Difference between revisions of "Weapons (LW2)"

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== Primary Weapons ==
+
{{Toc (LW2)|25}}[[File: Soldiers_Weapons_Long_War.png|left|192px|]]As with [[Long War|Long War 1]], Long War 2 makes some changes to the weapons available to XCOM:
 
+
* 5 tiers of primary weapons are available: Conventional, Laser, Magnetic, Coilgun and Plasma.
=== Assault Rifle ===
+
* Secondary weapons are unique and tied to each class.
{{main|Assault Rifle (LW2)}}
+
* Rocket Launchers and Flamethrowers are no longer equippable as heavy weapons, they are now part of the [[Technical (LW2)|Technical]] class secondary weapon. In turn, Technicals can't equip the rest of heavy weapons.
Assault Rifles are the default primary weapon of most soldiers within modern militaries. Extremely versatile and "middle of the road" in every way.
+
* The Pistol is now an auxiliary weapon available for any soldier, equipped in their Utility slots.
 
 
{|class="wikitable" style="text-align: center"
 
|+Weapon Tiers
 
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores
 
|-
 
|Ballistic || 3-5    || +2         ||          ||        ||          ||        ||          ||
 
|-
 
|Laser     || 4-7    || +2          || +5        ||        || 20      || 1      || 1        ||
 
|-
 
|Magnetic || 5-9    || +3          ||          ||        || 35      || 2      || 2        ||
 
|-
 
|Coil      || 6-11  || +4          ||          || 1      || 50      || 3      || 5        ||
 
|-
 
|Plasma    || 7-13  || +5          ||          ||        || 60      || 4      || 10      || 1
 
|-
 
|}
 
  
{|class="wikitable"
+
Note that while weapons don't have a maximum range, soldiers have a limited sight range of 17 tiles, so unless they have [[Perk_List_(LW2)#Squadsight|Squadsight]] they can only shoot (and will only get the range modifier) up to 17 tiles away.
|+Weapon Range Bonus
 
|Range    ||1  ||2  ||3  ||4  ||5  ||6  ||7 ||8 ||9 ||10 ||11-19 ||20  ||21  ||22  ||23  ||24  ||...
 
|-
 
|Aim Bonus ||20 ||18 ||16 ||14 ||12 ||10 ||8 ||6 ||4 ||2  ||0    || -5 || -10 || -15 || -20 || -25 || -30
 
|}
 
  
=== Cannon ===
+
== Weapon Tiers ==
{{main|Cannon (LW2)}}
+
[[File:XCOM2 TECH Modular Weapons.png|x64px|left]]
Cannons can only be fielded by [[Gunner (LW2)|Gunner]] soldiers; automatic rifleman specialist trained in using light machine gun or squad automatic weapon as part of a fireteam. They have higher damage compared to rifles, and larger clips. They suffer penalties at very short range, but nowhere near the extent that sniper rifles do.
+
=== Conventional ===
 +
The weapons XCOM starts with, they are unlimited in supply and have no special properties. Every default weapon is at this tier.
  
{|class="wikitable" style="text-align: center"
+
[[File:LW TECH LaserWeapons.png|x64px|left]]
|+Weapon Tiers
+
=== Laser ===
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores
+
The first upgraded weapons XCOM can research provide a ''+5 aim'' innate bonus in addition to higher base damage.
|-
 
|Ballistic || 4-6    || +2          ||          ||        ||          ||        ||          ||
 
|-
 
|Laser     || 5-8    || +3          || +5        ||        || 25      || 1      || 1        ||
 
|-
 
|Magnetic  || 6-11  || +4          ||          ||        || 45      || 2      || 2        ||
 
|-
 
|Coil      || 7-14  || +5         ||          || 1      || 60      || 3      || 5        ||
 
|-
 
|Plasma    || 10-16  || +6          ||          ||        || 80      || 4      || 15      || 1
 
|-
 
|}
 
  
{|class="wikitable"
+
[[File:XCOM2 TECH Magnetized Weapons.png|x64px|left]]
|+Weapon Range Bonus
+
=== Magnetic ===
|Range    ||1    ||2  ||3 ||4 ||5  ||6 ||7 ||8 ||9 ||...
+
The original second tier has been bumped up the tech tree with more damage but otherwise no special properties.
|-
 
|Aim Bonus || -10 || -5 ||0 ||5 ||10 ||8 ||6 ||4 ||2 ||0
 
|}
 
  
=== PDW (SMG) ===
+
[[File:LW TECH CoilWeapons.png|x64px|left]]
{{main|PDW (LW2)}}
+
=== Coilgun ===
Personal Defense Weapons can be used by most classes. It does lower damage than assault rifles, has a smaller clip and has more falloff at range, but increases mobility. It also slightly decreases infiltration time for the soldier carrying it. Because of their light weight and controllability, they are popular with medics, engineers, drivers, artillery crews, signallers, and special forces.
+
The fourth tier of weapons are significantly more expensive to build, but in addition they ignore 1 point of armor, making them valuable against armored targets.
  
Using an PDW increases the soldier's Mobility by 3, and reduces enemy detection radius for that soldier by 20%.
+
[[File:XCOM2 TECH PlasmaRifle.png|x64px|left]]
 +
=== Plasma ===
 +
The final tier of weapons need an Elerium Core to build (except the [[Weapons_(LW2)#Shotguns|Storm Gun]] which only costs extra alloys) but they boast the highest damage, and any enemy hit by plasma weapons will take 1 additional damage from any other damage sources.
  
{|class="wikitable" style="text-align: center"
+
== Primary Weapons ==
|+Weapon Tiers
 
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores
 
|-
 
|Ballistic || 2-4    || +2          ||          ||        ||          ||        ||          ||
 
|-
 
|Laser    || 3-6    || +2          || +5        ||        || 20      || 1      || 1        ||
 
|-
 
|Magnetic  || 4-7    || +3          ||          ||        || 40      || 2      || 2        ||
 
|-
 
|Coil      || 5-10  || +3          ||          || 1      || 55      || 3      || 5        ||
 
|-
 
|Plasma    || 6-11  || +4          ||          ||        || 65      || 4      || 10      || 1
 
|-
 
|}
 
  
{|class="wikitable"
+
=== Submachine Guns ===
|+Weapon Range Bonus
+
SMG-type weapons can be used by most classes. They do lower damage than assault rifles, have smaller clips and have more falloff at range, but increase mobility. They also slightly decrease infiltration time for the soldier carrying them.
|Range    ||1    ||2    ||3    ||4    ||5    ||6    ||7    ||8-11  ||12  ||13  ||14
+
{{SMGs (LW2)}}
|            15  ||16  ||17  ||18  ||19  ||20  ||21  ||22  ||23  ||24  ||25  ||26 
+
{{Range (LW2)/Midshort Conventional}}
|-
 
|Aim Bonus || 20 || 18 || 15 || 12 || 9 || 6 || 3 || 0 || -3 || -6  ||-9
 
          || -12  || -15  || -18  || -20  || -30  || -40  || -50  || -60 || -70 || -80 || -90 || -100 
 
|}
 
  
=== Shotgun ===
+
=== Assault Rifles ===
{{main|Shotgun (LW2)}}
+
Assault Rifles are the default primary weapon of XCOM soldiers, and can be used by any class save for [[Gunner (LW2)|Gunners]] and [[Sharpshooter (LW2)|Sharpshooters]]. Extremely versatile and "middle of the road" in every way.
Shotguns can be equipped by most soldiers in Long War. [[Assault (LW2)|Assault]] soldiers have several perks specialising in them.
+
{{Assault Rifles (LW2)}}
 +
{{Range (LW2)/Medium Conventional}}
  
