Difference between revisions of "Weapons (Long War)"

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{{CheckOutdated (Long War)|b15}}
 
 
[[File: Soldiers_Weapons_Long_War.png|left|192px|]]
 
[[File: Soldiers_Weapons_Long_War.png|left|192px|]]
<div style="float:right">{{Header (Long War)}}__TOC__</div>
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{{Toc (Long War)|30}}
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'''''For detailed charts, see''''' '''[[Primary Weapons (Long War)]]''' '''''and''''' '''[[Secondary Weapons (Long War)]].'''
  
 
Long War makes several changes to weapons:
 
Long War makes several changes to weapons:
  
 
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.
 
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.
 
 
* There are several additional types of primary and secondary weapon available in each tier.
 
* There are several additional types of primary and secondary weapon available in each tier.
 
 
* Many weapons can be Steadied as an action to improve aim for the next turn.
 
* Many weapons can be Steadied as an action to improve aim for the next turn.
 
 
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.
 
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.
 
 
* Rocket launchers use a revamped accuracy system using the soldier's aim.
 
* Rocket launchers use a revamped accuracy system using the soldier's aim.
 
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* Arc Thrower is not as reliable.
 
 
  
 
==Weapon Tiers==
 
==Weapon Tiers==
 
===Conventional/Ballistic===
 
===Conventional/Ballistic===
These are the basic weapons you start with - and whilst they're okay to begin with, they're not going to be up to scratch in the long run. The sawed-off shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.
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These are the basic weapons you start with - and while they're okay to begin with, they're not going to be up to scratch in the long run. The Sawed-off Shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.
 +
* nothing special
  
 
===Beam Lasers===
 
===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. They also have a little more firepower than Ballistic weapons, but it still won't be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in Long War the expenses for gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam Lasers use the same visuals as EXALT laser weapons in vanilla.
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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. They also have a little more firepower than ballistic weapons, but it still won't be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in Long War the expenses for gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam lasers use the same visuals as EXALT laser weapons in vanilla.
 +
* +6 aim
  
 
===Gauss===
 
===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. In general Gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as flush ,suppression, collateral damage, in the zone, close combat specialist, close encounters, light 'em up, and rapid fire. Uniquely, the sniper rifle of this tier--the Gauss long rifle--grants snipers the HEAT ammo perk, whom otherwise can't obtain said perk normally. This makes Gauss snipers a powerful counter to mechanical leaders/bosses whom can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss long rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM ballistic weapon models.  
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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. In general gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as <i>Flush, Suppression, Collateral Damage, In the Zone, Close Combat Specialist, Close Encounters, Light 'Em Up, Rapid Fire</i>. Uniquely, the Sniper Rifle of this tier - the Gauss Long Rifle - grants Snipers the ''HEAT Ammo'' perk, who otherwise can't obtain said perk normally. This makes gauss Snipers a powerful counter to mechanical leaders/bosses who can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss Long Rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM ballistic weapon models. Gauss weapons also are able to pierce enemy damage reduction (DR). Specifically, they nullify 0.34 enemy DR, which means that there is a 34% chance of nullifying one point of enemy DR. This amount is doubled upon researching the Quenchguns foundry project.
 
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* 34% chance to ignore 1 enemy DR (68% chance with Quenchguns)
Gauss weapons also are able to pierce enemy damage reduction (DR). Specifically, they nullify 0.34 enemy DR, which means that there is a 34% chance of nullifying one point of enemy DR. This amount is doubled upon researching the ''Quenchguns'' foundry project.
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* +1 ammo capacity
  
 
===Pulse Lasers===
 
===Pulse Lasers===
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused assaults and snipers. They use the same visuals as XCOM-built laser weaponry from vanilla.
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Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused Assaults and Snipers. They use the same visuals as XCOM-built laser weaponry from vanilla.
 +
* +8% crit chance
  
 
===Plasma===
 
===Plasma===
Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components... which means you'll have to stun and capture aliens for every weapon you want to build. Plasma weapons have the same models as the weapons either used by the aliens or made by XCOM like the Sniper Rifle.
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Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components, which means you'll have to stun and capture aliens for every weapon you want to build. Plasma weapons have the same models as the weapons either used by the aliens or made by XCOM like the Sniper Rifle.
Since b15e, Plasma Weapons also carry special effects, making them more unique like in the vanilla game.
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Since b15e, plasma weapons (except pistols) also carry special effects, making them more unique than vanilla.
  
