Difference between revisions of "Weapons (LWR)"

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[[Long_War_Rebalance|Back To Main Page]]
 
[[Long_War_Rebalance|Back To Main Page]]
 
== In General ==
 
 
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:
 
 
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma
 
* Explosives do not deal fixed damage: their damage reduces the further a target is from the center of the blast down to 50% at the periphery.
 
 
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:
 
 
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon
 
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn
 
* Rookies cannot use pistols
 
* Weapons are more accurate at close range
 
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch
 
* Arc Thrower is redesigned as the Stun Rifle; it has a higher stun rate but takes a primary weapon slot and a small item slot
 
 
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.
 
  
 
== Weapon Types ==
 
== Weapon Types ==
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</div>
 
</div>
  
==== Electric ====
+
==== Arc ====
  
There are only 2 electric weapons: the arc rifle and the stun rifle. While most campaigns will likely build some of both, the stun rifle is mandatory to pass the game.
+
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.
  
<div style="max-width:160px;">
+
The Arc Rifle and Pistol only deal full damage against Mechanical units and have hefty penetration.
  Base Damage: 4
+
 
 +
<div style="max-width:320px;">
 +
  Arc Rifle: 7 (vs mech)
 +
Arc Pistol: 5 (vs mech)
 
</div>
 
</div>
  
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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.  
 
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.  
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also higher crit damage and a small boost to mobility. However, Beam Lasers no longer gain a damage boost over Ballistic weapons, and will deal the same average damage. Beam lasers use the same visuals as EXALT laser weapons in vanilla.
+
Beam lasers have increased accuracy and higher crit.  
  
 
<div style="max-width:680px;">
 
<div style="max-width:680px;">
 
  Base Damage: 4
 
  Base Damage: 4
  Bonus Stats: +5 aim, +25% crit damage, +0.6 mobility
+
  Bonus Stats: +10 aim, +15 crit
  Note: Sidearms gain +10 crit and +25% crit damage (no aim or mobility)
+
  Note: Pistol gains more crit but no aim
 
</div>
 
</div>
  
 
==== Gauss ====
 
==== Gauss ====
  
Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it's a recipe for pretty formidable personal weaponry.  
+
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 have lost their bonus ammo capacity and their ability to ignore enemy DR. Gauss weapons are essentially just a damage upgrade over Ballistic and Beam weapons, however the 'Quenchgun' foundry project will grant all Gauss weapons a +1 damage penetration bonus against all mechanical units, which helps make Gauss weapons more effective against mechanical leaders or bosses.  
+
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.  
  
Furthermore, the Gauss Long Rifle and Alloy Strike Rifle have been renamed to the Anti-Materiel Long Rifle and Anti-Materiel Strike Rifle, and have reverted to function identically as normal snipers. Gauss weapons use the original XCOM ballistic weapon models.
+
<div style="max-width:240px;">
 
 
<div style="max-width:160px;">
 
 
  Base Damage: 6
 
  Base Damage: 6
 +
Bonus Stats: +0.6 weight
 
</div>
 
</div>
  
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<div style="max-width:680px;">
 
<div style="max-width:680px;">
 
  Base Damage: 6
 
  Base Damage: 6
  Bonus Stats: +5 aim, +25% crit damage, +0.6 mobility
+
  Bonus Stats: +10 aim, +15 crit
  Note: Sidearms gain +10 crit and +25% crit damage (no aim or mobility)
+
  Note: Pistol gains more crit but no aim
 
</div>
 
</div>
  
 
==== Plasma ====
 
==== Plasma ====
  
Plasma weapons remain the most powerful weapons avaliable to XCOM, and have had their unique bonuses increased. 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.  
+
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.  
  
