Primary Weapons (Long War)
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 |
Mob |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
All soldiers | +3 | +6 | 3-5 (4) |
5-7 (6.0) |
2 (3) |
30 | 30 | Can be steadied for aim bonus | 15 | 30 (45) |
6 (9) |
0 (2) |
12 days (6.0 days) | ||
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 |
35 | 65 (97) |
15 (22) |
4 (6) |
0 (3) |
12 days (6.0 days) | ||
Pulse Stengun |
All soldiers | +3 | 4-8 (6) |
+8 | 8-11 (9.1) |
2 (3) |
30 | 30 | Can be steadied for aim bonus | 62 | 120 (180) |
25 (37) |
25 (37) |
0 (5) |
12 days (6.0 days) | |
Plasma Stormgun |
All soldiers | +4 | 5-9 (7) |
9-12 (10.5) |
2 (3) |
30 | 30 | Can be steadied for aim bonus | 90 | 200 (300) |
60 (90) |
40 (60) |
2 (9) |
12 days (6.0 days) |
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 |
Mob |
Def |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
All soldiers | +1 | +12 | 3-5 (4) |
+4 | 5-7 (6.0) |
3 (4) |
30 | 30 | Can be steadied for aim bonus | 15 | 35 (52) |
6 (9) |
0 (2) |
12 days (6.0 days) | ||
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 |
35 | 80 (120) |
20 (30) |
5 (7) |
0 (4) |
12 days (6.0 days) | |
Pulse Carbine |
All soldiers | +1 | +6 | 4-8 (6) |
+12 | 8-11 (9.1) |
3 (4) |
30 | 30 | Can be steadied for aim bonus | 63 | 180 (270) |
25 (37) |
25 (37) |
0 (6) |
12 days (6.0 days) | |
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 | 90 | 250 (375) |
60 (90) |
40 (60) |
2 (10) |
12 days (6.0 days) |
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 |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
All soldiers | +6 | 4-6 (5) |
+8 | 6-9 (7.5) |
3 (4) |
30 | 30 | Can be steadied for aim bonus | 15 | 45 (67) |
8 (12) |
0 (3) |
12 days (6.0 days) | |
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 |
38 | 90 (135) |
28 (42) |
6 (9) |
0 (4) |
14 days (7.0 days) | |
Pulse Rifle |
All soldiers | 5-9 (7) |
+16 | 9-12 (10.5) |
3 (4) |
30 | 30 | Can be steadied for aim bonus | 65 | 200 (300) |
35 (52) |
35 (52) |
0 (7) |
14 days (7.0 days) | |
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 |
95 | 350 (525) |
80 (120) |
50 (75) |
3 (13) |
14 days (7.0 days) |
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 |
Mob |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
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 |
20 | 45 (67) |
8 (12) |
0 (3) |
12 days (6.0 days) | |
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 |
45 | 100 (150) |
30 (45) |
8 (12) |
0 (4) |
14 days (7.0 days) | |
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 |
65 | 200 (300) |
35 (52) |
35 (52) |
0 (7) |
14 days (7.0 days) | |
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 |
105 | 350 (525) |
80 (120) |
50 (75) |
3 (13) |
18 days (9.0 days) |
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 |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 | ||||||
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 |
18 | 50 (75) |
8 (12) |
0 (3) |
14 days (7.0 days) | |
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 |
40 | 130 (195) |
36 (54) |
15 (22) |
0 (5) |
14 days (7.0 days) | |
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 |
65 | 250 (375) |
35 (52) |
35 (52) |
0 (8) |
14 days (7.0 days) | |
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 |
102 | 450 (675) |
80 (120) |
50 (75) |
4 (17) |
18 days (9.0 days) |
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 |
Dmg |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Bonus perk |
Special properties |
Prerequisites | Cost | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
25 | 60 (90) |
5 (7) |
5 (7) |
0 (3) |
10 days (5.0 days) |
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 |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
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 |
18 | 45 (67) |
8 (12) |
0 (3) |
12 days (6.0 days) | |
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 |
45 | 110 (165) |
30 (45) |
10 (15) |
0 (4) |
14 days (7.0 days) | |
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 |
67 | 220 (330) |
45 (67) |
45 (67) |
0 (7) |
14 days (7.0 days) | |
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 |
102 | 400 (600) |
80 (120) |
50 (75) |
4 (16) |
18 days (9.0 days) |
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 |
Mob |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Bonus perk |
