Difference between revisions of "Weapons (LWR)"

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[[Long_War_Rebalance|Back To Main Page]]
 
[[Long_War_Rebalance|Back To Main Page]]
  
{{Template:REWRITE NEEDED (EU2012)}}
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== Weapon Types ==
== 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:
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=== Weapon Tiers ===
  
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma
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==== Conventional/Ballistic ====
* 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:
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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.
  
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon
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<div style="max-width:160px;">
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn
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Base Damage: 4
* Rookies cannot use pistols
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</div>
* 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.
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==== Arc ====
  
==Weapon Tiers==
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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.
'''Conventional/Ballistic'''
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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.
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The Arc Rifle and Pistol only deal full damage against Mechanical units and have hefty penetration.
  
<div style="max-width:160px;">
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<div style="max-width:320px;">
  Base Damage: 4
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  Arc Rifle: 7 (vs mech)
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Arc Pistol: 5 (vs mech)
 
</div>
 
</div>
  
'''Beam Lasers'''
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==== 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.  
 
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 increased crit chances, 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.
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Beam lasers have increased accuracy and higher crit.  
  
<div style="max-width:580px;">
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<div style="max-width:680px;">
 
  Base Damage: 4
 
  Base Damage: 4
  Bonus Stats: +5 aim, +10 crit, +25% crit damage, +0.6 mobility
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  Bonus Stats: +10 aim, +15 crit
 +
Note: Pistol gains more crit but no aim
 
</div>
 
</div>
  
'''Gauss'''
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==== 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 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.  
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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.  
  
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.  
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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.  
  
<div style="max-width:160px;">
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<div style="max-width:240px;">
 
  Base Damage: 6
 
  Base Damage: 6
 +
Bonus Stats: +0.6 weight
 
</div>
 
</div>
  
'''Pulse Lasers'''
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==== 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.
 
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.
  
<div style="max-width:580px;">
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<div style="max-width:680px;">
 
  Base Damage: 6
 
  Base Damage: 6
  Bonus Stats: +5 aim, +10 crit, +25% crit damage, +0.6 mobility
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  Bonus Stats: +10 aim, +15 crit
 +
Note: Pistol gains more crit but no aim
 
</div>
 
</div>
  
'''Plasma'''
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==== 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.  
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 +
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.  
  
 
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</div>
 
</div>
  
'''Weapon-Specific Bonuses:'''
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'''Plasma-Specific Bonuses:'''
*Plasma Carbine: +10 defense
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*Plasma Rifle: Grants '''Carapace Shredder''' and '''Sublimator'''
*Plasma Rifle: +3 damage against biological units
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*Plasma Battle Rifle: Grants '''Mechanical Shredder'''
*Heavy Plasma Rifle: +5 damage against targets in cover
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*Plasma Carbine: Grants '''Aerial Shredder''' and '''Aerial Tracking'''
*Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles
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*Plasma SMG: -1.3 weight, +15 crit
*Plasma Strike Rifle: +3 damage against uncovered targets  
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*Plasma Reflex Cannon (Shotgun): Grants '''Ether Shredder''' and '''Sublimator'''
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range
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*Plasma Strike Rifle: +5 damage against uncovered targets  
*Plasma Novagun (SAW): +2 penetration
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*Plasma Sniper Rifle: +30 crit
*Plasma Dragon (LMG): +2 damage against flying targets
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*Plasma Novagun (SAW): +4 penetration against Mechanical
*MEC Partical Cannon (MEC): +4 damage against mechanical units
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*Plasma Dragon (LMG): +2 damage to Suppressive Fire
 +
*Plasma Particle Cannon (MEC): +4 damage against Mechanical
 
*Plasma Autocannon (SHIV): +15 aim, +15 crit
 
*Plasma Autocannon (SHIV): +15 aim, +15 crit
  
== Weapon Types==
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=== Weapon Classes ===
Several types of weapons occur at each technology level. The weapon types are, in descending order of base damage:
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Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:
  
 
{| class="wikitable" style="max-width: 600px; text-align: center;"
 
{| class="wikitable" style="max-width: 600px; text-align: center;"
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! style="padding: 4px;" | Weapon !! style="padding: 4px 15px;" | Base Damage
 
! style="padding: 4px;" | Weapon !! style="padding: 4px 15px;" | Base Damage
 
|-
 
|-
|SHIV and MEC Weapons || 200%
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|LMGs and SHIV/MEC Weapons || 200%
|-
 
|LMGs || 175%
 
 
|-  
 
|-  
|SAWs, Sniper Rifles, and Shotguns || 150%
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|SAWs, Sniper Rifles, Shotguns, and Rocket Launchers || 150%
 
|-  
 
|-  
|Battle Rifles || 125%
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|Battle Rifles and Strike Rifles || 125%
 
|-  
 
|-  
|Assault Rifles and Strike Rifles || 100%
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|Assault Rifles || 100%
 
|-  
 
|-  
 
| style="padding: 0 15px;" | Pistols, Machine Pistols, Carbines, and SMGs || 75%
 
| style="padding: 0 15px;" | Pistols, Machine Pistols, Carbines, and SMGs || 75%
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== Primary Weapons ==
 
== 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.
 
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.
  
===SMGs===
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===Assault Rifles===
 
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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).
SMGs (Submachine Guns) are the lightest available weapon types, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have high base crit chances, and grant [[Abilities List (LWR)#Killer Instinct|Killer Instinct]]. Their base ammo is 3, and their base damage is 75%.
 