{|class="wikitable" style="text-align: center"
+
=== Cannons ===
|+Weapon Tiers
+
Cannons are the only weapon available to [[Gunner (LW2)|Gunners]], automatic rifleman specialist trained in using light machine gun or squad automatic weapon as part of a fireteam. They have higher damage compared to rifles, and larger clips. They suffer penalties at very short range, but nowhere near the extent that sniper rifles do.
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores
+
{{Cannons (LW2)}}
|-
+
{{Range (LW2)/LMG All}}
|Ballistic || 4-7    || +3          ||          ||        ||          ||        ||          ||
 
|-
 
|Laser    || 5-10  || +3          || +5        ||        || 25      || 1      || 1        ||
 
|-
 
|Magnetic  || 7-12  || +4          ||          ||        || 45      || 2      || 2        ||
 
|-
 
|Coil      || 8-15  || +5          ||          || 1      || 60      || 3      || 5        ||
 
|-
 
|Plasma    || 9-16  || +8          ||          ||        || 80      || 4      || 10      || 1
 
|-
 
|}
 
  
{|class="wikitable"
+
=== Shotguns ===
|+Weapon Range Bonus
+
Shotguns can be equipped by most soldiers in Long War 2. [[Assault (LW2)|Assault]] soldiers have several perks specialising in them. They have higher damage than rifles, innate critical chance, high aim bonuses at short range but significant penalties at long range, making it necessary to get close.
|Range    ||1  ||2 ||3  ||4  ||5 ||6 ||7 ||8 ||9  ||10  ||11  ||12  ||13  ||14  ||15  ||16  ||17  ||18  ||...
+
{{Shotguns (LW2)}}
|-
+
{{Range (LW2)/Short Conventional}}
|Aim Bonus ||40 ||32 ||24 ||16 ||8 ||4 ||0 ||0 || -4 || -8 || -16 || -32 || -40 || -48 || -60 || -70 || -80 || -90 || -100
 
|}
 
  
=== Sniper Rifle ===
+
=== Sniper Rifles ===
{{main|Sniper Rifle (LW2)}}
+
Sniper Rifles are the only weapon available to [[Sharpshooter (LW2)|Sharpshooters]]. Sniper rifles have higher damage than rifles and innate critical chance, but they suffer aim penalties at short range and at extreme ranges when used with Squadsight.
Sniper Rifles can only be fielded by [[Sharpshooter (LW2)|Sharpshooter]]s.
+
{{Sniper Rifles (LW2)}}
 +
{{Range (LW2)/Long Conventional}}
  
{|class="wikitable" style="text-align: center"
+
=== Bolt Caster ===
|+Weapon Tiers
+
The Bolt Caster is a unique weapon from the Alien Hunters DLC, with only one available per campaign. While it counts as an assault rifle, it has higher damage, aim and crit bonuses, shreds 1 armor and has a 20% chance to stun on a hit, which becomes 30% on Alien Rulers. As a counterbalance, it has only 1 shot available before having to reload, and it can't be modified with weapon upgrades.
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores
+
{{Assault Rifles DLC 2(LW2)}}
|-
+
{{Range (LW2)/Medium Conventional}}
|Ballistic || 4-6    || +3          ||          ||        ||          ||        ||          ||
 
|-
 
|Laser    || 5-8    || +3          || +5        ||        || 25      || 1     || 1       ||
 
|-
 
|Magnetic  || 6-11  || +4          ||          ||        || 45      || 2     || 2        ||
 
|-
 
|Coil      || 7-14  || +5          ||          || 1      || 60      || 3      || 5        ||
 
|-
 
|Plasma    || 9-15  || +6          ||          ||        || 80      || 4      || 15      || 1
 
|-
 
|}
 
  
{|class="wikitable"
+
=== SPARK Rifles ===
|+Weapon Range Bonus
+
SPARK Rifles are the weapons wielded by [[SPARK (LW2)|SPARKs]]. They have the highest damage of all primary weapons, but only 3 tiers are available. Unlike other primary weapons, these can't be modified with weapon upgrades.
|Range    ||1    ||2    ||3   ||4    ||5    ||6    ||7    ||8  ||9  ||10  ||11-20
+
{{SPARK Rifles (LW2)}}
|            22  ||23  ||24  ||25  ||26  ||27  ||28  ||29  ||30  ||31  ||32  ||33  ||34  ||35  ||36  ||37  ||38  ||39  ||40  ||...
+
{{Range (LW2)/Medium Conventional}}
|-
 
|Aim Bonus || -30 || -27 || -24 || -21 || -18 || -15 || -12 || -9 || -6 || -3  ||0
 
          || -1  || -2  || -3  || -4  || -5  || -6  || -7  || -8 || -9 || -10 || -11 || -12 || -13 || 14 || -15 || -16 || -17 || -18 || -19 || -20
 
|}
 
  
 
==Auxiliary Weapons==
 
==Auxiliary Weapons==
 
=== Pistols ===
 
=== Pistols ===
{{main|Pistol (LW2)|Advanced Warfare Center (LW2)#Pistol Perks}}
+
{{main|Advanced Warfare Center (LW2)#Pistol Perks}}
The pistol is now a utility slot item and can be equipped on any soldier, Pistol related perks are trainable in the Advanced Warfare Center. Officers also have a few abilities related to pistols, including the ability to give one to a civilian ally.
+
The Pistol is now a utility slot item and can be equipped on any soldier. Pistol related perks are trainable in the Advanced Warfare Center. Officers also have a few abilities related to pistols, including the ability to give one to a civilian ally.
 +
{{Pistols (LW2)}}
 +
{{Range (LW2)/Midshort Conventional}}
 +
=== Shadowkeeper ===
 +
The Shadowkeeper is a unique weapon from the Alien Hunters DLC, with only one available per campaign. This pistol has slightly more average damage than normal pistols of the same tier, very short sound range, and innate hit and crit. Furthermore, it allows a special Shadowfall shot, that cannot crit, but if it kills, puts the wielder into concealment immediately.
 +
{{Pistols DLC 2 (LW2)}}
 +
{{Range (LW2)/Midshort Conventional}}
 +
== Secondary Weapons ==
 +
Secondary weapons are available only to [[Soldiers (LW2)|Soldier]] classes. These weapons require specific training and each Soldier class can use only one type of special weapon.
  
