Weapons (LWR)
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 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 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 Note: Sidearms gain only +20 crit and +25% crit damage (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 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 Note: Sidearms gain only +20 crit and +25% crit damage (no aim or 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
Plasma-Specific Bonuses:
- Plasma Rifle: +3 damage against biological units
- Plasma Battle Rifle: +5 damage against targets in cover
- Plasma Carbine: +10 defense
- Plasma SMG: +1.2 mobility (1.8 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): +2 penetration
- Plasma Dragon (LMG): 8 damage mayhem suppression
- Plasma Particle Beam (MEC): +4 damage against mechanical units
- 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 |
---|---|
SHIV and MEC Weapons | 200% |
LMGs | 175% |
SAWs, Sniper Rifles, and Shotguns | 150% |
Battle Rifles and Strike Rifles | 125% |
Assault Rifles and Rocket Launchers | 100% |
Pistols, Machine Pistols, Carbines, and SMGs | 75% |
Primary Weapons
Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.
Assault Rifles
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Assault Rifle |
All soldiers | 4 (3-5) |
20% | 3 (4) |
18.7 | 18.7 | Can be steadied | XCOM starts with an unlimited supply | ||||||||||
Laser Rifle |
All soldiers | +0.6 | +5 | 4 (3-5) |
30% | 3 (4) |
18.7 | 18.7 | Can be steadied | Beam Lasers | 15 | 40 (60) |
6 (9) |
0 (5) |
15 days (7.5 days) |
12 | ||
Gauss Rifle |
All soldiers | 6 (5-7) |
20% | 3 (4) |
18.7 | 18.7 | Can be steadied | Gauss Weapons | 38 | 80 (120) |
30 (45) |
5 (7) |
0 (5) |
22 days (11 days) |
24 | |||
Pulse Rifle |
All soldiers | +0.6 | +5 | 6 (5-7) |
30% | 3 (4) |
18.7 | 18.7 | Can be steadied | Pulse Lasers | 65 | 90 (135) |
10 (15) |
60 (90) |
0 (5) |
25 days (12.5 days) |
27 | |
Plasma Rifle |
All soldiers | 8 (7-9) |
20% | 3 (4) |
18.7 | 18.7 | Can be steadied +3 damage to biological targets |
Standard 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%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
-0.6 | 5 (4-6) |
10% | 2 (3) |
18.7 | 18.7 | Can be steadied | XCOM starts with an unlimited supply | |||||||||
Laser Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
+5 | 5 (4-6) |
20% | 2 (3) |
18.7 | 18.7 | Can be steadied | Advanced Beam Lasers | 20 | 60 (90) |
8 (12) |
0 (5) |
18 days (9 days) |
18 | |||
Gauss Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
-0.6 | 7 (6-8) |
25% | 2 (3) |
18.7 | 18.7 | Can be steadied | Advanced Gauss Weapons | 45 | 100 (150) |
45 (67) |
6 (9) |
0 (5) |
23 days (11.5 days) |
30 | ||
Pulse Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
+5 | 7 (6-8) |
30% | 2 (3) |
18.7 | 18.7 | Can be steadied | Advanced Pulse Lasers | 65 | 115 (172) |
20 (30) |
90 (135) |
0 (5) |
27 days (13.5 days) |
34 | ||
Plasma Battle Rifle |
Assaults Infantry Engineers Medics Scouts Rocketeers |
-0.6 | 10 (8-12) |
10% | 2 (3) |
18.7 | 18.7 | Can be steadied +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 |
Carbines
Carbines are lighter versions of Assault Rifles. 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%. They grant +5 defense when equipped. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).
