Primary Weapons (Long War)

From UFOpaedia
Revision as of 21:15, 26 June 2015 by Thels (talk | contribs) (SMGs to Arc Rifles updated. Rest to follow.)
Jump to navigation Jump to search
This page may be outdated. It is up-to-date for version b15e. The latest version is 1.0.
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 [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.

Weapon tiers

Ballistic

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.

Beam Laser

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.

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.

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
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)
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)
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)
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)

Carbine

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.

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
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)
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)
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)
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)

Assault Rifle

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
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)
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)
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)
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)

Battle Rifle

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.

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
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 Can be steadied for aim bonus
-10 aim when shooting as second action
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 Can be steadied for aim bonus
-10 aim when shooting as second action
Advanced Beam Lasers 20 45
(67)
8
(12)
0
(3)
12 days
(6.0 days)
Heavy Gauss Rifle
Heavy Gauss Rifle
Assaults
Infantry
Engineers
Medics
Scouts
-1 5-9
(7)
+8 9-12
(10.5)
4
(5)
30 30 Can be steadied for aim bonus
-10 aim when shooting as second action
Ignores 0.34 of target's DR
Advanced Gauss Weapons 45 100
(150)
30
(45)
8
(12)
0
(4)
14 days
(7.0 days)
Heavy Pulse Rifle
Heavy Pulse Rifle
Assaults
Infantry
Engineers
Medics
Scouts
-1 6-10
(8)
+16 10-14
(12.0)
3
(4)
30 30 Can be steadied for aim bonus
-10 aim when shooting as second action
Advanced Pulse Lasers 65 200
(300)
35
(52)
35
(52)
0
(7)
14 days
(7.0 days)
Heavy Plasma Rifle
Heavy Plasma Rifle
Assaults
Infantry
Engineers
Medics
Scouts
-1 7-11
(9)
+8 11-16
(13.5)
3
(4)
30 30 Can be steadied for aim bonus
-10 aim when shooting as second action
+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)

Shotgun

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.

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
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
Enemy DR is 50% more effective
XCOM starts with an unlimited supply
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
Enemy DR is 50% more effective
Advanced Beam Lasers 18 50
(75)
8
(12)
0
(3)
14 days
(7.0 days)
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
Enemy 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)
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
Enemy DR is 50% more effective
Advanced Pulse Lasers 65 250
(375)
35
(52)
35
(52)
0
(8)
14 days
(7.0 days)
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
Enemy 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)

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.

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
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
Disabling Shot
Can be steadied for aim bonus
Aim penalty at short range
Xenoneurology
New Combat Systems
25 60
(90)
5
(7)
5
(7)
0
(3)
10 days
(5.0 days)

Marksman Rifle

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.
Marksman Rifles are better suited to close-quarters maps where mobility is essential.

Marksman Rifles
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Marksman Rifle Long War.png
Marksman Rifle
4-6 (5) 12% 6-9 0 0 5+1 36 Yes Short-range accuracy penalty Scout, Sniper 0 None N/A
Laser Strike Rifle Long War.png
Laser Strike Rifle
4-8 (6) 12% 8-11 +6 0 3+1 36 Yes Short-range accuracy penalty Scout, Sniper 18 Advanced Beam Lasers 45 6 0 0 12 -
Alloy Strike Rifle Long War.png
Alloy Strike Rifle
5-9 (7) 12% 9-12 0 0 4+1 36 Yes Short-range accuracy penalty
Nullifies 0.34 enemy DR
Scout, Sniper 45 Advanced Gauss Weapons 110 30 10 0 14
Blaster Rifle Long War.png
Blaster Rifle
6-10 (8) 20% 10-14 0 0 3+1 36 Yes Short-range accuracy penalty Scout, Sniper 67 Advanced Pulse Lasers 220 40 40 0 14 -
Reflex Rifle Long War.png
Reflex Rifle
7-11 (9) 12% 11-16 0 0 3+1 36 Yes Short-range accuracy penalty
+1.5 Crit Damage on exposed Enemies
Scout, Sniper 102 Precision Plasma Weapons 400 70 50 4 18 1x Alien Rifle

