Weapons (LWR)

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Weapon Types

Weapon Tiers

Conventional/Ballistic

These are the basic weapons you start with - they are relativity unchanged in Long War Rebalance. You will want to upgrade to superior guns in the long run. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.

Base Damage: 4

Arc

There are 3 Arc Weapons: the Arc Rifle, Arc Pistol, and the Stun Rifle. While most campaigns will likely build some of each, the Stun Rifle is mandatory to win the game.

The Arc Rifle and Pistol only deal full damage against Mechanical units and have hefty penetration.

Arc Rifle: 7 (vs mech)
Arc Pistol: 5 (vs mech)

Beam Lasers

Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good 'training' weapons for inexperienced troopers. Beam lasers have increased accuracy and higher crit.

Base Damage: 4
Bonus Stats: +10 aim, +15 crit
Note: Pistol gains more crit but no aim

Gauss

Gauss weapons return to ballistic projectiles but alien power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it's a recipe for pretty formidable personal weaponry.

Gauss weapons are essentially just a damage upgrade over Ballistic and Beam weapons at the cost of being heavier. The 'Quenchgun' foundry project will grant all Gauss weapons a +1 damage penetration bonus against all mechanical units, which helps make Gauss weapons even more effective.

Base Damage: 6
Bonus Stats: +0.6 weight

Pulse Lasers

Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse lasers are simply a refinement on Beam lasers, dealing more damage as a bonus. They use the same visuals as XCOM-built laser weaponry from vanilla.

Base Damage: 6
Bonus Stats: +10 aim, +15 crit
Note: Pistol gains more crit but no aim

Plasma

Plasma weapons remain the most powerful weapons available to XCOM, and have had their unique bonuses increased. They are also impervious to damage or destruction so commanders can feel safe bringing them on late game missions. However, Plasma weapons now have a significant meld cost and require UFO power sources in their construction, they also take longer to research. However, you no longer need to capture Aliens and recover their weapons in order to manufacture Plasma weapons.

Base Damage: 8

Plasma-Specific Bonuses:

  • Plasma Rifle: Grants Carapace Shredder and Sublimator
  • Plasma Battle Rifle: Grants Mechanical Shredder
  • Plasma Carbine: Grants Aerial Shredder and Aerial Tracking
  • Plasma SMG: -1.3 weight, +15 crit
  • Plasma Reflex Cannon (Shotgun): Grants Ether Shredder and Sublimator
  • Plasma Strike Rifle: +5 damage against uncovered targets
  • Plasma Sniper Rifle: +30 crit
  • Plasma Novagun (SAW): +4 penetration against Mechanical
  • Plasma Dragon (LMG): +2 damage to Suppressive Fire
  • Plasma Particle Cannon (MEC): +4 damage against Mechanical
  • Plasma Autocannon (SHIV): +15 aim, +15 crit

Weapon Classes

Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:

Weapon Base Damage
LMGs and SHIV/MEC Weapons 200%
SAWs, Sniper Rifles, Shotguns, and Rocket Launchers 150%
Battle Rifles and Strike Rifles 125%
Assault Rifles 100%
Pistols, Machine Pistols, Carbines, and SMGs 75%

Primary Weapons

Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.

