Weapons (LWR)

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Weapon Types

Weapon Tiers

Conventional/Ballistic

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

Base Damage: 4

Electric

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

The Arc Rifle and Pistol only deal full damage against Mechanical units, and the Supercapacitors foundry project increases their damage.

Arc Rifle: 7 (vs mech)
Arc Pistol: 4 (vs mech)

Beam Lasers

Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good 'training' weapons for inexperienced troopers. Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also higher crit and a small boost to mobility.

Base Damage: 4
Bonus Stats: +10 aim, +10 crit, +0.6 mobility
Note: Pistol gains +20 crit (no aim or mobility)

Gauss

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

Gauss weapons have lost their bonus ammo capacity and their ability to ignore enemy DR. Gauss weapons are essentially just a damage upgrade over Ballistic and Beam weapons, however the 'Quenchgun' foundry project will grant all Gauss weapons a +1 damage penetration bonus against all mechanical units, which helps make Gauss weapons more effective against mechanical leaders or bosses.

Furthermore, the Gauss Long Rifle and Alloy Strike Rifle (Now Gauss Strike Rifle) have reverted to function as normal Sniper and Strike rifles. Gauss weapons use the original XCOM ballistic weapon models.

Base Damage: 6

Pulse Lasers

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

Base Damage: 6
Bonus Stats: +10 aim, +10 crit, +0.6 mobility
Note: Pistol gains +35 crit (no aim or mobility)

Plasma

Plasma weapons remain the most powerful weapons available to XCOM, and have had their unique bonuses increased. However, Plasma weapons now have a significant meld cost and require UFO power sources in their construction, they also take longer to research. However, you no longer need to capture Aliens and recover their weapons in order to manufacture Plasma weapons.

Base Damage: 8

Plasma-Specific Bonuses:

  • Plasma Rifle: Grants Biological Shredder
  • Plasma Battle Rifle: Grants Mechanical Shredder
  • Plasma Carbine: +10 defense (+15 defense total)
  • Plasma SMG: +1.3 mobility (+2.0 mobility total)
  • Plasma 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): +3 penetration against Mechanical
  • Plasma Dragon (LMG): +2 damage to Suppressive Fire
  • Plasma Particle Cannon (MEC): +4 damage against Mechanical
  • Plasma Autocannon (SHIV): +15 aim, +15 crit

Weapon Classes

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

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

Primary Weapons

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

Assault Rifles

Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Assault Rifle
Assault Rifle
All soldiers 4
(3-5)
20% 3
(4)
18 18 Can be steadied XCOM starts with an unlimited supply
Laser Rifle
Laser Rifle
All soldiers +0.6 +10 4
(3-5)
30% 3
(4)
18 18 Can be steadied Beam Lasers 15 40
(56)
6
(8)
0
(5)
15 days
(7.5 days)
12
Gauss Rifle
Gauss Rifle
All soldiers -0.6 6
(5-7)
20% 3
(4)
18 18 Can be steadied Gauss Weapons 38 80
(112)
45
(63)
5
(7)
0
(5)
22 days
(11 days)
24
Pulse Rifle
Pulse Rifle
All soldiers +0.6 +10 6
(5-7)
30% 3
(4)
18 18 Can be steadied Pulse Lasers 65 90
(126)
5
(7)
15
(22)
0
(5)
25 days
(12.5 days)
27
Plasma Rifle
Plasma Rifle
All soldiers 8
(7-9)
20% 3
(4)
18 18 Grants Biologic Shredder
Can be steadied
Standard Plasma Weapons 95 250
(375)
60
(90)
40
(60)
30
(35)
4 UFO Power Sources 31 days
(15.5 days)
75