  
 
{|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 (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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)}}
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!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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
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|{{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="Minimum to maximum damage&#10;(Average damage)"|2-4<br />(3)|| ||title="Minimum to maximum damage&#10;(Average damage)"|4-5<br />(4.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||30||30||Can be steadied for aim bonus||colspan="8"|XCOM starts with an unlimited supply||
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|[[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)"|4<br />(5)||18||18||Can be steadied||colspan="8"|XCOM starts with an unlimited supply||
 
|-align="center"
 
|-align="center"
|[[File:Laser Shatterray Long War.png|128px|Laser Shatterray]]<br />'''Laser Shatterray'''||All soldiers||+1.2||+5||title="Minimum to maximum damage&#10;(Average damage)"|2-4<br />(3)||+10||title="Minimum to maximum damage&#10;(Average damage)"|4-6<br />(5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&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 Stuttergun Long War.png|128px|Gauss Stuttergun]]<br />'''Gauss Stuttergun'''||All soldiers||+0.6|| ||title="Minimum to maximum damage&#10;(Average damage)"|3-5<br />(4)|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-7<br />(6)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Elerium&#10;(Cost when building quickly)"|4<br />(6)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||26
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|[[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 Stengun Long War.png|128px|Pulse Stengun]]<br />'''Pulse Stengun'''||All soldiers||+1.2||+5||title="Minimum to maximum damage&#10;(Average damage)"|3-5<br />(4)||+10||title="Minimum to maximum damage&#10;(Average damage)"|6-8<br />(7)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||62||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)"|25<br />(37)||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 />(6.0&nbsp;days)||48
+
|[[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 Stormgun Long War.png|128px|Plasma Stormgun]]<br />'''Plasma Stormgun'''||All soldiers||+0.6|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-7<br />(6)|| ||title="Minimum to maximum damage&#10;(Average damage)"|8-10<br />(9)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||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)"|2<br />(9)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||80
+
|[[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
 
|}
 
|}
  
===Carbines===
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===Battle Rifles===
Carbines are lighter versions of Assault Rifles, though not as light as SMGs. They grant a +1 mobility bonus and a +6 aim bonus, but deal less damage and have a smaller chance to crit than Assault Rifles, though not as small as SMGs. Like Laser Weapons, Carbines are excellent for lower ranked troops, though more experienced troops should switch to other weapons for more damage. Note that the aim bonus does not apply to Rocket scatter.
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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" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{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|link=Primary Weapons (Long War)#Carbines|Assault Carbine]]<br />'''[[Primary Weapons (Long War)#Carbines|Assault Carbine]]'''||All soldiers||+1|| ||+6||title="Minimum to maximum damage&#10;(Average damage)"|2-4<br />(3)||+4||title="Minimum to maximum damage&#10;(Average damage)"|4-5<br />(4.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus||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:Laser Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Laser Carbine]]<br />'''[[Primary Weapons (Long War)#Carbines|Laser Carbine]]'''||All soldiers||+1|| ||+12||title="Minimum to maximum damage&#10;(Average damage)"|3-5<br />(4)||+4||title="Minimum to maximum damage&#10;(Average damage)"|5-7<br />(6.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#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 />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||14
+
 
 +
|[[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:Gauss Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Gauss Carbine]]<br />'''[[Primary Weapons (Long War)#Carbines|Gauss Carbine]]'''||All soldiers||+1|| ||+6||title="Minimum to maximum damage&#10;(Average damage)"|4-6<br />(5)||+4||title="Minimum to maximum damage&#10;(Average damage)"|6-9<br />(7.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||30||30||Can be steadied for aim bonus<br />Ignores 0.34 of target's DR||[[Research (Long War)#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)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||32
+
 
 +
|[[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:Pulse Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Pulse Carbine]]<br />'''[[Primary Weapons (Long War)#Carbines|Pulse Carbine]]'''||All soldiers||+1|| ||+6||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)||+12||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||63||title="Cost in Credits&#10;(Cost when building quickly)"|180<br />(270)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(6)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||72
+
 
 +
|[[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:Plasma Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Plasma Carbine]]<br />'''[[Primary Weapons (Long War)#Carbines|Plasma Carbine]]'''||All soldiers||+1||+6||+6||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)||+4||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|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)"|2<br />(10)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Carbine]]||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||100
+
 
 +
|[[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
 
|}
 
|}
  
===Assault Rifles===
+
===Carbines===
Assault Rifles are the standard rifle, similar to the vanilla Rifles, providing a decent balance of mobility, accuracy and firepower.
+
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" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{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|link=Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]<br />'''[[Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]'''||All soldiers|| ||title="Minimum to maximum damage&#10;(Average damage)"|3-5<br />(4)||+8||title="Minimum to maximum damage&#10;(Average damage)"|5-7<br />(6.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus||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 Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]<br />'''[[Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]'''||All soldiers||+6||title="Minimum to maximum damage&#10;(Average damage)"|4-6<br />(5)||+8||title="Minimum to maximum damage&#10;(Average damage)"|6-9<br />(7.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||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 />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||18
+
 
 +
|[[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 Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]<br />'''[[Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]'''||All soldiers|| ||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)||+8||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||30||30||Can be steadied for aim bonus<br />Ignores 0.34 of target's DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|28<br />(42)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||36
+
 
 +
|[[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 Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]<br />'''[[Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]'''||All soldiers|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)||+16||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Elerium&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(7)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||80
+
 
 +
|[[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 Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]<br />'''[[Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Rocketeers|| ||title="Minimum to maximum damage&#10;(Average damage)"|6-10<br />(8)||+8||title="Minimum to maximum damage&#10;(Average damage)"|10-14<br />(12.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Can be steadied for aim bonus<br />+1.5 crit damage to biological targets||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|350<br />(525)||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)"|3<br />(13)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||140
+
 
 +
|[[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
 
|}
 
|}
  
===Battle Rifles===
+
===SMGs===
Battle Rifles (or heavy rifles) are heavier versions of Assault Rifles. They deal more damage than Assault Rifles, but incur a -1 penalty to mobility, and a -10 aim penalty when shooting after a costly action. They are best used by soldiers that can offset the aim when needing to fire as the second action in a pinch.
+
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 (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{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|link=Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]<br />'''[[Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|4-6<br />(5)||+8||title="Minimum to maximum damage&#10;(Average damage)"|6-9<br />(7.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Aim penalty to fire as second action<br />Can be steadied for aim bonus||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:Heavy Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]<br />'''[[Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-1||+6||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)||+8||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Aim penalty to fire as second action<br />Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||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 />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||18
+
 
 +
|[[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:Heavy Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]<br />'''[[Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)||+8||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||30||30||Aim penalty to fire as second action<br />Can be steadied for aim bonus<br />Ignores 0.34 of target's DR||[[Research (Long War)#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)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||40
+
 
