Difference between revisions of "Secondary Weapons (Long War)"
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[[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> | <div style="float:right">{{Header (Long War)}}__TOC__</div> | ||
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==Soldier sidearms== | ==Soldier sidearms== | ||
− | === | + | ===Pistols=== |
As the default sidearm weapons, Pistols are quite similar to their vanilla counterparts, but now have a limited amount of ammunition, similar to primary weapons, and need to be reloaded independently from primary weapons. In addition, Pistols incur large aim penalties when firing at longer range, though the Gunslinger perk negates this penalty entirely. | As the default sidearm weapons, Pistols are quite similar to their vanilla counterparts, but now have a limited amount of ammunition, similar to primary weapons, and need to be reloaded independently from primary weapons. In addition, Pistols incur large aim penalties when firing at longer range, though the Gunslinger perk negates this penalty entirely. | ||
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{|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" {{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 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:Pistol Long War.png|128px|link=Secondary Weapons (Long War)#Pistols|Pistol]]<br />'''[[Secondary Weapons (Long War)#Pistols|Pistol]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers|| ||title="Minimum to maximum damage (Average damage)"|1-3<br />(2)||title="Minimum to maximum damage (Average damage)"|3-4<br />(3.2)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Gunslinger perk||colspan="8"|XCOM starts with an unlimited supply | + | |[[File:Pistol Long War.png|128px|link=Secondary Weapons (Long War)#Pistols|Pistol]]<br />'''[[Secondary Weapons (Long War)#Pistols|Pistol]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers|| ||title="Minimum to maximum damage (Average damage)"|1-3<br />(2)||title="Minimum to maximum damage (Average damage)"|3-4<br />(3.2)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Gunslinger perk||colspan="8"|XCOM starts with an unlimited supply|| |
|-align="center" | |-align="center" | ||
− | |[[File:Laser Pistol Long War.png|128px|link=Secondary Weapons (Long War)#Pistols|Laser Pistol]]<br />'''[[Secondary Weapons (Long War)#Pistols|Laser Pistol]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||+6||title="Minimum to maximum damage (Average damage)"|2-4<br />(3)||title="Minimum to maximum damage (Average damage)"|4-5<br />(4.5)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Gunslinger perk||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits (Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys (Cost when building quickly)"|4<br />(6)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days) | + | |[[File:Laser Pistol Long War.png|128px|link=Secondary Weapons (Long War)#Pistols|Laser Pistol]]<br />'''[[Secondary Weapons (Long War)#Pistols|Laser Pistol]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||+6||title="Minimum to maximum damage (Average damage)"|2-4<br />(3)||title="Minimum to maximum damage (Average damage)"|4-5<br />(4.5)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Gunslinger perk||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits (Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys (Cost when building quickly)"|4<br />(6)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||12 |
|-align="center" | |-align="center" | ||
− | |[[File:Plasma Pistol Long War.png|128px|link=Secondary Weapons (Long War)#Pistols|Plasma Pistol]]<br />'''[[Secondary Weapons (Long War)#Pistols|Plasma Pistol]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers|| ||title="Minimum to maximum damage (Average damage)"|3-5<br />(4)||title="Minimum to maximum damage (Average damage)"|5-7<br />(6.0)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Gunslinger perk||[[Research (Long War)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits (Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(15)||title="Cost in Elerium (Cost when building quickly)"|30<br />(45)||title="Cost in Meld (Cost when building quickly)"|1<br />(6)||1 [[Alien Artifacts (Long War)#Alien | + | |[[File:Plasma Pistol Long War.png|128px|link=Secondary Weapons (Long War)#Pistols|Plasma Pistol]]<br />'''[[Secondary Weapons (Long War)#Pistols|Plasma Pistol]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers|| ||title="Minimum to maximum damage (Average damage)"|3-5<br />(4)||title="Minimum to maximum damage (Average damage)"|5-7<br />(6.0)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Gunslinger perk||[[Research (Long War)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits (Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(15)||title="Cost in Elerium (Cost when building quickly)"|30<br />(45)||title="Cost in Meld (Cost when building quickly)"|1<br />(6)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Pistol]]||title="Duration in days (Duration when building quickly)"|12 days<br />(6.0 days)||48 |