Battle Rifles

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

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Battle Rifle
Battle Rifle
Assaults
Infantry
Engineers
Medics
Scouts
Rocketeers
-0.6 5
(4-6)
2
(3)
18 18 Can be steadied XCOM starts with an unlimited supply
Laser Battle Rifle
Laser Battle Rifle
Assaults
Infantry
Engineers
Medics
Scouts
Rocketeers
+10 5
(4-6)
10% 2
(3)
18 18 Can be steadied Beam Lasers 20 60
(84)
8
(11)
0
(5)
18 days
(9 days)
18
Gauss Battle Rifle
Gauss Battle Rifle
Assaults
Infantry
Engineers
Medics
Scouts
Rocketeers
-1.3 7
(6-8)
15% 2
(3)
18 18 Can be steadied Gauss Weapons 45 100
(140)
70
(98)
6
(8)
0
(5)
23 days
(11.5 days)
30
Pulse Battle Rifle
Pulse Battle Rifle
Assaults
Infantry
Engineers
Medics
Scouts
Rocketeers
+10 7
(6-8)
25% 2
(3)
18 18 Can be steadied Pulse Lasers 65 115
(161)
10
(14)
20
(28)
0
(5)
27 days
(13.5 days)
34
Plasma Battle Rifle
Plasma Battle Rifle
Assaults
Infantry
Engineers
Medics
Scouts
Rocketeers
-0.6 10
(8-12)
2
(3)
18 18 Grants Mechanical Shredder
Can be steadied
Standard Plasma Weapons 105 450
(575)
90
(135)
60
(90)
45
(50)
4 UFO Power Sources 41 days
(20.5 days)
135

Carbines

Carbines are lighter versions of Assault Rifles focusing more on defense and consistency. They grant +0.6 mobility and a variable amount of Defense and Aim depending on tier, but have poor base crit chances and reduced damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by
Mobility Long War.png
Mob
Defense Long War.png
Def
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Assault Carbine
Assault Carbine
All soldiers +0.6 +10 +10 3
(2-4)
0% 2
(3)
18 18 Can be steadied XCOM starts with an unlimited supply
Laser Carbine
Laser Carbine
All soldiers +1.3 +10 +20 3
(2-4)
10% 2
(3)
18 18 Can be steadied Beam Lasers 15 20
(28)
4
(5)
0
(5)
15 days
(7.5 days)
10
Gauss Carbine
Gauss Carbine
All soldiers +15 +15 4
(3-5)
25% 2
(3)
18 18 Can be steadied Gauss Weapons 35 50
(70)
25
(35)
5
(7)
0
(5)
19 days
(9.5 days)
24
Pulse Carbine
Pulse Carbine
All soldiers +1.3 +15 +25 4
(3-5)
35% 2
(3)
18 18 Can be steadied Pulse Lasers 63 60
(84)
3
(4)
7
(9)
0
(5)
25 days
(12.5 days)
27
Plasma Carbine
Plasma Carbine
All soldiers +0.6 +20 +20 6
(5-7)
0% 2
(3)
18 18 Grants Biologic Shredder
Can be steadied
Light Plasma Weapons 90 160
(224)
40
(56)
30
(42)
30
(35)
4 UFO Power Sources 30 days
(15 days)
75

SMGs

SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
SMG
SMG
Assaults
Infantry
Engineers
Medics
Scouts
+0.6 3
(2-4)
40% 2
(3)
18 18 Grants +2 damage during critical hits XCOM starts with an unlimited supply
Laser SMG
Laser SMG
Assaults
Infantry
Engineers
Medics
Scouts
+1.3 +10 3
(2-4)
50% 2
(3)
18 18 Grants +2 damage during critical hits Beam Lasers 15 20
(28)
4
(5)
0
(5)
15 days
(7.5 days)
4
Gauss SMG
Gauss SMG
Assaults
Infantry
Engineers
Medics
Scouts
4
(3-5)
55% 2
(3)
18 18 Grants +3 damage during critical hits Gauss Weapons 35 50
(70)
25
(35)
5
(7)
0
(5)
19 days
(9.5 days)
9
Pulse SMG
Pulse SMG
Assaults
Infantry
Engineers
Medics
Scouts
+1.3 +10 4
(3-5)
65% 2
(3)
18 18 Grants +3 damage during critical hits Pulse Lasers 62 60
(84)
3
(4)
7
(9)
0
(5)
24 days
(12 days)
9
Plasma SMG
Plasma SMG
Assaults
Infantry
Engineers
Medics
Scouts
+2.0 6
(5-7)
40% 2
(3)
18 18 Grants +4 damage during critical hits Light Plasma Weapons 90 160
(224)
40
(56)
30
(42)
15
(20)
4 UFO Power Sources 30 days
(15 days)
30