{|class="wikitable" style="text-align: center"
+
=== Arc Throwers ===
|+Weapon Tiers
+
The Arc Thrower is used by the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores
 
|-
 
|Ballistic || 1-4    || +1          ||          ||        ||          ||        ||          ||
 
|-
 
|Laser    || 2-5    || +1          || +5        ||        || 5        ||        || 1        ||
 
|-
 
|Magnetic  || 3-6    || +2          ||          ||        || 10      || 1      || 1        ||
 
|-
 
|Coil      || 4-7    || +2          ||          || 1      || 15      || 2      || 2        ||
 
|-
 
|Plasma    || 5-8    || +3          ||          ||        || 20      || 2      || 3        || 1
 
|-
 
|}
 
 
 
== Special Weapons ==
 
Special Weapons require specific-training and are only available to Soldiers class.
 
 
 
=== Combat Knife ===
 
The Combat Knife are used only by the [[Gunner (LW2)|Gunner]]s. Whilst weaker than the Sword, this melee weapon is highly accurate and has a higher innate crit chance.
 
{{Combat Knives (LW2)}}
 
 
 
=== Arc Thrower ===
 
The Arc Thrower are used only by the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.
 
  
 
Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones) and reduce their hack defense.
 
Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones) and reduce their hack defense.
 
{{Arc Throwers (LW2)}}
 
{{Arc Throwers (LW2)}}
 +
{{Range (LW2)/Medium Conventional}}
  
===Gremlin===
+
===Grenade Launchers===
The Gremlin are used only by the [[Specialist (LW2)|Specialist]] class. These little robots provide electronic warfare and logistical combat support, such as remote hacking and healing, and can deal damage with the right perks, especially against mechanical enemies.
+
The Grenade Launcher is used by the [[Grenadier (LW2)|Grenadier]] class. They provide extended range and blast radius bonuses over [[Equipment (LW2)#Grenades|Grenades]] thrown by other classes, and grenades launched by these do not suffer the cooldown preventing other classes from using grenades every turn
{| class="wikitable" width="100%" style="text-align: center"
+
{{Grenade Launchers (LW2)}}
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol !! Requirements
+
 
|- style="vertical-align:top;"
+
=== Combat Knives ===
|-
+
The Combat Knife is used by the [[Gunner (LW2)|Gunner]] class. While it is weaker than the [[Swords (LW2)|Sword]], this melee weapon is highly accurate and has a higher innate chance to crit.
|[[Gremlin (XCOM2)|Gremlin]] || - || 2 || 3-4 || 0 || +20 defense || -
+
{{Combat Knives (LW2)}}
|-
 
|[[Gremlin Mk II(XCOM2)|Gremlin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense || ADVENT Mech Autopsy
 
|-
 
|[[Gremlin Mk III(XCOM2)|Gremlin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense || Sectopod Autopsy
 
|}
 
  
===Grenade Launcher===
+
=== Sawed-Off Shotguns ===
The Grenade Launcher are used only by the [[Grenadier (LW2)|Grenadier]] class. They give bonus damage, extended range and improved blast radius on top of that normally given by the launched grenade.
+
The Sawed-Off Shotgun is used by the [[Ranger (LW2)|Ranger]] class. It deals colossal damage at close range, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.
{| class="wikitable" width="100%" style="text-align: center"
+
{{Sawed-Off Shotguns (LW2)}}
! Weapon !! Bonus Damage !! Bonus Range !! Bonus Radius
+
{{Range (LW2)/Sawed Off}}
|- style="vertical-align:top;"
 
|-
 
|[[Grenade Launcher (XCOM2)|Stock Grenade Launcher]] || 0 || +4 || +1
 
|-
 
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || ? || +5 || +2
 
|-
 
| colspan="9" align="left" style="font-size: smaller"|<sup>1</sup> Volatile mix adds +2 damage and +1 radius. There is no tier 3 Grenade Launcher
 
|}
 
  
===Holotargeter===
+
===Holotargeters===
The Holotargeter can be used only by the [[Sharpshooter (LW2)|Sharpshooter]] class. Holotargeters have squadsight range and apply an aim bonus to any targeted enemies. The Sharpshooter can specialize in various skills to augment the Holotargeter with additional bonuses and allow targeting of multiple enemies in a single turn.
+
The Holotargeter is used by the [[Sharpshooter (LW2)|Sharpshooter]] class. Holotargeters have squadsight range and apply an aim bonus to any targeted enemies. The Sharpshooter can specialize in various skills to augment the Holotargeter with additional bonuses and allow targeting of multiple enemies in a single turn.
 
{{Holotargeters (LW2)}}
 
{{Holotargeters (LW2)}}
  
===Psi Amp===
+
=== Swords ===
The Psi Amp are used only by the [[Psi Operatives (|Psi Operative]] class. They are used for all psionic attacks.
+
The Sword is used by the [[Shinobi (LW2)|Shinobi]] class.
{| class="wikitable" width="100%" style="text-align: center"
+
{{Swords (LW2)}}
! Weapon !! Effect !! Soul Fire !! Void Rift !! Null Lance !! Requirements
 
|- style="vertical-align:top;"
 
|-
 
|[[Psi Amp (XCOM2)|Psi Amp]] || - || 4-6 || ?|| ? || -
 
|-
 
|[[Advanced Psi Amp (XCOM2)|Advanced Psi Amp]] || +20 Psi || 5-7 || 4-5 || 7-12 || Sectoid Autopsy
 
|-
 
|[[Alien Psi Amp (XCOM2)|Alien Psi Amp]] || +40 Psi || 6-8 || 3-6 || 9-14 || Gatekeeper Autopsy
 
|}
 
  
=== Sawed-off Shotgun ===
+
===GREMLINs===
The Sawed-off shotgun are used only by the [[Ranger (LW2)|Ranger]] class. It deals colossal damage at close range, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.
+
The GREMLIN is used by the [[Specialist (LW2)|Specialist]] class. These little robots provide electronic warfare and logistical combat support, such as remote hacking and healing, and can deal damage with the right perks, especially against mechanical enemies.
 +
{{GREMLINS (LW2)}}
  
{|class="wikitable" style="text-align: center"
+
=== Gauntlets ===
|+Weapon Tiers
+
The Gauntlet is used by the [[Technical (LW2)|Technical]] class.
!Tier    !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores
+
{{Gauntlets (LW2)}}
|-
 
|Ballistic || 5-9    || +2          ||          ||          ||        ||          ||
 
|-
 
|Magnetic || 8-16  || +5          ||          || 25      || 1      || 1        ||
 
|-
 
|}
 
  
{|class="wikitable"
+
===Psi Amps===
|+Weapon Range Bonus
+
The Psi Amp is used by the [[Psi Operative (LW2)|Psi Operative]] class. They are used for all psionic attacks.
|Range    ||1    ||2    ||3    ||4    ||5    ||6    ||7    ||8  ||9
+
{{Psi Amps (LW2)}}
|-
 
|Aim Bonus || 40 || 20 || 0 || -20 || -40 || -80 || -100 || -100 || MAX
 
|}
 
  
=== Sword ===
+
=== Hunter's Axe ===
The Sword are used only by the [[Shinobi (LW2)|Shinobi]] class.
+
The Hunter's Axe is a unique weapon from the Alien Hunters DLC, with only one available per campaign. It can only used by the [[Shinobi (LW2)|Shinobi]] class. While its stats are not very different from regular swords, it brings an additional axe that can be thrown as a free action.
 +
{{Swords DLC 2 (LW2)}}
  
