Weapons (LWOTC)
As with Long War 1, Long War 2 makes some changes to the weapons available to XCOM:
- 5 tiers of primary weapons are available: Conventional, Laser, Magnetic, Coilgun and Plasma.
- Secondary weapons are unique and tied to each class.
- Rocket Launchers and Flamethrowers are no longer equippable as heavy weapons, they are now part of the Technical class secondary weapon. In turn, Technicals can't equip the rest of heavy weapons.
- The Pistol is now an auxiliary weapon available for any soldier, equipped in their Utility slots.
Note that while weapons don't have a maximum range, soldiers have a limited sight range of 17 tiles, so unless they have Squadsight they can only shoot (and will only get the range modifier) up to 17 tiles away.
Weapon Tiers
Conventional
The weapons XCOM starts with, they are unlimited in supply and have no special properties. Every default weapon is at this tier.
Laser
The first upgraded weapons XCOM can research provide a +5 aim innate bonus in addition to higher base damage.
Magnetic
The original second tier has been bumped up the tech tree with more damage but otherwise no special properties.
Coilgun
The fourth tier of weapons are significantly more expensive to build, but in addition they ignore 1 point of armor, making them valuable against armored targets.
Plasma
The final tier of weapons need an Elerium Core to build but they boast the highest damage, and any enemy hit by plasma weapons will rupture the target, taking 1 additional damage from any other damage sources.
Primary Weapons
Submachine Guns
SMG-type weapons can be used by most classes. They do lower damage than assault rifles and have more falloff at range, but increase mobility and more accurate at close range. They also slightly decrease infiltration time for the soldier carrying them.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 45 | 35 | 25 | 15 | 10 | 7 | 3 | 0 | 0 | 0 | 0 | -4 | -8 | -12 | -16 | -20 | -24 | -30 | -40 | -50 | -60 | -70 | -80 | -90 | -100 |
Assault Rifles
Assault Rifles are the default primary weapon of XCOM soldiers, and can be used by any class save for Gunners and Sharpshooters and the heroes. Extremely versatile and "middle of the road" in every way.
Name | Damage |
Crit Damage |
Clip Size |
Sound Range |
Special properties | Prerequisites |
Cost | Black Market Value | |||
---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores | ||||||||
Assault Rifle |
3-5 | +2 | 3 | 20 | - | XCOM starts with an unlimited supply | |||||
Laser Rifle |
4-7 | +2 | 3 | 20 | +5 Aim | Laser Weapons | 20 | 1 | 1 | - | 10 |
Mag Rifle |
5-9 | +3 | 3 | 20 | - | Magnetic Weapons | 30 | 2 | 2 | - | 15 |
Coil Rifle |
6-11 | +4 | 3 | 20 | Ignores 1 Armor | Coilguns | 50 | 3 | 5 | - | 25 |
Plasma Rifle |
8-12 | +5 | 3 | 20 | Inflicts Rupture (1 damage) 4 Upgrade Slots |
Plasma Rifle | 60 | 4 | 5 | 1 | 30 |
Disruptor Rifle |
7-10 | +4 | 4 | 20 | +100 Crit Against Psionics Overbearing Superiority |
Warlock Weapons | - | - | - | - | - |
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 30 | 27 | 24 | 21 | 18 | 15 | 12 | 9 | 6 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -5 | -10 | -15 | -20 | -25 | -30 |
Cannons
Cannons are the only weapon available to Gunners, 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.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26+ | |
Aim Modifier | -10 | -5 | 0 | 5 | 10 | 8 | 6 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -5 | -10 | -15 | -20 | -25 | -30 |
Shotguns
Shotguns can be equipped by most soldiers in Long War 2. Assault soldiers have several perks specialising in them. They have higher damage than rifles, innate critical chance, high aim bonuses at short range but significant penalties at long range, making it necessary to get close.
