Difference between revisions of "Weapons (LWR)"
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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)}} | |{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}} | ||
|-align="center" | |-align="center" | ||
− | |[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-1.3|| | + | |[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]<br />'''Sniper Rifle'''||Snipers||-1.3|| ||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||18||Reduces squadsight penalty to -2 aim/tile<br>Aim penalty at close range<br />Requires 2 AP to fire<br />Can be steadied<br>+2 penetration||colspan="8"|XCOM starts with an unlimited supply|| |
|-align="center" | |-align="center" | ||
− | |[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers||-0.6||+ | + | |[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]<br />'''Laser Sniper Rifle'''||Snipers||-0.6||+10||title="Average damage (Minimum to maximum damage)"|6<br>(5-7)||30%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(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 (Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys (Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|16 days<br />(8 days)||15 |
|-align="center" | |-align="center" | ||
− | |[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-2.0|| | + | |[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]<br />'''Gauss Long Rifle'''||Snipers||-2.0|| ||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(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 (Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys (Cost when building quickly)"|45<br />(67)||title="Cost in Elerium (Cost when building quickly)"|15<br />(22)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|23 days<br />(11.5 days)||60 |
|-align="center" | |-align="center" | ||
− | |[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers||-0.6||+ | + | |[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]<br />'''Pulse Sniper Rifle'''||Snipers||-0.6||+10||title="Average damage (Minimum to maximum damage)"|9<br>(8-10)||30%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(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 (Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys (Cost when building quickly)"|10<br />(14)||title="Cost in Elerium (Cost when building quickly)"|20<br />(28)||title="Cost in Meld (Cost when building quickly)"|0<br />(5)|| ||title="Duration in days (Duration when building quickly)"|27 days<br />(13.5 days)||37 |
|-align="center" | |-align="center" | ||
− | |[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-1.3|| | + | |[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]<br />'''Plasma Sniper Rifle'''||Snipers||-1.3|| ||title="Average damage (Minimum to maximum damage)"|12<br>(10-14)||20%||title="Amount of ammunition available (Amount with the Ammo Conservation foundry project)"|3<br />(3)||130||18||Grants '''[[Abilities_List_(LWR)#Killer_Instinct|Killer Instinct]]'''<br>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]]||105||title="Cost in Credits (Cost when building quickly)"|450<br />(675)||title="Cost in Alien Alloys (Cost when building quickly)"|90<br />(135)||title="Cost in Elerium (Cost when building quickly)"|70<br />(105)||title="Cost in Meld (Cost when building quickly)"|45<br />(50)||4 UFO Power Sources||title="Duration in days (Duration when building quickly)"|39 days<br />(19.5 days)||135 |
|} | |} | ||
Revision as of 22:49, 1 October 2022
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
Electric
There are 3 electric 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: 6 (vs mech) Arc Pistol: 4 (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. Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also higher crit and a small boost to mobility.
Base Damage: 4 Bonus Stats: +10 aim, +10 crit, +0.6 mobility Note: Pistol gains +20 crit (no aim or mobility)
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.
Furthermore, the Gauss Long Rifle and Alloy Strike Rifle (Now Gauss Strike Rifle) have reverted to function as normal Sniper and Strike rifles. Gauss weapons use the original XCOM ballistic weapon models.
Base Damage: 6 Bonus Stats: -0.6 mobility
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, +10 crit, +0.6 mobility Note: Pistol gains +35 crit (no aim or mobility)
Plasma
Plasma weapons remain the most powerful weapons available 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.
