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 (SMG)

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 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.

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.

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 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 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 is used 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 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.