Difference between revisions of "Weapons (LWR)"

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===Marksman Rifles===
+
===Strike 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.
+
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. They have +1 penetration. Their base ammo is 3, and their base damage is 100%.
 
 
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" {{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)}}
 
|-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 (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: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:Marksman Rifle Long War.png|128px|Strike Rifle]]<br />'''Strike Rifle'''||Scouts<br />Snipers|| || ||title="Minimum to maximum damage&#10;(Average damage)"|3-5<br />(4)||20%||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)||25||25||Aim penalty at close range<br />Can be steadied for aim bonus||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:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]<br />'''Laser Strike Rifle'''||Scouts<br />Snipers||+0.6||+5||title="Minimum to maximum damage&#10;(Average damage)"|3-5<br />(4)||30%||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)||25||25||Aim penalty at close range<br />Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7&nbsp;days)||13
 
|-align="center"
 
|-align="center"
|[[File:Alloy Strike Rifle Long War.png|128px|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:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]<br />'''Gauss Strike Rifle'''||Scouts<br />Snipers|| || ||title="Minimum to maximum damage&#10;(Average damage)"|5-7<br />(6)||20%||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)||25||25||Aim penalty at close range<br />Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|45<br />(67)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|23&nbsp;days<br />(11.5&nbsp;days)||33
 
|-align="center"
 
|-align="center"
|[[File:Blaster Rifle Long War.png|128px|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:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]<br />'''Pulse Strike Rifle'''||Scouts<br />Snipers||+0.6||+5||title="Minimum to maximum damage&#10;(Average damage)"|5-7<br />(6)||30%||title="Minimum to maximum damage&#10;(Average damage)"|8-12<br />(10)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||25||25||Aim penalty at close range<br />Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title="Cost in Credits&#10;(Cost when building quickly)"|110<br />(165)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|27&nbsp;days<br />(13.5&nbsp;days)||33
 
|-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:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]<br />'''Plasma Strike Rifle'''||Scouts<br />Snipers|| || ||title="Minimum to maximum damage&#10;(Average damage)"|7-9<br />(8)||20%||title="Minimum to maximum damage&#10;(Average damage)"|10-14<br />(12)||title="Amount of ammunition available&#10;(Amount with the Ammo Conservation foundry project)"|3<br />(3)||25||25||Aim penalty at close range<br />Can be steadied for aim bonus<br />+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Meld&#10;(Cost when building quickly)"|45<br />(50)||1 UFO Power Source||title="Duration in days&#10;(Duration when building quickly)"|38&nbsp;days<br />(19&nbsp;days)||120
 
|}
 
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Revision as of 16:16, 3 August 2020

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Rewrite Needed
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The contents of this article are outdated, missing key info, confusing or constructed in a discussion format. Possibly due to EXALT sabotage. Please help fight the alien menace by updating or correcting the information on this page.

In General

Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:

  • There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma
  • Explosives do not deal fixed damage: their damage reduces the further a target is from the center of the blast down to 50% at the periphery.

Some notable changes to weapons in Long War Rebalance, compared to Long War, are:

  • Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon
  • Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn
  • Rookies cannot use pistols
  • Weapons are more accurate at close range
  • Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch
  • Arc Thrower is redesigned as the Stun Rifle; it has a higher stun rate but takes a primary weapon slot and a small item slot

Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.

Weapon 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 only 2 electric weapons: the arc rifle and the stun rifle. While most campaigns will likely build some of both, the stun rifle is mandatory to pass the game.

Base Damage: 4

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 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.

Base Damage: 4
Bonus Stats: +5 aim, +10 crit, +25% crit damage, +0.6 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 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.

Base Damage: 6

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: +5 aim, +10 crit, +25% crit damage, +0.6 mobility

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.

Base Damage: 8

Weapon-Specific Bonuses:

  • Plasma Carbine: +10 defense
  • Plasma Rifle: +3 damage against biological units
  • Heavy Plasma Rifle: +5 damage against targets in cover
  • Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles
  • Plasma Strike Rifle: +3 damage against uncovered targets
  • Plasma Sniper Rifle: +2 damage against targets at Squadsight range
  • Plasma Novagun (SAW): +2 penetration
  • Plasma Dragon (LMG): +2 damage against flying targets
  • MEC Partical Cannon (MEC): +4 damage against mechanical units
  • Plasma Autocannon (SHIV): +15 aim, +15 crit

Weapon Types

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

Weapon Base Damage
SHIV and MEC Weapons 200%
LMGs 175%
SAWs, Sniper Rifles, and Shotguns 150%
Battle Rifles 125%
Assault Rifles and Strike 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.