Name | Usable by |
Mob |
Def |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||||
Assault Carbine |
All soldiers | +0.6 | +5 | +10 | 3 (2-4) |
10% | 3 (4) |
18.7 | 18.7 | Can be steadied | XCOM starts with an unlimited supply | ||||||||
Laser Carbine |
All soldiers | +1.2 | +5 | +15 | 3 (2-4) |
10% | 3 (4) |
18.7 | 18.7 | Can be steadied | Beam Lasers | 15 | 35 (52) |
6 (9) |
0 (5) |
15 days (7.5 days) |
10 | ||
Gauss Carbine |
All soldiers | +0.6 | +5 | +10 | 4 (3-5) |
35% | 3 (4) |
18.7 | 18.7 | Can be steadied | Gauss Weapons | 35 | 80 (120) |
30 (45) |
5 (7) |
0 (5) |
19 days (9.5 days) |
24 | |
Pulse Carbine |
All soldiers | +1.2 | +5 | +15 | 4 (3-5) |
35% | 3 (4) |
18.7 | 18.7 | Can be steadied | Pulse Lasers | 63 | 90 (135) |
10 (15) |
45 (67) |
0 (5) |
25 days (12.5 days) |
27 | |
Plasma Carbine |
All soldiers | +0.6 | +15 | +10 | 6 (5-7) |
10% | 3 (4) |
18.7 | 18.7 | Can be steadied | Light Plasma Weapons | 90 | 250 (375) |
60 (90) |
40 (60) |
30 (35) |
1 UFO Power Source | 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 3 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
SMG |
All soldiers | +0.6 | 3 (2-4) |
30% | 3 (4) |
18.7 | 18.7 | Can be steadied Grants +2 damage during critical hits |
XCOM starts with an unlimited supply | |||||||||
Laser SMG |
All soldiers | +1.2 | +5 | 3 (2-4) |
40% | 3 (4) |
18.7 | 18.7 | Can be steadied Grants +2 damage during critical hits |
Beam Lasers | 15 | 15 (22) |
3 (4) |
0 (5) |
15 days (7.5 days) |
4 | ||
Gauss SMG |
All soldiers | +0.6 | 4 (3-5) |
45% | 3 (4) |
18.7 | 18.7 | Can be steadied Grants +3 damage during critical hits |
Gauss Weapons | 35 | 30 (45) |
10 (15) |
2 (3) |
0 (5) |
19 days (9.5 days) |
9 | ||
Pulse SMG |
All soldiers | +1.2 | +5 | 4 (3-5) |
50% | 3 (4) |
18.7 | 18.7 | Can be steadied Grants +3 damage during critical hits |
Pulse Lasers | 62 | 30 (45) |
5 (7) |
20 (30) |
0 (5) |
24 days (12 days) |
9 | |
Plasma SMG |
All soldiers | +1.8 | 6 (5-7) |
30% | 3 (4) |
18.7 | 18.7 | Can be steadied Grants +4 damage during critical hits |
Light Plasma Weapons | 90 | 100 (150) |
30 (45) |
20 (30) |
15 (20) |
1 UFO Power Source | 30 days (15 days) |
30 |
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%. 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 |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Shotgun |
Assaults Infantry Engineers Medics Scouts |
-0.6 | 6 (5-7) |
0% | 4 (4) |
18.7 | 7.5 | Aim penalty at long range 50% less damage against hardened targets |
XCOM starts with an unlimited supply | |||||||||
Laser Scattershot |
Assaults Infantry Engineers Medics Scouts |
5 | 6 (5-7) |
10% | 4 (4) |
18.7 | 7.5 | 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 | |||
Gauss Alloy Cannon |
Assaults Infantry Engineers Medics Scouts |
-0.6 | 9 (8-10) |
0% | 4 (4) |
18.7 | 7.5 | 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 | ||
Pulse Scattershot |
Assaults Infantry Engineers Medics Scouts |
5 | 9 (8-10) |
10% | 4 (4) |
18.7 | 7.5 | 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 | ||
Plasma Reflex Cannon |
Assaults Infantry Engineers Medics Scouts |
-0.6 | 12 (10-14) |
0% | 4 (4) |
18.7 | 7.5 | Aim penalty at long range 50% less damage against hardened targets +2 damage against targets within 4 tiles |
Standard Plasma Weapons | 102 | 450 (675) |
80 (120) |
50 (75) |
45 (50) |
1 UFO Power Source | 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 5 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