 
<div style="max-width:160px;">
 
<div style="max-width:160px;">
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'''Plasma-Specific Bonuses:'''
 
'''Plasma-Specific Bonuses:'''
*Plasma Rifle: +3 damage against biological units
+
*Plasma Rifle: Grants '''Carapace Shredder''' and '''Sublimator'''
*Plasma Battle Rifle: +5 damage against targets at full HP
+
*Plasma Battle Rifle: Grants '''Mechanical Shredder'''
*Plasma Carbine: +10 defense
+
*Plasma Carbine: Grants '''Aerial Shredder''' and '''Aerial Tracking'''
*Plasma SMG: +1.3 mobility (+2.0 mobility total)
+
*Plasma SMG: -1.3 weight, +15 crit
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles
+
*Plasma Reflex Cannon (Shotgun): Grants '''Ether Shredder''' and '''Sublimator'''
*Plasma Strike Rifle: +3 damage against uncovered targets  
+
*Plasma Strike Rifle: +5 damage against uncovered targets  
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range
+
*Plasma Sniper Rifle: +30 crit
*Plasma Novagun (SAW): +2 penetration
+
*Plasma Novagun (SAW): +4 penetration against Mechanical
*Plasma Dragon (LMG): 8 damage mayhem suppression
+
*Plasma Dragon (LMG): +2 damage to Suppressive Fire
*Plasma Particle Beam (MEC): +4 damage against mechanical units
+
*Plasma Particle Cannon (MEC): +4 damage against Mechanical
 
*Plasma Autocannon (SHIV): +15 aim, +15 crit
 
*Plasma Autocannon (SHIV): +15 aim, +15 crit
  
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===Assault Rifles===
 
===Assault Rifles===
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (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).
+
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).
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 
|-align="center"
 
|-align="center"
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|-align="center"
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)
+
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]<br />'''Assault Rifle'''||All soldiers||2.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)
||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||
+
||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|-align="center"
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(8)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||12
+
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]<br />'''Laser Rifle'''||All soldiers||2.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(8)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||12
 
|-align="center"
 
|-align="center"
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||24
+
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]<br />'''Gauss Rifle'''||All soldiers||3.3|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||24
 
|-align="center"
 
|-align="center"
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27
+
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]<br />'''Pulse Rifle'''||All soldiers||2.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||35%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27
 
|-align="center"
 
|-align="center"
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied<br />+3 damage to biological targets||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| 4 UFO Power Sources ||title="Duration in days&#10;(Duration when building quickly)"|31&nbsp;days<br />(15.5&nbsp;days)||75
+
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]<br />'''Plasma Rifle'''||All soldiers||2.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||18||18||Grants '''Carapace [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Grants '''[[Other_Abilities_(LWR)#Sublimator|Sublimator]]'''<br>Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||125||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(47)|| 4 UFO Power Sources ||title="Duration in days&#10;(Duration when building quickly)"|62&nbsp;days<br />(31&nbsp;days)||75
 
|}
 
|}
  
 
===Battle Rifles===
 
===Battle Rifles===
Battle Rifles are heavier versions of Assault Rifles. They trade mobility, ammo capacity, and crit chance for increased damage. 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).
+
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).
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 
|-align="center"
 
|-align="center"
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|-align="center"
  
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||10%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||
+
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]<br />'''Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||3.3||-10||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied<br>+1 penetration||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|-align="center"
  
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||10%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||18
+
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]<br />'''Laser Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||3.3|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied<br>+1 penetration||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||18
 
|-align="center"
 
|-align="center"
  
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||25%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(8)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30
+
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]<br />'''Gauss Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||4.0||-10||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied<br>+2 penetration||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(140)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|70<br />(98)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(8)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30
 
|-align="center"
 
|-align="center"
  
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(161)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34
+
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]<br />'''Pulse Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||3.3|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied<br>+2 penetration||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(161)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34
 
|-align="center"
 
|-align="center"
  
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||10%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied<br />+5 damage against targets at full HP||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(575)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135
+
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]<br />'''Plasma Battle Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br>Rocketeers||3.3||-10||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants '''Mechanical [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Can be steadied<br>+2 penetration||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||135||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(575)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(68)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|82&nbsp;days<br />(41&nbsp;days)||135
 
|}
 
|}
  
 
===Carbines===
 
===Carbines===
Carbines are lighter versions of Assault Rifles. They grant +0.6 mobility and +10 aim, and have moderate base crit chances. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. They grant +5 defense when equipped. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).
+
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).
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 
|-align="center"
 
|-align="center"
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|-align="center"
  
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||+0.6||+5||+15||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||
+
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]<br />'''Assault Carbine'''||All soldiers||2.0||+10||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|-align="center"
  