 +
|[[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:Heavy Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]<br />'''[[Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|6-10<br />(8)||+16||title="Minimum to maximum damage&#10;(Average damage)"|10-14<br />(12.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Aim penalty to fire as second action<br />Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Elerium&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(7)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||80
+
 
 +
|[[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:Heavy Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]<br />'''[[Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-11<br />(9)||+8||title="Minimum to maximum damage&#10;(Average damage)"|11-16<br />(13.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Aim penalty to fire as second action<br />Can be steadied for aim bonus<br />+1 damage when steadied||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title="Cost in Credits&#10;(Cost when building quickly)"|350<br />(525)||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)"|3<br />(13)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9.0&nbsp;days)||140
+
 
 +
|[[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 are similar to the vanilla Shotguns, providing high damage and a high chance to crit, though they suffer more from damage reduction than other weapons. Shotguns incur large aim penalties when firing at longer range, but to offset that, they gain twice the aim bonus at close range, making them viable in close quarters even without flanking, and surprisingly effective against airborne targets that cannot be flanked while flying. They fit best in the hands of mobile soldiers, such as Assaults and Scouts, that can move up close and fire.
+
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" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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" {{Required for combined (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{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|link=Primary Weapons (Long War)#Shotguns|Shotgun]]<br />'''[[Primary Weapons (Long War)#Shotguns|Shotgun]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)||+16||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||30||14||Aim penalty at long range<br />Target DR is 50% more effective||colspan="8"|XCOM starts with an unlimited supply|| ||[[Secondary Weapons (Long War)#Sawed-off Shotgun|Sawed-off Shotgun]] (1)
+
|[[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|link=Primary Weapons (Long War)#Shotguns|Scatter Laser]]<br />'''[[Primary Weapons (Long War)#Shotguns|Scatter Laser]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||+6||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)||+16||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||30||14||Aim penalty at long range<br />Target DR is 50% more effective||[[Research (Long War)#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 />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||20||
+
|[[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|link=Primary Weapons (Long War)#Shotguns|Alloy Cannon]]<br />'''[[Primary Weapons (Long War)#Shotguns|Alloy Cannon]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Minimum to maximum damage&#10;(Average damage)"|6-10<br />(8)||+16||title="Minimum to maximum damage&#10;(Average damage)"|10-14<br />(12.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br />(6)||30||14||Aim penalty at long range<br />Target DR is 50% more effective<br />Ignores 0.34 of target's DR||[[Research (Long War)#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)"|36<br />(54)||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)"|14&nbsp;days<br />(7.0&nbsp;days)||52||
+
|[[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|link=Primary Weapons (Long War)#Shotguns|Scatter Blaster]]<br />'''[[Primary Weapons (Long War)#Shotguns|Scatter Blaster]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-11<br />(9)||+24||title="Minimum to maximum damage&#10;(Average damage)"|11-16<br />(13.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||30||14||Aim penalty at long range<br />Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Elerium&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(8)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||100||
+
|[[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|link=Primary Weapons (Long War)#Shotguns|Reflex Cannon]]<br />'''[[Primary Weapons (Long War)#Shotguns|Reflex Cannon]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-13<br />(10)||+16||title="Minimum to maximum damage&#10;(Average damage)"|13-18<br />(15.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||30||14||Aim penalty at long range<br />Target DR is 50% more effective<br />+1.5 crit damage at point blank range||[[Research (Long War)#Plasma Weapons|Advanced 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)"|4<br />(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9.0&nbsp;days)||180||
+
|[[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
 
|}
 
|}
  
===Arc and Stun Rifles ===
+
===SAWs===
The Arc Rifle is a special type of rifle that can be used to disable enemies through Disabling Shot, at the regular 2-turn cooldown. It has very low damage, designed to whittle down an already wounded target to increase stun chance without the risk of killing it, and has very limited ammunition. It can be useful early on when raiding small UFOs, to keep enemies disabled, providing enough chances to stun them with Arc Thrower.
+
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" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit damage (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="5"|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"
 +
|{{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: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"
 +
|[[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"
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}
+
|[[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:Arc Rifle Long War.png|128px|link=Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]<br />'''[[Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||+10||title="Minimum to maximum damage&#10;(Average damage)"|1-3<br />(2)||title="Minimum to maximum damage&#10;(Average damage)"|3-4<br />(3.2)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||{{ Disabling Shot (Long War) }}||Aim penalty at close range<br />Can be steadied for aim bonus||[[Research (Long War)#Xenology|Xenoneurology]]<br />[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||25||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)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||24
+
|[[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:Arc Rifle Long War.png|128px|link=Primary Weapons (Long War)#Stun Rifles|Stun Rifle]]<br />'''[[Primary Weapons (Long War)#Stun Rifles|Stun Rifle]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||+10||title="Minimum to maximum damage&#10;(Average damage)"|1-3<br />(2)||title="Minimum to maximum damage&#10;(Average damage)"|3-4<br />(3.2)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||{{ Disabling Shot (Long War) }}||Aim penalty at close range<br />Can be steadied for aim bonus||[[Research (Long War)#Xenology|Xenoneurology]]<br />[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||25||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)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||24
+
|[[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
 
|}
 
|}
  
The Stun Rifle is a primary weapon in Long War Rebalance. The chance to stun non-robotic aliens successfully has been increased significantly from the base Long War, so long as a hostile has 1-2 health (or 1-5 health with the Improved Arc Thrower foundry project). See the following table for details. (TABLE TO BE UPDATED)
+
===LMGs===
 
+
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).
<div style="max-width:700px">
 
{| class="wikitable" style="width: 100%; text-align: center;"
 
|+ Stun Chance
 
|-
 
! Type / Alien HP !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8+
 
|-
 
! Arc Thrower
 
| XX% || XX% || XX% || XX% || low || low || low || low
 
|-
 
! Improved Arc Thrower
 
| XX% || XX% || XX% || XX% || XX% || XX% || XX% || low
 
|}
 
</div>
 
Also, the Stun Rifle has two charges by default.''Packmaster'' no longer increases the amount of charges the Stun Rifle has, however the ''Improved Arc Thrower'' foundry project will increase the amount of charges by +1.
 
