Weapons (LW2)
Primary Weapons
SMG
The Submachine Gun 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.
Using an SMG increases the soldier's Mobility by 3, and reduces enemy detection radius for that soldier by 20%.
Tier | Damage | Crit Damage | Aim Bonus | 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 | 55 | 3 | 5 | ||
Plasma | 6-11 | +4 | 65 | 4 | 10 | 1 |
Range | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8-11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 |
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
Shotguns can be equipped by most soldiers in Long War (though Assaults are the iconic carriers of this weapon, and have several perks specialising in them).
Tier | Damage | Crit Damage | Aim Bonus | Supplies | Alloys | Crystals | Cores |
---|---|---|---|---|---|---|---|
Ballistic | 3-8 | +3 | |||||
Laser | 4-11 | +3 | +5 | 25 | 1 | 1 | |
Magnetic | 6-13 | +4 | 45 | 2 | 2 | ||
Coil | 6-16 | +5 | 60 | 3 | 5 | ||
Plasma | 8-17 | +8 | 80 | 4 | 10 | 1 |
Range | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | ... |
Aim Bonus | 40 | 32 | 24 | 16 | 8 | 4 | 0 | 0 | -4 | -8 | -16 | -32 | -40 | -48 | -60 | -70 | -80 | -90 | -100 |
Assault Rifle
Assault rifles are the default primary weapon of most soldiers. Middle of the road in every way.
Tier | Damage | Crit Damage | Aim Bonus | 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 | +5 | 50 | 3 | 5 | |
Plasma | 7-13 | +5 | 60 | 4 | 10 | 1 |
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
Cannons can only be carried by Gunners. 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 | Supplies | Alloys | Crystals | Cores |
---|---|---|---|---|---|---|---|
Ballistic | 4-6 | +2 | |||||
Laser | 5-8 | +3 | +5 | 25 | 1 | 1 | |
Magnetic | 6-11 | +4 | 45 | 2 | 2 | ||
Coil | 7-14 | +5 | 60 | 3 | 5 | ||
Plasma | 10-16 | +6 | 80 | 4 | 15 | 1 |
Range | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ... |
Aim Bonus | -10 | -5 | 0 | 5 | 10 | 8 | 6 | 4 | 2 | 0 |
Sniper Rifle
Sniper Rifles can only be carried by Sharpshooters.
Tier | Damage | Crit Damage | Aim Bonus | Supplies | Alloys | Crystals | Cores |
---|---|---|---|---|---|---|---|
Ballistic | 4-6 | +3 | |||||
Laser | 5-8 | +3 | +5 | 25 | 1 | 1 | |
Magnetic | 6-11 | +4 | 45 | 2 | 2 | ||
Coil | 7-14 | +5 | 60 | 3 | 5 | ||
Plasma | 9-15 | +6 | 80 | 4 | 15 | 1 |
Range | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11-20 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | ... |
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 |
Secondary Weapons
Sword
Swords are used only by the Shinobi class.
Tier | Damage | Crit Damage | Aim Bonus | Crit Chance | Supplies | Alloys | Crystals | Cores |
---|---|---|---|---|---|---|---|---|
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 |
Combat Knife
The Combat Knife is a melee weapon carried by Gunners. Whilst weaker than the Sword, it is highly accurate and has a higher innate crit chance.
Tier | Damage | Crit Damage | Aim Bonus | Crit Chance | Supplies | Alloys | Crystals | Cores |
---|---|---|---|---|---|---|---|---|
Ballistic | 2-4 | +3 | 20 | 20 | ||||
Magnetic | 3-8 | +5 | 25 | 25 | 10 | 1 |
Arc Thrower
The Arc Thrower is the secondary weapon of 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.
Tier | Damage (Mech. Only) | Crit Damage | Aim Bonus | Supplies | Alloys | Crystals | Cores |
---|---|---|---|---|---|---|---|
Ballistic (Mk1) | 2-5 | 5 | |||||
Magnetic (Mk2) | 4-9 | 5 | 25 | 1 | 3 | ||
Plasma (Mk3) | 7-12 | 10 | 50 | 1 | 5 | 1 |
Sawed-off Shotgun
The Sawed-off shotgun is the close range secondary weapon of the Ranger class. It can do colossal damage, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.
Tier | Damage | Crit Damage | Aim Bonus | Supplies | Alloys | Crystals | Cores |
---|---|---|---|---|---|---|---|
Ballistic | 5-9 | +2 | |||||
Magnetic | 8-16 | +5 | 25 | 1 | 1 |
Range | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
Aim Bonus | 40 | 20 | 0 | -20 | -40 | -80 | -100 | -100 | MAX |
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. |
Shredder Gun | Fires a large cone of shrapnel that does Shred 2. |
Rocket Scatter
The following is contained in the script:
X2Ability_LW_TechnicalAbilitySet.uc
To determine rocket scatter, the game checks the character's Effective Offense against a d100 roll. If the result of that roll is higher than or equal to the Effective Offense, the scatter value is incremented by 1. This continues until a full set of rolls (2-6) have been made.
Effective Offense starts off by being the character's Aim. It's then reduced by 30 if the character has moved this turn, and further reduced if the shot is long range (-3 per tile beyond range 9). If your Tech has 70 Aim innately and is taking a shot at a target 14 tiles away (-15), you want 2-4 rolls below 55. Doable. On the other hand if they moved before firing, you want 4-6 rolls below 25. Not great odds!
The game then picks a random direction for the scatter (so that you don't end up with a weird situation whereby two scattering rolls cancel each other out) and boom, rockets happen.
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.
Tier | Damage | Crit Damage | Aim Bonus | 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 | 15 | 2 | 2 | ||
Plasma | 5-8 | +3 | 20 | 2 | 3 | 1 |
Weapon Upgrades
[...]
Mod | Effect | Basic | Advanced | Superior |
---|---|---|---|---|
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 | ? | ? | ? |