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||+1.3||+5||+20||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||10
+
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]<br />'''Laser Carbine'''||All soldiers||2.0||+20||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||35%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(5)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||10
 
|-align="center"
 
|-align="center"
  
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||+0.6||+5||+15||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||24
+
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]<br />'''Gauss Carbine'''||All soldiers||2.0||+15||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||45%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||24
 
|-align="center"
 
|-align="center"
  
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||+1.3||+5||+20||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27
+
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]<br />'''Pulse Carbine'''||All soldiers||2.0||+25||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||60%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|21<br />(29)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||27
 
|-align="center"
 
|-align="center"
  
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||+0.6||+15||+15||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||75
+
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]<br />'''Plasma Carbine'''||All soldiers||2.0||+10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||Grants '''Aerial [[Other_Abilities_(LWR)#Shred|Shredder]]'''<br>Grants '''Aerial Tracking''': Ignores the defense from flying<br>Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||120||title="Cost in Credits&#10;(Cost when building quickly)"|160<br />(224)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(47)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|60&nbsp;days<br />(30&nbsp;days)||75
 
|}
 
|}
  
 
===SMGs===
 
===SMGs===
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, 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).
+
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).
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!! rowspan="2" {{Weapon damage (LWR)}} !!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Aim bonus (Long War)}}!! rowspan="2" {{Weapon damage (LWR)}} !!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 
|-align="center"
 
|-align="center"
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|-align="center"
  
|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||All soldiers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||
+
|[[File:SMG Long War.png|128px|SMG]]<br />'''SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||2.0|| ||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||50%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits<br>Grants [[Abilities List (LWR)#Burst|Burst]]||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|-align="center"
  
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||All soldiers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||4
+
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]<br />'''Laser SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||2.0||+10||title="Average damage&#10;(Minimum to maximum damage)"|3<br>(2-4)||65%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +2 damage during critical hits<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(28)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(5)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||4
 
|-align="center"
 
|-align="center"
  
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||All soldiers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||55%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||9
+
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]<br />'''Gauss SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||2.0|| ||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||65%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(70)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(35)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||9
 
|-align="center"
 
|-align="center"
  
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||All soldiers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||50%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||9
+
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]<br />'''Pulse SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||2.0||+10||title="Average damage&#10;(Minimum to maximum damage)"|4<br>(3-5)||80%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +3 damage during critical hits<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|21<br />(29)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||9
 
|-align="center"
 
|-align="center"
  
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||All soldiers||+2.0|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||30
+
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]<br />'''Plasma SMG'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||65%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||18||18||Grants +4 damage during critical hits<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||120||title="Cost in Credits&#10;(Cost when building quickly)"|160<br />(224)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(56)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(42)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(26)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|60&nbsp;days<br />(30&nbsp;days)||30
 
|}
 
|}
  
 
===Shotguns===
 
===Shotguns===
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets. Their base ammo is 4, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).
+
Shotguns have limited range but high damage against non-[[Abilities List (LWR)#Hardened|'''Hardened''']] targets. Their low base crit chances are offset by proximity/flanking bonuses due to [[Other Abilities (LWR)#Pinpoint Accuracy|'''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).
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 
|-align="center"
 
|-align="center"
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|-align="center"
|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||colspan="8"|XCOM starts with an unlimited supply||  
+
|[[File:Shotgun Long War.png|128px|Shotgun]]<br />'''Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||3.3||-20||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||[[Abilities List (LWR)#Hardened|'''Hardened''']] grants 50% DR vs this weapon||colspan="8"|XCOM starts with an unlimited supply||  
 
|-align="center"
 
|-align="center"
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6 ||5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||15
+
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]<br />'''Laser Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||3.3||-10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||[[Abilities List (LWR)#Hardened|'''Hardened''']] grants 50% DR vs this weapon||[[Research (LWR)#Offensive Tech|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||15
 
|-align="center"
 
|-align="center"
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||39
+
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]<br />'''Gauss Alloy Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||4.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||[[Abilities List (LWR)#Hardened|'''Hardened''']] grants 50% DR vs this weapon||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||39
 
|-align="center"
 
|-align="center"
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6||5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37
+
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]<br />'''Pulse Scattershot'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||3.3||-10||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||[[Abilities List (LWR)#Hardened|'''Hardened''']] grants 50% DR vs this weapon||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37
 