SMGs

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 Killer Instinct (+25% crit damage). Their base ammo is 3, and their base damage is 75%.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
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
All soldiers +0.6 2-4
(3)
50% 4-6
(5)
3
(3)
30 30 Can be steadied for aim bonus XCOM starts with an unlimited supply
Laser Shatterray
Laser Shatterray
All soldiers +1.2 +5 2-4
(3)
60% 5-7
(6)
3
(3)
30 30 Can be steadied for aim bonus Beam Lasers 15 15
(22)
3
(4)
0
(5)
15 days
(7.5 days)
4
Gauss Stuttergun
Gauss Stuttergun
All soldiers +0.6 3-5
(4)
50% 6-8
(7)
3
(3)
30 30 Can be steadied for aim bonus Gauss Weapons 35 30
(45)
10
(15)
2
(3)
0
(5)
19 days
(9.5 days)
9
Pulse Stengun
Pulse Stengun
All soldiers +1.2 +5 3-5
(4)
60% 7-9
(8)
3
(3)
30 30 Can be steadied for aim bonus Pulse Lasers 62 30
(45)
5
(7)
20
(30)
0
(5)
24 days
(12 days)
9
Plasma Stormgun
Plasma Stormgun
All soldiers +0.6 5-7
(6)
50% 8-12
(10)
3
(3)
30 30 Can be steadied for aim bonus Plasma Weapons 90 100
(150)
30
(45)
20
(30)
15
(20)
1 UFO Power Source 30 days
(15 days)
30

Carbines

Carbines are lighter versions of Assault Rifles, though not as light as SMGs. They grant +0.6 mobility and +10 aim, and have moderate base crit chances. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 75%.

Name Usable
by
Mobility Long War.png
Mob
Defense Long War.png
Def
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
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 +0.6 +10 2-4
(3)
30% 4-5
(4.5)
3
(4)
30 30 Can be steadied for aim bonus XCOM starts with an unlimited supply
Laser Carbine
Laser Carbine
All soldiers +1.2 +15 2-4
(3)
40% 4-6
(5)
3
(4)
30 30 Can be steadied for aim bonus Beam Lasers 15 35
(52)
6
(9)
0
(5)
15 days
(7.5 days)
10
Gauss Carbine
Gauss Carbine
All soldiers +0.6 +10 3-5
(4)
30% 5-7
(6)
3
(4)
30 30 Can be steadied for aim bonus Gauss Weapons 35 80
(120)
30
(45)
5
(7)
0
(5)
19 days
(9.5 days)
24
Pulse Carbine
Pulse Carbine
All soldiers +1.2 +15 3-5
(4)
40% 6-8
(7)
3
(4)
30 30 Can be steadied for aim bonus Pulse Lasers 63 90
(135)
10
(15)
45
(67)
0
(5)
25 days
(12.5 days)
27
Plasma Carbine
Plasma Carbine
All soldiers +0.6 +10 +10 5-7
(6)
30% 8-10
(9)
3
(4)
30 30 Can be steadied for aim bonus Plasma Weapons 90 250
(375)
60
(90)
40
(60)
30
(35)
1 UFO Power Source 30 days
(15 days)
75

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%.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
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 3-5
(4)
20% 5-7
(6)
3
(4)
30 30 Can be steadied for aim bonus XCOM starts with an unlimited supply
Laser Rifle
Laser Rifle
All soldiers +0.6 +5 3-5
(4)
30% 6-8
(7)
3
(4)
30 30 Can be steadied for aim bonus Beam Lasers 15 40
(60)
6
(9)
0
(5)
15 days
(7.5 days)
12
Gauss Rifle
Gauss Rifle
All soldiers 5-7
(6)
20% 8-10
(9)
3
(4)
30 30 Can be steadied for aim bonus Gauss Weapons 38 80
(120)
30
(45)
5
(7)
0
(5)
22 days
(11 days)
24
Pulse Rifle
Pulse Rifle
All soldiers +0.6 +5 5-7
(6)
30% 8-12
(10)
3
(4)
30 30 Can be steadied for aim bonus Pulse Lasers 65 90
(135)
10
(15)
60
(90)
0
(5)
25 days
(12.5 days)
27
Plasma Rifle
Plasma Rifle
Assaults
Infantry
Engineers
Medics
Scouts
Rocketeers
7-9
(8)
20% 10-14
(12)
3
(4)
30 30 Can be steadied for aim bonus
+3 damage to biological targets
Advanced Plasma Weapons 95 250
(375)
60
(90)
40
(60)
30
(35)
1 UFO Power Source 31 days
(15.5 days)
75