Special properties |
Prerequisites | Cost | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
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 |
18 | 50 (75) |
8 (12) |
0 (3) |
14 days (7.0 days) | ||
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 |
45 | 200 (300) |
32 (48) |
15 (22) |
0 (7) |
14 days (7.0 days) | |
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 |
65 | 250 (375) |
45 (67) |
45 (67) |
0 (8) |
14 days (7.0 days) | ||
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 |
105 | 450 (675) |
90 (135) |
70 (105) |
3 (16) |
18 days (9.0 days) |
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 |
Mob |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SAW |
Gunners | -1 | 4-6 (5) |
6-9 (7.5) |
6 (7) |
30 | 30 | XCOM starts with an unlimited supply | ||||||||
Autolaser |
Gunners | -1 | +6 | 4-8 (6) |
8-11 (9.1) |
6 (7) |
30 | 30 | 18 | 60 (90) |
8 (12) |
0 (3) |
14 days (7.0 days) | |||
Gauss Autorifle |
Gunners | -1 | 5-9 (7) |
9-12 (10.5) |
7 (8) |
30 | 30 | Ignores 0.34 of target's DR | 38 | 100 (150) |
32 (48) |
6 (9) |
0 (4) |
14 days (7.0 days) | ||
Pulse Autoblaster |
Gunners | -1 | 6-10 (8) |
+8 | 10-14 (12.0) |
6 (7) |
30 | 30 | 65 | 230 (345) |
45 (67) |
45 (67) |
0 (7) |
14 days (7.0 days) | ||
Plasma Novagun |
Gunners | -1 | 7-11 (9) |
11-16 (13.5) |
6 (7) |
30 | 30 | Can be steadied for aim bonus | 98 | 450 (675) |
90 (135) |
60 (90) |
3 (16) |
20 days (10.0 days) |
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 |
Mob |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Bonus perk |
Special properties |
Prerequisites | Cost | Required for | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LMG |
Gunners | -2 | 4-8 (6) |
8-11 (9.1) |
8 (9) |
36 | 30 | Squadsight |
Cannot fire after costly action | XCOM starts with an unlimited supply | ||||||||
Gatling Laser |
Gunners | -2 | +6 | 5-9 (7) |
9-12 (10.5) |
8 (9) |
36 | 30 | Squadsight |
Cannot fire after costly action | 18 | 70 (105) |
10 (15) |
0 (3) |
14 days (7.0 days) |
|||
Gauss Machine Gun |
Gunners | -2 | 6-10 (8) |
10-14 (12.0) |
9 (10) |
36 | 30 | Squadsight |
Cannot fire after costly action Ignores 0.34 of target's DR |
45 | 140 (210) |
32 (48) |
10 (15) |
0 (5) |
14 days (7.0 days) |
|||
Gatling Pulser |
Gunners | -2 | 7-11 (9) |
+8 | 11-16 (13.5) |
8 (9) |
36 | 30 | Squadsight |
Cannot fire after costly action | 70 | 240 (360) |
60 (90) |
60 (90) |
0 (8) |
14 days (7.0 days) |
||
Plasma Dragon |
Gunners | -2 | 7-13 (10) |
13-18 (15.0) |
8 (9) |
36 | 30 | Squadsight |
Cannot fire after costly action +1 damage to flying targets |
105 | 450 (675) |
85 (127) |
64 (96) |
4 (17) |
20 days (10.0 days) |
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 |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
MEC troopers | +6 | 6-10 (8) |
10-14 (12.0) |
3 (4) |
30 (36) |
30 | 20 | 75 (112) |
10 (15) |
10 (13) |
14 days (7.0 days) | |||
Railgun |
MEC troopers | 7-11 (9) |
11-16 (13.5) |
4 (5) |
30 (36) |
30 | Suppression unavailable Ignores 0.34 of target's DR |
45 | 120 (180) |
60 (90) |
10 (15) |
20 (25) |
14 days (7.0 days) | ||
Pulse Lance |
MEC troopers | 7-13 (10) |
+8 | 13-18 (15.0) |
3 (4) |
30 (36) |
30 | 65 | 240 (360) |
60 (90) |
60 (90) |
30 (38) |
14 days (7.0 days) | ||
Particle Cannon |
MEC troopers | 8-14 (11) |
14-19 (16.5) |
3 (4) |
30 (36) |
30 | Suppression unavailable +1 damage to robotic targets |
105 | 450 (675) |
90 (135) |
80 (120) |
40 (53) |
21 days (10.5 days) |
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 |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Autocannon |
SHIV units | 5-9 (7) |
9-12 (10.5) |
3 (4) |
30 | 30 | XCOM starts with an unlimited supply | ||||||||
Superheavy Laser |
SHIV units | +6 | 6-10 (8) |
10-14 (12.0) |
3 (4) |
30 | 30 | 20 | 75 (112) |
10 (15) |
0 (3) |
14 days (7.0 days) | |||
Sentry Gun |
SHIV units | 7-11 (9) |
11-16 (13.5) |
4 (5) |
30 | 30 | Ignores 0.34 of target's DR | 40 | 100 (150) |
32 (48) |
10 (15) |
0 (4) |
14 days (7.0 days) | ||
Superheavy Pulser |
SHIV units | 7-13 (10) |
+8 | 13-18 (15.0) |
3 (4) |
30 | 30 | 65 | 300 (450) |
50 (75) |
50 (75) |
0 (9) |
14 days (7.0 days) | ||
Superheavy Plasma |
SHIV units | +8 | 8-14 (11) |
+4 | 14-19 (16.5) |
3 (4) |
30 | 30 | 100 | 450 (675) |
85 (127) |
70 (105) |
4 (17) |
21 days (10.5 days) |