 
 
===Marksman Rifles===
 
Marksman Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. Like Sniper Rifles, Marksman Rifles incur aim penalties at close range but perform well at long range. In the hands of a Scout with the Marksman's Scope or a Sniper, they can fire beyond visual range, assuming a squadmate can spot the target, though only up to 20% further, whereas Sniper Rifles have unlimited range.
 
 
 
Unlike Sniper Rifles, Marksman Rifles can be fired after moving by soldiers without the Snapshot perk, and can fire beyond visual range with overwatch shots. Lastly, Marksman Rifles have a slightly smaller chance to crit than Sniper Rifles.
 
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{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|link=Primary Weapons (Long War)#Marksman Rifles|Marksman's Rifle]]<br />'''[[Primary Weapons (Long War)#Marksman Rifles|Marksman's Rifle]]'''||Scouts<br />Snipers|| ||title="Minimum to maximum damage&#10;(Average damage)"|4-6<br />(5)||+12||title="Minimum to maximum damage&#10;(Average damage)"|6-9<br />(7.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br />(6)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||Aim penalty at close range<br />Can be steadied for aim bonus||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:Laser Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]<br />'''[[Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]'''||Scouts<br />Snipers||+6||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)||+12||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||Aim penalty at close range<br />Can be steadied for aim bonus||[[Research (Long War)#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 />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||18
+
 
 +
|[[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:Alloy Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]<br />'''[[Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]'''||Scouts<br />Snipers|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)||+12||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||Aim penalty at close range<br />Can be steadied for aim bonus<br />Ignores 0.34 of target's DR||[[Research (Long War)#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)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||44
+
 
 +
|[[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:Blaster Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]<br />'''[[Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]'''||Scouts<br />Snipers|| ||title="Minimum to maximum damage&#10;(Average damage)"|6-10<br />(8)||+20||title="Minimum to maximum damage&#10;(Average damage)"|10-14<br />(12.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||Aim penalty at close range<br />Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|220<br />(330)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(7)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||88
+
 
 +
|[[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:Reflex Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]<br />'''[[Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]'''||Scouts<br />Snipers|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-11<br />(9)||+12||title="Minimum to maximum damage&#10;(Average damage)"|11-16<br />(13.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||Aim penalty at close range<br />Can be steadied for aim bonus<br />+1.5 crit damage to flanked targets<br />and targets not in cover||[[Research (Long War)#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)"|4<br />(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9.0&nbsp;days)||160
+
 
 +
|[[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
 
|}
 
|}
  
===Sniper Rifles===
+
===Strike Rifles===
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Like in vanilla, Sniper Rifles incur aim penalties at close range but perform well at long range. Their maximum range has been increased from vanilla, causing it to practically be infinite, as long as a squadmate can spot the target. However, overwatch shots do not benefit from Squadsight, and can only fire up to the visual range.
+
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).
 
 
Sniper Rifles cannot be fired directly after moving or performing other costly actions, such as reloading, unless the soldier has the Snapshot perk. However, these weapons can be steadied after moving, providing a bonus on the first shot during the next round. Lastly, unlike the Marksman Rifles, Sniper Rifles incur a small penalty to mobility.
 
  
 
{|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 (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Bonus perk (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{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|link=Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]<br />'''[[Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]'''||Snipers||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|4-6<br />(5)||+20||title="Minimum to maximum damage&#10;(Average damage)"|6-9<br />(7.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|5<br />(6)||200||30|| ||Aim penalty at close range<br />Cannot fire after costly action<br />Can be steadied for aim bonus||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 Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]<br />'''[[Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]'''||Snipers||-1||+6||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)||+20||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||200||30|| ||Aim penalty at close range<br />Cannot fire after costly action<br />Can be steadied for aim bonus||[[Research (Long War)#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 />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||20
+
|[[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:Gauss Long Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]<br />'''[[Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]'''||Snipers||-2|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)||+20||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|1<br />(2)||200||30||{{ HEAT Ammo (Long War) }}||Aim penalty at close range<br />Cannot fire after costly action<br />Can be steadied for aim bonus<br />Ignores 0.34 of target's DR<br />Halves the Hardened perk's crit penalty||[[Research (Long War)#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)"|32<br />(48)||title="Cost in Elerium&#10;(Cost when building quickly)"|15<br />(22)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(7)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||80
+
|[[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:Pulse Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]<br />'''[[Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]'''||Snipers||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|6-10<br />(8)||+28||title="Minimum to maximum damage&#10;(Average damage)"|10-14<br />(12.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||200||30|| ||Aim penalty at close range<br />Cannot fire after costly action<br />Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(8)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||100
+
|[[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:Plasma Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]<br />'''[[Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]'''||Snipers||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-11<br />(9)||+20||title="Minimum to maximum damage&#10;(Average damage)"|11-16<br />(13.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||200||30|| ||Aim penalty at close range<br />Cannot fire after costly action<br />Can be steadied for aim bonus<br />+1.5 crit damage to targets beyond 35 range||[[Research (Long War)#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)"|3<br />(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title="Duration in days&#10;(Duration when building quickly)"|18&nbsp;days<br />(9.0&nbsp;days)||180
+
|[[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
 
|}
 
|}
  
===SAWs===
+
===Sniper Rifles===
SAWs (Squad Automatic Weapons) are similar to the vanilla LMGs, and are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility and cannot be steadied. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target's movement vs the now exposed target - ignoring the cover the target left from.
+
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).
 
 
Unlike the larger LMGs, SAWs can be fired directly after moving or performing other costly actions, such as reloading. SAWs cannot fire at targets beyond visual range.
 