Sniper Rifle

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
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Sniper Rifle Long War.png
Sniper Rifle
4-6 (5) 20% 6-9 0 -1 5+1 200 (30) Yes Cannot fire after any costly action
Short-range accuracy penalty
Sniper 0 None N/A
Laser Sniper Rifle Long War.png
Laser Sniper Rifle
4-8 (6) 20% 8-11 +6 -1 3+1 200 (30) Yes Cannot fire after any costly action
Short-range accuracy penalty
Sniper 18 Advanced Beam Weapons 50 8 0 0 14 -
Gauss Long Rifle Long War.png
Gauss Long Rifle
5-9 (7) 20% 9-12 0 -2 1+1 200 (30) Yes Cannot fire after any costly action
Short-range accuracy penalty
Grants HEAT Ammo perk.
Halves the hardened crit penalty
Nullifies 0.34 enemy DR
Sniper 40 Advanced Gauss Weapons 200 30 15 0 14 -
Pulse Sniper Rifle Long War.png
Pulse Sniper Rifle
6-10 (8) 28% 10-14 0 -1 3+1 200 (30) Yes Cannot fire after any costly action
Short-range accuracy penalty
Sniper 65 Advanced Pulse Lasers 250 40 40 0 14 -
Plasma Sniper Rifle Long War.png
Plasma Sniper Rifle
7-11 (9) 20% 11-16 0 -1 3+1 200 (30) Yes Cannot fire after any costly action
Short-range accuracy penalty
+1.5 Crit Damage at extreme Range
Sniper 105 Precision Plasma Weapons 450 80 70 3 18 1x Alien Heavy Weapon

SAW

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

Squad Automatic Weapons
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
SAW Long War.png
SAW
4-6 (5) 0% 6-9 0 -1 6+2 30 No - Gunner 0 None N/A
Autolaser Long War.png
Autolaser
4-8 (6) 0% 8-11 +6 -1 6+2 30 No - Gunner 18 Beam Weapons 60 8 0 0 14 -
Gauss Autorifle Long War.png
Gauss Autorifle
5-9 (7) 0% 9-12 0 -1 7+2 30 No Nullifies 0.34 enemy DR Gunner 38 Gauss Weapons 100 30 6 0 14 -
Pulse Autoblaster Long War.png
Pulse Autoblaster
6-10 (8) 8% 10-14 0 -1 6+2 30 No - Gunner 65 Pulse Lasers 230 40 40 0 14 -
Plasma Novagun Long War.png
Plasma Novagun
7-11 (9) 0% 11-16 0 -1 6+2 30 Yes - Gunner 98 Advanced Plasma Weapons 450 80 60 3 20 1x Alien Rifle

LMG

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.
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.

Light Machine Guns
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
LMG Long War.png
LMG
4-8 (6) 0% 8-11 0 -2 8+1 36 (30) No Cannot fire after any costly action
Grants squadsight
Gunner 0 None N/A
Gatling Laser Long War.png
Gatling Laser
5-9 (7) 0% 9-12 +6 -2 8+1 36 (30) No Cannot fire after any costly action
Grants squadsight
Gunner 18 Beam weapons 70 9 0 0 14 -
Gauss Machine Gun Long War.png
Gauss Machine Gun
6-10 (8) 0% 10-14 0 -2 9+1 36 (30) No Cannot fire after any costly action
Grants squadsight
Nullifies 0.34 enemy DR
Gunner 45 Gauss Weapons 140 32 10 0 14 -
Gatling Pulser Long War.png
Gatling Pulser
7-11 (9) 8% 11-16 0 -2 8+1 36 (30) No Cannot fire after any costly action
Grants squadsight
Gunner 70 Pulse Lasers 240 60 45 0 14 -
Plasma Dragon Long War.png
Plasma Dragon
7-13 (10) 0% 13-18 0 -2 8+1 36 (30) No Cannot fire after any costly action
Grants squadsight
+1 Damage against flying units
Gunner 105 Heavy Plasma Weapons 450 80 64 4 20 1x Alien Heavy Weapon

Rocket Launchers

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!

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.

Rocket Launchers
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Rocket Launcher Long War.png
Rocket Launcher
4-10 (7) 0% - 0 -1 1 30 No +1 mobility after firing rocket for rest of mission Rocketeer 0 None N/A
Recoilless Rifle Long War.png
Recoilless Rifle
6-12 (9) 0% - 0 -1 1 30 No +1 mobility after firing rocket for rest of mission
Nullifies 0.34 enemy DR
Rocketeer 45 Advanced Gauss Weapons 100 50 10 0 14 -
Blaster Launcher Long War.png
Blaster Launcher
8-16 (12) 0% - 0 -2 1 30 No +1 mobility after firing rocket for rest of mission Rocketeer 110 Fusion Weapons 600 120 70 3 20 1x Fusion Core

MEC Primary Weapons

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.

