Weapons (LW2)
Primary Weapons
Assault Rifle
Assault Rifles are the default primary weapon of most soldiers within modern militaries. Extremely versatile and "middle of the road" in every way.
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 |
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 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.
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 |
Range | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ... |
Aim Bonus | -10 | -5 | 0 | 5 | 10 | 8 | 6 | 4 | 2 | 0 |
PDW (SMG)
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%.
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 |
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. Assault soldiers have several perks specialising in them.
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 |
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
Sniper Rifles can only be fielded by Sharpshooters.
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 |
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.
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.
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.
Name | Stun Duration (Organic Only) |
EMPulse Damage (Robotic only) |
Sound Range |
Special properties | Prerequisites |
Cost | Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | |||||||
Arc Thrower |
2 actions / 1 turn | 2-5 | 30 | +5 Aim | XCOM starts with an unlimited supply | ||||||
Advanced Arc Thrower |
3 actions / 1 and half turns | 4-9 | 30 | +5 Aim | ADVENT Stun Lancer Autopsy | 20 | 1 | 3 | - | - | 10 |
Arc Blaster |
4 actions / 2 turns | 7-12 | 30 | +5 Aim | Gatekeeper Autopsy | 35 | 1 | 5 | 1 | 1x Gatekeeper Shell | 20 |
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 |
Holotargeter
The Holotargeter can be used only 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 |
HiDef Holo Crit Bonus |
VPT Damage Bonus |
Multitargeting Radius |
Prerequisites |
Cost | Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | |||||||
Holotargeter |
+10 | +10 | +1 | 4 | XCOM starts with an unlimited supply | ||||||
Holotargeter Mark II |
+15 | +15 | +1 | 5 | ADVENT MEC Breakdown | 30 | 1 | 0 | 1 | 1x ADVENT MEC Wreck | 5 |
Holotargeter Mark III |
+20 | +20 | +2 | 6 | Andromedon Autopsy | 60 | 3 | 0 | 1 | 1x Andromedon Wreck | 10 |
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.
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 |
Sword
The Sword 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 |
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 by (X), Reduces a Weapon's sound range by (Y) meters.1 | 15%, 3 | 20%, 5 | 25%, 8 |
1(Assuming 1 Tile = 1.5 Meters) Basic Suppressor: 2 Tiles, Advanced: 3.33 Tiles, Superior: 5.33 Tiles; in a straight line.