Name | Damage |
Crit Damage |
Clip Size |
Sound Range |
Special properties | Prerequisites |
Cost | Black Market Value | |||
---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores | ||||||||
Shotgun |
4-6 | +2 | 4 | 20 | +15 Crit Chance | XCOM starts with an unlimited supply | |||||
Scatterray |
5-8 | +3 | 4 | 20 | +15 Crit Chance +5 Aim |
Advanced Laser Weapons | 25 | 1 | 1 | - | 10 |
Shard Gun |
6-11 | +4 | 4 | 20 | +15 Crit Chance | Advanced Magnetic Weaponry | 40 | 2 | 2 | - | 20 |
Scattergun |
8-13 | +5 | 4 | 20 | +15 Crit Chance Ignores 1 Armor |
Advanced Coilguns | 60 | 3 | 5 | - | 25 |
Storm Gun |
10-14 | +8 | 4 | 20 | +15 Crit Chance Inflicts Rupture (1 damage) |
Storm Gun | 70 | 6 | 5 | - | 35 |
Arashi |
8-13 | +8 | 4 | 20 | +10 Crit Chance Vampirism Impact Compensation |
Assassin Weapons | - | - | - | - | - |
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19+ | |
Aim Modifier | 60 | 45 | 30 | 15 | 8 | 4 | 0 | 0 | -4 | -8 | -16 | -32 | -40 | -48 | -60 | -70 | -80 | -90 | -100 |
Sniper Rifles
Sniper Rifles are the only weapon available to Sharpshooters. Sniper rifles have higher damage than rifles and innate critical chance, but they suffer aim penalties at short range and at extreme ranges when used with Squadsight.
Name | Damage |
Crit Damage |
Clip Size |
Sound Range |
Special properties | Prerequisites |
Cost | Black Market Value | |||
---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores | ||||||||
Sniper Rifle |
4-6 | +2 | 3 | 20 | +10 Crit Chance | XCOM starts with an unlimited supply | |||||
Laser Lance |
5-8 | +3 | 3 | 20 | +10 Crit Chance +5 Aim |
Advanced Laser Weapons | 25 | 1 | 1 | - | 10 |
Mag Long Rifle |
6-11 | +4 | 3 | 20 | +10 Crit Chance | Advanced Magnetic Weaponry | 40 | 2 | 2 | - | 20 |
Gauss Long Rifle |
8-13 | +5 | 3 | 20 | +10 Crit Chance Ignores 1 Armor |
Advanced Coilguns | 60 | 3 | 5 | - | 25 |
Plasma Lance |
10-14 | +6 | 3 | 20 | +20 Crit Chance Inflicts Rupture (1 damage) |
Plasma Lance | 70 | 4 | 5 | 1 | 35 |
Darklance |
8-13 | +5 | 4 | 20 | +10 Aim +20 Crit Mark For Death |
Hunter Weapons | - | - | - | - | - |
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41+ | |
Aim Modifier | -30 | -27 | -24 | -21 | -18 | -15 | -12 | -9 | -6 | -3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -1 | -2 | -3 | -4 | -5 | -6 | -7 | -8 | -9 | -10 | -11 | -12 | -13 | -14 | -15 | -16 | -17 | -18 | -19 | -20 |
Bolt Caster
The Bolt Caster is a unique weapon from the Alien Hunters DLC, with only one available per campaign. While it counts as an assault rifle, it has higher damage, aim and crit bonuses, shreds 1 armor and has a 20% chance to stun on a hit, which becomes 30% on Alien Rulers. As a counterbalance, it has only 1 shot available before having to reload, and it can't be modified with weapon upgrades.
Name | Damage |
Crit Damage |
Clip Size |
Sound Range |
Special properties | Prerequisites |
Cost | ||
---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals | |||||||
Bolt Caster |
4-7 | +2 | 1 | 18 | +5 Aim +5 Crit Chance Pierce 1 Armor 20% Chance of Stun (30% vs Rulers) Lock N Load Concentration |
Experimental Weapons | 20 | - | - |
Magnetic Bolt Caster |
7-11 | +4 | 1 | 18 | +10 Aim +10 Crit Chance Pierce 1 Armor 20% Chance of Stun (30% vs Rulers) Lock N Load Concentration |
Magnetic Weapons | 40 | 5 | - |
Plasma Bolt Caster |
9-16 | +6 | 1 | 18 | +15 Aim +15 Crit Chance Pierce 1 Armor 20% Chance of Stun (30% vs Rulers) Inflicts Rupture (1 damage) Lock N Load Concentration |
Plasma Rifle | 75 | 5 | 5 |
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 30 | 27 | 24 | 21 | 18 | 15 | 12 | 9 | 6 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -5 | -10 | -15 | -20 | -25 | -30 |
SPARK Rifles
SPARK Rifles are the weapons wielded by SPARKs. They have the highest damage of all primary weapons.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 30 | 27 | 24 | 21 | 18 | 15 | 12 | 9 | 6 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -5 | -10 | -15 | -20 | -25 | -30 |
Bullpups
Bullpups are the weapons wielded by Skirmishers. They act similar to smgs having lower damage than an assault rifle and less accurate at longer range but having a bonus to mobililty, infiltration time, and aim at closer range.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 45 | 35 | 25 | 15 | 10 | 7 | 3 | 0 | 0 | 0 | 0 | -4 | -8 | -12 | -16 | -20 | -24 | -30 | -40 | -50 | -60 | -70 | -80 | -90 | -100 |
Vektor Rifles
Vektor rifles are the weapons wielded by Reapers. It serves as a marksman rifle being more accurate than an assault rifle and still effective slightly beyond visual range but having slight penalties at close range. Although they have the same base damage as a rifle, they are far more lethal when scoring a critical hit.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | |
Aim Modifier | -10 | -7 | -3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -1 | -3 | -6 | -9 | -12 | -15 | -18 | -21 | -24 | -27 | -30 | -33 | -36 | -39 | -42 | -45 | -48 | -51 | -54 | -100 |
Templar Gauntlet
Templar gauntlets are the weapons wielded by Templars. Unlike all other soldiers who wield some sort of firearm as a primary, templars is more melee-oriented, closing in on enemies to strike at.