Assault Rifles

Assault Rifles are the baseline rifle, providing a decent balance of weight, accuracy and firepower. Their base ammo is 4 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by
Mobility Long War.png
Weight
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Assault Rifle
Assault Rifle
All soldiers 2.6 4
(3-5)
20% 4
(5)
18 18 Can be steadied XCOM starts with an unlimited supply
Laser Rifle
Laser Rifle
All soldiers 2.6 +10 4
(3-5)
35% 4
(5)
18 18 Can be steadied Beam Lasers 15 40
(56)
6
(8)
0
(5)
15 days
(7.5 days)
12
Gauss Rifle
Gauss Rifle
All soldiers 3.3 6
(5-7)
20% 4
(5)
18 18 Can be steadied Gauss Weapons 38 80
(112)
45
(63)
5
(7)
0
(5)
22 days
(11 days)
24
Pulse Rifle
Pulse Rifle
All soldiers 2.6 +10 6
(5-7)
35% 4
(5)
18 18 Can be steadied Pulse Lasers 65 90
(126)
5
(7)
45
(63)
0
(5)
25 days
(12.5 days)
27
Plasma Rifle
Plasma Rifle
All soldiers 2.6 8
(7-9)
20% 4
(5)
18 18 Grants Carapace Shredder
Grants Sublimator
Can be steadied
Standard Plasma Weapons 125 250
(375)
60
(90)
40
(60)
30
(47)
4 UFO Power Sources 62 days
(31 days)
75

Battle Rifles

Battle Rifles are heavier versions of Assault Rifles. They trade aim, mobility, and ammo capacity for increased damage output. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by
Mobility Long War.png
Weight
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Battle Rifle
Battle Rifle
Assaults
Infantry
Engineers
Medics
Scouts
Rocketeers
3.3 -10 5
(4-6)
30% 2
(3)
18 18 Can be steadied
+1 penetration
XCOM starts with an unlimited supply
Laser Battle Rifle
Laser Battle Rifle
Assaults
Infantry
Engineers
Medics
Scouts
Rocketeers
3.3 5
(4-6)
45% 2
(3)
18 18 Can be steadied
+1 penetration
Beam Lasers 20 60
(84)
8
(11)
0
(5)
18 days
(9 days)
18
Gauss Battle Rifle
Gauss Battle Rifle
Assaults
Infantry
Engineers
Medics
Scouts
Rocketeers
4.0 -10 7
(6-8)
30% 2
(3)
18 18 Can be steadied
+2 penetration
Gauss Weapons 45 100
(140)
70
(98)
6
(8)
0
(5)
23 days
(11.5 days)
30
Pulse Battle Rifle
Pulse Battle Rifle
Assaults
Infantry
Engineers
Medics
Scouts
Rocketeers
3.3 7
(6-8)
45% 2
(3)
18 18 Can be steadied
+2 penetration
Pulse Lasers 65 115
(161)
10
(14)
60
(84)
0
(5)
27 days
(13.5 days)
34
Plasma Battle Rifle
Plasma Battle Rifle
Assaults
Infantry
Engineers
Medics
Scouts
Rocketeers
3.3 -10 10
(8-12)
30% 2
(3)
18 18 Grants Mechanical Shredder
Can be steadied
+2 penetration
Standard Plasma Weapons 135 450
(575)
90
(135)
60
(84)
45
(68)
4 UFO Power Sources 82 days
(41 days)
135

Carbines

Carbines are lighter versions of Assault Rifles focusing more on aim and mobility. They are light-weight and have higher aim but deal reduced damage. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 75%. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by
Mobility Long War.png
Weight
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Assault Carbine
Assault Carbine
All soldiers 2.0 +10 3
(2-4)
20% 3
(4)
18 18 Can be steadied XCOM starts with an unlimited supply
Laser Carbine
Laser Carbine
All soldiers 2.0 +20 3
(2-4)
35% 3
(4)
18 18 Can be steadied Beam Lasers 15 20
(28)
4
(5)
0
(5)
15 days
(7.5 days)
10
Gauss Carbine
Gauss Carbine
All soldiers 2.0 +15 4
(3-5)
45% 3
(4)
18 18 Can be steadied Gauss Weapons 35 50
(70)
25
(35)
5
(7)
0
(5)
19 days
(9.5 days)
24
Pulse Carbine
Pulse Carbine
All soldiers 2.0 +25 4
(3-5)
60% 3
(4)
18 18 Can be steadied Pulse Lasers 63 60
(84)
3
(4)
21
(29)
0
(5)
25 days
(12.5 days)
27
Plasma Carbine
Plasma Carbine
All soldiers 2.0 +10 6
(5-7)
20% 3
(4)
18 18 Grants Aerial Shredder
Grants Aerial Tracking: Ignores the defense from flying
Can be steadied
Light Plasma Weapons 120 160
(224)
40
(56)
30
(42)
30
(47)
4 UFO Power Sources 60 days
(30 days)
75

SMGs

SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They are light-weight and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).