Shotguns

Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Shotgun
Shotgun
Assaults
Infantry
Engineers
Medics
Scouts
-0.6 6
(5-7)
0% 3
(3)
18 18 XCOM starts with an unlimited supply
Scatter Laser
Laser Scattershot
Assaults
Infantry
Engineers
Medics
Scouts
+10 6
(5-7)
10% 3
(3)
18 18 Beam Lasers 18 50
(75)
8
(12)
0
(5)
18 days
(9 days)
15
Alloy Cannon
Gauss Alloy Cannon
Assaults
Infantry
Engineers
Medics
Scouts
-1.3 9
(8-10)
0% 3
(3)
18 18 Gauss Weapons 40 130
(195)
50
(75)
15
(22)
0
(5)
22 days
(11 days)
39
Scatter Blaster
Pulse Scattershot
Assaults
Infantry
Engineers
Medics
Scouts
+10 9
(8-10)
10% 3
(3)
18 18 Pulse Lasers 65 125
(187)
5
(7)
20
(28)
0
(5)
27 days
(13.5 days)
37
Reflex Cannon
Plasma Reflex Cannon
Assaults
Infantry
Engineers
Medics
Scouts
-0.6 12
(10-14)
0% 3
(3)
18 18 Grants Penetrator Standard Plasma Weapons 102 450
(675)
80
(120)
50
(75)
45
(50)
4 UFO Power Sources 38 days
(19 days)
135

SAWs

SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the Flush ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
SAW
SAW
Gunners -1.3 0 6
(5-7)
0% 4
(4)
18 18 Grants Flush XCOM starts with an unlimited supply
Laser Autorifle
Laser Autorifle
Gunners -0.6 +10 6
(5-7)
10% 4
(4)
18 18 Grants Flush Advanced Beam Lasers 18 60
(90)
8
(12)
0
(5)
16 days
(8 days)
18
Gauss Autorifle
Gauss Autorifle
Gunners -2.0 0 9
(8-10)
0% 4
(4)
18 18 Grants Flush Advanced Gauss Weapons 38 100
(150)
45
(67)
6
(9)
0
(5)
22 days
(11 days)
30
Pulse Autolaser
Pulse Autolaser
Gunners -0.6 +10 9
(8-10)
10% 4
(4)
18 18 Grants Flush Advanced Pulse Lasers 65 115
(172)
10
(14)
20
(28)
0
(5)
27 days
(13.5 days)
34
Plasma Novagun
Plasma Novagun
Gunners -1.3 0 12
(10-14)
0% 4
(4)
18 18 +3 penetration vs Mechanical Units
Grants Flush
Heavy Plasma Weapons 98 450
(675)
90
(135)
60
(90)
45
(50)
4 UFO Power Sources 40 days
(20 days)
135

LMGs

LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage, and provide both Danger Zone and Flush. Their base ammo is 5 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
LMG
LMG
Gunners -2.0 -20 8
(7-9)
0% 5
(5)
18 18 Grants Danger Zone
Grants Flush
XCOM starts with an unlimited supply
Laser Gatler
Laser Gatler
Gunners -1.3 -10 8
(7-9)
10% 5
(5)
18 18 Grants Danger Zone
Grants Flush
Advanced Beam Lasers 18 70
(105)
10
(15)
0
(5)
18 days
(9 days)
21
Gauss Machine Gun
Gauss Machine Gun
Gunners -2.6 -20 12
(10-14)
0% 5
(5)
18 18 Grants Danger Zone
Grants Flush
Advanced Gauss Weapons 45 140
(210)
45
(67)
10
(15)
0
(5)
23 days
(11.5 days)
42
Pulse Gatler
Pulse Gatler
Gunners -1.3 -10 12
(10-14)
10% 5
(5)
18 18 Grants Danger Zone
Grants Flush
Advanced Pulse Lasers 70 120
(180)
10
(14)
25
(35)
0
(5)
28 days
(14 days)
36
Plasma Dragon
Plasma Dragon
Gunners -2.0 -20 16
(14-18)
0% 5
(5)
18 18 +2 damage to Suppressive Fire
Grants Danger Zone
Grants Flush
Heavy Plasma Weapons 105 450
(675)
85
(127)
65
(97)
45
(50)
4 UFO Power Sources 41 days
(20.5 days)
135

Strike Rifles

Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. Supports Squadsight. Grant +0.6 mobility. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-16 aim per tile closer than 10).

