Difference between revisions of "Weapons (LWR)"

From UFOpaedia
Jump to navigation Jump to search
(Fixed MEC secondary weapon info)
Line 425: Line 425:
  
 
===MEC secondary weapons===
 
===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.
+
MEC troopers have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
Line 433: Line 433:
 
|{{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: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
+
|[[File:Flamethrower Long War.png|128px|Flamethrower]]<br />'''Flamethrower'''||MEC troopers||-0.6||title="Minimum to maximum damage&#10;(Average damage)"|6-8<br />(7)||title="Minimum to maximum damage&#10;(Average damage)"|8-12<br />(10)||8 tiles|| || 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||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|17&nbsp;days<br />(8.5&nbsp;days)||30
 
|-align="center"
 
|-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
+
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]<br />'''Restorative Mist'''||MEC troopers||-0.6|| || ||self||2 tiles||1||Can be equipped multiple times per soldier<br />Heals 5 HP for all allies within the area of effect<br />+2 charges with the First Aid perk<br />+1 charge with the Packmaster perk||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|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)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(25)|| ||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10&nbsp;days)||36
 
|-align="center"
 
|-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
+
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]<br />'''Kinetic Strike Module'''||MEC troopers||-0.6||title="Minimum to maximum damage&#10;(Average damage)"|18-22<br />(20)||title="Minimum to maximum damage&#10;(Average damage)"|26-34<br />(30)||melee|| ||unlimited||Melee weapon||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|16&nbsp;days<br />(8&nbsp;days)||30
 
|-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
+
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]<br />'''Grenade Launcher'''||MEC troopers||-0.6||title="Minimum to maximum damage&#10;(Average damage)"|8-12<br />(10)|| ||16||3 tiles||2||Can be equipped multiple times per soldier<br />+1 charge with the Packmaster perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||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)"|16&nbsp;days<br />(8&nbsp;days)||45
 
|-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:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]<br />'''MINE Launcher'''||MEC troopers||-0.6||title="Minimum to maximum damage&#10;(Average damage)"|10-14<br />(12)|| ||12||3 tiles||2||Can be equipped multiple times per soldier<br />+1 charge with the Packmaster perk<br />Launches a +100 penetration, double environment damage explosive, which detonates at the end of XCOM's next turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|180<br />(270)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||54
 
|-align="center"
 
|-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
+
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]<br />'''Electro Pulse'''||MEC troopers||-0.6||title="Minimum to maximum damage&#10;(Average damage)"|7-9<br />(8)|| ||self||4.5 tiles||unlimited||+8 penetration<br />Stuns robotic units<br />3 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]<br />[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)||1 Arc Rifle||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||24
 
|}
 
|}
  

Revision as of 23:07, 3 August 2020

Back To Main Page


Rewrite Needed
Pistol

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
  • Plasma Battle 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 Particle Beam (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. 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
-0.6 4-6
(5)
0% 6-8
(7)
2
(3)
30 30 Can be steadied for aim bonus XCOM starts with an unlimited supply
Laser Battle Rifle
Laser Battle Rifle
Assaults
Infantry
Engineers
Medics
Scouts
+5 4-6
(5)
10% 7-9
(8)
2
(3)
30 30 Can be steadied for aim bonus 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
-0.6 6-8
(7)
0% 8-12
(10)
2
(3)
30 30 Can be steadied for aim bonus 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
+5 6-8
(7)
10% 10-14
(12)
2
(3)
30 30 Can be steadied for aim bonus 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
-0.6 8-12
(10)
0% 13-17
(15)
2
(3)
30 30 Can be steadied for aim bonus
+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 tiles 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)
200 200 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)
200 200 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)
200 200 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)
200 200 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)
200 200 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. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (1 aim and crit per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. The Snapshot perk has been changed and no longer removes this restriction. Sniper Rifles have +2 penetration. Their base ammo is 3, 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
Sniper Rifle
Sniper Rifle
Snipers -0.6 5-7
(6)
30% 8-10
(9)
3
(3)
200 200 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 +5 5-7
(6)
40% 8-12
(10)
3
(3)
200 200 Aim penalty at close range
Cannot fire after costly action
Can be steadied for aim bonus
Advanced Beam Lasers 18 50
(75)
6
(9)
0
(5)
16 days
(8 days)
15
Gauss Long Rifle
Gauss Long Rifle
Snipers -0.6 8-10
(9)
30% 11-15
(13)
3
(3)
200 200 Aim penalty at close range
Cannot fire after costly action
Can be steadied for aim bonus
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 +5 8-10
(9)
40% 13-17
(15)
3
(3)
200 200 Aim penalty at close range
Cannot fire after costly action
Can be steadied for aim bonus
Advanced Pulse Lasers 65 125
(187)
20
(30)
80
(120)
0
(5)
27 days
(13.5 days)
37
Plasma Sniper Rifle
Plasma Sniper Rifle
Snipers -0.6 10-14
(12)
30% 16-20
(18)
3
(3)
200 200 Aim penalty at close range
Cannot fire after costly action
Can be steadied for aim bonus
+2 damage to targets at squadsight range
Precision Plasma Weapons 105 450
(675)
90
(135)
70
(105)
45
(50)
1 UFO Power Source 39 days
(19.5 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%.