|} | |} | ||
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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" {{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:Machine pistol Long War.png|128px|link=Secondary Weapons (Long War)#Machine Pistols|Machine Pistol]]<br />'''[[Secondary Weapons (Long War)#Machine Pistols|Machine Pistol]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-1||-8||title="Minimum to maximum damage (Average damage)"|2-4<br />(3)|| ||title="Minimum to maximum damage (Average damage)"|4-5<br />(4.5)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Gunslinger perk||colspan="8"|XCOM starts with an unlimited supply | + | |[[File:Machine pistol Long War.png|128px|link=Secondary Weapons (Long War)#Machine Pistols|Machine Pistol]]<br />'''[[Secondary Weapons (Long War)#Machine Pistols|Machine Pistol]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-1||-8||title="Minimum to maximum damage (Average damage)"|2-4<br />(3)|| ||title="Minimum to maximum damage (Average damage)"|4-5<br />(4.5)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Gunslinger perk||colspan="8"|XCOM starts with an unlimited supply|| |
|-align="center" | |-align="center" | ||
− | |[[File:Heater Long War.png|128px|link=Secondary Weapons (Long War)#Machine Pistols|Heater]]<br />'''[[Secondary Weapons (Long War)#Machine Pistols|Heater]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-1||-2||title="Minimum to maximum damage (Average damage)"|3-5<br />(4)|| ||title="Minimum to maximum damage (Average damage)"|5-7<br />(6.0)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Gunslinger perk||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits (Cost when building quickly)"|25<br />(37)||title="Cost in Alien Alloys (Cost when building quickly)"|5<br />(7)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)|| ||title="Duration in days (Duration when building quickly)"|12 days<br />(6.0 days) | + | |[[File:Heater Long War.png|128px|link=Secondary Weapons (Long War)#Machine Pistols|Heater]]<br />'''[[Secondary Weapons (Long War)#Machine Pistols|Heater]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-1||-2||title="Minimum to maximum damage (Average damage)"|3-5<br />(4)|| ||title="Minimum to maximum damage (Average damage)"|5-7<br />(6.0)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Gunslinger perk||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits (Cost when building quickly)"|25<br />(37)||title="Cost in Alien Alloys (Cost when building quickly)"|5<br />(7)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(2)|| ||title="Duration in days (Duration when building quickly)"|12 days<br />(6.0 days)||10 |
|-align="center" | |-align="center" | ||
− | |[[File:Gauss Autopistol Long War.png|128px|link=Secondary Weapons (Long War)#Machine Pistols|Gauss Autopistol]]<br />'''[[Secondary Weapons (Long War)#Machine Pistols|Gauss Autopistol]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-1||-8||title="Minimum to maximum damage (Average damage)"|3-5<br />(4)|| ||title="Minimum to maximum damage (Average damage)"|5-7<br />(6.0)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Aim penalty at long range<br />without the Gunslinger perk<br />Ignores 0.34 of target's DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits (Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(12)||title="Cost in Elerium (Cost when building quickly)"|3<br />(4)||title="Cost in Meld (Cost when building quickly)"|0<br />(3)|| ||title="Duration in days (Duration when building quickly)"|12 days<br />(6.0 days) | + | |[[File:Gauss Autopistol Long War.png|128px|link=Secondary Weapons (Long War)#Machine Pistols|Gauss Autopistol]]<br />'''[[Secondary Weapons (Long War)#Machine Pistols|Gauss Autopistol]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-1||-8||title="Minimum to maximum damage (Average damage)"|3-5<br />(4)|| ||title="Minimum to maximum damage (Average damage)"|5-7<br />(6.0)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Aim penalty at long range<br />without the Gunslinger perk<br />Ignores 0.34 of target's DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits (Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys (Cost when building quickly)"|8<br />(12)||title="Cost in Elerium (Cost when building quickly)"|3<br />(4)||title="Cost in Meld (Cost when building quickly)"|0<br />(3)|| ||title="Duration in days (Duration when building quickly)"|12 days<br />(6.0 days)||16 |
|-align="center" | |-align="center" | ||