Base Damage: 8
Plasma-Specific Bonuses:
- Plasma Rifle: Grants Ether Shredder
- Plasma Battle Rifle: Grants Mechanical Shredder
- Plasma Carbine: Aerial Shredder
- Plasma SMG: +1.3 mobility (+2.0 mobility total)
- Plasma Reflex Cannon (Shotgun): Grants Carapace Shredder
- Plasma Strike Rifle: +3 damage against uncovered targets
- Plasma Sniper Rifle: Grants Killer Instinct
- Plasma Novagun (SAW): +2 penetration against Mechanical
- Plasma Dragon (LMG): +1 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 mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Assault Rifle |
All soldiers | 4 (3-5) |
20% | 3 (4) |
18 | 18 | Can be steadied | XCOM starts with an unlimited supply | ||||||||||
Laser Rifle |
All soldiers | +0.6 | +10 | 4 (3-5) |
30% | 3 (4) |
18 | 18 | Can be steadied | Beam Lasers | 15 | 40 (56) |
6 (8) |
0 (5) |
15 days (7.5 days) |
12 | ||
Gauss Rifle |
All soldiers | -0.6 | 6 (5-7) |
20% | 3 (4) |
18 | 18 | Can be steadied | Gauss Weapons | 38 | 80 (112) |
45 (63) |
5 (7) |
0 (5) |
22 days (11 days) |
24 | ||
Pulse Rifle |
All soldiers | +0.6 | +10 | 6 (5-7) |
30% | 3 (4) |
18 | 18 | Can be steadied | Pulse Lasers | 65 | 90 (126) |
5 (7) |
15 (22) |
0 (5) |
25 days (12.5 days) |
27 | |
Plasma Rifle |
All soldiers | 8 (7-9) |
20% | 3 (4) |
18 | 18 | Grants Ether Shredder Can be steadied |
Standard Plasma Weapons | 95 | 250 (375) |
60 (90) |
40 (60) |
30 (35) |
4 UFO Power Sources | 31 days (15.5 days) |
75 |
Battle Rifles
Battle Rifles are heavier versions of Assault Rifles. They trade 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 |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
-0.6 | 5 (4-6) |
20% | 2 (3) |
18 | 18 | Can be steadied | XCOM starts with an unlimited supply | |||||||||
Laser Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
+10 | 5 (4-6) |
30% | 2 (3) |
18 | 18 | Can be steadied | Beam Lasers | 20 | 60 (84) |
8 (11) |
0 (5) |
18 days (9 days) |
18 | |||
Gauss Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
-1.3 | 7 (6-8) |
35% | 2 (3) |
18 | 18 | Can be steadied | Gauss Weapons | 45 | 100 (140) |
70 (98) |
6 (8) |
0 (5) |
23 days (11.5 days) |
30 | ||
Pulse Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
+10 | 7 (6-8) |
45% | 2 (3) |
18 | 18 | Can be steadied | Pulse Lasers | 65 | 115 (161) |
10 (14) |
20 (28) |
0 (5) |
27 days (13.5 days) |
34 | ||
Plasma Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
-0.6 | 10 (8-12) |
20% | 2 (3) |
18 | 18 | Grants Mechanical Shredder Can be steadied |
Standard Plasma Weapons | 105 | 450 (575) |
90 (135) |
60 (90) |
45 (50) |
4 UFO Power Sources | 41 days (20.5 days) |
135 |
Carbines
Carbines are lighter versions of Assault Rifles focusing more on defense and consistency. They grant +0.6 mobility and a variable amount of Defense and Aim depending on tier, but have poor base crit chances and reduced damage. Their base ammo is 2 (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 |
Mob |
Def |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||||
Assault Carbine |
All soldiers | +0.6 | +10 | +10 | 3 (2-4) |
0% | 2 (3) |
18 | 18 | Can be steadied | XCOM starts with an unlimited supply | ||||||||
Laser Carbine |
All soldiers | +1.3 | +10 | +20 | 3 (2-4) |