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 -1.2 5-7
(6)
0% 8-10
(9)
4
(4)
30 30 XCOM starts with an unlimited supply
Laser Autorifle
Laser Autorifle
Gunners -0.6 +5 5-7
(6)
10% 8-12
(10)
4
(4)
30 30 Beam Lasers 18 60
(90)
8
(12)
0
(5)
16 days
(8 days)
18
Gauss Autorifle
Gauss Autorifle
Gunners -1.2 8-10
(9)
0% 11-15
(13)
4
(4)
30 30 Gauss Weapons 38 100
(150)
45
(67)
6
(9)
0
(5)
22 days
(11 days)
30
Pulse Autolaser
Pulse Autolaser
Gunners -0.6 +5 8-10
(9)
10% 13-17
(15)
4
(4)
30 30 Pulse Lasers 65 115
(172)
20
(30)
90
(135)
0
(5)
27 days
(13.5 days)
34
Plasma Novagun
Plasma Novagun
Gunners -1.2 10-14
(12)
0% 16-20
(18)
4
(4)
30 30 +2 penetration Advanced Plasma Weapons 98 450
(675)
90
(135)
60
(90)
45
(50)
1 UFO Power Source 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 ammo, and provide both Danger Zone and Flush. Their base ammo is 5, and their base damage is 175%.

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
LMG
LMG
Gunners -1.8 6-8
(7)
0% 8-12
(10)
5
(5)
30 30 XCOM starts with an unlimited supply
Laser Gatler
Laser Gatler
Gunners -1.2 +5 6-8
(7)
10% 10-14
(12)
5
(5)
30 30 Beam Lasers 18 70
(105)
10
(15)
0
(5)
18 days
(9 days)
21
Gauss Machine Gun
Gauss Machine Gun
Gunners -1.8 8-12
(10)
0% 13-17
(15)
5
(5)
30 30 Gauss Weapons 45 140
(210)
45
(67)
10
(15)
0
(5)
23 days
(11.5 days)
42
Pulse Gatler
Pulse Gatler
Gunners -1.2 +5 8-12
(10)
10% 15-19
(17)
5
(5)
30 30 Pulse Lasers 70 120
(180)
25
(37)
120
(180)
0
(5)
28 days
(14 days)
36
Plasma Dragon
Plasma Dragon
Gunners -1.8 12-16
(14)
0% 18-24
(21)
5
(5)
30 30 +2 damage to flying targets Heavy Plasma Weapons 105 450
(675)
85
(127)
65
(97)
45
(50)
1 UFO Power Source 41 days
(20.5 days)
135

MEC Weapons

MEC primary weapons, unsurprisingly, are only available to MEC Troopers. 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%.