SAW |
Gunners | -1.2 | -10 | 6 (5-7) |
0% | 5 (5) |
18.7 | 18.7 | Grants Flush | XCOM starts with an unlimited supply | ||||||||
Laser Autorifle |
Gunners | -0.6 | -5 | 6 (5-7) |
10% | 5 (5) |
18.7 | 18.7 | 3 damage mayhem suppression Grants Flush |
Beam Lasers | 18 | 60 (90) |
8 (12) |
0 (5) |
16 days (8 days) |
18 | ||
Gauss Autorifle |
Gunners | -1.2 | -10 | 9 (8-10) |
10% | 5 (5) |
18.7 | 18.7 | 4 damage mayhem suppression Grants Flush |
Gauss Weapons | 38 | 100 (150) |
45 (67) |
6 (9) |
0 (5) |
22 days (11 days) |
30 | |
Pulse Autolaser |
Gunners | -0.6 | -5 | 9 (8-10) |
15% | 5 (5) |
18.7 | 18.7 | 5 damage mayhem suppression Grants Flush |
Pulse Lasers | 65 | 115 (172) |
20 (30) |
90 (135) |
0 (5) |
27 days (13.5 days) |
34 | |
Plasma Novagun |
Gunners | -1.2 | -10 | 12 (10-14) |
0% | 5 (5) |
18.7 | 18.7 | 6 damage mayhem suppression +2 penetration Grants Flush |
Standard 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 7, and their base damage is 175%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
LMG |
Gunners | -1.8 | -20 | 7 (6-8) |
0% | 6 (6) |
18.7 | 18.7 | Grants Danger Zone Grants Flush |
XCOM starts with an unlimited supply | ||||||||
Laser Gatler |
Gunners | -1.2 | -15 | 7 (6-8) |
10% | 6 (6) |
18.7 | 18.7 | 3 damage mayhem suppression Grants Danger Zone Grants Flush |
Beam Lasers | 18 | 70 (105) |
10 (15) |
0 (5) |
18 days (9 days) |
21 | ||
Gauss Machine Gun |
Gunners | -1.8 | -20 | 10 (8-12) |
15% | 6 (6) |
18.7 | 18.7 | 4 damage mayhem suppression Grants Danger Zone Grants Flush |
Gauss Weapons | 45 | 140 (210) |
45 (67) |
10 (15) |
0 (5) |
23 days (11.5 days) |
42 | |
Pulse Gatler |
Gunners | -1.2 | -15 | 10 (8-12) |
20% | 6 (6) |
18.7 | 18.7 | 5 damage mayhem suppression Grants Danger Zone Grants Flush |
Pulse Lasers | 70 | 120 (180) |
25 (37) |
120 (180) |
0 (5) |
28 days (14 days) |
36 | |
Plasma Dragon |
Gunners | -1.8 | -20 | 14 (12-16) |
0% | 6 (6) |
18.7 | 18.7 | 8 damage mayhem suppression Grants Danger Zone Grants Flush |
Heavy Plasma Weapons | 105 | 450 (675) |
85 (127) |
65 (97) |
45 (50) |
1 UFO Power Source | 41 days (20.5 days) |
135 |
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. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-10 aim per tile closer than 10).
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Strike Rifle |
Scouts Snipers |
5 (4-6) |
30% | 3 (3) |
125 | 125 | Aim penalty at close range Can be steadied |
XCOM starts with an unlimited supply | ||||||||||
Laser Strike Rifle |
Scouts Snipers |
+0.6 | +5 | 5 (4-6) |
40% | 3 (3) |
125 | 125 | Aim penalty at close range Can be steadied |
Advanced Beam Lasers | 18 | 45 (67) |
8 (12) |
0 (5) |
14 days (7 days) |
13 | ||
Gauss Strike Rifle |
Scouts Snipers |
7 (6-8) |
45% | 3 (3) |
125 | 125 | Aim penalty at close range Can be steadied |
Advanced Gauss Weapons | 45 | 110 (165) |
45 (67) |
10 (15) |
0 (5) |
23 days (11.5 days) |
33 | |||
Pulse Strike Rifle |
Scouts Snipers |
+0.6 | +5 | 7 (6-8) |
50% | 3 (3) |
125 | 125 | Aim penalty at close range Can be steadied |
Advanced Pulse Lasers | 67 | 110 (165) |
20 (30) |
90 (135) |
0 (5) |
27 days (13.5 days) |
33 | |
Plasma Strike Rifle |
Scouts Snipers |
10 (8-12) |
30% | 3 (3) |
125 | 125 | 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) |
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 (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-10 aim per tile closer than 10).