Battle Rifles

Battle Rifles are heavier versions of Assault Rifles. They trade mobility, ammo capacity, and crit chance for increased damage and penetration. They give -1.2 mobility and +1 penetration. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
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
-1.2 4-6
(5)
0% 6-8
(7)
2
(3)
30 30 Can be steadied for aim bonus
+1 penetration
XCOM starts with an unlimited supply
Laser Battle Rifle
Laser Battle Rifle
Assaults
Infantry
Engineers
Medics
Scouts
-0.6 +5 4-6
(5)
10% 7-9
(8)
2
(3)
30 30 Can be steadied for aim bonus
+1 penetration
Advanced Beam Lasers 20 60
(90)
8
(12)
0
(5)
18 days
(9 days)
18
Gauss Battle Rifle
Gauss Battle Rifle
Assaults
Infantry
Engineers
Medics
Scouts
-1.2 6-8
(7)
0% 8-12
(10)
2
(3)
30 30 Can be steadied for aim bonus
+1 penetration
Advanced Gauss Weapons 45 100
(150)
45
(67)
6
(9)
0
(5)
23 days
(11.5 days)
30
Pulse Battle Rifle
Pulse Battle Rifle
Assaults
Infantry
Engineers
Medics
Scouts
-0.6 +5 6-8
(7)
10% 10-14
(12)
2
(3)
30 30 Can be steadied for aim bonus
+1 penetration
Advanced Pulse Lasers 65 115
(172)
20
(30)
90
(135)
0
(5)
27 days
(13.5 days)
34
Plasma Battle Rifle
Plasma Battle Rifle
Assaults
Infantry
Engineers
Medics
Scouts
-1.2 8-12
(10)
0% 13-17
(15)
2
(3)
30 30 Can be steadied for aim bonus
+1 penetration
+5 damage against targets in cover
Heavy Plasma Weapons 105 450
(575)
90
(135)
60
(90)
45
(50)
1 UFO Power Source 41 days
(20.5 days)
135

Shotguns

Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against Hardened targets. Their base ammo is 4, and their base damage is 150%.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
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
5-7
(6)
0% 8-10
(9)
4
(4)
30 12 Aim penalty at long range
50% less damage against hardened targets
XCOM starts with an unlimited supply
Scatter Laser
Scatter Laser
Assaults
Infantry
Engineers
Medics
Scouts
+0.6 +5 5-7
(6)
10% 8-12
(10)
4
(4)
30 12 Aim penalty at long range
50% less damage against hardened targets
Advanced Beam Lasers 18 50
(75)
8
(12)
0
(5)
18 days
(9 days)
15
Alloy Cannon
Alloy Cannon
Assaults
Infantry
Engineers
Medics
Scouts
8-10
(9)
0% 11-15
(13)
4
(4)
30 12 Aim penalty at long range
50% less damage against hardened targets
Advanced Gauss Weapons 40 130
(195)
50
(75)
15
(22)
0
(5)
22 days
(11 days)
39
Scatter Blaster
Scatter Blaster
Assaults
Infantry
Engineers
Medics
Scouts
+0.6 +5 8-10
(9)
10% 13-17
(15)
4
(4)
30 12 Aim penalty at long range
50% less damage against hardened targets
Advanced Pulse Lasers 65 125
(187)
15
(22)
80
(120)
0
(5)
27 days
(13.5 days)
37
Reflex Cannon
Reflex Cannon
Assaults
Infantry
Engineers
Medics
Scouts
10-14
(12)
0% 16-20
(18)
4
(4)
30 12 Aim penalty at long range
50% less damage against hardened targets
+2 damage against targets within 4 tiles
Advanced Plasma Weapons 102 450
(675)
80
(120)
50
(75)
45
(50)
1 UFO Power Source 38 days
(19 days)
135

Arc and Stun Rifles

The Arc Rifle is a powerful anti-mechanical weapon, which gives Squadsight, bonus critical damage, and bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower 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.