Name Usable
by
Mobility Long War.png
Weight
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
SMG
SMG
Assaults
Infantry
Engineers
Medics
Scouts
2.0 3
(2-4)
50% 2
(3)
18 18 Grants +2 damage during critical hits
Grants Burst
XCOM starts with an unlimited supply
Laser SMG
Laser SMG
Assaults
Infantry
Engineers
Medics
Scouts
2.0 +10 3
(2-4)
65% 2
(3)
18 18 Grants +2 damage during critical hits
Grants Burst
Beam Lasers 15 20
(28)
4
(5)
0
(5)
15 days
(7.5 days)
4
Gauss SMG
Gauss SMG
Assaults
Infantry
Engineers
Medics
Scouts
2.0 4
(3-5)
65% 2
(3)
18 18 Grants +3 damage during critical hits
Grants Burst
Gauss Weapons 35 50
(70)
25
(35)
5
(7)
0
(5)
19 days
(9.5 days)
9
Pulse SMG
Pulse SMG
Assaults
Infantry
Engineers
Medics
Scouts
2.0 +10 4
(3-5)
80% 2
(3)
18 18 Grants +3 damage during critical hits
Grants Burst
Pulse Lasers 62 60
(84)
3
(4)
21
(29)
0
(5)
24 days
(12 days)
9
Plasma SMG
Plasma SMG
Assaults
Infantry
Engineers
Medics
Scouts
0.6 6
(5-7)
65% 2
(3)
18 18 Grants +4 damage during critical hits
Grants Burst
Light Plasma Weapons 120 160
(224)
40
(56)
30
(42)
15
(26)
4 UFO Power Sources 60 days
(30 days)
30

Shotguns

Shotguns have limited range but high damage against non-Hardened targets. Their low base crit chances are offset by proximity/flanking bonuses due to Pinpoint Accuracy. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+10 aim per tile closer than 10) and lose aim for being in far proximity (-10 aim per tile further than 10).

Name Usable
by
Mobility Long War.png
Weight
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Shotgun
Shotgun
Assaults
Infantry
Engineers
Medics
Scouts
3.3 -20 6
(5-7)
0% 3
(4)
18 18 Hardened grants 50% DR vs this weapon XCOM starts with an unlimited supply
Scatter Laser
Laser Scattershot
Assaults
Infantry
Engineers
Medics
Scouts
3.3 -10 6
(5-7)
15% 3
(4)
18 18 Hardened grants 50% DR vs this weapon Beam Lasers 18 50
(75)
8
(12)
0
(5)
18 days
(9 days)
15
Alloy Cannon
Gauss Alloy Cannon
Assaults
Infantry
Engineers
Medics
Scouts
4.0 -20 9
(8-10)
0% 3
(4)
18 18 Hardened grants 50% DR vs this weapon Gauss Weapons 40 130
(195)
50
(75)
15
(22)
0
(5)
22 days
(11 days)
39
Scatter Blaster
Pulse Scattershot
Assaults
Infantry
Engineers
Medics
Scouts
3.3 -10 9
(8-10)
15% 3
(4)
18 18 Hardened grants 50% DR vs this weapon Pulse Lasers 65 125
(187)
5
(7)
60
(84)
0
(5)
27 days
(13.5 days)
37
Reflex Cannon
Plasma Reflex Cannon
Assaults
Infantry
Engineers
Medics
Scouts
3.3 -20 12
(10-14)
0% 3
(4)
18 18 Hardened grants 50% DR vs this weapon
Grants Ether Shredder
Grants Sublimator
Standard Plasma Weapons 132 450
(675)
80
(120)
50
(75)
45
(68)
4 UFO Power Sources 76 days
(38 days)
135