− | |[[File:Blaster Long War.png|128px|link=Secondary Weapons (Long War)#Machine Pistols|Blaster]]<br />'''[[Secondary Weapons (Long War)#Machine Pistols|Blaster]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-1||-8||title="Minimum to maximum damage (Average damage)"|4-6<br />(5)||+8||title="Minimum to maximum damage (Average damage)"|6-9<br />(7.5)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Gunslinger perk||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits (Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys (Cost when building quickly)"|20<br />(30)||title="Cost in Elerium (Cost when building quickly)"|20<br />(30)||title="Cost in Meld (Cost when building quickly)"|0<br />(4)|| ||title="Duration in days (Duration when building quickly)"|12 days<br />(6.0 days) | + | |[[File:Blaster Long War.png|128px|link=Secondary Weapons (Long War)#Machine Pistols|Blaster]]<br />'''[[Secondary Weapons (Long War)#Machine Pistols|Blaster]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-1||-8||title="Minimum to maximum damage (Average damage)"|4-6<br />(5)||+8||title="Minimum to maximum damage (Average damage)"|6-9<br />(7.5)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Gunslinger perk||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits (Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys (Cost when building quickly)"|20<br />(30)||title="Cost in Elerium (Cost when building quickly)"|20<br />(30)||title="Cost in Meld (Cost when building quickly)"|0<br />(4)|| ||title="Duration in days (Duration when building quickly)"|12 days<br />(6.0 days)||32 |
|-align="center" | |-align="center" | ||
− | |[[File:Plasma Mauler Long War.png|128px|link=Secondary Weapons (Long War)#Machine Pistols|Plasma Mauler]]<br />'''[[Secondary Weapons (Long War)#Machine Pistols|Plasma Mauler]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-1||-8||title="Minimum to maximum damage (Average damage)"|4-8<br />(6)|| ||title="Minimum to maximum damage (Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Gunslinger perk||[[Research (Long War)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits (Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys (Cost when building quickly)"|30<br />(45)||title="Cost in Elerium (Cost when building quickly)"|30<br />(45)||title="Cost in Meld (Cost when building quickly)"|2<br />(7)||1 [[Alien Artifacts (Long War)#Alien | + | |[[File:Plasma Mauler Long War.png|128px|link=Secondary Weapons (Long War)#Machine Pistols|Plasma Mauler]]<br />'''[[Secondary Weapons (Long War)#Machine Pistols|Plasma Mauler]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-1||-8||title="Minimum to maximum damage (Average damage)"|4-8<br />(6)|| ||title="Minimum to maximum damage (Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Gunslinger perk||[[Research (Long War)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits (Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys (Cost when building quickly)"|30<br />(45)||title="Cost in Elerium (Cost when building quickly)"|30<br />(45)||title="Cost in Meld (Cost when building quickly)"|2<br />(7)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Pistol]]||title="Duration in days (Duration when building quickly)"|12 days<br />(6.0 days)||60 |
|} | |} | ||
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− | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (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" {{Weapon damage (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (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:Rocket Launcher Long War.png|128px|link=Secondary Weapons (Long War)#Rocket Launchers|Rocket Launcher]]<br />'''[[Secondary Weapons (Long War)#Rocket Launchers|Rocket Launcher]]'''||Engineers<br />Rocketeers||-1||title="Minimum to maximum damage (Average damage)"|4-10<br />(7)||30||6.0||+1 mobility per rocket fired during mission||colspan="8"|XCOM starts with an unlimited supply | + | |[[File:Rocket Launcher Long War.png|128px|link=Secondary Weapons (Long War)#Rocket Launchers|Rocket Launcher]]<br />'''[[Secondary Weapons (Long War)#Rocket Launchers|Rocket Launcher]]'''||Engineers<br />Rocketeers||-1||title="Minimum to maximum damage (Average damage)"|4-10<br />(7)||30||6.0||+1 mobility per rocket fired during mission||colspan="8"|XCOM starts with an unlimited supply|| |
|-align="center" | |-align="center" | ||