10% | 2 (3) |
18 | 18 | Can be steadied | Beam Lasers | 15 | 20 (28) |
4 (5) |
0 (5) |
15 days (7.5 days) |
10 | ||
Gauss Carbine |
All soldiers | +15 | +15 | 4 (3-5) |
25% | 2 (3) |
18 | 18 | Can be steadied | Gauss Weapons | 35 | 50 (70) |
25 (35) |
5 (7) |
0 (5) |
19 days (9.5 days) |
24 | ||
Pulse Carbine |
All soldiers | +1.3 | +15 | +25 | 4 (3-5) |
35% | 2 (3) |
18 | 18 | Can be steadied | Pulse Lasers | 63 | 60 (84) |
3 (4) |
7 (9) |
0 (5) |
25 days (12.5 days) |
27 | |
Plasma Carbine |
All soldiers | +0.6 | +20 | +20 | 6 (5-7) |
0% | 2 (3) |
18 | 18 | Grants Aerial Shredder Can be steadied |
Light Plasma Weapons | 90 | 160 (224) |
40 (56) |
30 (42) |
30 (35) |
4 UFO Power Sources | 30 days (15 days) |
75 |
SMGs
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
SMG |
Assaults Infantry Engineers Medics Scouts |
+0.6 | 3 (2-4) |
20% | 2 (3) |
18 | 18 | Grants +2 damage during critical hits | XCOM starts with an unlimited supply | |||||||||
Laser SMG |
Assaults Infantry Engineers Medics Scouts |
+1.3 | +10 | 3 (2-4) |
30% | 2 (3) |
18 | 18 | Grants +2 damage during critical hits | Beam Lasers | 15 | 20 (28) |
4 (5) |
0 (5) |
15 days (7.5 days) |
4 | ||
Gauss SMG |
Assaults Infantry Engineers Medics Scouts |
4 (3-5) |
35% | 2 (3) |
18 | 18 | Grants +3 damage during critical hits | Gauss Weapons | 35 | 50 (70) |
25 (35) |
5 (7) |
0 (5) |
19 days (9.5 days) |
9 | |||
Pulse SMG |
Assaults Infantry Engineers Medics Scouts |
+1.3 | +10 | 4 (3-5) |
45% | 2 (3) |
18 | 18 | Grants +3 damage during critical hits | Pulse Lasers | 62 | 60 (84) |
3 (4) |
7 (9) |
0 (5) |
24 days (12 days) |
9 | |
Plasma SMG |
Assaults Infantry Engineers Medics Scouts |
+2.0 | 6 (5-7) |
20% | 2 (3) |
18 | 18 | Grants +4 damage during critical hits | Light Plasma Weapons | 90 | 160 (224) |
40 (56) |
30 (42) |
15 (20) |
4 UFO Power Sources | 30 days (15 days) |
30 |
Shotguns
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. 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 |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Shotgun |
Assaults Infantry Engineers Medics Scouts |
-0.6 | -20 | 6 (5-7) |
0% | 3 (4) |
18 | 18 | XCOM starts with an unlimited supply | |||||||||
Laser Scattershot |
Assaults Infantry Engineers Medics Scouts |
-10 | 6 (5-7) |
10% | 3 (4) |
18 | 18 | Beam Lasers | 18 | 50 (75) |
8 (12) |
0 (5) |
18 days (9 days) |
15 | ||||
Gauss Alloy Cannon |
Assaults Infantry Engineers Medics Scouts |
-1.3 | -20 | 9 (8-10) |
0% | 3 (4) |
18 | 18 | Gauss Weapons | 40 | 130 (195) |
50 (75) |
15 (22) |
0 (5) |
22 days (11 days) |
39 | ||
Pulse Scattershot |
Assaults Infantry Engineers Medics Scouts |
-10 | 9 (8-10) |
10% | 3 (4) |
18 | 18 | Pulse Lasers | 65 | 125 (187) |
5 (7) |
20 (28) |
0 (5) |
27 days (13.5 days) |
37 | |||
Plasma Reflex Cannon |
Assaults Infantry Engineers Medics Scouts |
-0.6 | -20 | 12 (10-14) |
0% | 3 (4) |
18 | 18 | Grants Carapace Shredder | Standard Plasma Weapons | 102 | 450 (675) |
80 (120) |
50 (75) |
45 (50) |
4 UFO Power Sources | 38 days (19 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 mobility, cannot be steadied, and have low base crit chance. SAWs grant the Flush ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