SAWs

SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to aim and mobility, cannot be steadied, and have low base crit chance. SAWs grant the Burst ability. Their base ammo is 7 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by
Mobility Long War.png
Weight
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
SAW
SAW
Gunners 3.3 -10 6
(5-7)
0% 7 18 18
Grants Bulletstorm
Grants Burst
XCOM starts with an unlimited supply
Laser Autorifle
Laser Autorifle
Gunners 3.3 0 6
(5-7)
15% 7 18 18
Grants Bulletstorm
Grants Burst
Advanced Beam Lasers 18 60
(90)
8
(12)
0
(5)
16 days
(8 days)
18
Gauss Autorifle
Gauss Autorifle
Gunners 4.0 -15 9
(8-10)
0% 7 18 18
Grants Bulletstorm
Grants Burst
Advanced Gauss Weapons 38 100
(150)
45
(67)
6
(9)
0
(5)
22 days
(11 days)
30
Pulse Autolaser
Pulse Autolaser
Gunners 3.3 -5 9
(8-10)
15% 7 18 18
Grants Bulletstorm
Grants Burst
Advanced Pulse Lasers 65 115
(172)
10
(14)
60
(84)
0
(5)
27 days
(13.5 days)
34
Plasma Novagun
Plasma Novagun
Gunners 3.3 -20 12
(10-14)
0% 7 18 18 +4 pen vs mechanical units
Grants Bulletstorm
Grants Burst
Heavy Plasma Weapons 128 450
(675)
90
(135)
60
(90)
45
(68)
4 UFO Power Sources 80 days
(40 days)
135

LMGs

LMGs (Light Machine Guns) are a heavier variant of SAWs. They have greater damage, ammo, and provide both Danger Zone and Burst, but they have even less mobility and aim, and remove a small equipment slot. Their base ammo is 9 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by
Mobility Long War.png
Weight
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
LMG
LMG
Gunners 4.0 -30 8
(7-9)
0% 9 18 18 -1 small equipment slot
Grants Danger Zone
Grants Burst
XCOM starts with an unlimited supply
Laser Gatler
Laser Gatler
Gunners 4.0 -20 8
(7-9)
15% 9 18 18 -1 small equipment slot
Grants Danger Zone
Increases Danger Zone radius to 3.0 tiles
Grants Burst
Advanced Beam Lasers 18 70
(105)
10
(15)
0
(5)
18 days
(9 days)
21
Gauss Machine Gun
Gauss Machine Gun
Gunners 4.6 -35 12
(10-14)
0% 9 18 18 -1 small equipment slot
Grants Danger Zone
Grants Burst
Advanced Gauss Weapons 45 140
(210)
45
(67)
10
(15)
0
(5)
23 days
(11.5 days)
42
Pulse Gatler
Pulse Gatler
Gunners 4.0 -25 12
(10-14)
15% 9 18 18 -1 small equipment slot
Grants Danger Zone
Increases Danger Zone radius to 3.0 tiles
Grants Burst
Advanced Pulse Lasers 70 120
(180)
10
(14)
75
(105)
0
(5)
28 days
(14 days)
36
Plasma Dragon
Plasma Dragon
Gunners 4.0 -40 16
(14-18)
0% 9 18 18 +2 damage to Suppressive Fire
-1 small equipment slot
Grants Danger Zone
Grants Burst
Heavy Plasma Weapons 135 450
(675)
85
(127)
65
(97)
45
(68)
4 UFO Power Sources 82 days
(41 days)
135

Strike Rifles

Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. They support Squadsight, meaning Snipers can always fire at long ranges and Scouts can with the help of a Marksman Scope. Their base ammo is 2, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-20 aim per tile closer than 10).