{|class="wikitable" style="text-align: center"
+
=== SPARK BITs ===
|+Weapon Tiers
+
SPARK BITs are drones used by [[SPARK (LW2)|SPARKs]]. They can be used to hack targets like GREMLINs, use heavy weapons or explode at a distance.
!Tier    !! Damage !! Crit Damage !! Aim Bonus !! Crit Chance !! Supplies !! Alloys !! Crystals !! Cores
+
{{SPARK Bits (LW2)}}
|-
 
|Ballistic || 3-5    || +2          || 20          || 10 ||          ||        ||          ||
 
|-
 
|Magnetic || 5-9    || +3          || 25          || 15 || 30      || 2      || 1        ||
 
|-
 
|Plasma  || 7-13  || +5          || 30          || 20 || 60      || 3      || 3        || 1
 
|-
 
|}
 
  
 
==Heavy Weapons==
 
==Heavy Weapons==
Heavy weapons are carried by the Technical class and other soldiers in EXO suits. Technicals carry the Gauntlet, which has an integrated rocket launcher and flamethrower. Technicals in an EXO suit can't equip different heavy weapons, but can carry extra rockets and flamethrower fuel in its heavy weapon slot. Other soldiers can carry different heavy weapons, but not rocket launchers or flamethrowers.
+
There are two types of Heavy Weapons: those carried by the [[Technical (LW2)|Technical]] class in their Gauntlet, and those used in Heavy Armor suits and SPARK BITs. Technicals cannot make use of the second even when wearing a Heavy suit, but they can carry extra ammo for their Gauntlet weapons.
 +
 
 +
The other Heavy Weapons have a single charge and fire in a cone 25 tiles long and 12 tiles wide. XCOM has infinite Shredder Guns at their disposal, but more advanced variants have to be researched and built.
  
{| class="wikitable"
+
{{Heavy (LW2)}}
!Name
 
!Effect
 
|-
 
|[[Rocket Launcher (XCOM2)|Rocket Launcher]]
 
|Deals high area damage, but can scatter based on aim, range and whether the soldier has moved this turn.
 
|-
 
|[[Flamethrower (XCOM2)|Flamethrower]]
 
|Fires a short range cone that pierces low cover and can inflict Burning.
 
|-
 
|[[Shredder Gun (XCOM2)|Shredder Gun]]
 
|Fires a large cone that does Shred 2.
 
|}
 
  
 
=== Rocket Scatter ===
 
=== Rocket Scatter ===
Line 276: Line 138:
 
The aim rolls are based on the aim of the soldier, reduced by 30 if the soldier has only one action remaining, with a range penalty of 3 per tile further than 9.
 
The aim rolls are based on the aim of the soldier, reduced by 30 if the soldier has only one action remaining, with a range penalty of 3 per tile further than 9.
  
So, if your Tech has 70 Aim innately and Fire In The Hole, hasn't moved and is taking a shot at a target 14 tiles away (-15), you want 2 rolls of 55%. Doable. On the other hand if they moved before firing, you want 4 rolls of 25%. Not great odds!
+
So, if your Tech has 70 Aim innately and Fire In The Hole, hasn't moved and is taking a shot at a target 14 tiles away (-15), you want 2 rolls of 55%. You have a 30% chance of a direct hit and an 80% chance of getting 1 tile or less. Not bad. On the other hand if they moved before firing, you'll be making 4 rolls of 25%. Not great odds!
  
<!-- TODO, check whether Tracer Rounds affects eStat_Offense -->
+
Rocket accuracy can further be increased by increasing the soldier's base aim. Modifiers based on the soldier's weapon will not effect it.
 +
For example, these effect the soldier's aim in general and will boost rocket accuracy:
 +
*Aim progression on stat bonuses from leveling up
 +
*[[Perk_List_(LW2)|Lone Wolf]]
 +
*[[Perk_List_(LW2)|Combat Fitness]]
 +
*[[Advanced_Warfare_Center_(LW2)|Steady Hands]]
 +
*[[Advanced_Warfare_Center_(LW2)|Aim (Perk)]]
 +
*[[Equipment_(LW2)#Personal_Combat_Sims|PCS: Perception]]
 +
*[[Equipment_(LW2)#Personal_Combat_Sims|PCS: Combat Rush]]
 +
 
 +
For a counter-example, these effect effects are tied to weapons and don't effect rocket accuracy:
 +
* The accuracy boost from laser weapons
 +
* Weapon upgrade modules (scopes, stocks, etc)
 +
* [[Equipment_(LW2)#Ammunition|Tracer rounds]]
 +
* [[Equipment_(LW2)#Personal_Combat_Sims|PCS: Hyper reactive pupils]]
  
 
==Weapon Upgrades==
 
==Weapon Upgrades==
[...]
+
After researching [[Research_(LW2)#Modular_Weapons|Modular Weapons]], most primary weapons will be available for upgrading. In Long War 2 weapon upgrades can be applied, replaced and removed freely.
  
{| class="wikitable" style="text-align: center"
+
Weapon upgrades can be obtained from ADVENT loot drops, mission rewards or bought from the Black Market, and after obtaining 3 of a single upgrade, a [[Proving_Ground_(LW2)#Weapon_Upgrades|Proving Grounds project]] will be available to begin fabricating them.
! Mod !! Effect !! Basic !! Advanced !! Superior
+
{| class="wikitable" width="100%" style="text-align: center"
 +
! Mod !! Effect !! Tier !! Effect Value !! Supply Cost !! Black Market Value
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
 
|-
 
|-
|Auto Loader || Free reload  || +1 || +2 || +3
+
|rowspan="3" |[[File:XCOM2 ConvAssault OpticB.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Scope]]<br>'''Scope'''
 +
|rowspan="3" | Adds bonus aim to non-reaction fire || '''Basic''' || +5 || 15 || 10
 
|-
 
|-
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3
+
|| '''Advanced'''|| +10 || 25 || 20
 
|-
 
|-
|Hair Trigger || Adds bonus aim to reaction fire  || +5% || +10% || +15%
+
|| '''Elite'''|| +15 || 40 || 30
 
|-
 
|-
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15%
+
|rowspan="3" |[[File:XCOM2 ConvAssault ReargripB.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Hair Trigger]]<br>'''Hair Trigger'''
 +
|rowspan="3" | Adds bonus aim to reaction fire || '''Basic''' || +5 || 10 || 5
 