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Strike Rifle
Strike Rifle
Scouts
Snipers
+0.6 5
(4-6)
20% 3
(3)
130 130 Aim penalty at close range
Can be steadied
XCOM starts with an unlimited supply
Laser Strike Rifle
Laser Strike Rifle
Scouts
Snipers
+1.3 +10 5
(4-6)
30% 3
(3)
130 130 Aim penalty at close range
Can be steadied
Advanced Beam Lasers 18 45
(67)
8
(12)
0
(5)
14 days
(7 days)
13
Gauss Strike Rifle
Gauss Strike Rifle
Scouts
Snipers
7
(6-8)
35% 3
(3)
130 130 Aim penalty at close range
Can be steadied
Advanced Gauss Weapons 45 110
(165)
45
(67)
10
(15)
0
(5)
23 days
(11.5 days)
33
Pulse Strike Rifle
Pulse Strike Rifle
Scouts
Snipers
+1.3 +10 7
(6-8)
45% 3
(3)
130 130 Aim penalty at close range
Can be steadied
Advanced Pulse Lasers 67 110
(165)
10
(14)
20
(28)
0
(5)
27 days
(13.5 days)
33
Plasma Strike Rifle
Plasma Strike Rifle
Scouts
Snipers
+0.6 10
(8-12)
20% 3
(3)
130 130 Aim penalty at close range
Can be steadied
+3 damage to uncovered targets
Precision Plasma Weapons 102 400
(600)
80
(120)
50
(75)
45
(50)
4 UFO Power Sources 38 days
(19 days)
120

Sniper Rifles

Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at Squadsight ranges, and have lower Squadsight penalties (1 aim per tile instead of 2). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have variable penetration based on tier. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-16 aim per tile closer than 10).

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Sniper Rifle
Sniper Rifle
Snipers -1.3 6
(5-7)
20% 3
(3)
130 130 Reduces squadsight penalty to 1 aim/tile
Aim penalty at close range
Requires 2 AP to fire
Can be steadied
+2 penetration
XCOM starts with an unlimited supply
Laser Sniper Rifle
Laser Sniper Rifle
Snipers -0.6 +10 6
(5-7)
30% 3
(3)
130 130 Reduces squadsight penalty to 1 aim/tile
Aim penalty at close range
Requires 2 AP to fire
Can be steadied
+2 penetration
Advanced Beam Lasers 18 50
(75)
6
(9)
0
(5)
16 days
(8 days)
15
Gauss Long Rifle
Gauss Long Rifle
Snipers -2.0 9
(8-10)
20% 3
(3)
130 130 Reduces squadsight penalty to 1 aim/tile
Aim penalty at close range
Requires 2 AP to fire
Can be steadied
+3 penetration
Advanced Gauss Weapons 45 200
(300)
45
(67)
15
(22)
0
(5)
23 days
(11.5 days)
60
Pulse Sniper Rifle
Pulse Sniper Rifle
Snipers -0.6 +10 9
(8-10)
30% 3
(3)
130 130 Reduces squadsight penalty to 1 aim/tile
Aim penalty at close range
Requires 2 AP to fire
Can be steadied
+3 penetration
Advanced Pulse Lasers 65 125
(187)
10
(14)
20
(28)
0
(5)
27 days
(13.5 days)
37
Plasma Sniper Rifle
Plasma Sniper Rifle
Snipers -1.3 12
(10-14)
20% 3
(3)
130 130 Grants Killer Instinct
Reduces squadsight penalty to 1 aim/tile
Aim penalty at close range
Requires 2 AP to fire
Can be steadied
+4 penetration
Precision Plasma Weapons 105 450
(675)
90
(135)
70
(105)
45
(50)
4 UFO Power Sources 39 days
(19.5 days)
135

MEC Weapons

MEC primary weapons, unsurprisingly, are only available to MECs. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has Squadsight. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Minigun
Minigun
MECs 8
(7-9)
0% 3
(3)
130 130 Can be steadied XCOM starts with an unlimited supply
Laser Lance
Laser Lance
MECs +0.6 +10 8
(7-9)
10% 3
(3)
130 130 Can be steadied Advanced Beam Lasers
MEC Warfare Systems
20 75
(112)
10
(15)
10
(15)
18 days
(9 days)
22
Gauss Railgun
Gauss Railgun
MECs -0.6 12
(10-14)
0% 3
(3)
130 130 Can be steadied Advanced Gauss Weapons
MEC Warfare Systems
45 120
(180)
90
(135)
10
(15)
20
(25)
23 days
(11.5 days)
36
Pulse Lance
Pulse Lance
MECs +0.6 +10 12
(10-14)
10% 3
(3)
130 130 Can be steadied Advanced Pulse Lasers
MEC Warfare Systems
65 120
(180)
10
(14)
25
(35)
30
(35)
27 days
(13.5 days)
36
Pulse Particle Beam
Pulse Particle Beam
MECs 16
(14-18)
0% 3
(3)
130 130 Can be steadied
+4 damage to mechanical targets
Heavy Plasma Weapons
MEC Warfare Systems
105 450
(675)
90
(135)
80
(120)
60
(65)
4 UFO Power Sources 41 days
(20.5 days)
135