MEC Primary Weapons
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Minigun Long War.png
Minigun
5-9 (7) 0% 9-12 0 0 2+1 36 (30) No - MEC 0 None N/A
Laser Lance Long War.png
Laser Lance
6-10 (8) 0% 10-14 +6 0 3+1 36 (30) No - MEC 20 Advanced Beam Lasers
MEC Warfare Systems
75 10 0 10 14 -
Railgun Long War.png
Railgun
7-11 (9) 0% 11-16 0 0 4+1 36 (30) No Nullifies 0.34 enemy DR, no suppression MEC 45 Advanced Gauss Weapons
MEC Warfare Systems
120 50 10 20 14 -
Pulse Lance Long War.png
Pulse Lance
7-13 (10) 8% 13-18 0 0 3+1 36 (30) No - MEC 65 Advanced Pulse Lasers
MEC Warfare Systems
240 50 48 30 14 -
Particle Cannon Long War.png
Particle Cannon
8-14 (11) 0% 14-19 0 0 3+1 36 (30) No No suppression
+1 Damage against robotic Units
MEC 105 Heavy Plasma Weapons
MEC Warfare Systems
450 80 80 40 14 1x Alien Heavy Weapon

MEC Secondary Weapons

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.


MEC Secondary Weapons
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Flamethrower Long War.png
Flamethrower
3-5 0% 5-7 - -1 2 Cone No Incendiary area attack causing panic:
Will test against 50, 80 with Jellied Elerium upgrade.
MEC 35 MEC Warfare Systems 150 0 0 30 7 -
Restorative Mist Long War.png
Restorative Mist
- 0% - - -1 1 17 No Heals allies in an area MEC 28 Thin Man Autopsy
MEC Warfare Systems
120 0 0 30 14 -
Kinetic Strike Module Long War.png
Kinetic Strike Module
9-15 0% 15-21 - -1 8 Melee No Close combat weapon MEC 30 Floater Autopsy
MEC Warfare Systems
200 30 25 30 10 -
Grenade Launcher Long War.png
Grenade Launcher
2-6 0% 3-7 - -1 2 17 No Indirect-fire Grenade Launcher MEC 30 Gauss Weapons
MEC Warfare Systems
150 25 0 30 10 -
Proximity Mine Launcher Long War.png
Proximity Mine Launcher
6-14 0% - - -1 3 17 No Fires Proximity Mines MEC 55 Advanced Gauss Weapons
MEC Warfare Systems
180 25 40 40 14 -
Electro Pulse Long War.png
Electropulse
3-9 (6) 0% - - -1 8 17 No Stuns robots. 3 turn cooldown MEC 85 EMP Weapons
MEC Warfare Systems
180 30 50 50 14 1x Arc Thrower

SHIV Turrets

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.

SHIV Turrets
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Autocannon Long War.png
Autocannon
5-9 (7) 0% 9-12 0 0 3+1 30 No - SHIV 0 None N/A
Superheavy Laser Long War.png
Superheavy Laser
6-10 (8) 0% 10-14 +6 0 3+1 30 No - SHIV 20 Advanced Beam Lasers 75 10 0 0 14 -
Sentry Gun Long War.png
Sentry Gun
7-11 (9) 0% 11-16 0 0 4+1 30 No Nullifies 0.34 enemy DR SHIV 40 Gauss Weapons 100 30 10 0 14 -
Superheavy Pulser Long War.png
Superheavy Pulser
7-13 (10) 8% 13-18 0 0 3+1 30 No - SHIV 65 Pulse Lasers 300 50 50 0 14 -
Superheavy Plasma Long War.png
Superheavy Plasma
8-14 (11) 4%* 14-19 +8* 0 3+1 30 No - SHIV 100 Vehicular Plasma Weapons 450 80 70 4 21 1x Alien Heavy Weapon

Steadying

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.

Explosives

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.

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 Engineers, Rocketeers, and Archer MECs; it can sometimes be obtained on other classes via the Training Roulette Second Wave option.

Rockets

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

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

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

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