|-
 
|-
|Scope || Adds bonus aim to non-reaction fire  || +5% || +10% || +15%
+
|| '''Advanced'''|| +10 || 20 || 10
 
|-
 
|-
|Stock || Grants the Steady Weapon ability (+X aim, +X crit on next shot) || +15 || +20 || +25 
+
|| '''Elite'''|| +15 || 30 || 15
 
|-
 
|-
|Suppressor || Reduces Soldier's impact on infiltration time by (X), Reduces a Weapon's sound range by (Y) meters.<sup>1</sup> || 15%, 3 || 20%, 5 || 25%, 8
+
|rowspan="3" |[[File:XCOM2 ConvAssault LightB.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Laser Sight]]<br>'''Laser Sight'''
 +
|rowspan="3" | Adds critical chance bonus, increasing up to 10% in close range  || '''Basic''' || +5 || 10 || 5
 +
|-
 +
|| '''Advanced'''|| +10 || 20 || 10
 +
|-
 +
|| '''Elite'''|| +15 || 30 || 15
 +
|-
 +
|rowspan="3" |[[File:XCOM2 ConvAssault StockB.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Stock]]<br>'''Stock'''
 +
|rowspan="3" | Grants the Steady Weapon ability (+X aim and crit if shooting the turn after steadying) || '''Basic''' || +15 || 10 || 5
 +
|-
 +
|| '''Advanced'''|| +20 || 20 || 10
 +
|-
 +
|| '''Elite'''|| +25 || 30 || 15
 +
|-
 +
|rowspan="3" |[[File:XCOM2 ConvAssault MagB.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Expanded Magazine]]<br>'''Expanded Magazine'''
 +
|rowspan="3" | Adds ammo capacity  || '''Basic''' || +1 || 10 || 5
 +
|-
 +
|| '''Advanced'''|| +2 || 20 || 10
 +
|-
 +
|| '''Elite'''|| +3 || 30 || 15
 +
|-
 +
|rowspan="3" |[[File:XCOM2 ConvAssault MagD.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Auto Loader]]<br>'''Auto Loader'''
 +
|rowspan="3" | Grants free action reloads  || '''Basic''' || +1 || 10 || 5
 +
|-
 +
|| '''Advanced'''|| +2 || 20 || 10
 +
|-
 +
|| '''Elite'''|| +3 || 30 || 15
 +
|-
 +
|rowspan="3" |[[File:XCOM2 ConvAssault SuppressorB.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Suppressor]]<br>'''Suppressor'''
 +
|rowspan="3" | Reduces Soldier's impact on infiltration time by X, and reduces Weapon's sound range by Y meters (Z tiles). || '''Basic'''
 +
|style="white-space:nowrap"| 15%, 5 (3.33) || 15 || 10
 +
|-style="white-space:nowrap"
 +
| '''Advanced'''|| 20%, 8 (5.33) || 25 || 20
 +
|- style="white-space:nowrap"
 +
| '''Elite'''|| 25%, 11 (7.33) || 40 || 30
 
|-
 
|-
 
|}
 
|}
  
<sup>1</sup>(Assuming 1 Tile = 1.5 Meters) Basic Suppressor: 2 Tiles, Advanced: 3.33 Tiles, Superior: 5.33 Tiles; in a straight line.
+
[[Category:Weapons (LW2)| ]]
 
 
[[Category: Long War 2]]
 

Latest revision as of 19:31, 12 September 2020

Soldiers Weapons Long War.png

As with Long War 1, Long War 2 makes some changes to the weapons available to XCOM:

  • 5 tiers of primary weapons are available: Conventional, Laser, Magnetic, Coilgun and Plasma.
  • Secondary weapons are unique and tied to each class.
  • Rocket Launchers and Flamethrowers are no longer equippable as heavy weapons, they are now part of the Technical class secondary weapon. In turn, Technicals can't equip the rest of heavy weapons.
  • The Pistol is now an auxiliary weapon available for any soldier, equipped in their Utility slots.

Note that while weapons don't have a maximum range, soldiers have a limited sight range of 17 tiles, so unless they have Squadsight they can only shoot (and will only get the range modifier) up to 17 tiles away.

Weapon Tiers

XCOM2 TECH Modular Weapons.png

Conventional

The weapons XCOM starts with, they are unlimited in supply and have no special properties. Every default weapon is at this tier.

LW TECH LaserWeapons.png

Laser

The first upgraded weapons XCOM can research provide a +5 aim innate bonus in addition to higher base damage.

XCOM2 TECH Magnetized Weapons.png

Magnetic

The original second tier has been bumped up the tech tree with more damage but otherwise no special properties.

LW TECH CoilWeapons.png

Coilgun

The fourth tier of weapons are significantly more expensive to build, but in addition they ignore 1 point of armor, making them valuable against armored targets.

XCOM2 TECH PlasmaRifle.png

Plasma

The final tier of weapons need an Elerium Core to build (except the Storm Gun which only costs extra alloys) but they boast the highest damage, and any enemy hit by plasma weapons will take 1 additional damage from any other damage sources.

Primary Weapons

Submachine Guns

SMG-type weapons can be used by most classes. They do lower damage than assault rifles, have smaller clips and have more falloff at range, but increase mobility. They also slightly decrease infiltration time for the soldier carrying them.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
SMG
SMG
2-4 +1 2 28 +3 Mobility
-12.5% Detection Radius
XCOM starts with an unlimited supply
SMG
Laser Stengun
3-6 +2 2 30 +3 Mobility
-12.5% Detection Radius
+5 Aim
Laser Weapons 20 1 1 - 10
SMG
Stuttermag
4-7 +2 2 28 +3 Mobility
-12.5% Detection Radius
Magnetic Weapons 30 2 2 - 20
SMG
Subcoiler
5-9 +3 2 28 +3 Mobility
-12.5% Detection Radius
Ignores 1 Armor
Coilguns 55 3 5 - 25
SMG
Scramgun
6-11 +4 2 28 +3 Mobility
-12.5% Detection Radius
Inflicts Rupture (1 damage)
Plasma Rifle 65 4 5 1 30
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25+
Aim Modifier 30 25 20 15 10 5 0 0 0 0 0 -4 -8 -12 -16 -20 -24 -30 -40 -50 -60 -70 -80 -90 -100

Assault Rifles

Assault Rifles are the default primary weapon of XCOM soldiers, and can be used by any class save for Gunners and Sharpshooters. Extremely versatile and "middle of the road" in every way.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Assault Rifle
Assault Rifle
3-5 +2 3 30 - XCOM starts with an unlimited supply
Laser Rifle
Laser Rifle
4-7 +2 3 30 +5 Aim Laser Weapons 20 1 1 - 10
Mag Rifle
Mag Rifle
5-9 +3 3 30 - Magnetic Weapons 30 2 2 - 15
Coil Rifle
Coil Rifle
6-11 +4 3 30 Ignores 1 Armor Coilguns 50 3 5 - 25
Plasma Rifle
Plasma Rifle
8-12 +5 3 30 Inflicts Rupture (1 damage)
4 Upgrade Slots
Plasma Rifle 60 4 5 1 30
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25+
Aim Modifier 30 27 24 21 18 15 12 9 6 3 0 0 0 0 0 0 0 0 0 -5 -10 -15 -20 -25 -30

