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%.
Weapon Tiers
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
|
Weapon Range Bonus
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).
Weapon Tiers
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
|
Weapon Range Bonus
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.
Weapon Tiers
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
|
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
Cannons can only be carried by Gunners. They have very high up-front damage compared to most weapons, and excel at suppressing enemies.
Weapon Tiers
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
|
Weapon Range Bonus
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.
Weapon Tiers
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
|
Weapon Range Bonus
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.
Weapon Tiers
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.
Weapon Tiers
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.
Weapon Tiers
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.
Weapon Tiers
Tier |
Damage |
Crit Damage |
Aim Bonus |
Supplies |
Alloys |
Crystals |
Cores
|
Ballistic |
5-9 |
+2 |
|
|
|
|
|
Magnetic |
8-16 |
+5 |
|
25 |
1 |
1 |
|
Weapon Range Bonus
Range |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9
|
Aim Bonus |
40 |
20 |
0 |
-20 |
-40 |
-80 |
-100 |
-100 |
MAX
|
Other
Pistol
The pistol is now a utility slot item and can be equipped on any soldier, Leaders also have an ability allowing them to hand a pistol to friendly escapees.
Weapon Tiers
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
(+15 aim, +15 crit on next shot; ends turn)
|
Suppressor |
Reduces Soldier's impact on infiltration time |
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