|-align="center"
 
|-align="center"
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||18||18||Aim penalty at long range<br />50% less damage against hardened targets<br />+2 damage against targets within 4 tiles||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||135
+
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]<br />'''Plasma Reflex Cannon'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||3.3||-20||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||18||18||[[Abilities List (LWR)#Hardened|'''Hardened''']] grants 50% DR vs this weapon<br>Grants '''Ether [[Abilities List (LWR)#Shredder|Shredder]]'''<br>Grants '''[[Other_Abilities_(LWR)#Sublimator|Sublimator]]'''||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||132||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(68)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|76&nbsp;days<br />(38&nbsp;days)||135
 
|}
 
|}
  
 
===SAWs===
 
===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 mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).
+
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 [[Abilities List (LWR)#Burst|Burst]] ability. Their base ammo is 6 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 
|-align="center"
 
|-align="center"
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|-align="center"
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply||
+
|[[File:SAW Long War.png|128px|SAW]]<br />'''SAW'''||Gunners||3.3||-10||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available"|6||18||18||<br> Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|-align="center"
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||-0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||3 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||18
+
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]<br />'''Laser Autorifle'''||Gunners||3.3||0||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||15%||title="Amount of ammunition available"|6||18||18||<br> Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||18
 
|-align="center"
 
|-align="center"
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||4 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30
+
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]<br />'''Gauss Autorifle'''||Gunners||4.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available"|6||18||18||<br> Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30
 
|-align="center"
 
|-align="center"
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||-0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||5 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(172)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34
+
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]<br />'''Pulse Autolaser'''||Gunners||3.3||-5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||15%||title="Amount of ammunition available"|6||18||18||<br> Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|115<br />(172)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||34
 
|-align="center"
 
|-align="center"
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||-1.3||0||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(4)||18||18||6 damage mayhem suppression<br>+2 penetration<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||98||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|40&nbsp;days<br />(20&nbsp;days)||135
+
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]<br />'''Plasma Novagun'''||Gunners||3.3||-20||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available"|6||18||18||+4 pen vs mechanical units<br> Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||128||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(68)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|80&nbsp;days<br />(40&nbsp;days)||135
 
|}
 
|}
  
 
===LMGs===
 
===LMGs===
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage and ammo, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 4, and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).
+
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have greater damage, ammo, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Burst|Burst]], but they have even less mobility and aim, and remove a small equipment slot. Their base ammo is 8 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 
|-align="center"
 
|-align="center"
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|-align="center"
  
|[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||colspan="8"|XCOM starts with an unlimited supply||  
+
|[[File:LMG Long War.png|128px|LMG]]<br />'''LMG'''||Gunners||4.0||-30||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available"|8||18||18||-1 small equipment slot<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]||colspan="8"|XCOM starts with an unlimited supply||  
 
|-align="center"
 
|-align="center"
  
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||-2.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||3 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||21
+
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]<br />'''Laser Gatler'''||Gunners||4.0||-20||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||15%||title="Amount of ammunition available"|8||18||18||-1 small equipment slot<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Increases '''Danger Zone''' radius to 3.0 tiles<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||21
 
|-align="center"
 
|-align="center"
  
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||4 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||42
+
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]<br />'''Gauss Machine Gun'''||Gunners||4.6||-35||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available"|8||18||18||-1 small equipment slot<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||42
 
|-align="center"
 
|-align="center"
  
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||-2.0||-15||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||5 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Elerium&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14&nbsp;days)||36
+
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]<br />'''Pulse Gatler'''||Gunners||4.0||-25||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||15%||title="Amount of ammunition available"|8||18||18||-1 small equipment slot<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Increases '''Danger Zone''' radius to 3.0 tiles<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|75<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14&nbsp;days)||36
 
|-align="center"
 
|-align="center"
  