Cannons

Cannons are the only weapon available to Gunners, automatic rifleman specialist trained in using light machine gun or squad automatic weapon as part of a fireteam. They have higher damage compared to rifles, and larger clips. They suffer penalties at very short range, but nowhere near the extent that sniper rifles do.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Cannon
Cannon
4-6 +2 5 36 - XCOM starts with an unlimited supply
Laser Cannon
Laser Cannon
5-8 +3 5 36 +5 Aim Advanced Laser Weapons 25 1 1 - 10
Mag Cannon
Mag Cannon
6-11 +4 5 36 - Advanced Magnetic Weaponry 40 2 2 - 20
Gauss Cannon
Gauss Cannon
8-13 +5 5 36 Ignores 1 Armor Advanced Coilguns 60 3 5 - 25
Beam Cannon
Beam Cannon
11-15 +6 5 36 Inflicts Rupture (1 damage) Beam Cannon 70 4 5 1 35
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26+
Aim Modifier -10 -5 0 5 10 8 6 4 2 0 0 0 0 0 0 0 0 0 0 0 -5 -10 -15 -20 -25 -30

Shotguns

Shotguns can be equipped by most soldiers in Long War 2. Assault soldiers have several perks specialising in them. They have higher damage than rifles, innate critical chance, high aim bonuses at short range but significant penalties at long range, making it necessary to get close.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Shotgun
Shotgun
4-6 +2 4 30 +15 Crit Chance XCOM starts with an unlimited supply
Scatterray
Scatterray
5-8 +3 4 30 +15 Crit Chance
+5 Aim
Advanced Laser Weapons 25 1 1 - 10
Shard Gun
Shard Gun
6-11 +4 4 30 +15 Crit Chance Advanced Magnetic Weaponry 40 2 2 - 20
Scattergun
Scattergun
8-13 +5 4 30 +15 Crit Chance
Ignores 1 Armor
Advanced Coilguns 60 3 5 - 25
Storm Gun
Storm Gun
10-14 +8 4 30 +15 Crit Chance
Inflicts Rupture (1 damage)
Storm Gun 70 6 5 - 35
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19+
Aim Modifier 60 45 30 15 8 4 0 0 -4 -8 -16 -32 -40 -48 -60 -70 -80 -90 -100

Sniper Rifles

Sniper Rifles are the only weapon available to Sharpshooters. Sniper rifles have higher damage than rifles and innate critical chance, but they suffer aim penalties at short range and at extreme ranges when used with Squadsight.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Sniper Rifle
Sniper Rifle
4-6 +2 3 30 +10 Crit Chance XCOM starts with an unlimited supply
Laser Lance
Laser Lance
5-8 +3 3 30 +10 Crit Chance
+5 Aim
Advanced Laser Weapons 25 1 1 - 10
Mag Long Rifle
Mag Long Rifle
6-11 +4 3 30 +10 Crit Chance Advanced Magnetic Weaponry 40 2 2 - 20
Gauss Long Rifle
Gauss Long Rifle
8-13 +5 3 30 +10 Crit Chance
Ignores 1 Armor
Advanced Coilguns 60 3 5 - 25
Plasma Lance
Plasma Lance
10-14 +6 3 30 +20 Crit Chance
Inflicts Rupture (1 damage)
Plasma Lance 70 4 5 1 35
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41+
Aim Modifier -30 -27 -24 -21 -18 -15 -12 -9 -6 -3 0 0 0 0 0 0 0 0 0 0 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 -12 -13 -14 -15 -16 -17 -18 -19 -20

Bolt Caster

The Bolt Caster is a unique weapon from the Alien Hunters DLC, with only one available per campaign. While it counts as an assault rifle, it has higher damage, aim and crit bonuses, shreds 1 armor and has a 20% chance to stun on a hit, which becomes 30% on Alien Rulers. As a counterbalance, it has only 1 shot available before having to reload, and it can't be modified with weapon upgrades.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Bolt Caster
Bolt Caster
4-7 +2 1 28 +5 Aim
+5 Crit Chance
Shreds 1 Armor
20% Chance of Stun (30% vs Rulers)
Experimental Weapons 35 - -
Magnetic Bolt Caster
Magnetic Bolt Caster
7-11 +4 1 28 +10 Aim
+10 Crit Chance
Shreds 1 Armor
20% Chance of Stun (30% vs Rulers)
Magnetic Weapons 60 5 -
Plasma Bolt Caster
Plasma Bolt Caster
9-16 +6 1 28 +15 Aim
+15 Crit Chance
Shreds 1 Armor
20% Chance of Stun (30% vs Rulers)
Inflicts Rupture (1 damage)
Plasma Rifle 125 15 5
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25+
Aim Modifier 30 27 24 21 18 15 12 9 6 3 0 0 0 0 0 0 0 0 0 -5 -10 -15 -20 -25 -30

SPARK Rifles

SPARK Rifles are the weapons wielded by SPARKs. They have the highest damage of all primary weapons, but only 3 tiers are available. Unlike other primary weapons, these can't be modified with weapon upgrades.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Heavy Autocannon
Heavy Autocannon
6-9 +3 3 36 - Mechanized Warfare XCOM starts with an unlimited supply
Helix Rail-Cannon
Helix Rail-Cannon
8-12 +5 4 36 +5 Aim
+5 Crit Chance
Mechanized Warfare
Advanced Magnetic Weaponry
30 3 2 - 10
Elerium Phase-Cannon
Elerium Phase-Cannon
9-16 +6 5 36 +10 Aim
+10 Crit Chance
Inflicts Rupture (1 damage)
Mechanized Warfare
Beam Cannon
60 6 10 1 25
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25+
Aim Modifier 30 27 24 21 18 15 12 9 6 3 0 0 0 0 0 0 0 0 0 -5 -10 -15 -20 -25 -30

Auxiliary Weapons

Pistols

The Pistol is now a utility slot item and can be equipped on any soldier. Pistol related perks are trainable in the Advanced Warfare Center. Officers also have a few abilities related to pistols, including the ability to give one to a civilian ally.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Pistol
Pistol
1-3 +1 26 - XCOM starts with an unlimited supply
Laser Pistol
Laser Pistol
2-4 +1 26 +5 Aim Laser Weapons 5 - 1 - 3
Mag Pistol
Mag Pistol
3-5 +2 26 - Magnetic Weapons 10 1 1 - 15
Gauss Pistol
Gauss Pistol
4-6 +2 26 Ignores 1 Armor Coilguns 30 2 3 - 20
Plasma Pistol
Plasma Pistol
5-7 +3 26 Inflicts Rupture (1 damage) Plasma Rifle 20 3 5 1 25
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25+
Aim Modifier 30 25 20 15 10 5 0 0 0 0 0 -4 -8 -12 -16 -20 -24 -30 -40 -50 -60 -70 -80 -90 -100

