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

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===Sawed-off Shotguns===
+
===Sawed-off Shotgun===
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.
+
The Sawed-off Shotgun is unique to the Ballistic tier, providing an alternative weapon for the Pistol slot that allows the wielder to pack a punch. It deals the same damage as regular Shotgun, which exceeds the damage of even Plasma Pistol and Blaster, the Machine Pistol 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.
+
However, the Sawed-off Shotgun carries quite the disadvantage. First, this weapon can only fire once before it needs to be reloaded, and no ammo capacity upgrade can improve this. Second, it can only be fired at point blank range. Third, because it is basically a Shotgun, it suffers 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.
+
As it is based of a Shotgun, it is unavailable to Rookies and Snipers. While it technically needs to be produced, the 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.
  
 
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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)}}
 
|-align="center"
 
|-align="center"
|[[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&#10;(Average damage)"|4-6<br />(5)||title="Minimum to maximum damage&#10;(Average damage)"|6-9<br />(7.5)||8|| || 2 ||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<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Research (Long War)#Xenology|Alien Biocybernetics]]<br />[[Foundry (Long War)|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||60
+
|[[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&#10;(Average damage)"|4-6<br />(5)||title="Minimum to maximum damage&#10;(Average damage)"|6-9<br />(7.5)||8|| || 2 ||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<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Research (Long War)#Xenology|Alien Biocybernetics]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||60
 
|-align="center"
 
|-align="center"
|[[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|| 1 ||Can be equipped multiple times per soldier<br />Heals multiple allies 3 HP within the area of effect<br />Healing is increased by +2 HP per charge with the Improved Medikit foundry project<br />Healing is increased by +3 HP per charge with the Savior perk<br />+2 charges with the Field Medic perk<br />+1 charge with the Packmaster perk||[[Research (Long War)#Alien Autopsies|Thin Man Autopsy]]<br />[[Foundry (Long War)|MEC Warfare Systems]]||28||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||48
+
|[[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|| 1 ||Can be equipped multiple times per soldier<br />Heals multiple allies 3 HP within the area of effect<br />Healing is increased by +2 HP per charge with the ''Improved Medikit'' Foundry project<br />Healing is increased by +3 HP per charge with the Savior perk<br />+2 charges with the Field Medic perk<br />+1 charge with the Packmaster perk||[[Research (Long War)#Alien Autopsies|Thin Man Autopsy]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||28||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||48
 
|-align="center"
 
|-align="center"
|[[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&#10;(Average damage)"|9-15<br />(12)||title="Minimum to maximum damage&#10;(Average damage)"|15-21<br />(18.0)||melee|| ||unlimited||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&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(37)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||80
+
|[[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&#10;(Average damage)"|9-15<br />(12)||title="Minimum to maximum damage&#10;(Average damage)"|15-21<br />(18.0)||melee|| ||unlimited||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)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(37)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||80
 
|-align="center"
 
|-align="center"
|[[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&#10;(Average damage)"|2-6<br />(4)|| ||17||6.4||2||Can be equipped multiple times per soldier<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&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(37)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||60
+
|[[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&#10;(Average damage)"|2-6<br />(4)|| ||17||6.4||2||Can be equipped multiple times per soldier<br />+1 charge with the Packmaster perk||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(37)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;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&#10;(Average damage)"|6-14<br />(10)|| ||17||4.0||3||Can be equipped multiple times per soldier<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&#10;(Cost when building quickly)"|180<br />(270)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|40<br />(46)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||72
+
|[[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&#10;(Average damage)"|6-14<br />(10)|| ||17||4.0||3||Can be equipped multiple times per soldier<br />+1 charge with the Packmaster perk||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|180<br />(270)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|40<br />(46)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||72
 
|-align="center"
 
|-align="center"
|[[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&#10;(Average damage)"|3-9<br />(6)|| || ||7.2||unlimited||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&#10;(Cost when building quickly)"|180<br />(270)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|50<br />(56)||1 [[Equipment (Long War)#Utility devices|Arc Thrower]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||72
+
|[[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&#10;(Average damage)"|3-9<br />(6)|| || ||7.2||unlimited||Stuns robotic units<br />3 turn cooldown||[[Research (Long War)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||85||title="Cost in Credits&#10;(Cost when building quickly)"|180<br />(270)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|50<br />(56)||1 [[Equipment (Long War)#Utility devices|Arc Thrower]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||72
 