− | |[[File:Recoilless Rifle Long War.png|128px|link=Secondary Weapons (Long War)#Rocket Launchers|Recoilless Rifle]]<br />'''[[Secondary Weapons (Long War)#Rocket Launchers|Recoilless Rifle]]'''||Engineers<br />Rocketeers||-1||title="Minimum to maximum damage (Average damage)"|6-12<br />(9)||30||6.0||+1 mobility per rocket fired during mission<br />Ignores 0.34 of target's DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits (Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys (Cost when building quickly)"|50<br />(75)||title="Cost in Elerium (Cost when building quickly)"|10<br />(15)||title="Cost in Meld (Cost when building quickly)"|0<br />(4)|| ||title="Duration in days (Duration when building quickly)"|14 days<br />(7.0 days) | + | |[[File:Recoilless Rifle Long War.png|128px|link=Secondary Weapons (Long War)#Rocket Launchers|Recoilless Rifle]]<br />'''[[Secondary Weapons (Long War)#Rocket Launchers|Recoilless Rifle]]'''||Engineers<br />Rocketeers||-1||title="Minimum to maximum damage (Average damage)"|6-12<br />(9)||30||6.0||+1 mobility per rocket fired during mission<br />Ignores 0.34 of target's DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits (Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys (Cost when building quickly)"|50<br />(75)||title="Cost in Elerium (Cost when building quickly)"|10<br />(15)||title="Cost in Meld (Cost when building quickly)"|0<br />(4)|| ||title="Duration in days (Duration when building quickly)"|14 days<br />(7.0 days)||40 |
|-align="center" | |-align="center" | ||
− | |[[File:Blaster Launcher Long War.png|128px|link=Secondary Weapons (Long War)#Rocket Launchers|Blaster Launcher]]<br />'''[[Secondary Weapons (Long War)#Rocket Launchers|Blaster Launcher]]'''||Engineers<br />Rocketeers||-2||title="Minimum to maximum damage (Average damage)"|8-16<br />(12)||30||6.0||+1 mobility per rocket fired during mission||[[Research (Long War)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits (Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys (Cost when building quickly)"|130<br />(195)||title="Cost in Elerium (Cost when building quickly)"|70<br />(105)||title="Cost in Meld (Cost when building quickly)"|3<br />(20)||2 [[Alien Artifacts (Long War)#Alien | + | |[[File:Blaster Launcher Long War.png|128px|link=Secondary Weapons (Long War)#Rocket Launchers|Blaster Launcher]]<br />'''[[Secondary Weapons (Long War)#Rocket Launchers|Blaster Launcher]]'''||Engineers<br />Rocketeers||-2||title="Minimum to maximum damage (Average damage)"|8-16<br />(12)||30||6.0||+1 mobility per rocket fired during mission||[[Research (Long War)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits (Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys (Cost when building quickly)"|130<br />(195)||title="Cost in Elerium (Cost when building quickly)"|70<br />(105)||title="Cost in Meld (Cost when building quickly)"|3<br />(20)||2 [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]<br />1 [[Alien Artifacts (Long War)#Alien devices|Fusion Core]]||title="Duration in days (Duration when building quickly)"|20 days<br />(10.0 days)||240 |
|} | |} | ||
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− | !rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit damage (Long War)}}!!rowspan="2" {{Blast radius (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" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit damage (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}} |
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|{{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)}} | ||
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− | |[[File:Flamethrower Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Flamethrower]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Flamethrower]]'''||MEC troopers||-1||title="Minimum to maximum damage (Average damage)"|4-6<br />(5)||title="Minimum to maximum damage (Average damage)"|6-9<br />(7.5)|| ||Can be equipped multiple times per soldier<br />Targets must succeed will check 50 or be panicked<br />Will check 80 with the Jellied Elerium foundry project||[[Research (Long War)#Xenology|Alien Biocybernetics]]<br />[[Foundry (Long War)|MEC Warfare Systems]]||35||title="Cost in Credits (Cost when building quickly)"|150<br />(225)|| || ||title="Cost in Meld (Cost when building quickly)"|30<br />(35)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days) | + | |[[File:Flamethrower Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Flamethrower]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Flamethrower]]'''||MEC troopers||-1||title="Minimum to maximum damage (Average damage)"|4-6<br />(5)||title="Minimum to maximum damage (Average damage)"|6-9<br />(7.5)|| ||Can be equipped multiple times per soldier<br />Targets must succeed will check 50 or be panicked<br />Will check 80 with the Jellied Elerium foundry project||[[Research (Long War)#Xenology|Alien Biocybernetics]]<br />[[Foundry (Long War)|MEC Warfare Systems]]||35||title="Cost in Credits (Cost when building quickly)"|150<br />(225)|| || ||title="Cost in Meld (Cost when building quickly)"|30<br />(35)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||60 |