  
 
{|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 (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{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|link=Primary Weapons (Long War)#SAWs|SAW]]<br />'''[[Primary Weapons (Long War)#SAWs|SAW]]'''||Gunners||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|4-6<br />(5)|| ||title="Minimum to maximum damage&#10;(Average damage)"|6-9<br />(7.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|6<br />(7)||30||30|| ||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:Autolaser Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Autolaser]]<br />'''[[Primary Weapons (Long War)#SAWs|Autolaser]]'''||Gunners||-1||+6||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)|| ||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|6<br />(7)||30||30|| ||[[Research (Long War)#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 />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||24
+
|[[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 Autorifle Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Gauss Autorifle]]<br />'''[[Primary Weapons (Long War)#SAWs|Gauss Autorifle]]'''||Gunners||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)|| ||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|7<br />(8)||30||30||Ignores 0.34 of target's DR||[[Research (Long War)#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)"|32<br />(48)||title="Cost in Elerium&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||40
+
|[[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 Autoblaster Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]<br />'''[[Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]'''||Gunners||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|6-10<br />(8)||+8||title="Minimum to maximum damage&#10;(Average damage)"|10-14<br />(12.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|6<br />(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|230<br />(345)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(7)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||92
+
|[[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 Novagun Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Plasma Novagun]]<br />'''[[Primary Weapons (Long War)#SAWs|Plasma Novagun]]'''||Gunners||-1|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-11<br />(9)|| ||title="Minimum to maximum damage&#10;(Average damage)"|11-16<br />(13.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|6<br />(7)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Advanced 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)"|3<br />(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10.0&nbsp;days)||180
+
|[[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
 
|}
 
|}
  
===LMGs===
+
===MEC Weapons===
LMGs (Light Machine Guns) are the larger version of SAWs, also exclusively restricted to Gunners, dealing even more damage and carrying even more ammunition. LMGs can fire up to 20% beyond visual range, and grant the Squadsight perk to the Gunner, allowing all Gunners to benefit from this extra range, though overwatch shots are still restricted to visual range. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target's movement vs the now exposed target - ignoring the cover the target left from.
+
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).
 
 
LMGs cannot be fired directly after moving or performing other costly actions, such as reloading, and since Gunners do not have access to the Snapshot perk, they cannot overcome this downside. LMGs also cannot be steadied, forcing the Gunner into a turret like role, where any movement basically consumes the Gunner's entire turn.
 
  
 
{|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 (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (Long War)}}!!rowspan="2" {{Weapon ammo (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Overwatch range (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}!!rowspan="2" {{Required for combined (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{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|link=Primary Weapons (Long War)#LMGs|LMG]]<br />'''[[Primary Weapons (Long War)#LMGs|LMG]]'''||Gunners||-2|| ||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)|| ||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|8<br />(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||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:Gatling Laser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Laser]]<br />'''[[Primary Weapons (Long War)#LMGs|Gatling Laser]]'''||Gunners||-2||+6||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)|| ||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|8<br />(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||[[Research (Long War)#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 />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||28||
+
|[[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:Gauss Machine Gun Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]<br />'''[[Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]'''||Gunners||-2|| ||title="Minimum to maximum damage&#10;(Average damage)"|6-10<br />(8)|| ||title="Minimum to maximum damage&#10;(Average damage)"|10-14<br />(12.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|9<br />(10)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action<br />Ignores 0.34 of target's DR||[[Research (Long War)#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)"|32<br />(48)||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)"|14&nbsp;days<br />(7.0&nbsp;days)||56||
+
|[[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:Gatling Pulser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Pulser]]<br />'''[[Primary Weapons (Long War)#LMGs|Gatling Pulser]]'''||Gunners||-2|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-11<br />(9)||+8||title="Minimum to maximum damage&#10;(Average damage)"|11-16<br />(13.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|8<br />(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|240<br />(360)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(8)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||96||
+
|[[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:Plasma Dragon Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Plasma Dragon]]<br />'''[[Primary Weapons (Long War)#LMGs|Plasma Dragon]]'''||Gunners||-2|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-13<br />(10)|| ||title="Minimum to maximum damage&#10;(Average damage)"|13-18<br />(15.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|8<br />(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action<br />+1 damage to flying targets||[[Research (Long War)#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)"|64<br />(96)||title="Cost in Meld&#10;(Cost when building quickly)"|4<br />(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10.0&nbsp;days)||180||[[Foundry (Long War)#General Weapon Upgrades|Enhanced Plasma]] (1)
+
|[[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
 
|}
 
|}
  
===MEC Weapons===
+
===SHIV Weapons===
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (Long War)|MEC Troopers]]. They deal high damage, even more than Shotguns and LMGs. MEC Troopers with the Squadsight perk can fire up to 20% beyond visual range, though overwatch shots are still restricted to visual range.
+
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|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).
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
|-
 
|-
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{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|link=Primary Weapons (Long War)#MEC primary weapons|Minigun]]<br />'''[[Primary Weapons (Long War)#MEC primary weapons|Minigun]]'''||MEC troopers|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)|| ||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|2<br />(3)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||30||||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:Laser Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]<br />'''[[Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]'''||MEC troopers||+6||title="Minimum to maximum damage&#10;(Average damage)"|6-10<br />(8)|| ||title="Minimum to maximum damage&#10;(Average damage)"|10-14<br />(12.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(4)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]<br />[[Foundry (Long War)#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 />(13)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||30
+
|[[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:Railgun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Railgun]]<br />'''[[Primary Weapons (Long War)#MEC primary weapons|Railgun]]'''||MEC troopers|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-11<br />(9)|| ||title="Minimum to maximum damage&#10;(Average damage)"|11-16<br />(13.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|4<br />(5)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||30||Ignores 0.34 of target's DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Foundry (Long War)#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)"|60<br />(90)||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)"|14&nbsp;days<br />(7.0&nbsp;days)||48
+
|[[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:Pulse Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]<br />'''[[Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]'''||MEC troopers|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-13<br />(10)||+8||title="Minimum to maximum damage&#10;(Average damage)"|13-18<br />(15.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(4)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|240<br />(360)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(38)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||96
+
|[[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:Particle Cannon Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]<br />'''[[Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]'''||MEC troopers|| ||title="Minimum to maximum damage&#10;(Average damage)"|8-14<br />(11)|| ||title="Minimum to maximum damage&#10;(Average damage)"|14-19<br />(16.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation Foundry project)"|3<br />(4)||title="Range for regular soldiers&#10;(Range with the Squadsight perk)"|30<br />(36)||30||+1 damage to robotic targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]<br />[[Foundry (Long War)#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)"|40<br />(53)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title="Duration in days&#10;(Duration when building quickly)"|21&nbsp;days<br />(10.5&nbsp;days)||180
+
|[[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
 
|}
 
|}
  
===SHIV Weapons===
+
===Arc Primary Weapons ===
SHIV weapons, obviously, are only available to [[S.H.I.V. (Long War)|SHIV units]]. They deal high damage, just as much as the MEC primary weapons, but suffer from the low base aim that all SHIV units share. However, the SHIVs modular design allows them to enhance the weapon with a variety of perks, allowing them to perform key roles in the right situation, such as using HEAT Ammo against robotic targets.
+
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" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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" {{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"
 
