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.

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
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

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.

Weapon Tiers
Tier Damage Crit Damage Aim Bonus Pierce 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 1 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

PDW

Main article: PDW (LW2)

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.

Using an PDW 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 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
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

Main article: Shotgun (LW2)

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

Weapon Tiers
Tier Damage Crit Damage Aim Bonus Pierce Supplies Alloys Crystals Cores
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
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

Sniper Rifle

Main article: Sniper Rifle (LW2)

Sniper Rifles can only be fielded by Sharpshooters.

Weapon Tiers
Tier Damage Crit Damage Aim Bonus Pierce 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 1 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

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.

Weapon Tiers
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 Gunners. Whilst weaker than the Sword, this melee weapon 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 are used only 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.

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

Gremlin

The Gremlin are used only 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.

Weapon Effect Organic enemy damage Mechanical enemy damage Healing Aid Protocol Requirements
Gremlin - 2 3-4 0 +20 defense -
Gremlin Mk II +20 Hack 4 7-8 +1 +30 defense ADVENT Mech Autopsy
Gremlin Mk III +40 Hack 6 10-11 +2 +40 defense Sectopod Autopsy

Grenade Launcher

The Grenade Launcher are used only by the Grenadier class. They give bonus damage, extended range and improved blast radius on top of that normally given by the launched grenade.

Weapon Bonus Damage Bonus Range Bonus Radius
Stock Grenade Launcher 0 +4 +1
Advanced Grenade Launcher ? +5 +2
1 Volatile mix adds +2 damage and +1 radius. There is no tier 3 Grenade Launcher

Holo-targeter

The Holo-targeter are used only by the Sharpshooter class.

Psi Amp

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

Weapon Effect Soul Fire Void Rift Null Lance Requirements
Psi Amp - 4-6 ? ? -
Advanced Psi Amp +20 Psi 5-7 4-5 7-12 Sectoid Autopsy
Alien Psi Amp +40 Psi 6-8 3-6 9-14 Gatekeeper Autopsy

Sawed-off Shotgun

The Sawed-off shotgun are used only 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.

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

Sword

The Sword 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

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 that does Shred 2.

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!


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 ? ? ?