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Sniper Rifle |
Snipers | -0.6 | 6 (5-7) |
30% | 3 (3) |
125 | 125 | Aim penalty at close range Can only fire with 2 AP Can be steadied +1 penetration |
XCOM starts with an unlimited supply | |||||||||
Laser Sniper Rifle |
Snipers | +5 | 6 (5-7) |
40% | 3 (3) |
125 | 125 | Aim penalty at close range Can only fire with 2 AP Can be steadied +1 penetration |
Advanced Beam Lasers | 18 | 50 (75) |
6 (9) |
0 (5) |
16 days (8 days) |
15 | |||
Gauss Long Rifle |
Snipers | -0.6 | 9 (8-10) |
30% | 3 (3) |
125 | 125 | Aim penalty at close range Can only fire with 2 AP Can be steadied +1 penetration |
Advanced Gauss Weapons | 45 | 200 (300) |
45 (67) |
15 (22) |
0 (5) |
23 days (11.5 days) |
60 | ||
Pulse Sniper Rifle |
Snipers | +5 | 9 (8-10) |
40% | 3 (3) |
125 | 125 | Aim penalty at close range Can only fire with 2 AP Can be steadied +1 penetration |
Advanced Pulse Lasers | 65 | 125 (187) |
20 (30) |
80 (120) |
0 (5) |
27 days (13.5 days) |
37 | ||
Plasma Sniper Rifle |
Snipers | -0.6 | 12 (10-14) |
30% | 3 (3) |
125 | 125 | Aim penalty at close range Can only fire with 2 AP Can be steadied +1 penetration +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 |
MEC Weapons
MEC primary weapons, unsurprisingly, are only available to MECs. They don't have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has Squadsight. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Minigun |
MECs | 8 (7-9) |
0% | 3 (3) |
125 | 125 | Can be steadied | XCOM starts with an unlimited supply | ||||||||||
Laser Lance |
MECs | +0.6 | +5 | 8 (7-9) |
10% | 3 (3) |
125 | 125 | Can be steadied | Advanced Beam Lasers MEC Warfare Systems |
20 | 75 (112) |
10 (15) |
10 (15) |
18 days (9 days) |
22 | ||
Gauss Railgun |
MECs | 12 (10-14) |
0% | 3 (3) |
125 | 125 | Can be steadied | Advanced Gauss Weapons MEC Warfare Systems |
45 | 120 (180) |
90 (135) |
10 (15) |
20 (25) |
23 days (11.5 days) |
36 | |||
Pulse Lance |
MECs | +0.6 | +5 | 12 (10-14) |
10% | 3 (3) |
125 | 125 | Can be steadied | Advanced Pulse Lasers MEC Warfare Systems |
65 | 120 (180) |
25 (37) |
120 (180) |
30 (35) |
27 days (13.5 days) |
36 | |
Pulse Particle Beam |
MECs | 16 (14-18) |
0% | 3 (3) |
125 | 125 | Can be steadied +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 SHIVs. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).