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− | |[[File:Restorative Mist Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Restorative Mist]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Restorative Mist]]'''||MEC troopers||-1|| || ||5.0||Can be equipped multiple times per soldier<br />Heals allies within the area of effect<br />Doubles healing with the Improved Medikit foundry project<br />+2 charges with the Field Medic perk||[[Research (Long War)#Alien Autopsies|Thin Man Autopsy]]<br />[[Foundry (Long War)|MEC Warfare Systems]]||28||title="Cost in Credits (Cost when building quickly)"|120<br />(180)|| || ||title="Cost in Meld (Cost when building quickly)"|30<br />(35)|| ||title="Duration in days (Duration when building quickly)"|14 days<br />(7.0 days) | + | |[[File:Restorative Mist Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Restorative Mist]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Restorative Mist]]'''||MEC troopers||-1|| || ||5.0||Can be equipped multiple times per soldier<br />Heals allies within the area of effect<br />Doubles healing with the Improved Medikit foundry project<br />+2 charges with the Field Medic perk||[[Research (Long War)#Alien Autopsies|Thin Man Autopsy]]<br />[[Foundry (Long War)|MEC Warfare Systems]]||28||title="Cost in Credits (Cost when building quickly)"|120<br />(180)|| || ||title="Cost in Meld (Cost when building quickly)"|30<br />(35)|| ||title="Duration in days (Duration when building quickly)"|14 days<br />(7.0 days)||48 |
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− | |[[File:Kinetic Strike Module Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Kinetic Strike Module]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Kinetic Strike Module]]'''||MEC troopers||-1||title="Minimum to maximum damage (Average damage)"|9-15<br />(12)||title="Minimum to maximum damage (Average damage)"|15-21<br />(18.0)|| ||Can be equipped multiple times per soldier<br />Melee weapon<br />Additional Kinetic Strike Modules increase damage by 3||[[Research (Long War)#Alien Autopsies|Floater Autopsy]]<br />[[Foundry (Long War)|MEC Warfare Systems]]||30||title="Cost in Credits (Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys (Cost when building quickly)"|30<br />(45)||title="Cost in Elerium (Cost when building quickly)"|25<br />(37)||title="Cost in Meld (Cost when building quickly)"|30<br />(37)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days) | + | |[[File:Kinetic Strike Module Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Kinetic Strike Module]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Kinetic Strike Module]]'''||MEC troopers||-1||title="Minimum to maximum damage (Average damage)"|9-15<br />(12)||title="Minimum to maximum damage (Average damage)"|15-21<br />(18.0)|| ||Can be equipped multiple times per soldier<br />Melee weapon<br />Additional Kinetic Strike Modules increase damage by 3||[[Research (Long War)#Alien Autopsies|Floater Autopsy]]<br />[[Foundry (Long War)|MEC Warfare Systems]]||30||title="Cost in Credits (Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys (Cost when building quickly)"|30<br />(45)||title="Cost in Elerium (Cost when building quickly)"|25<br />(37)||title="Cost in Meld (Cost when building quickly)"|30<br />(37)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||80 |
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− | |[[File:Grenade Launcher Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Grenade Launcher]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Grenade Launcher]]'''||MEC troopers||-1||title="Minimum to maximum damage (Average damage)"|2-6<br />(4)|| ||6.4||Can be equipped multiple times per soldier<br />2 | + | |[[File:Grenade Launcher Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Grenade Launcher]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Grenade Launcher]]'''||MEC troopers||-1||title="Minimum to maximum damage (Average damage)"|2-6<br />(4)|| ||6.4||Can be equipped multiple times per soldier<br />2 charges per Launcher<br />+1 charge with the Packmaster perk||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]<br />[[Foundry (Long War)|MEC Warfare Systems]]||30||title="Cost in Credits (Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys (Cost when building quickly)"|25<br />(37)|| ||title="Cost in Meld (Cost when building quickly)"|30<br />(35)|| ||title="Duration in days (Duration when building quickly)"|10 days<br />(5.0 days)||60 |
|-align="center" | |-align="center" | ||