Name Usable
by
Mobility Long War.png
Mob
Weapon damage
Dmg
Crit Damage Long War.png
CrD
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
-0.6 3-5 (4) against biological enemies, 8-12 (10) against mechanical enemies 6-8 (7) against biological enemies, 15-19 (17) against mechanical enemies 2 200 40 Aim penalty at close range
Can be steadied for aim bonus
Grants squadsight
Alien Computers 10 90
(135)
0
(5)
12 days
(6 days)
27
Stun Rifle
Stun Rifle
Assaults
Infantry
Engineers
Medics
Scouts
2
(3)
4 Stuns aliens
-1 support item slot
Xenoneurology 10 100
(150)
0
(5)
14 days
(7 days)
30

Strike Rifles

Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has Squadsight, they can fire up to 25 tiles away. They have +1 penetration. Their base ammo is 3, and their base damage is 100%.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
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
3-5
(4)
20% 5-7
(6)
3
(3)
25 25 Aim penalty at close range
Can be steadied for aim bonus
XCOM starts with an unlimited supply
Laser Strike Rifle
Laser Strike Rifle
Scouts
Snipers
+0.6 +5 3-5
(4)
30% 6-8
(7)
3
(3)
25 25 Aim penalty at close range
Can be steadied for aim bonus
Advanced Beam Lasers 18 45
(67)
8
(12)
0
(5)
14 days
(7 days)
13
Gauss Strike Rifle
Gauss Strike Rifle
Scouts
Snipers
5-7
(6)
20% 8-10
(9)
3
(3)
25 25 Aim penalty at close range
Can be steadied for aim bonus
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
+0.6 +5 5-7
(6)
30% 8-12
(10)
3
(3)
25 25 Aim penalty at close range
Can be steadied for aim bonus
Advanced Pulse Lasers 67 110
(165)
20
(30)
90
(135)
0
(5)
27 days
(13.5 days)
33
Plasma Strike Rifle
Plasma Strike Rifle
Scouts
Snipers
7-9
(8)
20% 10-14
(12)
3
(3)
25 25 Aim penalty at close range
Can be steadied for aim bonus
+3 damage to uncovered targets
Precision Plasma Weapons 102 400
(600)
80
(120)
50
(75)
45
(50)
1 UFO Power Source 38 days
(19 days)
120

Sniper 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.

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.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
Weapon
ammo
Weapon
range
Overwatch
range
Bonus
perk
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 -1 4-6
(5)
+20 6-9
(7.5)
5
(6)
200 30 Aim penalty at close range
Cannot fire after costly action
Can be steadied for aim bonus
XCOM starts with an unlimited supply
Laser Sniper Rifle
Laser Sniper Rifle
Snipers -1 +6 4-8
(6)
+20 8-11
(9.1)
3
(4)
200 30 Aim penalty at close range
Cannot fire after costly action
Can be steadied for aim bonus
Advanced Beam Lasers 18 50
(75)
8
(12)
0
(3)
14 days
(7.0 days)
20
Gauss Long Rifle
Gauss Long Rifle
Snipers -2 5-9
(7)
+20 9-12
(10.5)
1
(2)
200 30
HEAT Ammo
Aim penalty at close range
Cannot fire after costly action
Can be steadied for aim bonus
Ignores 0.34 of target's DR
Halves the Hardened perk's crit penalty
Advanced Gauss Weapons 45 200
(300)
32
(48)
15
(22)
0
(7)
14 days
(7.0 days)
80
Pulse Sniper Rifle
Pulse Sniper Rifle
Snipers -1 6-10
(8)
+28 10-14
(12.0)
3
(4)
200 30 Aim penalty at close range
Cannot fire after costly action
Can be steadied for aim bonus
Advanced Pulse Lasers 65 250
(375)
45
(67)
45
(67)
0
(8)
14 days
(7.0 days)
100
Plasma Sniper Rifle
Plasma Sniper Rifle
Snipers -1 7-11
(9)
+20 11-16
(13.5)
3
(4)
200 30 Aim penalty at close range
Cannot fire after costly action
Can be steadied for aim bonus
+1.5 crit damage to targets beyond 35 range
Precision Plasma Weapons 105 450
(675)
90
(135)
70
(105)
3
(16)
1 Alien Heavy Weapon 18 days
(9.0 days)
180

SAWs

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.