Name | Damage |
Crit Damage |
Sound Range |
Volt Damage |
Shield Granted |
Soul Shot Damage |
Ionic Storm Damage Per Focus |
Special properties | Prerequisites |
Cost | Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | |||||||||||
Shard Gauntlet |
4-6 | +2 | 5 | 2-4 | 5 | 5-7 + 3 (Crit) | 1-3 + 1 (Vs Psis) | +20 Aim | XCOM starts with an unlimited supply | ||||||
Tempest Gauntlet |
6-9 | +3 | 5 | 3-6 | 9 | 8-13 + 5 (Crit) | 2-4 + 2 (Vs Psis) | +20 Aim +1 Max Focus |
ADVENT Stun Lancer Autopsy | 30 | 3 | 3 | - | 1x ADVENT Stun Lancer | 15 |
Celestial Gauntlet |
9-12 | +5 | 5 | 5-8 | 14 | 13-17 + 7 (Crit) | 3-5 + 3 (Vs Psis) | +20 Aim +2 Max Focus |
Archon Autopsy | 50 | 4 | 4 | 1 | 1x Archon Corpse | 25 |
Auxiliary Weapons
Pistols
The Pistol is now a dedicated slot item and can be equipped on any soldier but costs 1 mobility (Darkclaw does not cost a mobility). 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.
Name | Damage |
Crit Damage |
Clip Size |
Sound Range |
Special properties | Prerequisites |
Cost | Black Market Value | |||
---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores | ||||||||
Pistol |
1-3 | +1 | ∞ | 17 | - | XCOM starts with an unlimited supply | |||||
Laser Pistol |
2-4 | +1 | ∞ | 17 | +5 Aim | Laser Weapons | 5 | - | 1 | - | 3 |
Mag Pistol |
3-5 | +2 | ∞ | 17 | - | Magnetic Weapons | 10 | 1 | 1 | - | 15 |
Gauss Pistol |
4-6 | +2 | ∞ | 17 | Ignores 1 Armor | Coilguns | 30 | 2 | 3 | - | 20 |
Plasma Pistol |
5-7 | +3 | ∞ | 17 | Inflicts Rupture (1 damage) | Plasma Rifle | 40 | 3 | 5 | 1 | 25 |
Darkclaw |
4-6 | +2 | ∞ | 17 | Fatality | Hunter Weapons | - | - | - | - | - |
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 45 | 35 | 25 | 15 | 10 | 7 | 3 | 0 | 0 | 0 | 0 | -4 | -8 | -12 | -16 | -20 | -24 | -30 | -40 | -50 | -60 | -70 | -80 | -90 | -100 |
Shadowkeeper
The Shadowkeeper is a unique weapon from the Alien Hunters DLC, with only one available per campaign. This pistol has slightly more average damage than normal pistols of the same tier, very short sound range, and innate hit and crit. Furthermore, it allows a special Shadowfall shot, that cannot crit, but if it kills, puts the wielder into concealment immediately. Unlike other pistols, the Shadowkeeper does not incur a mobility penalty.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 45 | 35 | 25 | 15 | 10 | 7 | 3 | 0 | 0 | 0 | 0 | -4 | -8 | -12 | -16 | -20 | -24 | -30 | -40 | -50 | -60 | -70 | -80 | -90 | -100 |
Autopistols
The autopistol is a different variant of the standard pistols. They have the same capabilities as a standard pistols but serves a different purpose. Autopistols trade some of their base damage and range in favor of dealing critical attacks, having a higher crit chance and crit damage.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19+ | |
Aim Modifier | 60 | 45 | 30 | 15 | 8 | 4 | 0 | 0 | -4 | -8 | -16 | -32 | -40 | -48 | -60 | -70 | -80 | -90 | -100 |
Secondary Weapons
Secondary weapons are available only to Soldier classes. These weapons require specific training and each Soldier class can use only one type of special weapon.