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''||Gunners||-2.6||-20||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br>(4)||18||18||8 damage mayhem suppression<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135
+
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]<br />'''Plasma Dragon'''||Gunners||4.0||-40||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available"|8||18||18||+2 damage to '''[[Other_Abilities_(LWR)#Suppression|Suppressive Fire]]'''<br>-1 small equipment slot<br>Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]<br>Grants [[Abilities List (LWR)#Burst|Burst]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||135||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(68)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|82&nbsp;days<br />(41&nbsp;days)||135
 
|}
 
|}
  
 
===Strike Rifles===
 
===Strike Rifles===
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-16 aim per tile closer than 10).
+
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. They support [[Abilities List (LWR)#Squadsight|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).
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}||rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}||rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 
|-align="center"
 
|-align="center"
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|-align="center"
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||colspan="8"|XCOM starts with an unlimited supply||
+
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers||2.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||20%||title="Amount of ammunition available"|2||130||18||Aim penalty at close range<br />Can be steadied<br>+1 penetration||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|-align="center"
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||13
+
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers||2.6||+20||title="Average damage&#10;(Minimum to maximum damage)"|5<br>(4-6)||35%||title="Amount of ammunition available"|2||130||18||Aim penalty at close range<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||13
 
|-align="center"
 
|-align="center"
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||45%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||33
+
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers||3.3||+10||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||20%||title="Amount of ammunition available"|2||130||18||Aim penalty at close range<br />Can be steadied<br>+2 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||33
 
|-align="center"
 
|-align="center"
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers||+1.3||+5||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||40%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||33
+
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers||2.6||+20||title="Average damage&#10;(Minimum to maximum damage)"|7<br>(6-8)||35%||title="Amount of ammunition available"|2||130||18||Aim penalty at close range<br />Can be steadied<br>+2 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||33
 
|-align="center"
 
|-align="center"
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers||+0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Aim penalty at close range<br />Can be steadied<br />+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||120
+
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers||2.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|10<br>(8-12)||20%||title="Amount of ammunition available"|2||130||18||Aim penalty at close range<br />Can be steadied<br>+2 penetration<br />+5 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||132||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(68)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|76&nbsp;days<br />(38&nbsp;days)||120
 
|}
 
|}
  
 
===Sniper Rifles===
 
===Sniper Rifles===
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-16 aim per tile closer than 10).
+
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular shots operate at [[Abilities List (LWR)#Squadsight|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).
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 
|-align="center"
 
|-align="center"
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|-align="center"
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||colspan="8"|XCOM starts with an unlimited supply||
+
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||3.3||+15||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available"|3||130||18||Reduces squadsight penalty to -2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+2 penetration||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|-align="center"
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||15
+
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers||3.3||+25||title="Average damage&#10;(Minimum to maximum damage)"|6<br>(5-7)||35%||title="Amount of ammunition available"|3||130||18||Reduces squadsight penalty to -2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+2 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||15
 
|-align="center"
 
|-align="center"
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||60
+
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||4.0||+15||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||20%||title="Amount of ammunition available"|3||130||18||Reduces squadsight penalty to -2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||60
 
|-align="center"
 
|-align="center"
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers|| ||+5||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37
+
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers||3.3||+25||title="Average damage&#10;(Minimum to maximum damage)"|9<br>(8-10)||35%||title="Amount of ammunition available"|3||130||18||Reduces squadsight penalty to -2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(84)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||37
 
|-align="center"
 
|-align="center"
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-0.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||30%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||130||Reduces squadsight penalty to 2 aim/tile<br>Aim penalty at close range<br />Can only fire with 2 AP<br />Can be steadied<br>+1 penetration<br />+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days<br />(19.5&nbsp;days)||135
+
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||3.3||+15||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||50%||title="Amount of ammunition available"|3||130||18||Reduces squadsight penalty to -2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+4 penetration||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||135||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(68)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|78&nbsp;days<br />(39&nbsp;days)||135
 
|}
 
|}
  
 
===MEC Weapons===
 
===MEC Weapons===
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. 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).
+
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|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).
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 
|-align="center"
 
|-align="center"
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|-align="center"
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||
+
|[[File:Minigun Long War.png|128px|Minigun]]<br />'''Minigun'''||MECs||2.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available"|3||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|-align="center"
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22
+
|[[File:Laser Lance Long War.png|128px|Laser Lance]]<br />'''Laser Lance'''||MECs||2.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||15%||title="Amount of ammunition available"|3||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|225<br />(315)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(19)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22
 
|-align="center"
 
|-align="center"
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||36
+
|[[File:Railgun Long War.png|128px|Gauss Railgun]]<br />'''Gauss Railgun'''||MECs||3.3|| ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available"|3||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|360<br />(504)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(33)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||36
 