− | |[[File:Proximity Mine Launcher Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Proximity Mine Launcher]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Proximity Mine Launcher]]'''||MEC troopers||-1||title="Minimum to maximum damage (Average damage)"|6-14<br />(10)|| ||4.0||Can be equipped multiple times per soldier<br />3 | + | |[[File:Proximity Mine Launcher Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Proximity Mine Launcher]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Proximity Mine Launcher]]'''||MEC troopers||-1||title="Minimum to maximum damage (Average damage)"|6-14<br />(10)|| ||4.0||Can be equipped multiple times per soldier<br />3 charges per Launcher<br />+1 charge with the Packmaster perk||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Foundry (Long War)|MEC Warfare Systems]]||55||title="Cost in Credits (Cost when building quickly)"|180<br />(270)||title="Cost in Alien Alloys (Cost when building quickly)"|25<br />(37)||title="Cost in Elerium (Cost when building quickly)"|40<br />(60)||title="Cost in Meld (Cost when building quickly)"|40<br />(46)|| ||title="Duration in days (Duration when building quickly)"|14 days<br />(7.0 days)||72 |
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− | |[[File:Electro Pulse Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Electro Pulse]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Electro Pulse]]'''||MEC troopers||-1||title="Minimum to maximum damage (Average damage)"|3-9<br />(6)|| || ||Stuns robotic units<br />3 turn cooldown||[[Research (Long War)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Foundry (Long War)|MEC Warfare Systems]]||85||title="Cost in Credits (Cost when building quickly)"|180<br />(270)||title="Cost in Alien Alloys (Cost when building quickly)"|30<br />(45)||title="Cost in Elerium (Cost when building quickly)"|50<br />(75)||title="Cost in Meld (Cost when building quickly)"|50<br />(56)||1 [[Equipment (Long War)#Utility devices|Arc Thrower]]||title="Duration in days (Duration when building quickly)"|14 days<br />(7.0 days) | + | |[[File:Electro Pulse Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Electro Pulse]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Electro Pulse]]'''||MEC troopers||-1||title="Minimum to maximum damage (Average damage)"|3-9<br />(6)|| || ||Stuns robotic units<br />3 turn cooldown||[[Research (Long War)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Foundry (Long War)|MEC Warfare Systems]]||85||title="Cost in Credits (Cost when building quickly)"|180<br />(270)||title="Cost in Alien Alloys (Cost when building quickly)"|30<br />(45)||title="Cost in Elerium (Cost when building quickly)"|50<br />(75)||title="Cost in Meld (Cost when building quickly)"|50<br />(56)||1 [[Equipment (Long War)#Utility devices|Arc Thrower]]||title="Duration in days (Duration when building quickly)"|14 days<br />(7.0 days)||72 |
|} | |} | ||
Revision as of 21:43, 26 December 2015
Similar to primary weapons, Long War broadens the amount of sidearms available, adding five machine pistols, one per weapon tier, and adding the Sawed-off Shotgun, a sidearm that is unique to the Ballistic tier. See Weapon tiers for more information on the new weapon tiers.
While the number of Rocket Launchers and MEC secondary weapons remains unchanged, explosives in general have received an overhaul. Unlike vanilla, where explosives dealt a fixed amount of damage to all enemies within the blast radius, in Long War, explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take. This also applies to destructible environment, which is a little more durable in general compared to vanilla.
Soldiers belonging to the Gunner class and SHIV units cannot equip secondary weapons of any kind.
Soldier sidearms
Pistols
As the default sidearm weapons, Pistols are quite similar to their vanilla counterparts, but now have a limited amount of ammunition, similar to primary weapons, and need to be reloaded independently from primary weapons. In addition, Pistols incur large aim penalties when firing at longer range, though the Gunslinger perk negates this penalty entirely.
There are no Pistol equivalents for the Gauss and Pulse Laser weapon tiers, though there are Machine Pistols.
Name | Usable by |
Aim |
Dmg |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||
Pistol |
Rookies Assaults Infantry Engineers Medics Scouts Snipers |
1-3 (2) |
3-4 (3.2) |
2 (3) |
30 | 30 | Aim penalty at long range without the Gunslinger perk |
XCOM starts with an unlimited supply | |||||||||
Laser Pistol |
Rookies Assaults Infantry Engineers Medics Scouts Snipers |
+6 | 2-4 (3) |
4-5 (4.5) |
2 (3) |
30 | 30 | Aim penalty at long range without the Gunslinger perk |
Beam Lasers | 15 | 30 (45) |
4 (6) |
0 (2) |
10 days (5.0 days) |
12 | ||
Plasma Pistol |
Rookies Assaults Infantry Engineers Medics Scouts Snipers |
3-5 (4) |
5-7 (6.0) |
2 (3) |
30 | 30 | Aim penalty at long range without the Gunslinger perk |
Compact Plasma Weapons | 90 | 120 (180) |
10 (15) |
30 (45) |
1 (6) |
1 Alien Pistol | 12 days (6.0 days) |
48 |
Machine Pistols
Machine Pistols can be equipped instead of regular Pistols, providing more damage at the cost of a penalty to both mobility and aim. Like regular Pistols, they have a limited amount of ammunition, and incur large aim penalties when firing at longer range, though the Gunslinger perk negates this penalty entirely.