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
 
|-align="center"
 
|-align="center"
|[[File:Autocannon Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Autocannon]]<br />'''[[Primary Weapons (Long War)#SHIV weapons|Autocannon]]'''||SHIV units|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-9<br />(7)|| ||title="Minimum to maximum damage&#10;(Average damage)"|9-12<br />(10.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30|| ||colspan="8"|XCOM starts with an unlimited supply||
+
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|-align="center"
|[[File:Superheavy Laser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]<br />'''[[Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]'''||SHIV units||+6||title="Minimum to maximum damage&#10;(Average damage)"|6-10<br />(8)|| ||title="Minimum to maximum damage&#10;(Average damage)"|10-14<br />(12.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced 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 />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||30
+
|[[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:Sentry Gun Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]<br />'''[[Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]'''||SHIV units|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-11<br />(9)|| ||title="Minimum to maximum damage&#10;(Average damage)"|11-16<br />(13.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|4<br />(5)||30||30||Ignores 0.34 of target's DR||[[Research (Long War)#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)"|32<br />(48)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||40
+
|[[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
|-align="center"
 
|[[File:Superheavy Pulser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]<br />'''[[Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]'''||SHIV units|| ||title="Minimum to maximum damage&#10;(Average damage)"|7-13<br />(10)||+8||title="Minimum to maximum damage&#10;(Average damage)"|13-18<br />(15.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|300<br />(450)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(9)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||120
 
|-align="center"
 
|[[File:Superheavy Plasma Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]<br />'''[[Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]'''||SHIV units||+8||title="Minimum to maximum damage&#10;(Average damage)"|8-14<br />(11)||+4||title="Minimum to maximum damage&#10;(Average damage)"|14-19<br />(16.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30|| ||[[Research (Long War)#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)"|4<br />(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title="Duration in days&#10;(Duration when building quickly)"|21&nbsp;days<br />(10.5&nbsp;days)||180
 
 
|}
 
|}
  
 
== Secondary Weapons ==
 
== Secondary Weapons ==
  
Similar to primary weapons, Long War broadens the amount of sidearms available, adding five machine pistols, one per weapon tier, and adding the Sawed-off Shotgun, a sidearm that is unique to the Ballistic tier. See [[Weapons (Long War)#Weapon Tiers|Weapon tiers]] for more information on the new weapon tiers.
+
LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for Ballistic, Gauss and Plasma.
  
While the number of Rocket Launchers and MEC secondary weapons remains unchanged, explosives in general have received an overhaul. Unlike vanilla, where explosives dealt a fixed amount of damage to all enemies within the blast radius, in Long War, explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take. This also applies to destructible environment, which is a little more durable in general compared to vanilla.
+
'''Units that cannot use secondary weapons''': Privates, Gunners, and SHIVs
  
Soldiers belonging to the Gunner class and SHIV units cannot equip secondary weapons of any kind.
+
'''Units that cannot use sidearms and have unique secondary weapons''': Rocketeers and MECs
 +
 
 +
All sidearms grant the '''[[Other_Abilities_(LWR)#Maim|Maim]]''' ability.
  
 
===Pistols===  
 
===Pistols===  
As the default sidearm weapons, Pistols are quite similar to their vanilla counterparts, but now have a limited amount of ammunition, similar to primary weapons, and need to be reloaded independently from primary weapons. In addition, Pistols incur large aim penalties when firing at longer range, though the Ranger perk negates this penalty entirely.
+
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 Pistol equivalents for the Gauss and Pulse Laser weapon tiers, though there are Machine Pistols.
+
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" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit damage (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{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|link=Secondary Weapons (Long War)#Pistols|Pistol]]<br />'''[[Secondary Weapons (Long War)#Pistols|Pistol]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers|| ||title="Minimum to maximum damage&#10;(Average damage)"|1-3<br />(2)||title="Minimum to maximum damage&#10;(Average damage)"|3-4<br />(3.2)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||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|link=Secondary Weapons (Long War)#Pistols|Laser Pistol]]<br />'''[[Secondary Weapons (Long War)#Pistols|Laser Pistol]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||+6||title="Minimum to maximum damage&#10;(Average damage)"|2-4<br />(3)||title="Minimum to maximum damage&#10;(Average damage)"|4-5<br />(4.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Ranger perk||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(6)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||12
+
 
 +
|[[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"
 +
 
 +
|[[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|link=Secondary Weapons (Long War)#Pistols|Plasma Pistol]]<br />'''[[Secondary Weapons (Long War)#Pistols|Plasma Pistol]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers|| ||title="Minimum to maximum damage&#10;(Average damage)"|3-5<br />(4)||title="Minimum to maximum damage&#10;(Average damage)"|5-7<br />(6.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Ranger perk||[[Research (Long War)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|1<br />(6)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Pistol]]||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||48
+
 
 +
|[[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
 
|}
 
|}
  
===Machine Pistols===  
+
===Autopistols===  
Machine Pistols can be equipped instead of regular Pistols, providing more damage at the cost of a penalty to both mobility and aim. Like regular Pistols, they have a limited amount of ammunition, and incur large aim penalties when firing at longer range, though the Ranger perk negates this penalty entirely.
+
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.
  