Shadowkeeper

The Shadowkeeper is a unique weapon from the Alien Hunters DLC, with only one available per campaign. This pistol has slightly more average damage than normal pistols of the same tier, very short sound range, and innate hit and crit. Furthermore, it allows a special Shadowfall shot, that cannot crit, but if it kills, puts the wielder into concealment immediately.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Shadowkeeper
Shadowkeeper
1-4 +1 9 +10 Aim
+15 Crit Chance
Shadowfall
Experimental Weapons 25 - -
Enhanced Shadowkeeper
Enhanced Shadowkeeper
3-6 +2 9 +10 Aim
+15 Crit Chance
Shadowfall
Magnetic Weapons 45 5 -
Powered Shadowkeeper
Powered Shadowkeeper
5-8 +3 9 +10 Aim
+15 Crit Chance
Shadowfall
Inflicts Rupture (1 damage)
Plasma Rifle 100 10 20
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25+
Aim Modifier 30 25 20 15 10 5 0 0 0 0 0 -4 -8 -12 -16 -20 -24 -30 -40 -50 -60 -70 -80 -90 -100

Secondary Weapons

Secondary weapons are available only to Soldier classes. These weapons require specific training and each Soldier class can use only one type of special weapon.

Arc Throwers

The Arc Thrower is used by the Assault class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.

Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones) and reduce their hack defense.

Name Stun
Stun Duration (Organic Only)
Weapon damage
EMPulse Damage (Robotic only)
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Arc Thrower
Arc Thrower
2 actions / 1 turn 2-5 30 +5 Aim XCOM starts with an unlimited supply
Advanced Arc Thrower
Advanced Arc Thrower
3 actions / 1 and half turns 4-9 30 +5 Aim ADVENT Stun Lancer Autopsy 20 1 3 - - 10
Arc Blaster
Arc Blaster
4 actions / 2 turns 7-12 30 +5 Aim Gatekeeper Autopsy 35 1 5 1 1x Gatekeeper Shell 20
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25+
Aim Modifier 30 27 24 21 18 15 12 9 6 3 0 0 0 0 0 0 0 0 0 -5 -10 -15 -20 -25 -30

Grenade Launchers

The Grenade Launcher is used by the Grenadier class. They provide extended range and blast radius bonuses over Grenades thrown by other classes, and grenades launched by these do not suffer the cooldown preventing other classes from using grenades every turn

Name Range Bonus
Range Bonus
Radius Bonus
Radius Bonus
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Grenade Launcher
Grenade Launcher
+4 +1 XCOM starts with an unlimited supply
Advanced Grenade Launcher
Advanced Grenade Launcher
+6 +1 Magnetic Weapons 25 1 1 20

Combat Knives

The Combat Knife is used by the Gunner class. While it is weaker than the Sword, this melee weapon is highly accurate and has a higher innate chance to crit.

Name Weapon damage
Damage
Critical damage
Crit Damage
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Combat Knife
Combat Knife
2-4 +3 6 +20 Aim
+20 Crit Chance
XCOM starts with an unlimited supply
Vibroblade
Vibroblade
3-8 +5 6 +20 Aim
+20 Crit Chance
Ignores 2 Armor
Muton Autopsy 10 1 - 5

Sawed-Off Shotguns

The Sawed-Off Shotgun is used by the Ranger class. It deals colossal damage at close range, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Sawed-Off Shotgun
Sawed-Off Shotgun
5-9 +2 2 30 +15 Crit Chance XCOM starts with an unlimited supply
Mag Shorty
Mag Shorty
9-15 +5 2 30 +15 Crit Chance Advanced Coilguns 25 1 1 8
Weapon Range Modifier
Distance 1 2 3 4 5 6 7+
Aim Modifier 60 30 0 -20 -40 -80 -100

Holotargeters

The Holotargeter is used by the Sharpshooter class. Holotargeters have squadsight range and apply an aim bonus to any targeted enemies. The Sharpshooter can specialize in various skills to augment the Holotargeter with additional bonuses and allow targeting of multiple enemies in a single turn.

Name Aim Bonus
Aim Bonus
HiDef Holo Crit Bonus
HiDef Holo Crit Bonus
Vital Point Targeting Damage Bonus
VPT Damage Bonus
Multitargeting Radius
Multitargeting Radius
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Holotargeter
Holotargeter
+10 +10 +1 4 XCOM starts with an unlimited supply
Holotargeter Mark II
Holotargeter Mark II
+15 +15 +1 5 ADVENT MEC Breakdown 30 1 0 1 1x ADVENT MEC Wreck 5
Holotargeter Mark III
Holotargeter Mark III
+20 +20 +2 6 Andromedon Autopsy 60 3 0 1 1x Andromedon Wreck 10

Swords

The Sword is used by the Shinobi class.

Name Weapon damage
Damage
Critical damage
Crit Damage
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Sword
Sword
3-5 +2 9 +20 Aim
+10 Crit Chance
XCOM starts with an unlimited supply
Arc Blade
Arc Blade
6-10 +4 9 +25 Aim
+15 Crit Chance
25% chance of stunning for 2 actions / 1 turn
ADVENT Stun Lancer Autopsy 20 1 1 - 1x ADVENT Stun Lancer Corpse 8
Fusion Blade
Fusion Blade
10-14 +6 9 +30 Aim
+20 Crit Chance
Burns for 2 turns
Archon Autopsy 35 2 3 1 1x Archon Corpse 15

GREMLINs

The GREMLIN is used by the Specialist class. These little robots provide electronic warfare and logistical combat support, such as remote hacking and healing, and can deal damage with the right perks, especially against mechanical enemies.

Name Hack Bonus
Hack Bonus
Aid Protocol Defense Bonus
Aid Protocol Defense Bonus
Combat Protocol Damage (Organic/Robotic)
Combat Protocol Damage
Revival Protocol Charges
Revival Protocol Charges
Interference Charges
Interference Charges
Scanning Protocol Charges
Scanning Protocol Charges
GREMLIN Heal Bonus
Heal Bonus
Rescue Protocol Charges
Rescue Protocol Charges
Capacitor Discharge Damage (Organic/Robotic)
Capacitor Discharge Damage
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
GREMLIN
GREMLIN
+0 +20 2 / 4-5 2 3 1 +0 1 3-6 / 5-8 - - - - - -
GREMLIN Mark II
GREMLIN Mark II
+20 +25 4 / 7-8 3 5 2 +1 2 5-8 / 8-11 ADVENT Robotics 20 1 1 - 1x Drone Wreck 10
GREMLIN Mark III
GREMLIN Mark III
+40 +30 6 / 10-11 4 6 3 +2 3 7-10 / 11-14 Sectopod Breakdown 35 1 - 1 1x Sectopod Wreck 20

Gauntlets

The Gauntlet is used by the Technical class.

