Weapons (LW2)

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Primary Weapons

Assault Rifle

Main article: Assault Rifle (LW2)

Assault Rifles are the default primary weapon of most soldiers within modern militaries. 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

Cannon

Main article: Cannon (LW2)

Cannons can only be fielded by 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.

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

Submachine Guns

Main article: SMG (LW2)

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.

Using an SMG increases the soldier's Mobility by 3, and reduces enemy detection radius for that soldier by 12.5%.

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

Shotgun

Main article: Shotgun (LW2)

Shotguns can be equipped by most soldiers in Long War. Assault soldiers have several perks specialising in 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
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 Rifle

Main article: Sniper Rifle (LW2)

Sniper Rifles can only be fielded by Sharpshooters.

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

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
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.

Combat Knife

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

Arc Thrower

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

GREMLIN

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

Grenade Launcher

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

Holotargeter

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

Psi Amp

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

Sawed-Off Shotgun

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

Sword

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
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

Gauntlet

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

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.

Name Effect
Rocket Launcher Deals high area damage, but can scatter based on aim, range and whether the soldier has moved this turn.
Flamethrower Fires a short range cone that pierces low cover and can inflict Burning.
Blaster Launcher Replaces the Rocket Launcher for Technicals with Blaster Gauntlets.
Shredder Gun Fires a large cone.
Shredstorm Cannon Advanced Shredder Gun.
Plasma Blaster Fires a beam in a straight line, penetrating walls, cover and armor.

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%. Doable. On the other hand if they moved before firing, you want 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

[...]

Mod Effect Basic Advanced Elite
Auto Loader Free reload +1 +2 +3
Expanded Magazine Adds ammo capacity +1 +2 +3
Hair Trigger Adds bonus aim to reaction fire +5% +10% +15%
Laser Sight Adds critical chance bonus +5% +10% +15%
Scope Adds bonus aim to non-reaction fire +5% +10% +15%
Stock Grants the Steady Weapon ability (+X aim, +X crit on next shot) +15 +20 +25
Suppressor Reduces Soldier's impact on infiltration time by (X), Reduces a Weapon's sound range by (Y) meters.1 15%, 5 20%, 8 25%, 11

1(Assuming 1 Tile = 1.5 Meters) Basic Suppressor: 3.33 Tiles, Advanced: 5.33 Tiles, Superior: 7.33 Tiles; in a straight line.