Unlike regular Pistol, there are Machine Pistols available for the Gauss and Pulse Laser weapon tiers, though their penalties may cause you to consider if it's worth it to equip these weapons over Laser Pistols.
+
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" {{Aim bonus (Long War)}}!!rowspan="2" {{Weapon damage (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{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|link=Secondary Weapons (Long War)#Machine Pistols|Machine Pistol]]<br />'''[[Secondary Weapons (Long War)#Machine Pistols|Machine Pistol]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-1||-8||title="Minimum to maximum damage&#10;(Average damage)"|2-4<br />(3)|| ||title="Minimum to maximum damage&#10;(Average damage)"|4-5<br />(4.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Ranger perk||colspan="8"|XCOM starts with an unlimited supply||
+
 
 +
|[[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:Heater Long War.png|128px|link=Secondary Weapons (Long War)#Machine Pistols|Heater]]<br />'''[[Secondary Weapons (Long War)#Machine Pistols|Heater]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-1||-2||title="Minimum to maximum damage&#10;(Average damage)"|3-5<br />(4)|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-7<br />(6.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Ranger perk||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|5<br />(7)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||10
 
|-align="center"
 
|[[File:Gauss Autopistol Long War.png|128px|link=Secondary Weapons (Long War)#Machine Pistols|Gauss Autopistol]]<br />'''[[Secondary Weapons (Long War)#Machine Pistols|Gauss Autopistol]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-1||-8||title="Minimum to maximum damage&#10;(Average damage)"|3-5<br />(4)|| ||title="Minimum to maximum damage&#10;(Average damage)"|5-7<br />(6.0)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(4)||30||30||Aim penalty at long range<br />without the Ranger perk<br />Ignores 0.34 of target's DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Elerium&#10;(Cost when building quickly)"|3<br />(4)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||16
 
|-align="center"
 
|[[File:Blaster Long War.png|128px|link=Secondary Weapons (Long War)#Machine Pistols|Blaster]]<br />'''[[Secondary Weapons (Long War)#Machine Pistols|Blaster]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-1||-8||title="Minimum to maximum damage&#10;(Average damage)"|4-6<br />(5)||+8||title="Minimum to maximum damage&#10;(Average damage)"|6-9<br />(7.5)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Ranger perk||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||32
 
|-align="center"
 
|[[File:Plasma Mauler Long War.png|128px|link=Secondary Weapons (Long War)#Machine Pistols|Plasma Mauler]]<br />'''[[Secondary Weapons (Long War)#Machine Pistols|Plasma Mauler]]'''||Rookies<br />Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts<br />Snipers||-1||-8||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)|| ||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|2<br />(3)||30||30||Aim penalty at long range<br />without the Ranger perk||[[Research (Long War)#Plasma Weapons|Compact Plasma Weapons]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|2<br />(7)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Pistol]]||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||60
 
|}
 
  
===Sawed-off Shotgun===
 
The Sawed-off Shotgun is unique to the Ballistic tier, providing an alternative weapon for the Pistol slot that allows the wielder to pack a punch. It deals the same damage as regular Shotgun, which exceeds the damage of even Plasma Pistol and Blaster, the Machine Pistol of the Pulse Laser weapon tier. Only the Plasma Mauler deals the same amount of damage.
 
  
However, the Sawed-off Shotgun carries quite the disadvantage. First, this weapon can only fire once before it needs to be reloaded, and no ammo capacity upgrade can improve this. Second, it can only be fired at point blank range. Third, because it is basically a Shotgun, it suffers more from damage reduction than other weapons.
+
|[[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"
  
As it is based of a Shotgun, it is unavailable to Rookies and Snipers. While it technically needs to be produced, the only cost is a Shotgun, something XCOM has in unlimited supply. This basically allows you to create a bunch of Sawed-off Shotguns directly after the first mission is complete at no actual cost, keeping them available even if you currently have no plans to put them to use.
+
|[[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
 
 
{|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 (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Crit damage (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="3"|Cost
 
|-align="center"
 
|{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|[[File:Sawed-off Shotgun Long War.png|128px|link=Secondary Weapons (Long War)#Sawed-off Shotguns|Sawed-off Shotgun]]<br />'''[[Secondary Weapons (Long War)#Sawed-off Shotguns|Sawed-off Shotgun]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-1||-12||title="Minimum to maximum damage&#10;(Average damage)"|4-8<br />(6)||+4||title="Minimum to maximum damage&#10;(Average damage)"|8-11<br />(9.1)||1||3||4||Restricted to point blank range<br />Enemy DR is 50% more effective||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||1 [[Primary Weapons (Long War)#Shotguns|Shotgun]]||title="Duration in days&#10;(Duration when building quickly)"|1&nbsp;days<br />(0.5&nbsp;days)
 
 
|}
 
|}
  
 
+
===Arc Pistol===
===Rocket Launchers===
+
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.
Long War revamped the accuracy of rockets. Instead of a fixed 90% chance to accurately hit from vanilla, the chance of an accurate shot now scales with aim and distance. When you aim a rocket, you see a distance in tiles, indicating the expected average scatter distance. 68% of all rockets will remain within this scatter distance, 95% of all rockets will remain within twice the scatter distance, and 99.7% of all rocket will remain within three times the scatter distance. Rockets can scatter left, right and in distance, but cannot scatter in height. Unblocked (no "Shot is Blocked" warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process. If they encounter an allied or enemy pawn, they will detonate immediately.
 
 
 
A higher aim reduces the expected scatter distance, while firing a rocket over a longer distance increases the expected scatter distance. Firing a rocket after moving also decreases the range and increases the expected scatter distance. Bonuses and penalties to aim, such as steadying a weapon or carrying a small item that provides an aim bonus, do affect rockets as well. The only exception is the aim bonus provided by primary weapons, such as Beam Lasers and Carbines, which only apply to shots made with the primary weapon. When a soldier fires a rocket with 120 aim (including bonuses), the rocket will always hit accurately. This is indicated with "100%" instead of the distance in tiles.
 
 
 
Rocket Launchers are generally reserved for Rocketeers, but Engineers that pick up the Fire Rocket perk can also equip Rocket Launchers. This replaces their Pistol slot. Rocketeers, but not Engineers, can equip small items to provide them with additional rockets.
 
