || -
 
|-align=center
 
|[[Image: Plasma Dragon Long War.png|center|128x64px]]'''Plasma Dragon''' || 7-13 (10) || 0% || 13-18 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight<br>+1 Damage against flying units || Gunner || 105 || Heavy Plasma Weapons || 450 || 80 || 64 || 4 || 20 || 1x Alien Heavy Weapon
 
 
|-
 
|-
 +
!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
 
|}
 
|}
  
==='''Rocket Launchers'''===
+
===SAWs===
Sometimes you just have to make a good first-time impression. Sometimes you just happen to not have the right key for a door. Sometimes you just want to give those aliens a running start on their way back - do not fret, Xcom have some portable rocket launchers for you!<br>
+
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.
  
Rockets are fairly simple to use - pick your ability, aim and fire. There is always some guaranteed scatter which is limited by the soldier's Aim and Abilities. While mostly used by Rocketeers, Engineers also have the ability at later stages of the game to carry a rocket launcher. Carrying one forfeits your sidearm. For more information regarding rockets read below. 
+
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="90%"
 
|+
 
|-
 
!colspan="19" | Rocket Launchers
 
|-
 
!rowspan="2" width="12%" | Name  !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image: Rocket Launcher Long War.png|center|128x64px]]'''Rocket Launcher''' || 4-10 (7) || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission || Rocketeer|| 0 || None || colspan="6" | N/A
 
|-align=center
 
|[[Image: Recoilless Rifle Long War.png|center|128x64px]]'''Recoilless Rifle''' || 6-12 (9) || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission<br />Nullifies 0.34 enemy DR || Rocketeer|| 45 || Advanced Gauss Weapons || 100 || 50 || 10 || 0 || 14 || -
 
|-align=center
 
|[[Image: Blaster Launcher Long War.png|center|128x64px]]'''Blaster Launcher''' || 8-16 (12) || 0% || - || 0 || -2 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission || Rocketeer|| 110 || Fusion Weapons || 600 || 120 || 70 || 3 || 20 || 1x Fusion Core
 
|-
 
|}
 
  
==='''MEC Primary Weapons'''===
+
{|class="wikitable" width="100%"
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.
 
{| class="wikitable" width="90%"
 
|+
 
|-
 
!colspan="19" | MEC Primary Weapons
 
|-
 
!rowspan="2" width="12%" | Name  !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image: Minigun Long War.png|center|128x64px]]'''Minigun''' || 5-9 (7) || 0% || 9-12 || 0 || 0 || 2+1 || 36 (30) || {{No Icon}} || - || MEC || 0 || None || colspan="6" | N/A
 
|-align=center
 
|[[Image: Laser Lance Long War.png|center|128x64px]]'''Laser Lance''' || 6-10 (8) || 0% || 10-14 || +6 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 20 || Advanced Beam Lasers<br />MEC Warfare Systems || 75 || 10 || 0 || 10 || 14 || -
 
|-align=center
 
|[[Image: Railgun Long War.png|center|128x64px]]'''Railgun''' || 7-11 (9) || 0% || 11-16 || 0 || 0 || 4+1 || 36 (30) || {{No Icon}} || Nullifies 0.34 enemy DR, no suppression || MEC || 45 || Advanced Gauss Weapons<br />MEC Warfare Systems || 120 || 50 || 10 || 20 || 14 || -
 
|-align=center
 
|[[Image: Pulse Lance Long War.png|center|128x64px]]'''Pulse Lance''' || 7-13 (10) || 8% || 13-18 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 65 || Advanced Pulse Lasers<br />MEC Warfare Systems || 240 || 50 || 48 || 30 || 14 || -
 
|-align=center
 
|[[Image: Particle Cannon Long War.png|center|128x64px]]'''Particle Cannon''' || 8-14 (11) || 0% || 14-19 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || No suppression<br>+1 Damage against robotic Units || MEC || 105 || Heavy Plasma Weapons<br />MEC Warfare Systems || 450 || 80 || 80 || 40 || 14 || 1x Alien Heavy Weapon
 
 
|-
 
|-
 +
!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
 
|}
 
|}
  
==='''MEC Secondary Weapons'''===
+
===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.
  
With each upgrade of the MEC suit the number secondary weapon slots increases. As such, they can play a vital role in area control, squad support or neutralizing targets. Be advised that unlike vanilla in Long War you have to build the systems yourself and they do cost a lot of meld.
+
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%"
{| class="wikitable" width="90%"
 
!colspan="19" | MEC Secondary Weapons
 
 
|-
 
|-
!rowspan="2" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
+
!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
+
|-align="center"
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
+
|{{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
+
|-align="center"
|[[Image: Flamethrower Long War.png|center|128x64px]]'''Flamethrower''' || 3-5 || 0% || 5-7 || - || -1 || 2 || Cone || {{No Icon}} || Incendiary area attack causing panic:<br />Will test against 50, 80 with Jellied Elerium upgrade. || MEC || 35 || MEC Warfare Systems || 150 || 0 || 0 || 30 || 7 || -
+
|[[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
+
|-align="center"
|[[Image: Restorative Mist Long War.png|center|128x64px]]'''Restorative Mist''' || - || 0% || - || - || -1 || 1 || 17 || {{No Icon}} || Heals allies in an area || MEC || 28 || Thin Man Autopsy<br />MEC Warfare Systems || 120 || 0 || 0 || 30 || 14 || -
+
|[[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
+
|-align="center"
|[[Image: Kinetic Strike Module Long War.png|center|128x64px]]'''Kinetic Strike Module''' || 9-15 || 0% || 15-21 || - || -1 || 8 || Melee || {{No Icon}} || Close combat weapon || MEC || 30 || Floater Autopsy<br />MEC Warfare Systems || 200 || 30 || 25 || 30 || 10 || -
+
|[[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
+
|-align="center"
|[[Image: Grenade Launcher Long War.png|center|128x64px]]'''Grenade Launcher''' || 2-6 || 0% || 3-7 || - || -1 || 2 || 17 || {{No Icon}} || Indirect-fire Grenade Launcher || MEC || 30 || Gauss Weapons<br />MEC Warfare Systems || 150 || 25 || 0 || 30 || 10 || -
+
|[[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
+
|-align="center"
|[[Image: Proximity Mine Launcher Long War.png|center|128x64px]]'''Proximity Mine Launcher''' || 6-14 || 0% || - || - || -1 || 3 || 17 || {{No Icon}} || Fires Proximity Mines || MEC || 55 || Advanced Gauss Weapons<br />MEC Warfare Systems || 180 || 25 || 40 || 40 || 14 || -
+
|[[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)
|-align=center
 