Unlike regular Pistol, there are Machine Pistols available for the Gauss and Pulse Laser weapon tiers, though their penalties may cause you to consider if it's worth it to equip these weapons over Laser Pistols.
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||||
Machine Pistol |
Rookies Assaults Infantry Engineers Medics Scouts Snipers |
-1 | -8 | 2-4 (3) |
4-5 (4.5) |
2 (3) |
30 | 30 | Aim penalty at long range without the Gunslinger perk |
XCOM starts with an unlimited supply | |||||||||
Heater |
Rookies Assaults Infantry Engineers Medics Scouts Snipers |
-1 | -2 | 3-5 (4) |
5-7 (6.0) |
2 (3) |
30 | 30 | Aim penalty at long range without the Gunslinger perk |
Beam Lasers | 15 | 25 (37) |
5 (7) |
0 (2) |
12 days (6.0 days) |
10 | |||
Gauss Autopistol |
Rookies Assaults Infantry Engineers Medics Scouts Snipers |
-1 | -8 | 3-5 (4) |
5-7 (6.0) |
3 (4) |
30 | 30 | Aim penalty at long range without the Gunslinger perk Ignores 0.34 of target's DR |
Gauss Weapons | 35 | 40 (60) |
8 (12) |
3 (4) |
0 (3) |
12 days (6.0 days) |
16 | ||
Blaster |
Rookies Assaults Infantry Engineers Medics Scouts Snipers |
-1 | -8 | 4-6 (5) |
+8 | 6-9 (7.5) |
2 (3) |
30 | 30 | Aim penalty at long range without the Gunslinger perk |
Pulse Lasers | 60 | 80 (120) |
20 (30) |
20 (30) |
0 (4) |
12 days (6.0 days) |
32 | |
Plasma Mauler |
Rookies Assaults Infantry Engineers Medics Scouts Snipers |
-1 | -8 | 4-8 (6) |
8-11 (9.1) |
2 (3) |
30 | 30 | Aim penalty at long range without the Gunslinger perk |
Compact Plasma Weapons | 90 | 150 (225) |
30 (45) |
30 (45) |
2 (7) |
1 Alien Pistol | 12 days (6.0 days) |
60 |
Sawed-off Shotguns
Sawed-off Shotguns are unique to the Ballistic tier, providing an alternative weapon for the Pistol slot that allows the wielder to pack a punch. They deal the same damage as regular Shotguns, which exceeds the damage of even Plasma Pistols and Blasters, the Machine Pistols of the Pulse Laser weapon tier. Only the Plasma Mauler deals the same amount of damage.
However, Sawed-off Shotguns carry quite the disadvantage. First, these weapons can only fire once before they need to be reloaded, and no ammo capacity upgrade can improve this. Second, they can only be fired at point blank range. Third, because they are basically Shotguns, they suffer more from damage reduction than other weapons.
As they are based of Shotguns, they are unavailable to Rookies and Snipers. While they technically need to be produced, their only cost is a Shotgun, something XCOM has in unlimited supply. This basically allows you to create a bunch of Sawed-off Shotguns directly after the first mission is complete at no actual cost, keeping them available even if you currently have no plans to put them to use.
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
CrD |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Cost | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||
Sawed-off Shotgun |
Assaults Infantry Engineers Medics Scouts |
-1 | -12 | 4-8 (6) |
+4 | 8-11 (9.1) |
1 | 3 | 4 | Restricted to point blank range Enemy DR is 50% more effective |
0 (2) |
1 Shotgun | 1 days (0.5 days) |
Secondary weapons
Rocket Launchers
Long War revamped the accuracy of rockets. Instead of a fixed 90% chance to accurately hit from vanilla, the chance of an accurate shot now scales with aim and distance. When you aim a rocket, you see a distance in tiles, indicating the expected average scatter distance. 68% of all rockets will remain within this scatter distance, 95% of all rockets will remain within twice the scatter distance, and 99.7% of all rocket will remain within three times the scatter distance. Rockets can scatter left, right and in distance, but cannot scatter in height. 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.