  
 
{|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 (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)}}
+
!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 (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{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:Rocket Launcher Long War.png|128px|link=Secondary Weapons (Long War)#Rocket Launchers|Rocket Launcher]]<br />'''[[Secondary Weapons (Long War)#Rocket Launchers|Rocket Launcher]]'''||Engineers<br />Rocketeers||-1||title="Minimum to maximum damage&#10;(Average damage)"|4-10<br />(7)||30||6.0||+1 mobility per rocket fired during mission||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"
 
|-align="center"
|[[File:Recoilless Rifle Long War.png|128px|link=Secondary Weapons (Long War)#Rocket Launchers|Recoilless Rifle]]<br />'''[[Secondary Weapons (Long War)#Rocket Launchers|Recoilless Rifle]]'''||Engineers<br />Rocketeers||-1||title="Minimum to maximum damage&#10;(Average damage)"|6-12<br />(9)||30||6.0||+1 mobility per rocket fired during mission<br />Ignores 0.34 of target's DR||[[Research (Long War)#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)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||40
 
|-align="center"
 
|[[File:Blaster Launcher Long War.png|128px|link=Secondary Weapons (Long War)#Rocket Launchers|Blaster Launcher]]<br />'''[[Secondary Weapons (Long War)#Rocket Launchers|Blaster Launcher]]'''||Engineers<br />Rocketeers||-2||title="Minimum to maximum damage&#10;(Average damage)"|8-16<br />(12)||30||6.0||+1 mobility per rocket fired during mission<br />Shredder Rocket ignores cover||[[Research (Long War)#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)"|3<br />(20)||2 [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]<br />1 [[Alien Artifacts (Long War)#Alien devices|Fusion Core]]||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10.0&nbsp;days)||240
 
 
|}
 
|}
  
===MEC secondary weapons===
+
===Sawed-off Shotgun===
MEC troopers have a variety of options for their secondary weapons, allowing them to fulfill different types of roles. In addition, MEC troopers can equip more than one secondary weapon, the exact amount depending on the Exoskeleton that they are wearing. Be advised that unlike vanilla in Long War you have to build the systems yourself and they do cost a lot of meld.
+
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 (Long War)}}!!rowspan="2" {{Crit damage (Long War)}}!!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)}}
+
!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"
 
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|[[File:Flamethrower Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Flamethrower]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Flamethrower]]'''||MEC troopers||-1||title="Minimum to maximum damage&#10;(Average damage)"|4-6<br />(5)||title="Minimum to maximum damage&#10;(Average damage)"|6-9<br />(7.5)||8|| || 2 ||Can be equipped multiple times per soldier<br />Targets must succeed will check 50 or be panicked<br />Will check 80 with the ''Jellied Elerium'' Foundry project<br />AOE is a 60-degree cone section with a radius of 8 tiles||[[Research (Long War)#Xenology|Alien Biocybernetics]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||60
 
|-align="center"
 
|[[File:Restorative Mist Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Restorative Mist]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Restorative Mist]]'''||MEC troopers||-1|| || || ||5.0|| 1 ||Can be equipped multiple times per soldier<br />Heals multiple allies 3 HP within the area of effect<br />Healing is increased by +2 HP per charge with the ''Improved Medikit'' Foundry project<br />Healing is increased by +3 HP per charge with the Savior perk<br />+2 charges with the Field Medic perk<br />+1 charge with the Packmaster perk||[[Research (Long War)#Alien Autopsies|Thin Man Autopsy]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||28||title="Cost in Credits&#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)"|14&nbsp;days<br />(7.0&nbsp;days)||48
 
|-align="center"
 
|[[File:Kinetic Strike Module Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Kinetic Strike Module]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Kinetic Strike Module]]'''||MEC troopers||-1||title="Minimum to maximum damage&#10;(Average damage)"|9-15<br />(12)||title="Minimum to maximum damage&#10;(Average damage)"|15-21<br />(18.0)||melee|| ||unlimited||Can be equipped multiple times per soldier<br />Melee weapon<br />Additional Kinetic Strike Modules increase damage by 3||[[Research (Long War)#Alien Autopsies|Floater Autopsy]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(37)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||80
 
 
|-align="center"
 
|-align="center"
|[[File:Grenade Launcher Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Grenade Launcher]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Grenade Launcher]]'''||MEC troopers||-1||title="Minimum to maximum damage&#10;(Average damage)"|2-6<br />(4)|| ||17||6.4||2||Can be equipped multiple times per soldier<br />+1 charge with the Packmaster perk||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(37)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||60
+
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|-align="center"
|[[File:Proximity Mine Launcher Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Proximity Mine Launcher]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Proximity Mine Launcher]]'''||MEC troopers||-1||title="Minimum to maximum damage&#10;(Average damage)"|6-14<br />(10)|| ||17||4.0||3||Can be equipped multiple times per soldier<br />+1 charge with the Packmaster perk||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|180<br />(270)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|40<br />(46)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||72
+
|[[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
|-align="center"
 
|[[File:Electro Pulse Long War.png|128px|link=Secondary Weapons (Long War)#MEC secondary weapons|Electro Pulse]]<br />'''[[Secondary Weapons (Long War)#MEC secondary weapons|Electro Pulse]]'''||MEC troopers||-1||title="Minimum to maximum damage&#10;(Average damage)"|3-9<br />(6)|| || ||7.2||unlimited||Stuns robotic units<br />3 turn cooldown||[[Research (Long War)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||85||title="Cost in Credits&#10;(Cost when building quickly)"|180<br />(270)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|50<br />(56)||1 [[Equipment (Long War)#Utility devices|Arc Thrower]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||72
 
 
|}
 
|}
  
==See also==
+
 
{{Loadout(LWR) Navbar}}
+
 
[[Category: Loadout (LWR)]]
+
 
 +
 
 
[[Category: Long War Rebalance]]
 
[[Category: Long War Rebalance]]

Latest revision as of 01:14, 15 April 2024

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Weapon Types

Weapon Tiers

Conventional/Ballistic

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

Base Damage: 4

Arc

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

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

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

Beam Lasers

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

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

Gauss

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

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

Base Damage: 6
Bonus Stats: +0.6 weight

Pulse Lasers

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

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

Plasma

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

Base Damage: 8

Plasma-Specific Bonuses:

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

Weapon Classes

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

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

Primary Weapons

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

Assault Rifles

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

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

Battle Rifles

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

Name Usable
by
Mobility Long War.png
Weight
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Battle Rifle
Battle Rifle
Assaults
Infantry
Engineers
Medics
Scouts
Rocketeers
3.3 -10 5
(4-6)
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