SAW |
Gunners | -1.3 | 0 | 6 (5-7) |
0% | 4 (4) |
18 | 18 | Grants Burst | XCOM starts with an unlimited supply | ||||||||
Laser Autorifle |
Gunners | -0.6 | +10 | 6 (5-7) |
10% | 4 (4) |
18 | 18 | Grants Burst | Advanced Beam Lasers | 18 | 60 (90) |
8 (12) |
0 (5) |
16 days (8 days) |
18 | ||
Gauss Autorifle |
Gunners | -2.0 | 0 | 9 (8-10) |
0% | 4 (4) |
18 | 18 | Grants Burst | Advanced Gauss Weapons | 38 | 100 (150) |
45 (67) |
6 (9) |
0 (5) |
22 days (11 days) |
30 | |
Pulse Autolaser |
Gunners | -0.6 | +10 | 9 (8-10) |
10% | 4 (4) |
18 | 18 | Grants Burst | Advanced Pulse Lasers | 65 | 115 (172) |
10 (14) |
20 (28) |
0 (5) |
27 days (13.5 days) |
34 | |
Plasma Novagun |
Gunners | -1.3 | 0 | 12 (10-14) |
0% | 4 (4) |
18 | 18 | +2 penetration vs Mechanical Units Grants Burst |
Heavy Plasma Weapons | 98 | 450 (675) |
90 (135) |
60 (90) |
45 (50) |
4 UFO Power Sources | 40 days (20 days) |
135 |
LMGs
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage, and provide both Danger Zone and Flush. Their base ammo is 5 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
LMG |
Gunners | -2.0 | -20 | 8 (7-9) |
0% | 4 (4) |
18 | 18 | Grants Danger Zone Grants Burst |
XCOM starts with an unlimited supply | ||||||||
Laser Gatler |
Gunners | -1.3 | -10 | 8 (7-9) |
10% | 4 (4) |
18 | 18 | Grants Danger Zone Grants Burst |
Advanced Beam Lasers | 18 | 70 (105) |
10 (15) |
0 (5) |
18 days (9 days) |
21 | ||
Gauss Machine Gun |
Gunners | -2.6 | -20 | 12 (10-14) |
0% | 4 (4) |
18 | 18 | 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 |
Gunners | -1.3 | -10 | 12 (10-14) |
10% | 4 (4) |
18 | 18 | Grants Danger Zone Grants Burst |
Advanced Pulse Lasers | 70 | 120 (180) |
10 (14) |
25 (35) |
0 (5) |
28 days (14 days) |
36 | |
Plasma Dragon |
Gunners | -2.0 | -20 | 16 (14-18) |
0% | 4 (4) |
18 | 18 | +1 damage to Suppressive Fire Grants Danger Zone Grants Burst |
Heavy Plasma Weapons | 105 | 450 (675) |
85 (127) |
65 (97) |
45 (50) |
4 UFO Power Sources | 41 days (20.5 days) |
135 |
Strike Rifles
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. Supports Squadsight. Grant +0.6 mobility. Their base ammo is 3, 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 |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Strike Rifle |
Scouts Snipers |
+0.6 | +10 | 5 (4-6) |
20% | 3 (3) |
130 | 18 | Aim penalty at close range Can be steadied |
XCOM starts with an unlimited supply | ||||||||
Laser Strike Rifle |
Scouts Snipers |
+1.3 | +20 | 5 (4-6) |
30% | 3 (3) |
130 | 18 | Aim penalty at close range Can be steadied |
Advanced Beam Lasers | 18 | 45 (67) |
8 (12) |
0 (5) |
14 days (7 days) |
13 | ||
Gauss Strike Rifle |
Scouts Snipers |
+15 | 7 (6-8) |
35% | 3 (3) |
130 | 18 | Aim penalty at close range Can be steadied |
Advanced Gauss Weapons | 45 | 110 (165) |
45 (67) |
10 (15) |
0 (5) |
23 days (11.5 days) |
33 | ||
Pulse Strike Rifle |
Scouts Snipers |
+1.3 | +25 | 7 (6-8) |
45% | 3 (3) |
130 | 18 | Aim penalty at close range Can be steadied |
Advanced Pulse Lasers | 67 | 110 (165) |
10 (14) |
20 (28) |
0 (5) |
27 days (13.5 days) |
33 | |
Plasma Strike Rifle |
Scouts Snipers |
+0.6 | +20 | 10 (8-12) |
20% | 3 (3) |