SHIV Weapons

SHIV weapons, obviously, are only available to SHIVs. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Autocannon
Autocannon
SHIVs 8
(7-9)
0% 2
(2)
18 18 XCOM starts with an unlimited supply
Laser Autocannon
Laser Autocannon
SHIVs +0.6 +10 8
(7-9)
10% 2
(2)
18 18 Beam Lasers 20 75
(112)
10
(15)
0
(5)
18 days
(9 days)
22
Sentry Gun
Gauss Sentry Gun
SHIVs -0.6 12
(10-14)
0% 2
(2)
18 18 Gauss Weapons 40 100
(150)
45
(67)
10
(15)
0
(5)
22 days
(11 days)
30
Pulse Autocannon
Pulse Autocannon
SHIVs +0.6 +10 12
(10-14)
10% 2
(2)
18 18 Pulse Lasers 65 150
(225)
10
(14)
25
(35)
0
(5)
27 days
(13.5 days)
45
Plasma Autocannon
Plasma Autocannon
SHIVs +15 16
(14-18)
15% 2
(2)
18 18 Vehicular Plasma Weapons 100 450
(675)
85
(127)
70
(105)
60
(65)
4 UFO Power Sources 41 days
(20.5 days)
135

Arc and Stun Rifles

The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage and penetration against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. In addition, failed stuns on aliens below 50% of their max HP will Maim. The Elerium Batteries foundry project grants an extra charge/ammo to both weapons. Arc Rifles lose aim for being in close proximity (-16 aim per tile closer than 10).

Name Usable
by
Mobility Long War.png
Mob
Aim Long War.png
Aim
Weapon damage
Dmg
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Meld
Duration in days
Arc Rifle
Arc Rifle
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
Rocketeers
+0.6 +20 1 vs bio
6 (5-7) vs mech
2
(3)
18 18 Has Overload
+6 Penetration vs mech
Cannot critically hit
Aim penalty at close range
Can be steadied
Alien Computers 10 90
(135)
0
(5)
12 days
(6 days)
27
Stun Rifle
Stun Rifle
Assaults
Infantry
Engineers
Medics
Scouts
2
(3)
4 Stuns autopsied biologic aliens
-1 support item slot
Xenobiology 10 100
(150)
0
(5)
14 days
(7 days)
30

Secondary Weapons

LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Laser and Pulse.

Units that cannot use secondary weapons: privates, gunners, and SHIVs

Units that cannot use sidearms and have unique secondary weapons: Rocketeers and MECs

All sidearms grant the Maim ability.

Pistols

Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).

Name Usable
by
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Pistol
Pistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
3
(2-4)
0% 2
(3)
18 18 Grants Maim XCOM starts with an unlimited supply
Laser Pistol
Laser Pistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
3
(2-4)
30% 2
(3)
18 18 Grants Maim Beam Lasers 15 10
(15)
1
(1)
0
(5)
13 days
(6.5 days)
3
Pulse Pistol
Pulse Pistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
4
(3-5)
45% 2
(3)
18 18 Grants Maim Pulse Lasers 60 14
(21)
1
(1)
2
(2)
0
(5)
24 days
(12 days)
4
Plasma Pistol
Plasma Pistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
6
(5-7)
0% 2
(3)
18 18 Grants Maim Compact Plasma Weapons 90 40
(60)
5
(7)
10
(15)
15
(20)
30 days
(15 days)
12
Name Usable
by
Mobility Long War.png
Mob
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Arc Pistol
Arc Pistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
-0.6 1 vs bio
4 (3-5) vs mech
Not Possible 2
(3)
18 18 Has Overload
+4 Penetration vs mech
Cannot Critically Hit
Grants
Maim
Alien Computers 15 8
(12)
0
(0)
0
(5)
15 days
(7.5 days)
3

Autopistols

Autopistols grant increased crit damage and chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).

There are no Machine Pistol equivalents for either Laser tier.