Name Rocket Damage / Flamethrower Damage
Damage
Rocket Sound Range / Flamethrower Sound Range
Sound Range
Rocket Environmental Damage
Env. Damage
Rocket Armor Shred
Shred
Napalm-X Panic Strength
Panic Strength
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Gauntlet
Gauntlet
2-7 / 2-5 39 / 20 20 2 50 XCOM starts with an unlimited supply
Gauntlet Mark II
Gauntlet Mark II
4-9 / 4-8 39 / 20 25 2 65 Magnetic Weapons 30 3 5 - - 10
Blaster Gauntlet
Blaster Gauntlet
5-12 / 7-11 39 / 20 30 3 85 Battlesuits
Muton Elite Autopsy
150 5 10 2 1x Muton Elite Corpse 20

Psi Amps

The Psi Amp is used by the Psi Operative class. They are used for all psionic attacks.

Name Psi Offense Bonus
Psi Offense Bonus
Soulfire Damage
Soulfire Damage
Void Rift Damage
Void Rift Damage
Null Lance Damage
Null Lance Damage
Mind Merge Additional Bonuses
Mind Merge Additional Bonuses
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Psi Amp
Psi Amp
+0 4-6 3-4 6-9 - XCOM starts with an unlimited supply
Advanced Psi Amp
Advanced Psi Amp
+10 6-9 5-6 8-12 +5 Will
+5 Crit Chance
+1 Ablative HP
Psionics
Elerium
40 2 5 1 1x Sectoid Corpse 5
Alien Psi Amp
Alien Psi Amp
+20 9-11 7-9 10-15 +10 Will
+10 Crit Chance
+2 Ablative HP
Psionics
Gatekeeper Autopsy
100 2 10 1 1x Gatekeeper Shell 10

Hunter's Axe

The Hunter's Axe is a unique weapon from the Alien Hunters DLC, with only one available per campaign. It can only used by the Shinobi class. While its stats are not very different from regular swords, it brings an additional axe that can be thrown as a free action.

Name Weapon damage
Damage
Critical damage
Crit Damage
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Hunter's Axe
Hunter's Axe
4-6 +2 9 +15 Aim
+10 Crit Chance
Experimental Weapons 40 - -
Ionic Axe
Ionic Axe
6-10 +4 9 +15 Aim
+15 Crit Chance
25% chance of stunning for 2 actions / 1 turn
ADVENT Stun Lancer Autopsy 80 10 -
Fusion Axe
Fusion Axe
10-14 +6 9 +15 Aim
+20 Crit Chance
Burns for 2 turns
Archon Autopsy 130 10 5

SPARK BITs

SPARK BITs are drones used by SPARKs. They can be used to hack targets like GREMLINs, use heavy weapons or explode at a distance.

Name Hack Bonus
Hack Bonus
Bombard Damage
Damage
Bombard Armor Shred
Shred
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
SPARK BIT
SPARK BIT
+0 3-4 1 Mechanized Warfare XCOM starts with an unlimited supply
Plated BIT
Plated BIT
+15 5-6 1 Mechanized Warfare
ADVENT MEC Breakdown
40 1 5 - 10
Powered BIT
Powered BIT
+30 7-8 1 Mechanized Warfare
Sectopod Breakdown
60 2 10 1 25

Heavy Weapons

There are two types of Heavy Weapons: those carried by the Technical class in their Gauntlet, and those used in Heavy Armor suits and SPARK BITs. Technicals cannot make use of the second even when wearing a Heavy suit, but they can carry extra ammo for their Gauntlet weapons.

The other Heavy Weapons have a single charge and fire in a cone 25 tiles long and 12 tiles wide. XCOM has infinite Shredder Guns at their disposal, but more advanced variants have to be researched and built.

Name Weapon damage
Damage
Critical damage
Crit Damage
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Shredder Gun
Shredder Gun
4-9 +3 36 Shreds 2 Armor Battle Armor XCOM starts with an unlimited supply
Shredstorm Cannon
Shredstorm Cannon
7-12 +4 36 Shreds 4 Armor Shredstorm Cannons 80 4 10 1 75
Plasma Blaster
Plasma Blaster
8-13 +5 36 Inflicts Rupture (1 damage) Plasma Blasters 80 4 15 1 50

Rocket Scatter

Rocket scatter is calculated by making a number of aim rolls against the maximum scatter distance and applying scatter of that number of tiles in a random direction. The maximum scatter is by default 4 tiles, reduced by 2 tiles by the Fire In The Hole ability, and increased by 2 tiles if the soldier has only one action remaining.

The aim rolls are based on the aim of the soldier, reduced by 30 if the soldier has only one action remaining, with a range penalty of 3 per tile further than 9.

So, if your Tech has 70 Aim innately and Fire In The Hole, hasn't moved and is taking a shot at a target 14 tiles away (-15), you want 2 rolls of 55%. You have a 30% chance of a direct hit and an 80% chance of getting 1 tile or less. Not bad. On the other hand if they moved before firing, you'll be making 4 rolls of 25%. Not great odds!

Rocket accuracy can further be increased by increasing the soldier's base aim. Modifiers based on the soldier's weapon will not effect it. For example, these effect the soldier's aim in general and will boost rocket accuracy:

For a counter-example, these effect effects are tied to weapons and don't effect rocket accuracy:

Weapon Upgrades

After researching Modular Weapons, most primary weapons will be available for upgrading. In Long War 2 weapon upgrades can be applied, replaced and removed freely.

Weapon upgrades can be obtained from ADVENT loot drops, mission rewards or bought from the Black Market, and after obtaining 3 of a single upgrade, a Proving Grounds project will be available to begin fabricating them.

Mod Effect Tier Effect Value Supply Cost Black Market Value
Scope
Scope
Adds bonus aim to non-reaction fire Basic +5 15 10
Advanced +10 25 20
Elite +15 40 30
Hair Trigger
Hair Trigger
Adds bonus aim to reaction fire Basic +5 10 5
Advanced +10 20 10
Elite +15 30 15
Laser Sight
Laser Sight
Adds critical chance bonus, increasing up to 10% in close range Basic +5 10 5
Advanced +10 20 10
Elite +15 30 15
Stock
Stock
Grants the Steady Weapon ability (+X aim and crit if shooting the turn after steadying) Basic +15 10 5
Advanced +20 20 10
Elite +25 30 15
Expanded Magazine
Expanded Magazine
Adds ammo capacity Basic +1 10 5
Advanced +2 20 10
Elite +3 30 15
Auto Loader
Auto Loader
Grants free action reloads Basic +1 10 5
Advanced +2 20 10
Elite +3 30 15
Suppressor
Suppressor
Reduces Soldier's impact on infiltration time by X, and reduces Weapon's sound range by Y meters (Z tiles). Basic 15%, 5 (3.33) 15 10
Advanced 20%, 8 (5.33) 25 20
Elite 25%, 11 (7.33) 40 30