Name Usable
by
Mobility Long War.png
Weight
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Strike Rifle
Strike Rifle
Scouts
Snipers
2.6 +10 5
(4-6)
20% 2 130 18 Aim penalty at close range
Can be steadied
+1 penetration
XCOM starts with an unlimited supply
Laser Strike Rifle
Laser Strike Rifle
Scouts
Snipers
2.6 +20 5
(4-6)
35% 2 130 18 Aim penalty at close range
Can be steadied
+1 penetration
Advanced Beam Lasers 18 45
(67)
8
(12)
0
(5)
14 days
(7 days)
13
Gauss Strike Rifle
Gauss Strike Rifle
Scouts
Snipers
3.3 +10 7
(6-8)
20% 2 130 18 Aim penalty at close range
Can be steadied
+2 penetration
Advanced Gauss Weapons 45 110
(165)
45
(67)
10
(15)
0
(5)
23 days
(11.5 days)
33
Pulse Strike Rifle
Pulse Strike Rifle
Scouts
Snipers
2.6 +20 7
(6-8)
35% 2 130 18 Aim penalty at close range
Can be steadied
+2 penetration
Advanced Pulse Lasers 67 110
(165)
10
(14)
60
(84)
0
(5)
27 days
(13.5 days)
33
Plasma Strike Rifle
Plasma Strike Rifle
Scouts
Snipers
2.6 +10 10
(8-12)
20% 2 130 18 Aim penalty at close range
Can be steadied
+2 penetration
+5 damage to uncovered targets
Precision Plasma Weapons 132 400
(600)
80
(120)
50
(75)
45
(68)
4 UFO Power Sources 76 days
(38 days)
120

Sniper Rifles

Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular shots operate at Squadsight ranges and have lower Squadsight penalties (2 aim per tile instead of 5). Note that reaction shots do not fire at Squadsight ranges. Sniper Rifles require 2 AP to fire, and thus cannot be used after moving or performing any other costly action. Sniper Rifles have innate penetration scaling with tier. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-20 aim per tile closer than 10).

Name Usable
by
Mobility Long War.png
Weight
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Sniper Rifle
Sniper Rifle
Snipers 3.3 +15 6
(5-7)
20% 3 130 18 Reduces squadsight penalty to -2 aim/tile
Aim penalty at close range
Requires 2 AP to fire
Can be steadied
+2 penetration
XCOM starts with an unlimited supply
Laser Sniper Rifle
Laser Sniper Rifle
Snipers 3.3 +25 6
(5-7)
35% 3 130 18 Reduces squadsight penalty to -2 aim/tile
Aim penalty at close range
Requires 2 AP to fire
Can be steadied
+2 penetration
Advanced Beam Lasers 18 50
(75)
6
(9)
0
(5)
16 days
(8 days)
15
Gauss Long Rifle
Gauss Long Rifle
Snipers 4.0 +15 9
(8-10)
20% 3 130 18 Reduces squadsight penalty to -2 aim/tile
Aim penalty at close range
Requires 2 AP to fire
Can be steadied
+3 penetration
Advanced Gauss Weapons 45 200
(300)
45
(67)
15
(22)
0
(5)
23 days
(11.5 days)
60
Pulse Sniper Rifle
Pulse Sniper Rifle
Snipers 3.3 +25 9
(8-10)
35% 3 130 18 Reduces squadsight penalty to -2 aim/tile
Aim penalty at close range
Requires 2 AP to fire
Can be steadied
+3 penetration
Advanced Pulse Lasers 65 125
(187)
10
(14)
60
(84)
0
(5)
27 days
(13.5 days)
37
Plasma Sniper Rifle
Plasma Sniper Rifle
Snipers 3.3 +15 12
(10-14)
50% 3 130 18 Reduces squadsight penalty to -2 aim/tile
Aim penalty at close range
Requires 2 AP to fire
Can be steadied
+4 penetration
Precision Plasma Weapons 135 450
(675)
90
(135)
70
(105)
45
(68)
4 UFO Power Sources 78 days
(39 days)
135