Name Usable
by
Mobility Long War.png
Mob
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Machine Pistol
Machine Autopistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
-0.6 3
(2-4)
20% 2
(3)
18 18 Grants Maim
Grants +2 damage during critical hits
XCOM starts with an unlimited supply
Gauss Autopistol
Gauss Autopistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
-0.6 4
(3-5)
35% 2
(3)
18 18 Grants Maim
Grants +3 damage during critical hits
Gauss Weapons 35 13
(18)
3
(4)
1
(1)
0
(5)
19 days
(9.5 days)
3
Plasma Mauler
Plasma Autopistol
Assaults
Infantry
Engineers
Medics
Scouts
Snipers
-0.6 6
(5-7)
20% 2
(3)
18 18 Grants Maim
Grants +4 damage during critical hits
Compact Plasma Weapons 90 50
(75)
10
(15)
10
(15)
30
(35)
30 days
(15 days)
15

Sawed-off Shotgun

The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage secondary weapon; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project Quenchguns. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).

Name Usable
by
Mobility Long War.png
Mob
Weapon damage
Dmg
Crit Long War.png
Crit
Weapon
ammo
Weapon
range
Overwatch
range
Special
properties
Prerequisites Cost Sell
value
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Meld
Duration in days
Sawed-off Shotgun
Sawed-off Shotgun
Assaults
Infantry
Engineers
Medics
Scouts
-0.6 6 (5-7)
Upgrades to 9 (8-10)
60% 1 18 18 50% less damage against hardened targets 3 20
(30)
0
(5)
8 days
(4 days)
6

Rocket Launchers

Each rocket launcher is fitted with 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown is the maximum possible scatter which is 2 standard deviations. Soldier aim does *not* affect rocket scatter but soldier base HP can lower scatter (see: Effects of Attributes).

Name Usable
by
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 6
(5-7)
1 18 5 2 turn cooldown XCOM starts with an unlimited supply
Recoilless Rifle
Recoilless Rifle
Rocketeers -0.6 9
(8-10)
1 18 5 2 turn cooldown 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 12
(10-14)
1 14 5 2 turn cooldown
Can path around obstacles
Requires 2 AP to fire
Fusion Weapons 110 600
(900)
130
(195)
70
(105)
60
(65)
2 UFO Flight Computers
1 Fusion Core
42 days
(21 days)
180

MEC Secondary Weapons

MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.

Name Usable
by
Mobility Long War.png
Mob
Weapon damage
Dmg
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
MECs -0.6 6
(5-7)
8 8 Bypasses all DR
50% chance for a 50 will test for panic
Will test 80 with the Jellied Elerium Foundry project
AOE is a 60-degree cone section with a radius of 8 tiles
MEC Warfare Systems 35 50
(75)
5
(7)
30
(45)
5
(10)
17 days
(8.5 days)
15
Restorative Mist
Restorative Mist
MECs -0.6 self 2 2 Passive: If there are charges remaining, will heal 1 HP upon taking 2 or more damage
Activated: Heals 50% of missing HP (max 6 HP) for all allies within the area of effect
Thin Man Autopsy
MEC Warfare Systems
45 60
(90)
5
(7)
40
(60)
10
(15)
20 days
(10 days)
36
Kinetic Strike Module
Kinetic Strike Module
MECs 16
(14-18)
melee unlimited +8 Penetration
Melee weapon
Red fog does not reduce KSM damage
Alien Biocybernetics 30 50
(75)
15
(22)
10
(15)
5
(10)
16 days
(8 days)
30
Grenade Launcher
Grenade Launcher
MECs -0.6 10
(8-12)
12 2 3 MEC Warfare Systems 50 75
(112)
40
(60)
5
(7)
10
(15)
16 days
(8 days)
45
MINE Launcher
Miniature Nuclear Explosive (MiNE) Launcher
MECs -0.6 16
(14-18)
10.6 4 2 +100 penetration
Detonates at the end of XCOM's next turn
Advanced Gauss Weapons
MEC Warfare Systems
55 90
(135)
30
(45)
10
(15)
5
(10)
25 days
(12.5 days)
54
Electropulse
Electropulse
MECs -0.6 12
(10-14)
self 8 unlimited Only affects outsiders and mechanical units
Has a chance to disable for a turn
4 turn cooldown
Electromagnetic Pulse Weapons
MEC Warfare Systems
75 40
(60)
15
(22)
50
(75)
15
(20)
1 Arc Rifle 25 days
(12.5 days)
24