Name | Usable by |
Mob |
Aim |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||||
Autocannon |
SHIVs | 8 (7-9) |
0% | 2 (2) |
18.7 | 18.7 | XCOM starts with an unlimited supply | |||||||||||
Laser Autocannon |
SHIVs | +0.6 | +5 | 8 (7-9) |
10% | 2 (2) |
18.7 | 18.7 | 3 damage mayhem suppression | Advanced Beam Lasers | 20 | 75 (112) |
10 (15) |
0 (5) |
18 days (9 days) |
22 | ||
Gauss Sentry Gun |
SHIVs | 12 (10-14) |
0% | 2 (2) |
18.7 | 18.7 | 4 damage mayhem suppression | Gauss Weapons | 40 | 100 (150) |
45 (67) |
10 (15) |
0 (5) |
22 days (11 days) |
30 | |||
Pulse Autocannon |
SHIVs | +0.6 | +5 | 12 (10-14) |
10% | 2 (2) |
18.7 | 18.7 | 5 damage mayhem suppression | Pulse Lasers | 65 | 150 (225) |
20 (30) |
105 (157) |
0 (5) |
27 days (13.5 days) |
45 | |
Plasma Autocannon |
SHIVs | +15 | 16 (14-18) |
15% | 2 (2) |
18.7 | 18.7 | 6 damage mayhem suppression | Vehicular Plasma Weapons | 100 | 450 (675) |
85 (127) |
70 (105) |
60 (65) |
1 UFO Power Source | 41 days (20.5 days) |
135 |
Arc and Stun Rifles
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage 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. The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle's damage against mechanical units by 4. Arc Rifles lose aim for being in close proximity (-10 aim per tile closer than 10).
Name | Usable by |
Dmg |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | |||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Arc Rifle |
Assaults Infantry Engineers Medics Scouts Snipers Rocketeers |
4 (3-5) against biological enemies 10 (8-12) against mechanical enemies Upgrades to 14 (12-16) against mechanical enemies |
2 (3) |
18.7 | 18.7 | Aim penalty at close range Can be steadied |
Alien Computers | 10 | 90 (135) |
0 (5) |
12 days (6 days) |
27 |
Stun Rifle |
Assaults Infantry Engineers Medics Scouts |
2 (3) |
4 | Stuns aliens -1 support item slot |
Xenoneurology | 10 | 100 (150) |
0 (5) |
14 days (7 days) |
30 |
Secondary Weapons
Unlike Long War 1.0, LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Pulse Laser.
Units that cannot use any secondary weapons: privates, gunners, and SHIVs
Units that cannot use sidearms and have unique secondary weapons: Rocketeers and MECs
All sidearms grant the Maim ability.
Pistols
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).
Name | Usable by |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||
Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
3 (2-4) |
0% | 2 (3) |
18.7 | 18.7 | Grants Maim Aim penalty at long range without the Ranger perk |
XCOM starts with an unlimited supply | ||||||||
Laser Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
3 (2-4) |
20% | 2 (3) |
18.7 | 18.7 | Grants Maim Aim penalty at long range without the Ranger perk |
Beam Lasers | 15 | 10 (15) |
1 (1) |
0 (5) |
13 days (6.5 days) |
3 | ||
Pulse Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
4 (3-5) |
35% | 2 (3) |
18.7 | 18.7 | Grants Maim 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 |
Assaults Infantry Engineers Medics Scouts Snipers |
6 (5-7) |
0% | 2 (3) |
18.7 | 18.7 | Grants Maim 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 2 (increased by High Capacity Pistols) and their base damage is 75%. They grant extra damage during critical hits. 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 the Pulse Laser weapon tier.
Name | Usable by |
Mob |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||||||||
Machine Pistol |
Assaults Infantry Engineers Medics Scouts Snipers |
-0.6 | 3 (2-4) |
20% | 2 (3) |
18.7 | 18.7 | Grants Maim Grants +2 damage during critical hits Aim penalty at long range without the Ranger perk |
XCOM starts with an unlimited supply | ||||||||
Laser Heater |
Assaults Infantry Engineers Medics Scouts Snipers |
-0.6 | 3 (2-4) |
40% | 2 (3) |
18.7 | 18.7 | Grants Maim Grants +2 damage during critical hits Aim penalty at long range without the Ranger perk |
Beam Lasers | 15 | 8 (12) |
2 (3) |
0 (5) |
15 days (7.5 days) |
2 | ||
Gauss Autopistol |
Assaults Infantry Engineers Medics Scouts Snipers |
-0.6 | 4 (3-5) |
35% | 2 (3) |
18.7 | 18.7 | Grants Maim Grants +3 damage during critical hits 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 | |
Plasma Mauler |
Assaults Infantry Engineers Medics Scouts Snipers |
-0.6 | 6 (5-7) |
20% | 2 (3) |
18.7 | 18.7 | Grants Maim Grants +4 damage during critical hits 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 a short-range, high-damage sidearm; 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 |
Mob |
Dmg |
Crit |
Weapon ammo |
Weapon range |
Overwatch range |
Special properties |
Prerequisites | Cost | Sell value | |||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sawed-off Shotgun |
Assaults Infantry Engineers Medics Scouts |
-0.6 | 6 (5-7) Upgrades to 9 (8-10) |
0% | 1 | 18.7 | 7.5 | 50% less damage against hardened targets | 3 | 20 (30) |
0 (5) |
8 days (4 days) |
6 |
Rocket Launchers
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. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: Effects of Attributes).