MEC Weapons

MEC primary weapons, unsurprisingly, are only available to MECs. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by
Mobility Long War.png
Weight
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Minigun
Minigun
MECs 2.6 8
(7-9)
0% 3 18 18 Can be steadied XCOM starts with an unlimited supply
Laser Lance
Laser Lance
MECs 2.6 +10 8
(7-9)
15% 3 18 18 Can be steadied Advanced Beam Lasers
MEC Warfare Systems
20 225
(315)
10
(15)
10
(19)
18 days
(9 days)
22
Gauss Railgun
Gauss Railgun
MECs 3.3 12
(10-14)
0% 3 18 18 Can be steadied Advanced Gauss Weapons
MEC Warfare Systems
45 360
(504)
90
(135)
10
(15)
20
(33)
23 days
(11.5 days)
36
Pulse Lance
Pulse Lance
MECs 2.6 +10 12
(10-14)
15% 3 18 18 Can be steadied Advanced Pulse Lasers
MEC Warfare Systems
65 360
(504)
10
(14)
75
(105)
30
(47)
27 days
(13.5 days)
36
Plasma Particle Cannon
Plasma Particle Cannon
MECs 2.6 16
(14-18)
0% 3 18 18 Can be steadied
+4 damage to mechanical targets
Heavy Plasma Weapons
MEC Warfare Systems
135 900
(1260)
90
(135)
80
(120)
60
(89)
4 UFO Power Sources 82 days
(41 days)
135

SHIV Weapons

SHIV weapons, obviously, are only available to SHIVs. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by
Mobility Long War.png
Weight
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Autocannon
Autocannon
SHIVs 2.6 8
(7-9)
0% 2 18 18 XCOM starts with an unlimited supply
Laser Autocannon
Laser Autocannon
SHIVs 2.6 +10 8
(7-9)
15% 2 18 18 Beam Lasers 20 75
(112)
10
(15)
0
(5)
18 days
(9 days)
22
Sentry Gun
Gauss Sentry Gun
SHIVs 3.3 12
(10-14)
0% 2 18 18 Gauss Weapons 40 100
(150)
45
(67)
10
(15)
0
(5)
22 days
(11 days)
30
Pulse Autocannon
Pulse Autocannon
SHIVs 2.6 +10 12
(10-14)
15% 2 18 18 Pulse Lasers 65 150
(225)
10
(14)
75
(105)
0
(5)
27 days
(13.5 days)
45
Plasma Autocannon
Plasma Autocannon
SHIVs 2.6 +15 16
(14-18)
15% 2 18 18 Vehicular Plasma Weapons 130 450
(675)
85
(127)
70
(105)
60
(89)
4 UFO Power Sources 82 days
(41 days)
135

Arc Primary Weapons

The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage and penetration against mechanical units. The Stun Rifle is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 100/92/80% chances respectively. The Elerium Batteries foundry project improves this further. In addition, failed stuns on aliens at or below 4 HP will Maim. The Elerium Batteries foundry project also grants an extra ammo to both weapons. Arc Rifles lose aim for being in close proximity (-20 aim per tile closer than 10).

Name Usable
by
Mobility Long War.png
Weight
Aim Long War.png
Aim
Weapon damage
Dmg
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Meld
Duration in days
Arc Rifle
Arc Rifle
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
Rocketeers
2.6 +20 vs mech 1 vs bio
7 (6-8) vs mech
2
(3)
18 18 Has Overload
+5 Penetration vs mech
Cannot critically hit
Aim penalty at close range
Can be steadied
Alien Computers 10 90
(135)
0
(5)
12 days
(6 days)
27
Stun Rifle
Stun Rifle
Assaults
Infantry
Engineers
Medics
Scouts
4.6 2
(3)
4 Stuns autopsied biologic aliens
-1 small equipment slot
Xenobiology 10 100
(150)
0
(5)
14 days
(7 days)
30

Secondary Weapons

LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for Ballistic, Gauss and Plasma.