|-align="center"
 
|-align="center"
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Elerium&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||36
+
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]<br />'''Pulse Lance'''||MECs||2.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||15%||title="Amount of ammunition available"|3||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|360<br />(504)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|75<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(47)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||36
 
|-align="center"
 
|-align="center"
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]<br />'''Pulse Particle Beam'''||MECs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(3)||130||130||Can be steadied<br />+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135
+
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]<br />'''Pulse Particle Beam'''||MECs||2.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||0%||title="Amount of ammunition available"|3||18||18||Can be steadied<br />+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||135||title="Cost in Credits&#10;(Cost when building quickly)"|900<br />(1260)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(89)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|82&nbsp;days<br />(41&nbsp;days)||135
 
|}
 
|}
  
Line 342: Line 326:
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 
|-align="center"
 
|-align="center"
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|-align="center"
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18|| ||colspan="8"|XCOM starts with an unlimited supply||
+
|[[File:Autocannon Long War.png|128px|Autocannon]]<br />'''Autocannon'''||SHIVs||2.6|| ||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available"|2||18||18||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|-align="center"
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||3 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22
+
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]<br />'''Laser Autocannon'''||SHIVs||2.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||15%||title="Amount of ammunition available"|2||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9&nbsp;days)||22
 
|-align="center"
 
|-align="center"
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs|| || ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||4 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30
+
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]<br />'''Gauss Sentry Gun'''||SHIVs||3.3|| ||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available"|2||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|22&nbsp;days<br />(11&nbsp;days)||30
 
|-align="center"
 
|-align="center"
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs||+0.6||+5||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||0%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||5 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|105<br />(157)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||45
+
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]<br />'''Pulse Autocannon'''||SHIVs||2.6||+10||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||15%||title="Amount of ammunition available"|2||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(14)||title="Cost in Elerium&#10;(Cost when building quickly)"|75<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||45
 
|-align="center"
 
|-align="center"
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs|| ||+15||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(2)||18||18||6 damage mayhem suppression||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|41&nbsp;days<br />(20.5&nbsp;days)||135
+
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]<br />'''Plasma Autocannon'''||SHIVs||2.6||+15||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||15%||title="Amount of ammunition available"|2||18||18|||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||130||title="Cost in Credits&#10;(Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|85<br />(127)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(89)||4 UFO Power Sources||title="Duration in days&#10;(Duration when building quickly)"|82&nbsp;days<br />(41&nbsp;days)||135
 
|}
 
|}
  
===Arc and Stun Rifles ===
+
===Arc Primary Weapons ===
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and 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 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle's damage against mechanical units by 4. Arc Rifles lose aim for being in close proximity (-10 aim per tile closer than 10).
+
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 [[Other Abilities (LWR)#Maim|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).
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}
 
|-align="center"
 
|-align="center"
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|-align="center"
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]<br />'''Arc Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers<br/>Rocketeers||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br>7&nbsp;(6-8) vs mech<br>11&nbsp;(9-13) vs mech upg||title="Amount of ammunition available"|3<br>(4)||18||18||Grants '''Disabling Shot'''<br>Cannot critically hit<br>+4 Penetration<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6&nbsp;days)||27
+
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]<br />'''Arc Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers<br/>Rocketeers||2.6||+20 vs mech||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br>7&nbsp;(6-8) vs mech||title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br>(3)||18||18||Has '''[[Other_Abilities_(LWR)#Overload|Overload]]'''<br>+5 Penetration vs mech<br>Cannot critically hit<br>Aim penalty at close range<br />Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6&nbsp;days)||27
 
|-align="center"
 
|-align="center"
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Amount of ammunition available&#10;(Amount with the Improved Arc Thrower foundry project)"|2<br />(3)||4|| ||Stuns aliens<br/>-1 support item slot||[[Research (LWR)#Xenology|Xenoneurology]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||30
+
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]<br />'''Stun Rifle'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||4.6|| || ||title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)||4|| ||[[Other_Abilities_(LWR)#Stun|'''Stuns''']] autopsied biologic aliens<br/>-1 small equipment slot||[[Research (LWR)#Xenology|Xenobiology]]||10||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||30
 
|}
 
|}
  
 
== Secondary Weapons ==
 
== Secondary Weapons ==
  
Unlike Long War 1.0, LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Pulse Laser.
+
LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for Ballistic, Gauss and Plasma.
  