|[[Image: Electro Pulse Long War.png|center|128x64px]]'''Electropulse''' || 3-9 (6) || 0% || - || - || -1 || 8 || 17 || {{No Icon}} || Stuns robots. 3 turn cooldown || MEC || 85 || EMP Weapons<br />MEC Warfare Systems || 180 || 30 || 50 || 50 || 14 || 1x Arc Thrower
 
 
|}
 
|}
  
==='''SHIV Turrets'''===
+
==MEC and SHIV weapon types==
Similar to the SAW but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use. While they suffer from the low base aim of all SHIV units, they can shred through enemies at close range, restrict enemy movement options when in overwatch mode thanks to certain equipment, and can deal massive damage to mechanized forces when equipped with HEAT ammo.
+
===MEC primary weapons===
{| class="wikitable" width="90%"
+
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%"
!colspan="19" | SHIV Turrets
 
|-
 
!rowspan="2" width="12%" | Name  !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image: Autocannon Long War.png|center|128x64px]]'''Autocannon''' || 5-9 (7) || 0% || 9-12 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 0 || None  || colspan="6" | N/A
 
|-align=center
 
|[[Image: Superheavy Laser Long War.png|center|128x64px]]'''Superheavy Laser''' || 6-10 (8) || 0% || 10-14 || +6 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 20 || Advanced Beam Lasers || 75 || 10 || 0 || 0 || 14 || -
 
|-align=center
 
|[[Image: Sentry Gun Long War.png|center|128x64px]]'''Sentry Gun''' || 7-11 (9) || 0% || 11-16 || 0 || 0 || 4+1 || 30 || {{No Icon}} || Nullifies 0.34 enemy DR || SHIV || 40 || Gauss Weapons || 100 || 30 || 10 || 0 || 14 || -
 
|-align=center
 
|[[Image: Superheavy Pulser Long War.png|center|128x64px]]'''Superheavy Pulser''' || 7-13 (10) || 8% || 13-18 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 65 || Pulse Lasers || 300 || 50 || 50 || 0 || 14 || -
 
|-align=center
 
|[[Image: Superheavy Plasma Long War.png|center|128x64px]]'''Superheavy Plasma'''  || 8-14 (11) || 4%* || 14-19 || +8* || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 100 || Vehicular Plasma Weapons|| 450 || 80 || 70 || 4 || 21 || 1x Alien Heavy Weapon
 
 
|-
 
|-
 +
!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
 
|}
 
|}
  
== Steadying ==
+
===SHIV weapons===
Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as '''Light 'Em Up''' and '''Double Tap''' only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon's Aim bonus also applies to fired rockets, reducing rocket scatter.
+
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.
  
== Explosives ==
+
{|class="wikitable" width="100%"
In Long War explosives 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.
+
|-
 
+
!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)}}
This behaviour can be 'reverted' to the original mechanics by taking the '''Tandem Warheads''' perk, which causes the perkholder's explosives do to full damage across their entire blast radius. The perk is normally available to [[Engineer (Long War)|Engineer]]s, [[Rocketeer (Long War)|Rocketeer]]s, and [[Archer (Long War)|Archer MEC]]s; it can sometimes be obtained on other classes via the ''Training Roulette'' Second Wave option.
+
|-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)}}
== Rockets ==
+
|-align="center"
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 can not change height through scatter.
+
|[[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"
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.
+
|[[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"
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.  
+
|[[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
 +
|}
  
 
==See also==
 
==See also==

Latest revision as of 17:01, 18 July 2020

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

See also

Loadout Long War.jpg Long War: Loadout 
Weapons
Weapons Thumbnail Long War.png
Weapons
Assault Rifle Long War.png
Primary
Weapons
Pistol Long War.png
Secondary
Weapons
Armor
Armor Thumbnail Long War.png
Armor
Chameleon Suit Long War.png
Leather Jacket
Tac vest Long War.png
Tac Vest
Tac Armor Long War.png
Tac Armor
Phalanx armor Long War.png
Phalanx Armor
Kestrel armor Long War.png
Kestrel Armor
Carapace armor Long War .png
Carapace Armor
Aurora armor Long War.png
Aurora Armor
Banshee armor Long War.png
Banshee Armor
Corsair armor Long War.png
Corsair Armor
Aegis armor Long War.png
Aegis Armor
Titan armor Long War.png
Titan Armor
Seraphim armor Long War.png
Seraph Armor
Archangel armor Long War.png
Archangel Armor
Shadow armor Long War.png
Shadow Armor
Vortex armor Long War.png
Vortex Armor
Inv Mec1.png
MEC-1
Inv Mec2.png
MEC-2
Inv Mec3.png
MEC-3
Equipment
Equipment Thumbnail Long War.png

Equipment