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
Minigun
Minigun
MEC troopers 7-9
(8)
0% 10-14
(12)
3
(3)
200 200 Can be steadied for aim bonus XCOM starts with an unlimited supply
Laser Lance
Laser Lance
MEC troopers +0.6 +5 7-9
(8)
10% 12-16
(14)
3
(3)
200 200 Can be steadied for aim bonus Advanced Beam Lasers
MEC Warfare Systems
20 75
(112)
10
(15)
10
(15)
18 days
(9 days)
22
Railgun
Railgun
MEC troopers 10-14
(12)
0% 16-20
(18)
3
(3)
200 200 Can be steadied for aim bonus Advanced Gauss Weapons
MEC Warfare Systems
45 120
(180)
90
(135)
10
(15)
20
(25)
23 days
(11.5 days)
36
Pulse Lance
Pulse Lance
MEC troopers +0.6 +5 10-14
(12)
10% 18-24
(21)
3
(3)
200 200 Can be steadied for aim bonus Advanced Pulse Lasers
MEC Warfare Systems
65 120
(180)
25
(37)
120
(180)
30
(35)
27 days
(13.5 days)
36
Particle Beam
Particle Beam
MEC troopers 14-18
(16)
0% 21-27
(24)
3
(3)
200 200 Can be steadied for aim bonus
+4 damage to mechanical targets
Heavy Plasma Weapons
MEC Warfare Systems
105 450
(675)
90
(135)
80
(120)
60
(65)
1 UFO Power Source 41 days
(20.5 days)
135

SHIV Weapons

SHIV weapons, obviously, are only available to SHIV units. 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%.

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
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 7-9
(8)
0% 10-14
(12)
2
(2)
30 30 XCOM starts with an unlimited supply
Laser Autocannon
Laser Autocannon
SHIV units +0.6 +5 7-9
(8)
10% 12-16
(14)
2
(2)
30 30 Advanced Beam Lasers 20 75
(112)
10
(15)
0
(5)
18 days
(9 days)
22
Sentry Gun
Sentry Gun
SHIV units 10-14
(12)
0% 16-20
(18)
2
(2)
30 30 Gauss Weapons 40 100
(150)
45
(67)
10
(15)
0
(5)
22 days
(11 days)
30
Pulse Autocannon
Pulse Autocannon
SHIV units +0.6 +5 10-14
(12)
10% 18-24
(21)
2
(2)
30 30 Pulse Lasers 65 150
(225)
20
(30)
105
(157)
0
(5)
27 days
(13.5 days)
45
Plasma Autocannon
Plasma Autocannon
SHIV units +15 14-18
(16)
15% 21-27
(24)
2
(2)
30 30 Vehicular Plasma Weapons 100 450
(675)
85
(127)
70
(105)
60
(65)
1 UFO Power Source 41 days
(20.5 days)
135

Secondary Weapons

Unlike Long War 1.0, LWR contains a normal pistol for each weapon tier, and a machine pistol for ballistic, beam, and plasma only.

Note that rookies, gunners, and SHIVs cannot equip secondary weapons. Rocketeers and MECs each receive their own exclusive sets of secondary weapons.

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 and their base damage is 75%.

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
Pistol
Pistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
2-4
(3)
0% 4-5
(4.5)
2
(2)
30 30 Aim penalty at long range
without the Ranger perk
XCOM starts with an unlimited supply
Laser Pistol
Laser Pistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
+10 2-4
(3)
10% 4-6
(5)
2
(2)
30 30 Aim penalty at long range
without the Ranger perk
Beam Lasers 15 10
(15)
1
(1)
0
(5)
13 days
(6.5 days)
3
Gauss Pistol
Gauss Pistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
3-5
(4)
35% 5-7
(6)
2
(2)
30 30 Aim penalty at long range
without the Ranger perk
Gauss Weapons 35 13
(18)
3
(4)
1
(1)
0
(5)
19 days
(9.5 days)
3
Pulse Pistol
Pulse Pistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
+10 3-5
(4)
35% 6-8
(7)
2
(2)
30 30 Aim penalty at long range
without the Ranger perk
Pulse Lasers 60 14
(21)
3
(4)
15
(22)
0
(5)
24 days
(12 days)
4
Plasma Pistol
Plasma Pistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
5-7
(6)
0% 8-10
(9)
2
(2)
30 30 Aim penalty at long range
without the Ranger perk
Compact Plasma Weapons 90 40
(60)
5
(7)
10
(15)
15
(20)
1 UFO Power Source 30 days
(15 days)
12

Machine Pistols

Machine Pistols trade increased ammo and crit chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 3 and their base damage is 75%.

There are no Machine Pistol equivalents for the Gauss and Pulse Laser weapon tiers.