Arc Throwers
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 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 | 20 | +5 Aim | XCOM starts with an unlimited supply | ||||||
Advanced Arc Thrower |
3 actions / 1 and half turns | 4-9 | 20 | +5 Aim | ADVENT Stun Lancer Autopsy | 20 | 1 | 3 | - | - | 10 |
Arc Blaster |
4 actions / 2 turns | 7-12 | 20 | +5 Aim | Gatekeeper Autopsy | 35 | 1 | 5 | 1 | 1x Gatekeeper Shell | 20 |
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 30 | 27 | 24 | 21 | 18 | 15 | 12 | 9 | 6 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -5 | -10 | -15 | -20 | -25 | -30 |
Grenade Launchers
The Grenade Launcher is used by the Grenadier class. They provide extended range and blast radius bonuses over Grenades thrown by other classes, and grenades launched by these do not suffer the cooldown preventing other classes from using grenades every turn
Combat Knives
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.
Sawed-Off Shotguns
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.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7+ | |
Aim Modifier | 60 | 30 | 0 | -20 | -40 | -80 | -100 |
Holotargeters
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 |
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 |
Swords
The Sword is used by the Shinobi class.
Name | Damage |
Crit Damage |
Sound Range |
Special properties | Prerequisites |
Cost | Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | |||||||
Sword |
3-5 | +2 | 6 | +20 Aim +10 Crit Chance |
XCOM starts with an unlimited supply | ||||||
Arc Blade |
6-10 | +4 | 6 | +25 Aim +15 Crit Chance 5% chance of stunning for 2 actions / 1 turn |
ADVENT Stun Lancer Autopsy | 20 | 1 | 1 | - | 1x ADVENT Stun Lancer Corpse | 8 |
Fusion Blade |
10-14 | +6 | 6 | +30 Aim +20 Crit Chance 10% chance of burning for 2 turns |
Archon Autopsy | 35 | 2 | 3 | 1 | 1x Archon Corpse | 15 |
Katana |
7-11 | +5 | 6 | +10 Aim +20 Crit Chance Blood Thirst |
Assassin Weapons | - | - | - | - | - |
GREMLINs
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 |
Aid Protocol Defense Bonus |
Combat Protocol Damage |
Revival Protocol Charges |
Interference Charges |
Scanning Protocol Charges |
Heal Bonus |
Rescue Protocol Charges |
Capacitor Discharge Damage |
Prerequisites |
Cost | Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | ||||||||||||
GREMLIN |
+0 | +20 | 2 / 4-5 | 2 | 3 | 1 | +0 | 1 | 3-6 / 5-8 | - | - | - | - | - | - | |
GREMLIN Mark II |
+20 | +25 | 5 / 9-10 | 3 | 5 | 2 | +1 | 2 | 5-8 / 8-11 | ADVENT Robotics | 20 | 1 | 1 | - | 1x Drone Wreck | 10 |
GREMLIN Mark III |
+40 | +30 | 8 / 14-15 | 4 | 7 | 3 | +2 | 3 | 7-10 / 11-14 | Sectopod Breakdown | 35 | 1 | - | 1 | 1x Sectopod Wreck | 20 |
Gauntlets
The Gauntlet is used by the Technical class.
Name | Damage |
Sound Range |
Env. Damage |
Shred |
Panic Strength |
Prerequisites |
Cost | Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | ||||||||
Gauntlet |
2-7 / 2-5 | 26 / 13 | 20 | 2 | 50 | XCOM starts with an unlimited supply | ||||||
Gauntlet Mark II |
4-9 / 4-8 | 26 / 13 | 25 | 2 | 65 | Magnetic Weapons | 30 | 3 | 5 | - | - | 10 |
Blaster Gauntlet |
5-12 / 7-11 | 26 / 13 | 30 | 3 | 85 | Battlesuits Muton Elite Autopsy |
150 | 5 | 10 | 2 | 1x Muton Elite Corpse | 20 |
Psi Amps
The Psi Amp is used by the Psi Operative class. They are used for all psionic attacks.