|}
 
|}
  

Revision as of 20:33, 1 November 2018

Soldiers Weapons Long War.png
Long War Main Page

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 Ranger 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 Long War.png
Aim
Weapon damage
Dmg
Crit Damage Long War.png
CrD
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Pistol
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 Ranger perk
XCOM starts with an unlimited supply
Laser Pistol
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 Ranger perk
Beam Lasers 15 30
(45)
4
(6)
0
(2)
10 days
(5.0 days)
12
Plasma Pistol
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 Ranger 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 Ranger 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
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Machine Pistol
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 Ranger perk
XCOM starts with an unlimited supply
Heater
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 Ranger perk
Beam Lasers 15 25
(37)
5
(7)
0
(2)
12 days
(6.0 days)
10
Gauss Autopistol
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 Ranger 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
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 Ranger perk
Pulse Lasers 60 80
(120)
20
(30)
20
(30)
0
(4)
12 days
(6.0 days)
32
Plasma Mauler
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 Ranger perk
Compact Plasma Weapons 90 150
(225)
30
(45)
30
(45)
2
(7)
1 Alien Pistol 12 days
(6.0 days)
60

Sawed-off Shotgun

The Sawed-off Shotgun is unique to the Ballistic tier, providing an alternative weapon for the Pistol slot that allows the wielder to pack a punch. It deals the same damage as regular Shotgun, which exceeds the damage of even Plasma Pistol and Blaster, the Machine Pistol of the Pulse Laser weapon tier. Only the Plasma Mauler deals the same amount of damage.

However, the Sawed-off Shotgun carries quite the disadvantage. First, this weapon can only fire once before it needs to be reloaded, and no ammo capacity upgrade can improve this. Second, it can only be fired at point blank range. Third, because it is basically a Shotgun, it suffers more from damage reduction than other weapons.

As it is based of a Shotgun, it is unavailable to Rookies and Snipers. While it technically needs to be produced, the 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
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
Cost
Cost in Meld
Other
Duration in days
Sawed-off Shotgun
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
Mobility Long War.png
Mob
Weapon damage
Dmg
Weapon
range
Blast
radius
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Rocket Launcher
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
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
Blaster Launcher
Engineers
Rocketeers
-2 8-16
(12)
30 6.0 +1 mobility per rocket fired during mission
Shredder Rocket ignores cover
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
Mobility Long War.png
Mob
Weapon damage
Dmg
Crit Damage Long War.png
CrD
Weapon
range
Blast
radius
Base
charges
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Flamethrower
Flamethrower
MEC troopers -1 4-6
(5)
6-9
(7.5)
8 2 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
AOE is a 60-degree cone section with a radius of 8 tiles
Alien Biocybernetics
MEC Warfare Systems
35 150
(225)
30
(35)
10 days
(5.0 days)
60
Restorative Mist
Restorative Mist
MEC troopers -1 5.0 1 Can be equipped multiple times per soldier
Heals multiple allies 3 HP within the area of effect
Healing is increased by +2 HP per charge with the Improved Medikit Foundry project
Healing is increased by +3 HP per charge with the Savior perk
+2 charges with the Field Medic perk
+1 charge with the Packmaster perk
Thin Man Autopsy
MEC Warfare Systems
28 120
(180)
30
(35)
14 days
(7.0 days)
48
Kinetic Strike Module
Kinetic Strike Module
MEC troopers -1 9-15
(12)
15-21
(18.0)
melee unlimited 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
Grenade Launcher
MEC troopers -1 2-6
(4)
17 6.4 2 Can be equipped multiple times per soldier
+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
Proximity Mine Launcher
MEC troopers -1 6-14
(10)
17 4.0 3 Can be equipped multiple times per soldier
+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
Electro Pulse
MEC troopers -1 3-9
(6)
7.2 unlimited 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

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