130 | 18 | Aim penalty at close range Can be steadied +3 damage to uncovered targets |
Precision Plasma Weapons | 102 | 400 (600) |
80 (120) |
50 (75) |
45 (50) |
4 UFO Power Sources | 38 days (19 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 3). Reaction shots (e.g. from overwatch) do not work at squadsight ranges. Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have variable penetration based on 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 |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Sniper Rifle |
Snipers | -1.3 | 6 (5-7) |
20% | 3 (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 |
Snipers | -0.6 | +10 | 6 (5-7) |
30% | 3 (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 |
Snipers | -2.0 | 9 (8-10) |
20% | 3 (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 |
Snipers | -0.6 | +10 | 9 (8-10) |
30% | 3 (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) |
20 (28) |
0 (5) |
27 days (13.5 days) |
37 | |
Plasma Sniper Rifle |
Snipers | -1.3 | 12 (10-14) |
20% | 3 (3) |
130 | 18 | Grants Killer Instinct 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 | 105 | 450 (675) |
90 (135) |
70 (105) |
45 (50) |
4 UFO Power Sources | 39 days (19.5 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. They can target beyond visual range if the MEC Trooper has Squadsight. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Minigun |
MECs | 8 (7-9) |
0% | 3 (3) |
130 | 18 | Can be steadied | XCOM starts with an unlimited supply | ||||||||||
Laser Lance |
MECs | +0.6 | +10 | 8 (7-9) |
10% | 3 (3) |
130 | 18 | Can be steadied | Advanced Beam Lasers MEC Warfare Systems |
20 | 75 (112) |
10 (15) |
10 (15) |
18 days (9 days) |
22 | ||
Gauss Railgun |
MECs | -0.6 | 12 (10-14) |
0% | 3 (3) |
130 | 18 | Can be steadied | Advanced Gauss Weapons MEC Warfare Systems |
45 | 120 (180) |
90 (135) |
10 (15) |
20 (25) |
23 days (11.5 days) |
36 | ||
Pulse Lance |
MECs | +0.6 | +10 | 12 (10-14) |
10% | 3 (3) |
130 | 18 | Can be steadied | Advanced Pulse Lasers MEC Warfare Systems |
65 | 120 (180) |
10 (14) |
25 (35) |
30 (35) |
27 days (13.5 days) |
36 | |
Pulse Particle Beam |
MECs | 16 (14-18) |
0% | 3 (3) |
130 | 18 | Can be steadied +4 damage to mechanical targets |
Heavy Plasma Weapons MEC Warfare Systems |
105 | 450 (675) |
90 (135) |
80 (120) |
60 (65) |
4 UFO Power Sources | 41 days (20.5 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 |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||
Autocannon |
SHIVs | 8 (7-9) |
0% | 2 (2) |
18 | 18 | XCOM starts with an unlimited supply | ||||||||||
Laser Autocannon |
SHIVs | +0.6 | +10 | 8 (7-9) |
10% | 2 (2) |
18 | 18 | Beam Lasers | 20 | 75 (112) |
10 (15) |
0 (5) |
18 days (9 days) |
22 | ||
Gauss Sentry Gun |
SHIVs | -0.6 | 12 (10-14) |
0% | 2 (2) |
18 | 18 | Gauss Weapons | 40 | 100 (150) |
45 (67) |
10 (15) |
0 (5) |
22 days (11 days) |
30 | ||
Pulse Autocannon |
SHIVs | +0.6 | +10 | 12 (10-14) |
10% | 2 (2) |
18 | 18 | Pulse Lasers | 65 | 150 (225) |
10 (14) |
25 (35) |
0 (5) |
27 days (13.5 days) |
45 | |
Plasma Autocannon |
SHIVs | +15 | 16 (14-18) |
15% | 2 (2) |
18 | 18 | Vehicular Plasma Weapons | 100 | 450 (675) |
85 (127) |
70 (105) |
60 (65) |