Additionally, rocketeers can equip Javelin Rockets: these have 40% the normal radius, x2 damage, and shred targets. They deal no environmental damage, but can damage units through cover.
Name | Usable by |
Mob |
Dmg |
Weapon ammo |
Weapon range |
Blast radius |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||
Rocket Launcher |
Rocketeers | -0.6 | 6 (5-7) |
2 | 18.7 | 5 | 2 turn cooldown | XCOM starts with an unlimited supply | ||||||||
Recoilless Rifle |
Rocketeers | -0.6 | 9 (8-10) |
2 | 18.7 | 5 | 2 turn cooldown | Advanced Gauss Weapons | 45 | 100 (150) |
75 (112) |
10 (15) |
0 (5) |
23 days (11.5 days) |
30 | |
Blaster Launcher |
Rocketeers | -0.6 | 12 (10-14) |
2 | 15 | 5 | Can path around obstacles 2 turn cooldown |
Fusion Weapons | 110 | 600 (900) |
130 (195) |
70 (105) |
60 (65) |
2 UFO Flight Computers 1 Fusion Core |
42 days (21 days) |
180 |
MEC Secondary Weapons
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.
Name | Usable by |
Mob |
Dmg |
Weapon range |
Blast radius |
Base charges |
Special properties |
Prerequisites | Cost | Sell value | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Other | ||||||||||||||||
Flamethrower |
MECs | -0.6 | 5 (4-6) |
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 +1 charge with the Packmaster perk |
MEC Warfare Systems | 35 | 50 (75) |
5 (7) |
30 (45) |
5 (10) |
17 days (8.5 days) |
15 | ||
Restorative Mist |
MECs | -0.6 | self | 2 | 1 | Can be equipped multiple times per soldier Heals 5 HP for all allies within the area of effect +1 charge with the Packmaster perk |
Thin Man Autopsy MEC Warfare Systems |
45 | 60 (90) |
5 (7) |
40 (60) |
10 (15) |
20 days (10 days) |
36 | ||
Kinetic Strike Module |
MECs | 0 | 20 (17-23) |
melee | unlimited | Melee weapon Red fog does not reduce KSM damage |
Floater Autopsy MEC Warfare Systems |
30 | 50 (75) |
15 (22) |
10 (15) |
5 (10) |
16 days (8 days) |
30 | ||
Grenade Launcher |
MECs | -0.6 | 10 (8-12) |
10 | 2 | 2 | Can be equipped multiple times per soldier +1 charge with the Packmaster perk |
Gauss Weapons MEC Warfare Systems |
50 | 75 (112) |
40 (60) |
5 (7) |
10 (15) |
16 days (8 days) |
45 | |
Minerature Nuclear Explosive (MiNE) Launcher |
MECs | -0.6 | 16 (14-18) |
10 | 4 | 2 | Can be equipped multiple times per soldier +100 penetration Detonates at the end of XCOM's next turn +1 charge with the Packmaster perk |
Advanced Gauss Weapons MEC Warfare Systems |
55 | 90 (135) |
30 (45) |
10 (15) |
5 (10) |
25 days (12.5 days) |
54 | |
Electro Pulse |
MECs | -0.6 | 1 (1-2) |
self | 8 | unlimited | Stuns robotic units 4 turn cooldown Affects the MEC using the Electro Pulse as well |
Electromagnetic Pulse Weapons MEC Warfare Systems |
75 | 40 (60) |
15 (22) |
50 (75) |
15 (20) |
1 Arc Rifle | 25 days (12.5 days) |
24 |