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
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
-0.6 2-4
(3)
40% 4-5
(4.5)
3
(3)
30 30 Aim penalty at long range
without the Ranger perk
XCOM starts with an unlimited supply
Heater
Heater
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
-0.6 +10 2-4
(3)
50% 4-6
(5)
3
(3)
30 30 Aim penalty at long range
without the Ranger perk
Beam Lasers 15 8
(12)
2
(3)
0
(5)
15 days
(7.5 days)
2
Plasma Mauler
Plasma Mauler
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
-0.6 5-7
(6)
40% 8-10
(9)
3
(3)
30 30 Aim penalty at long range
without the Ranger perk
Compact Plasma Weapons 90 50
(75)
10
(15)
10
(15)
30
(35)
1 UFO Power Source 30 days
(15 days)
15

Sawed-off Shotgun

The Sawed-off Shotgun is unique to the Ballistic tier, and provides an extremely short-range, high-damage sidearm; it is useful for soldiers wielding a primary weapon that gets aim penalties at close ranges.

Name Usable
by
Mobility Long War.png
Mob
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 Meld
Duration in days
Sawed-off Shotgun
Sawed-off Shotgun
Assaults
Infantry
Engineers
Medics
Scouts
-0.6 5-7
(6)
0% 8-10
(9)
1 30 12 50% less damage against hardened targets 3 20
(30)
0
(5)
8 days
(4 days)
6

Rocket Launchers

As in Long War 1.0, rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Unlike Long War 1.0, soldier aim does *not* affect rocket scatter.

Additionally, shredder rockets were replaced with Javelin Rockets; these have 1/5th the normal radius, but 70% reduced scatter, double damage, and shreds targets. They are blocked by cover. It is also worth noting that Extra Rocket and Javelin Rocket items both weigh less and provide 2 rockets each.

Name Usable
by
Mobility Long War.png
Mob
Weapon damage
Dmg
Weapon
ammo
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
Rocketeers -0.6 4-6
(5)
2 30 5 XCOM starts with an unlimited supply
Recoilless Rifle
Recoilless Rifle
Rocketeers -0.6 6-8
(7)
2 30 5 Advanced Gauss Weapons 45 100
(150)
75
(112)
10
(15)
0
(5)
23 days
(11.5 days)
30
Blaster Launcher
Blaster Launcher
Rocketeers -0.6 8-12
(10)
2 24 5 Can path round obstacles 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

MEC troopers 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
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 -0.6 6-8
(7)
8-12
(10)
8 tiles 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
MEC Warfare Systems 35 100
(150)
10
(15)
60
(90)
10
(15)
17 days
(8.5 days)
30
Restorative Mist
Restorative Mist
MEC troopers -0.6 self 2 tiles 1 Can be equipped multiple times per soldier
Heals 5 HP for all allies within the area of effect
+2 charges with the First Aid perk
+1 charge with the Packmaster perk
Thin Man Autopsy
MEC Warfare Systems
45 120
(180)
10
(15)
80
(120)
20
(25)
20 days
(10 days)
36
Kinetic Strike Module
Kinetic Strike Module
MEC troopers -0.6 18-22
(20)
26-34
(30)
melee unlimited Melee weapon Floater Autopsy
MEC Warfare Systems
30 100
(150)
30
(45)
20
(30)
10
(15)
16 days
(8 days)
30
Grenade Launcher
Grenade Launcher
MEC troopers -0.6 8-12
(10)
16 3 tiles 2 Can be equipped multiple times per soldier
+1 charge with the Packmaster perk
Gauss Weapons
MEC Warfare Systems
50 150
(225)
80
(120)
10
(15)
20
(25)
16 days
(8 days)
45
MINE Launcher
MINE Launcher
MEC troopers -0.6 10-14
(12)
12 3 tiles 2 Can be equipped multiple times per soldier
+1 charge with the Packmaster perk
Launches a +100 penetration, double environment damage explosive, which detonates at the end of XCOM's next turn
Advanced Gauss Weapons
MEC Warfare Systems
55 180
(270)
60
(90)
20
(30)
10
(15)
25 days
(12.5 days)
54
Electro Pulse
Electro Pulse
MEC troopers -0.6 7-9
(8)
self 4.5 tiles unlimited +8 penetration
Stuns robotic units
3 turn cooldown
Electromagnetic Pulse Weapons
MEC Warfare Systems
75 80
(120)
30
(45)
100
(150)
30
(35)
1 Arc Rifle 25 days
(12.5 days)
24

See also

Template:Loadout(LWR) Navbar