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

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(Sniper Rifles)
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|[[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
 
|[[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"
 
|-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||[[File:HEAVY HEAT AMMO.png|32px|link=Abilities List (Long War)#Normal Perks|HEAT Ammo]]<br />[[Abilities List (Long War)#Normal Perks|HEAT Ammo]]||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
+
|[[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"
 
|-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
 
|[[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

Revision as of 10:25, 31 May 2016

Soldiers Weapons Long War.png
Long War Main Page

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, 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.

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 Rifles

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 have very low damage, designed to wittle down an already wounded target to increase stun chance without the risk of killing it, and have very limited ammunition. They can be useful early on when raiding small UFOs, to keep enemies disabled, providing enough chances to stun them with Arc Throwers.

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 Squadsight
Squadsight
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 Squadsight
Squadsight
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 Squadsight
Squadsight
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 Squadsight
Squadsight
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 Squadsight
Squadsight
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 Suppression unavailable 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 Suppression unavailable
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
(15.0)
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 Suppression unavailable
+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