A higher aim reduces the expected scatter distance, while firing a rocket over a longer distance increases the expected scatter distance. Firing a rocket after moving also decreases the range and increases the expected scatter distance. Bonuses and penalties to aim, such as steadying a weapon or carrying a small item that provides an aim bonus, do affect rockets as well. The only exception is the aim bonus provided by primary weapons, such as Beam Lasers and Carbines, which only apply to shots made with the primary weapon. When a soldier fires a rocket with 120 aim (including bonuses), the rocket will always hit accurately. This is indicated with "100%" instead of the distance in tiles.
Rocket Launchers are generally reserved for Rocketeers, but Engineers that pick up the Fire Rocket perk can also equip Rocket Launchers. This replaces their Pistol slot. Rocketeers, but not Engineers, can equip small items to provide them with additional rockets.
Name | Usable by |
Mob |
Dmg |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||
Rocket Launcher |
Engineers Rocketeers |
-1 | 4-10 (7) |
30 | 6.0 | +1 mobility per rocket fired during mission | XCOM starts with an unlimited supply | ||||||||
Recoilless Rifle |
Engineers Rocketeers |
-1 | 6-12 (9) |
30 | 6.0 | +1 mobility per rocket fired during mission Ignores 0.34 of target's DR |
Advanced Gauss Weapons | 45 | 100 (150) |
50 (75) |
10 (15) |
0 (4) |
14 days (7.0 days) |
40 | |
Blaster Launcher |
Engineers Rocketeers |
-2 | 8-16 (12) |
30 | 6.0 | +1 mobility per rocket fired during mission | Fusion Weapons | 110 | 600 (900) |
130 (195) |
70 (105) |
3 (20) |
2 UFO Flight Computers 1 Fusion Core |
20 days (10.0 days) |
240 |
MEC secondary weapons
MEC troopers have a variety of options for their secondary weapons, allowing them to fulfill different types of roles. In addition, MEC troopers can equip more than one secondary weapon, the exact amount depending on the Exoskeleton that they are wearing. Be advised that unlike vanilla in Long War you have to build the systems yourself and they do cost a lot of meld.
Name | Usable by |
Mob |
Dmg |
CrD |
Blast radius |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||
Flamethrower |
MEC troopers | -1 | 4-6 (5) |
6-9 (7.5) |
Can be equipped multiple times per soldier Targets must succeed will check 50 or be panicked Will check 80 with the Jellied Elerium foundry project |
Alien Biocybernetics MEC Warfare Systems |
35 | 150 (225) |
30 (35) |
10 days (5.0 days) |
60 | ||||
Restorative Mist |
MEC troopers | -1 | 5.0 | Can be equipped multiple times per soldier Heals allies within the area of effect Doubles healing with the Improved Medikit foundry project +2 charges with the Field Medic perk |
Thin Man Autopsy MEC Warfare Systems |
28 | 120 (180) |
30 (35) |
14 days (7.0 days) |
48 | |||||
Kinetic Strike Module |
MEC troopers | -1 | 9-15 (12) |
15-21 (18.0) |
Can be equipped multiple times per soldier Melee weapon Additional Kinetic Strike Modules increase damage by 3 |
Floater Autopsy MEC Warfare Systems |
30 | 200 (300) |
30 (45) |
25 (37) |
30 (37) |
10 days (5.0 days) |
80 | ||
Grenade Launcher |
MEC troopers | -1 | 2-6 (4) |
6.4 | Can be equipped multiple times per soldier 2 charges per Launcher +1 charge with the Packmaster perk |
Gauss Weapons MEC Warfare Systems |
30 | 150 (225) |
25 (37) |
30 (35) |
10 days (5.0 days) |
60 | |||
Proximity Mine Launcher |
MEC troopers | -1 | 6-14 (10) |
4.0 | Can be equipped multiple times per soldier 3 charges per Launcher +1 charge with the Packmaster perk |
Advanced Gauss Weapons MEC Warfare Systems |
55 | 180 (270) |
25 (37) |
40 (60) |
40 (46) |
14 days (7.0 days) |
72 | ||
Electro Pulse |
MEC troopers | -1 | 3-9 (6) |
Stuns robotic units 3 turn cooldown |
Electromagnetic Pulse Weapons MEC Warfare Systems |
85 | 180 (270) |
30 (45) |
50 (75) |
50 (56) |
1 Arc Thrower | 14 days (7.0 days) |
72 |