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.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
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 -1 4-6
(5)
6-9
(7.5)
6
(7)
30 30 XCOM starts with an unlimited supply
Autolaser
Autolaser
Gunners -1 +6 4-8
(6)
8-11
(9.1)
6
(7)
30 30 Beam Lasers 18 60
(90)
8
(12)
0
(3)
14 days
(7.0 days)
24
Gauss Autorifle
Gauss Autorifle
Gunners -1 5-9
(7)
9-12
(10.5)
7
(8)
30 30 Ignores 0.34 of target's DR Gauss Weapons 38 100
(150)
32
(48)
6
(9)
0
(4)
14 days
(7.0 days)
40
Pulse Autoblaster
Pulse Autoblaster
Gunners -1 6-10
(8)
+8 10-14
(12.0)
6
(7)
30 30 Pulse Lasers 65 230
(345)
45
(67)
45
(67)
0
(7)
14 days
(7.0 days)
92
Plasma Novagun
Plasma Novagun
Gunners -1 7-11
(9)
11-16
(13.5)
6
(7)
30 30 Can be steadied for aim bonus Advanced Plasma Weapons 98 450
(675)
90
(135)
60
(90)
3
(16)
1 Alien Rifle 20 days
(10.0 days)
180

LMGs

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.

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.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
Weapon
ammo
Weapon
range
Overwatch
range
Bonus
perk
Special
properties
Prerequisites Cost Sell
value
Required
for
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 -2 4-8
(6)
8-11
(9.1)
8
(9)
36 30
Squad sight
Cannot fire after costly action XCOM starts with an unlimited supply
Gatling Laser
Gatling Laser
Gunners -2 +6 5-9
(7)
9-12
(10.5)
8
(9)
36 30
Squad sight
Cannot fire after costly action Beam Lasers 18 70
(105)
10
(15)
0
(3)
14 days
(7.0 days)
28
Gauss Machine Gun
Gauss Machine Gun
Gunners -2 6-10
(8)
10-14
(12.0)
9
(10)
36 30
Squad sight
Cannot fire after costly action
Ignores 0.34 of target's DR
Gauss Weapons 45 140
(210)
32
(48)
10
(15)
0
(5)
14 days
(7.0 days)
56
Gatling Pulser
Gatling Pulser
Gunners -2 7-11
(9)
+8 11-16
(13.5)
8
(9)
36 30
Squad sight
Cannot fire after costly action Pulse Lasers 70 240
(360)
60
(90)
60
(90)
0
(8)
14 days
(7.0 days)
96
Plasma Dragon
Plasma Dragon
Gunners -2 7-13
(10)
13-18
(15.0)
8
(9)
36 30
Squad sight
Cannot fire after costly action
+1 damage to flying targets
Heavy Plasma Weapons 105 450
(675)
85
(127)
64
(96)
4
(17)
1 Alien Heavy Weapon 20 days
(10.0 days)
180 Enhanced Plasma (1)

MEC Weapons

MEC primary weapons, unsurprisingly, are only available to 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.

Name Usable
by
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
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
MEC troopers 5-9
(7)
9-12
(10.5)
2
(3)
30
(36)
30 XCOM starts with an unlimited supply
Laser Lance
Laser Lance
MEC troopers +6 6-10
(8)
10-14
(12.0)
3
(4)
30
(36)
30 Advanced Beam Lasers
MEC Warfare Systems
20 75
(112)
10
(15)
10
(13)
14 days
(7.0 days)
30
Railgun
Railgun
MEC troopers 7-11
(9)
11-16
(13.5)
4
(5)
30
(36)
30 Ignores 0.34 of target's DR Advanced Gauss Weapons
MEC Warfare Systems
45 120
(180)
60
(90)
10
(15)
20
(25)
14 days
(7.0 days)
48
Pulse Lance
Pulse Lance
MEC troopers 7-13
(10)
+8 13-18
(15.5)
3
(4)
30
(36)
30 Advanced Pulse Lasers
MEC Warfare Systems
65 240
(360)
60
(90)
60
(90)
30
(38)
14 days
(7.0 days)
96
Particle Cannon
Particle Cannon
MEC troopers 8-14
(11)
14-19
(16.5)
3
(4)
30
(36)
30 +1 damage to robotic targets Heavy Plasma Weapons
MEC Warfare Systems
105 450
(675)
90
(135)
80
(120)
40
(53)
1 Alien Heavy Weapon 21 days
(10.5 days)
180

SHIV Weapons

SHIV weapons, obviously, are only available to 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.