4 UFO Power Sources | 41 days (20.5 days) |
135 |
Arc and Stun Rifles
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage and penetration against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. In addition, failed stuns on aliens below 50% of their max HP will Maim. The Elerium Batteries foundry project grants an extra charge/ammo to both weapons. Arc Rifles lose aim for being in close proximity (-20 aim per tile closer than 10).
Name | Usable by |
Mob |
Aim |
Dmg |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | |||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Arc Rifle |
Assaults Infantry Engineers Medics Scouts Snipers Rocketeers |
+0.6 | +20 | 1 vs bio 6 (5-7) vs mech |
2 (3) |
18 | 18 | Has Overload +6 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 |
Assaults Infantry Engineers Medics Scouts |
2 (3) |
4 | Stuns autopsied biologic aliens -1 support item 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 each except Laser and Pulse.
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, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).
Name | Usable by |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||
Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
3 (2-4) |
0% | 2 (3) |
18 | 18 | Grants Maim | XCOM starts with an unlimited supply | ||||||||
Laser Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
3 (2-4) |
30% | 2 (3) |
18 | 18 | Grants Maim | Beam Lasers | 15 | 10 (15) |
1 (1) |
0 (5) |
13 days (6.5 days) |
3 | ||
Pulse Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
4 (3-5) |
45% | 2 (3) |
18 | 18 | Grants Maim | Pulse Lasers | 60 | 14 (21) |
1 (1) |
2 (2) |
0 (5) |
24 days (12 days) |
4 | |
Plasma Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
6 (5-7) |
0% | 2 (3) |
18 | 18 | Grants Maim | Compact Plasma Weapons | 90 | 40 (60) |
5 (7) |
10 (15) |
5 (10) |
30 days (15 days) |
12 |
Name | Usable by |
Mob |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||
Arc Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
-0.6 | 1 vs bio 4 (3-5) 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 |
Autopistols
Autopistols grant increased crit damage and chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. 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).
There are no Machine Pistol equivalents for either Laser tier.
Name | Usable by |
Mob |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||
Machine Autopistol |
Assaults Infantry Engineers Medics Scouts Snipers |
-0.6 | 3 (2-4) |
2 (3) |
18 | 18 | Grants Maim Grants +2 damage during critical hits |
XCOM starts with an unlimited supply | |||||||||
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 Autopistol |
Assaults Infantry Engineers Medics Scouts Snipers |
-0.6 | 6 (5-7) |
2 (3) |
18 | 18 | Grants Maim Grants +4 damage during critical hits |
Compact Plasma Weapons | 90 | 50 (75) |
10 (15) |
10 (15) |
10 (15) |
30 days (15 days) |
15 |
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 wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project Quenchguns. Sawed-off Shotguns gain aim for being in close proximity (+10 aim per tile closer than 10) and lose aim for being in far proximity (-15 aim per tile further than 10).