Name | Psi Offense Bonus |
Soulfire Damage |
Void Rift Damage |
Null Lance Damage |
Mind Merge Additional Bonuses |
Soulstorm Damage |
Soulsteal Ablative Gain |
Null Ward Ablative Gain |
Prerequisites |
Cost | Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | |||||||||||
Psi Amp |
+0 | 4-6 | 2-5 + Inflict 1 Rupture | 6-9 | - | 5-10 | 3 | 3 | XCOM starts with an unlimited supply | ||||||
Advanced Psi Amp |
+10 | 6-9 | 4-7 + Inflict 1 Rupture | 8-12 | +5 Will +5 Crit Chance +1 Ablative HP |
7-13 | 4 | 4 | Psionics Elerium |
40 | 2 | 5 | 1 | 1x Advent Priest Corpse | 5 |
Alien Psi Amp |
+20 | 9-11 | 7-9 + Inflict 2 Rupture | 10-15 | +10 Will +10 Crit Chance +2 Ablative HP |
9-16 | 6 | 6 | Psionics Gatekeeper Autopsy |
100 | 2 | 10 | 1 | 1x Gatekeeper Shell | 10 |
Hunter's Axe
The Hunter's Axe is a unique weapon from the Alien Hunters DLC, with only one available per campaign. It can only used by the Shinobi class. While its stats are not very different from regular swords, it brings an additional axe that can be thrown as a free action.
SPARK BITs
SPARK BITs are drones used by SPARKs. They can be used to hack targets like GREMLINs, use heavy weapons or explode at a distance.
Throwing Knives
Throwing Knives are the new secondaries of Reapers. They serve as their close range option, being more accurate and reliable up close compared to their vektor rifle. These new weapons allow the reaper to take highly aggressive positions, going deep into enemy lines, in shadow as these weapons are guaranteed to never reveal.
Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25+ | |
Aim Modifier | 45 | 35 | 25 | 15 | 10 | 7 | 3 | 0 | 0 | 0 | 0 | -4 | -8 | -12 | -16 | -20 | -24 | -30 | -40 | -50 | -60 | -70 | -80 | -90 | -100 |
Ripjack
Ripjacks are the secondaries used by Skirmishers. They have a built in Grapple Hook and can also Slash at any adjacent target.
Name | Damage |
Crit Damage |
Sound Range |
Whiplash Damage |
Special properties | Prerequisites |
Cost | Black Market Value | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Supplies |
Alloys |
Elerium Crystals |
Elerium Cores |
Corpses | ||||||||
Ripjack |
4 | +1 | 5 | 4 + 4 (Vs Mechs) | +25 Aim | XCOM starts with an unlimited supply | ||||||
Ionic Ripjack |
7 | +2 | 5 | 6 + 6 (Vs Mechs) | +25 Aim | Muton Autopsy | 30 | 3 | 3 | - | 1x Muton Corpse | 15 |
Fusion Ripjack |
10 | +3 | 5 | 8 + 6 (Vs Mechs) | +25 Aim | Andromedon Autopsy | 50 | 4 | 4 | 1 | 1x Andromedon Corpse | 25 |
Heavy Weapons
There are two types of Heavy Weapons: those carried by the Technical class in their Gauntlet, and those used in Heavy Armor suits and SPARK BITs. Technicals cannot make use of the second even when wearing a Heavy suit, but they can carry extra ammo for their Gauntlet weapons.
The other Heavy Weapons have a single charge and fire in a cone 25 tiles long and 12 tiles wide. XCOM has infinite Shredder Guns at their disposal, but more advanced variants have to be researched and built.
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%. You have a 30% chance of a direct hit and an 80% chance of getting 1 tile or less. Not bad. On the other hand if they moved before firing, you'll be making 4 rolls of 25%. Not great odds!
Rocket accuracy can further be increased by increasing the soldier's base aim. Modifiers based on the soldier's weapon will not effect it. For example, these effect the soldier's aim in general and will boost rocket accuracy:
- Aim progression on stat bonuses from leveling up
- Lone Wolf
- Combat Fitness
- Steady Hands
- Aim (Perk)
- PCS: Perception
- PCS: Combat Rush
For a counter-example, these effect effects are tied to weapons and don't effect rocket accuracy:
- The accuracy boost from laser weapons
- Weapon upgrade modules (scopes, stocks, etc)
- Tracer rounds
- PCS: Hyper reactive pupils
Weapon Upgrades
After researching Modular Weapons, most primary weapons will be available for upgrading. In Long War of the Chosen, weapon upgrades can be applied, replaced and removed freely. Scopes and Laser Sights are mutually exclusive, same as Expanded Magazines and Auto Loaders.
Weapon upgrades can be obtained from ADVENT loot drops, mission rewards, Covert Actions, or bought from the Black Market. After obtaining 1 of a specific weapon upgrade, a Proving Grounds project will become available to begin fabricating them.
X and Y in the "Effect" column of the table below refer to the first and second numerical values in the "Effect Value" column.