Name Usable
by
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
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
Autocannon
Autocannon
SHIV units 5-9
(7)
9-12
(10.5)
3
(4)
30 30 XCOM starts with an unlimited supply
Superheavy Laser
Superheavy Laser
SHIV units +6 6-10
(8)
10-14
(12.0)
3
(4)
30 30 Advanced Beam Lasers 20 75
(112)
10
(15)
0
(3)
14 days
(7.0 days)
30
Sentry Gun
Sentry Gun
SHIV units 7-11
(9)
11-16
(13.5)
4
(5)
30 30 Ignores 0.34 of target's DR Gauss Weapons 40 100
(150)
32
(48)
10
(15)
0
(4)
14 days
(7.0 days)
40
Superheavy Pulser
Superheavy Pulser
SHIV units 7-13
(10)
+8 13-18
(15.0)
3
(4)
30 30 Pulse Lasers 65 300
(450)
50
(75)
50
(75)
0
(9)
14 days
(7.0 days)
120
Superheavy Plasma
Superheavy Plasma
SHIV units +8 8-14
(11)
+4 14-19
(16.5)
3
(4)
30 30 Vehicular Plasma Weapons 100 450
(675)
85
(127)
70
(105)
4
(17)
1 Alien Heavy Weapon 21 days
(10.5 days)
180

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 Weapon tiers for more information on the new weapon tiers.

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.

Soldiers belonging to the Gunner class and SHIV units cannot equip secondary weapons of any kind.

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.

There are no Pistol equivalents for the Gauss and Pulse Laser weapon tiers, though there are Machine Pistols.

Name Usable
by
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Damage Long War.png
CrD
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
Rookies
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
1-3
(2)
3-4
(3.2)
2
(3)
30 30 Aim penalty at long range
without the Ranger perk
XCOM starts with an unlimited supply
Laser Pistol
Laser Pistol
Rookies
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
+6 2-4
(3)
4-5
(4.5)
2
(3)
30 30 Aim penalty at long range
without the Ranger perk
Beam Lasers 15 30
(45)
4
(6)
0
(2)
10 days
(5.0 days)
12
Plasma Pistol
Plasma Pistol
Rookies
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
3-5
(4)
5-7
(6.0)
2
(3)
30 30 Aim penalty at long range
without the Ranger perk
Compact Plasma Weapons 90 120
(180)
10
(15)
30
(45)
1
(6)
1 Alien Pistol 12 days
(6.0 days)
48

Machine Pistols

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.

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.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
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 Pistol
Rookies
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
-1 -8 2-4
(3)
4-5
(4.5)
2
(3)
30 30 Aim penalty at long range
without the Ranger perk
XCOM starts with an unlimited supply
Heater
Heater
Rookies
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
-1 -2 3-5
(4)
5-7
(6.0)
2
(3)
30 30 Aim penalty at long range
without the Ranger perk
Beam Lasers 15 25
(37)
5
(7)
0
(2)
12 days
(6.0 days)
10
Gauss Autopistol
Gauss Autopistol
Rookies
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
-1 -8 3-5
(4)
5-7
(6.0)
3
(4)
30 30 Aim penalty at long range
without the Ranger perk
Ignores 0.34 of target's DR
Gauss Weapons 35 40
(60)
8
(12)
3
(4)
0
(3)
12 days
(6.0 days)
16
Blaster
Blaster
Rookies
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
-1 -8 4-6
(5)
+8 6-9
(7.5)
2
(3)
30 30 Aim penalty at long range
without the Ranger perk
Pulse Lasers 60 80
(120)
20
(30)
20
(30)
0
(4)
12 days
(6.0 days)
32
Plasma Mauler
Plasma Mauler
Rookies
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
-1 -8 4-8
(6)
8-11
(9.1)
2
(3)
30 30 Aim penalty at long range
without the Ranger perk
Compact Plasma Weapons 90 150
(225)
30
(45)
30
(45)
2
(7)
1 Alien Pistol 12 days
(6.0 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.