Name | Usable by |
Mob |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | |||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sawed-off Shotgun |
Assaults Infantry Engineers Medics Scouts |
-0.6 | 6 (5-7) Upgrades to 9 (8-10) |
40% | 1 | 18 | 18 | 3 | 20 (30) |
0 (5) |
8 days (4 days) |
6 |
Rocket Launchers
Each rocket launcher is fitted with at least 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown is the maximum possible scatter which is 2 standard deviations. Soldier aim does *not* affect rocket scatter but soldier base HP can lower scatter (see: Effects of Attributes).
Name | Usable by |
Mob |
Dmg |
Weapon ammo |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||
Rocket Launcher |
Rocketeers | -0.6 | 6 (5-7) |
1 | 18 | 5 | 2 turn cooldown | XCOM starts with an unlimited supply | ||||||||
Recoilless Rifle |
Rocketeers | -0.6 | 9 (8-10) |
3 | 18 | 5 | 2 turn cooldown Firing a rockets costs only 1 AP |
Advanced Gauss Weapons | 45 | 100 (150) |
75 (112) |
10 (15) |
0 (5) |
23 days (11.5 days) |
30 | |
Blaster Launcher |
Rocketeers | -0.6 | 12 (10-14) |
5 | 14 | 5 | 2 turn cooldown Can path around obstacles No Scatter |
Fusion Weapons | 110 | 600 (900) |
130 (195) |
70 (105) |
60 (65) |
2 UFO Flight Computers 1 Fusion Core |
42 days (21 days) |
180 |
MEC Secondary Weapons
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.
Name | Usable by |
Mob |
Dmg |
Weapon range |
Blast radius |
Base charges |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||
Flamethrower |
MECs | -0.6 | 7 (6-8) |
8 | 2 | Bypasses all DR 25% chance for a 50 will test for panic Will test 80 with Jellied Elerium AOE is a cone shape |
MEC Warfare Systems | 35 | 50 (75) |
5 (7) |
30 (45) |
5 (10) |
17 days (8.5 days) |
15 | ||
Restorative Mist |
MECs | -0.6 | self | 2 | 2 | Passive: Heals 1 HP upon taking 5 or more damage Active: Heals 1 + 50% of missing HP (max 6) |
Thin Man Autopsy MEC Warfare Systems |
45 | 60 (90) |
5 (7) |
40 (60) |
10 (15) |
20 days (10 days) |
36 | ||
Kinetic Strike Module |
MECs | 16 (14-18) |
melee | 1 per turn | +8 Penetration Melee weapon |
Alien Biocybernetics | 30 | 50 (75) |
15 (22) |
10 (15) |
5 (10) |
16 days (8 days) |
30 | |||
Grenade Launcher |
MECs | -0.6 | 10 (8-12) |
10 | 2.5 | 2 | MEC Warfare Systems | 50 | 75 (112) |
40 (60) |
5 (7) |
10 (15) |
16 days (8 days) |
45 | ||
Advanced Launcher |
MECs | -0.6 | 14 (12-16) |
10 | 2.5 | 5 | MEC Warfare Systems Heavy Floater Interrogation |
100 | 150 (224) |
80 (116) |
10 (14) |
20 (25) |
32 days (16 days) |
90 | ||
Miniature Nuclear Explosive (MiNE) Launcher |
MECs | -0.6 | 16 (14-18) |
10 | 5 | 2 | Detonates at the end of XCOM's next turn | Advanced Gauss Weapons MEC Warfare Systems |
55 | 90 (135) |
30 (45) |
10 (15) |
5 (10) |
25 days (12.5 days) |
54 | |
Electropulse |
MECs | -0.6 | 12 (10-14) |
self | 10 | unlimited | Only affects outsiders and mechanical units Has a chance to disable for a turn 4 turn cooldown |
Electromagnetic Pulse Weapons MEC Warfare Systems |
75 | 40 (60) |
15 (22) |
50 (75) |
15 (20) |
1 Arc Rifle | 25 days (12.5 days) |
24 |