'''Units that cannot use any secondary weapons''': privates, gunners, and SHIVs
+
'''Units that cannot use secondary weapons''': Privates, Gunners, and SHIVs
  
 
'''Units that cannot use sidearms and have unique secondary weapons''': Rocketeers and MECs
 
'''Units that cannot use sidearms and have unique secondary weapons''': Rocketeers and MECs
Line 382: Line 366:
  
 
===Pistols===  
 
===Pistols===  
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. 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).
+
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). [[Abilities List (LWR)#Ranger|Ranger]] doubles the close range bonus and eliminates the far range penalty.
 +
 
 +
There are no basic Pistol equivalents for the Gauss tier.
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 
|-align="center"
 
|-align="center"
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|-align="center"
  
|[[File:Pistol Long War.png|128px|Pistol]]<br />'''Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||
+
|[[File:Pistol Long War.png|128px|Pistol]]<br />'''Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||Weightless||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|-align="center"
  
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||10%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days<br />(6.5&nbsp;days)||3
+
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]<br />'''Laser Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||Weightless||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days<br />(6.5&nbsp;days)||3
 
|-align="center"
 
|-align="center"
  
|[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||25%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|14<br />(21)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||4
+
|[[File:Blaster Long War.png|128px|Pulse Pistol]]<br />'''Pulse Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||Weightless||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||60%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|14<br />(21)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Elerium&#10;(Cost when building quickly)"|4<br />(5)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|24&nbsp;days<br />(12&nbsp;days)||4
 
|-align="center"
 
|-align="center"
  
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]<br />'''Plasma Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||12
+
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]<br />'''Plasma Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||Weightless||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(12)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;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). [[Abilities List (LWR)#Ranger|Ranger]] doubles the close range bonus and eliminates the far range penalty.
 +
 +
There are no Autopistol equivalents for either Laser tier.
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 
|-align="center"
 
|-align="center"
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|-align="center"
  
|[[File:Heater Long War.png|128px|Arc Pistol]]<br />'''Arc Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br> 4 (3-5) vs mech <br> 7 (6-8) vs mech Upg || Not Possible ||title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)||18||18||+2 Penetration<br>Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Main Tech|Alien Computers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||3
+
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +2 damage during critical hits||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|-align="center"
 +
 +
 +
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]<br />'''Gauss Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||0.6||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||15%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|13<br />(18)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||3
 +
|-align="center"
 +
 +
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]<br />'''Plasma Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||0%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +4 damage during critical hits||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(19)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||15
 
|}
 
|}
  
===Autopistols===  
+
===Arc Pistol===
AUtoistols trade increased ammo and crit chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. They grant extra damage during critical hits. 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).
+
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). [[Abilities List (LWR)#Ranger|Ranger]] doubles the close range bonus and eliminates the far range penalty.
 
 
There are no Machine Pistol equivalents for the Pulse Laser weapon tier.
 
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 
|-align="center"
 
|-align="center"
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|-align="center"
  
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]<br />'''Machine Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|3<br />(2-4)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +2 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||
+
|[[File:Heater Long War.png|128px|Arc Pistol]]<br />'''Arc Pistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||0.6||title="Average damage&#10;(Minimum to maximum damage)"|1 vs bio<br> 5 (4-6) vs mech|| Not Possible ||title="Amount of ammunition available&#10;(Amount with the Elerium Batteries foundry project)"|2<br />(3)||18||18||Has '''[[Other_Abilities_(LWR)#Overload|Overload]]'''<br>+4 Penetration vs mech<br>Cannot Critically Hit<br>Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''||[[Research (LWR)#Main Tech|Alien Computers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|0<br />(0)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||3
|-align="center"
 
 
 
 
 
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]<br />'''Gauss Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|4<br />(3-5)||35%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +3 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|13<br />(18)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|19&nbsp;days<br />(9.5&nbsp;days)||3
 
 
|-align="center"
 
|-align="center"
 