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.

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Crit Damage Long War.png
CrD
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Cost
Cost in Meld
Other
Duration in days
Sawed-off Shotgun
Sawed-off Shotgun
Assaults
Infantry
Engineers
Medics
Scouts
-1 -12 4-8
(6)
+4 8-11
(9.1)
1 3 4 Restricted to point blank range
Enemy DR is 50% more effective
0
(2)
1 Shotgun 1 days
(0.5 days)


Rocket Launchers

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.

Name Usable
by
Mobility Long War.png
Mob
Weapon damage
Dmg
Weapon
range
Blast
radius
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
Rocket Launcher
Rocket Launcher
Engineers
Rocketeers
-1 4-10
(7)
30 6.0 +1 mobility per rocket fired during mission XCOM starts with an unlimited supply
Recoilless Rifle
Recoilless Rifle
Engineers
Rocketeers
-1 6-12
(9)
30 6.0 +1 mobility per rocket fired during mission
Ignores 0.34 of target's DR
Advanced Gauss Weapons 45 100
(150)
50
(75)
10
(15)
0
(4)
14 days
(7.0 days)
40
Blaster Launcher
Blaster Launcher
Engineers
Rocketeers
-2 8-16
(12)
30 6.0 +1 mobility per rocket fired during mission
Shredder Rocket ignores cover
Fusion Weapons 110 600
(900)
130
(195)
70
(105)
3
(20)
2 UFO Flight Computers
1 Fusion Core
20 days
(10.0 days)
240

MEC secondary weapons

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.

Name Usable
by
Mobility Long War.png
Mob
Weapon damage
Dmg
Crit Damage Long War.png
CrD
Weapon
range
Blast
radius
Base
charges
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
Flamethrower
Flamethrower
MEC troopers -1 4-6
(5)
6-9
(7.5)
8 2 Can be equipped multiple times per soldier
Targets must succeed will check 50 or be panicked
Will check 80 with the Jellied Elerium Foundry project
AOE is a 60-degree cone section with a radius of 8 tiles
Alien Biocybernetics
MEC Warfare Systems
35 150
(225)
30
(35)
10 days
(5.0 days)
60
Restorative Mist
Restorative Mist
MEC troopers -1 5.0 1 Can be equipped multiple times per soldier
Heals multiple allies 3 HP within the area of effect
Healing is increased by +2 HP per charge with the Improved Medikit Foundry project
Healing is increased by +3 HP per charge with the Savior perk
+2 charges with the Field Medic perk
+1 charge with the Packmaster perk
Thin Man Autopsy
MEC Warfare Systems
28 120
(180)
30
(35)
14 days
(7.0 days)
48
Kinetic Strike Module
Kinetic Strike Module
MEC troopers -1 9-15
(12)
15-21
(18.0)
melee unlimited Can be equipped multiple times per soldier
Melee weapon
Additional Kinetic Strike Modules increase damage by 3
Floater Autopsy
MEC Warfare Systems
30 200
(300)
30
(45)
25
(37)
30
(37)
10 days
(5.0 days)
80
Grenade Launcher
Grenade Launcher
MEC troopers -1 2-6
(4)
17 6.4 2 Can be equipped multiple times per soldier
+1 charge with the Packmaster perk
Gauss Weapons
MEC Warfare Systems
30 150
(225)
25
(37)
30
(35)
10 days
(5.0 days)
60
Proximity Mine Launcher
Proximity Mine Launcher
MEC troopers -1 6-14
(10)
17 4.0 3 Can be equipped multiple times per soldier
+1 charge with the Packmaster perk
Advanced Gauss Weapons
MEC Warfare Systems
55 180
(270)
25
(37)
40
(60)
40
(46)
14 days
(7.0 days)
72
Electro Pulse
Electro Pulse
MEC troopers -1 3-9
(6)
7.2 unlimited Stuns robotic units
3 turn cooldown
Electromagnetic Pulse Weapons
MEC Warfare Systems
85 180
(270)
30
(45)
50
(75)
50
(56)
1 Arc Thrower 14 days
(7.0 days)
72

See also

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