Units that cannot use secondary weapons: Privates, Gunners, and SHIVs

Units that cannot use sidearms and have unique secondary weapons: Rocketeers and MECs

All sidearms grant the Maim ability.

Pistols

Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10). Ranger doubles the close range bonus and eliminates the far range penalty.

There are no basic Pistol equivalents for the Gauss tier.

Name Usable
by
Mobility Long War.png
Weight
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Pistol
Pistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
Weightless 3
(2-4)
0% 2
(3)
18 18 Grants Maim XCOM starts with an unlimited supply
Laser Pistol
Laser Pistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
Weightless 3
(2-4)
35% 2
(3)
18 18 Grants Maim Beam Lasers 15 10
(15)
1
(1)
0
(5)
13 days
(6.5 days)
3
Pulse Pistol
Pulse Pistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
Weightless 4
(3-5)
60% 2
(3)
18 18 Grants Maim Pulse Lasers 60 14
(21)
1
(1)
4
(5)
0
(5)
24 days
(12 days)
4
Plasma Pistol
Plasma Pistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
Weightless 6
(5-7)
0% 2
(3)
18 18 Grants Maim Compact Plasma Weapons 90 40
(60)
5
(7)
10
(15)
5
(12)
30 days
(15 days)
12

Autopistols

Autopistols grant increased crit damage in exchange for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10). Ranger doubles the close range bonus and eliminates the far range penalty.

There are no Autopistol equivalents for either Laser tier.

Name Usable
by
Mobility Long War.png
Weight
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Machine Pistol
Machine Autopistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
0.6 3
(2-4)
0% 2
(3)
18 18 Grants Maim
Grants +2 damage during critical hits
XCOM starts with an unlimited supply
Gauss Autopistol
Gauss Autopistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
0.6 4
(3-5)
15% 2
(3)
18 18 Grants Maim
Grants +3 damage during critical hits
Gauss Weapons 35 13
(18)
3
(4)
1
(1)
0
(5)
19 days
(9.5 days)
3
Plasma Mauler
Plasma Autopistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
0.6 6
(5-7)
0% 2
(3)
18 18 Grants Maim
Grants +4 damage during critical hits
Compact Plasma Weapons 90 50
(75)
10
(15)
10
(15)
10
(19)
30 days
(15 days)
15

Arc Pistol

The Arc Pistol is similar to its Arc Rifle counterpart, dealing less damage but with the properties of a pistol, making it effective at close ranges instead of long ranges. Arc Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10). Ranger doubles the close range bonus and eliminates the far range penalty.

Name Usable
by
Mobility Long War.png
Weight
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Arc Pistol
Arc Pistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
0.6 1 vs bio
5 (4-6) vs mech
Not Possible 2
(3)
18 18 Has Overload
+4 Penetration vs mech
Cannot Critically Hit
Grants Maim
Alien Computers 15 8
(12)
0
(0)
0
(5)
15 days
(7.5 days)
3

Sawed-off Shotgun

The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage secondary weapon. It is useful for soldiers that need a powerful and accurate close-range weapon to defend themselves in a pinch, but won't fare as well in prolonged firefights at range. It receives a +3 damage upgrade with the Foundry project Quenchguns, bringing it up to Gauss-tier damage. It has 1 ammo, and deals 150% damage. Sawed-off Shotguns gain aim for being in close proximity (+10 aim per tile closer than 10) and lose aim for being in far proximity (-10 aim per tile further than 10). Ranger doubles the close range bonus but does not eliminate the far range penalty.

Name Usable
by
Mobility Long War.png
Weight
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Meld
Duration in days
Sawed-off Shotgun
Sawed-off Shotgun
Assaults
Infantry
Engineers
Medics
Scouts
0.6 6 (5-7)
Upgrades to 9 (8-10)
0% 1 18 18 Hardened grants 50% DR vs this weapon 3 20
(30)
0
(5)
8 days
(4 days)
6