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]<br />'''Plasma Autopistol'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||20%||title="Amount of ammunition available&#10;(Amount with the High Capacity Pistols foundry project)"|2<br />(3)||18||18||Grants '''[[Other_Abilities_(LWR)#Maim|Maim]]'''<br>Grants +4 damage during critical hits<br>Aim penalty at long range<br />without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|30&nbsp;days<br />(15&nbsp;days)||15
 
 
|}
 
|}
  
 
===Sawed-off Shotgun===
 
===Sawed-off Shotgun===
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage sidearm; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project ''Quenchguns''. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).
+
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). [[Abilities List (LWR)#Ranger|Ranger]] doubles the close range bonus but '''does not''' eliminate the far range penalty.
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}
+
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Weight (LWR)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="3"|Cost!!rowspan="2" {{Sell value (Long War)}}
 
|-align="center"
 
|-align="center"
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|-align="center"
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]<br />'''Sawed-off Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)||0%||1||18||8||50% less damage against hardened targets|| ||3||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days<br />(4&nbsp;days)||6
+
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]<br />'''Sawed-off Shotgun'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||0.6||title="Average damage&#10;(Minimum to maximum damage)"|6 (5-7)<br>Upgrades to 9 (8-10)||0%||1||18||18||[[Abilities List (LWR)#Hardened|'''Hardened''']] grants 50% DR vs this weapon|| ||3||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|8&nbsp;days<br />(4&nbsp;days)||6
 
|}
 
|}
  
===Rocket Launchers===
 
Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).
 
  
{|class="wikitable" width="100%"
 
|-
 
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 
|-align="center"
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]<br />'''Rocket Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|6<br />(5-7)||2||18||5||2 turn cooldown||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]<br />'''Recoilless Rifle'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|9<br />(8-10)||2||18||5||2 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||30
 
|-align="center"
 
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]<br />'''Blaster Launcher'''||Rocketeers||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|12<br>(10-14)||2||14||5||Can path around obstacles<br>2 turn cooldown||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|130<br />(195)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(65)||2 UFO Flight Computers<br />1 Fusion Core||title="Duration in days&#10;(Duration when building quickly)"|42&nbsp;days<br />(21&nbsp;days)||180
 
|}
 
  
===MEC Secondary Weapons===
 
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.
 
  
{|class="wikitable" width="100%"
 
|-
 
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Weapon damage (LWR)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2"|Base<br>charges!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}
 
|-align="center"
 
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|5<br />(4-6)||8|| || 2 ||50% chance for a 50 will test for panic<br />Will test 80 with the ''Jellied Elerium'' Foundry project<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days<br />(8.5&nbsp;days)||15
 
|-align="center"
 
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MECs||-0.6|| ||self||2||1||Can be equipped multiple times per soldier<br />Heals 7 HP for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10&nbsp;days)||36
 
|-align="center"
 
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module'''||MECs|| ||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||melee|| ||unlimited||Melee weapon<br>Red fog does not reduce KSM damage||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||30
 
|-align="center"
 
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|8<br>(7-9)||10.6||2||2||Can be equipped multiple times per soldier<br />+1 charge with the Packmaster perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||45
 
|-align="center"
 
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]<br />'''Miniature Nuclear Explosive (MiNE) Launcher'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|16<br>(14-18)||10.6||4||2||Can be equipped multiple times per soldier<br />+100 penetration<br>Detonates at the end of XCOM's '''next''' turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||54
 
|-align="center"
 
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]<br />'''Electro Pulse'''||MECs||-0.6||title="Average damage&#10;(Minimum to maximum damage)"|1<br />(1-2)||self||8||unlimited||Stuns robotic units<br />4 turn cooldown<br>Affects the MEC using the Electro Pulse as well||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(20)||1 Arc Rifle||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||24
 
|}
 
  
 
[[Category: Long War Rebalance]]
 
[[Category: Long War Rebalance]]

Latest revision as of 01:14, 15 April 2024

Back To Main Page

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)
0% 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)
15% 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)
0% 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)
15% 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)
0% 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 6 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% 6 18 18
Grants Bulletstorm
Grants Burst
XCOM starts with an unlimited supply
Laser Autorifle
Laser Autorifle
Gunners 3.3 0 6
(5-7)
15% 6 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% 6 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% 6 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% 6 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 8 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% 8 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% 8 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% 8 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% 8 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% 8 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
Pulse Particle Beam
Pulse Particle Beam
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