== Weapon types==
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* Plasma Stormgun (SMG): +4 mobility, compared to usual +3 for SMGs
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: '''SHIV/MEC Primary Weapons''' > '''Light Machine Guns''' and '''Shotguns''' > '''Heavy Rifles''', '''Marksman/Sniper rifles''' and '''Squad Automatic Weapon''' > '''Assault Rifles''' > '''Carbines''' and '''Submachine Guns'''. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally Shotguns' damage is severely impeded by damage reduction.
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* Plasma Carbine (Carbine): +6 defense
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* Plasma Rifle (Assault Rifle): +1.5 crit damage on biological units
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* Heavy Plasma Rifle (Battle Rifle): +1 damage when steadied
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* Reflex Cannon (Shotgun): +1.5 crit damage against units within 4 tiles
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* Reflex Rifle (Marksman Rifle): +1.5 crit damage against flanked/exposed units
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* Plasma Sniper Rifle (Sniper Rifle): +1.5 crit damage against units 35+ tiles away
 +
* Plasma Novagun (SAW): can be steadied
 +
* Plasma Dragon (LMG): +1 damage against airborne units
 +
* Particle Cannon (MEC): +1 damage to robotic units
 +
* Superheavy Plasma (SHIV): +8 Aim, +4% crit chance
  
=== '''Pistols''' ===  
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==Weapon types==
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier possesses the Gunslinger perk.
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Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: '''SHIV/MEC Primary Weapons''' > '''Light Machine Guns''' and '''Shotguns''' > '''Heavy Rifles''', '''Marksman/Sniper rifles''' and '''Squad Automatic Weapons''' > '''Assault Rifles''' > '''Carbines''' and '''Submachine Guns''' > '''Machine Pistols''' > '''Pistols'''. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally Shotguns' damage is severely impeded by damage reduction.
{| class="wikitable" width="90%"
 
|+
 
|-
 
!colspan="19" | Pistols
 
|-
 
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image:Pistol Long War.png|center|128x64px]]'''Pistol''' ||  1-3 (2) || 0% || 3-4 || 0 || 0 || 2+1 || 30 || {{No Icon}} ||Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0 ||None ||colspan="6" | N/A
 
|-align=center
 
|[[Image:Laser Pistol Long War.png|center|128x64px]] '''Laser Pistol''' || 2-4 (3) || 0% || 4-5 || +6 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer|| 15|| Beam weapons || 30 || 4 || 0 || 0 || 10 || -
 
|-align=center
 
|[[Image:Plasma Pistol Long War.png|center|128x64px]] '''Plasma Pistol''' || 3-5 (4) || 0% || 5-7 || 0 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90|| Compact Plasma Weapons || 120 || 15 || 30 || 2 || 12 || 1x Alien Pistol
 
|-
 
|}
 
  
==='''Machine Pistols'''===  
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==Steadying==
A more damaging sidearm, but at the cost of added weight and decreased aim when drawn. Machine Pistols also tend to have very limited ammo. Useful for a Gunslinger soldier to finish off targets.
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Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as ''Light 'Em Up'' and ''Double Tap'' only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon's aim bonus also applies to fired rockets, reducing rocket scatter.
{| class="wikitable" width="90%"
 
|+
 
|-
 
!colspan="19" | Machine Pistols
 
|-
 
!rowspan="2" width="12%" | Name  !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image:Machine pistol Long War.png|center|128x64px]]'''Machine Pistol'''  || 2-4 (3) || 0% || 4-5 || -8 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0|| None || colspan="6" | N/A
 
|-align=center
 
|[[Image:Heater Long War.png|center|128x64px]]'''Heater'''  || 3-5 (4) || 0% || 5-7 || -2 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 15|| Beam weapons  || 25 || 5 || 0 || 0 || 12 || -
 
|-align=center
 
|[[Image:Gauss Autopistol Long War.png|center|128x64px]]'''Gauss Autopistol'''  || 3-5 (4) || 0% || 5-7 || -8 || -1 || 3+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger<br />Nullifies 0.34 enemy DR || All except Gunner and Rocketeer || 35 || Gauss Weapons || 40 || 8 || 3 || 0 || 12 || -
 
|-align=center
 
|[[Image:Blaster Long War.png|center|128x64px]]'''Blaster'''  || 4-6 (5) || 8% || 6-9 || -8 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 60 || Pulse Lasers || 80 || 18 || 16 || 0 || 12 || -
 
|-align=center
 
|[[Image:Plasma Mauler Long War.png|center|128x64px]]'''Plasma Mauler'''  || 4-8 (6) || 0% || 8-11 || -8 || -1* || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90 || Compact Plasma Weapons || 200 || 50 || 32 || 2 || 12 || 1x Alien Pistol
 
|-
 
|}
 
  
==='''SMGs'''===  
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==Explosives==
SMGs confer +3 mobility bonus and have the lowest damage and crit chance of all the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy. They're very useful for classes that need to reposition quickly to bring explosives and other area weapons against enemies, making them a good choice for Rocketeers and Engineers. Scouts, who might use the added mobility usually require something that packs a punch, like a Shotgun or any Rifle.
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In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.
{| class="wikitable" width="90%"
 
|+
 
|-
 
!colspan="19" | SMGs
 
|-
 
!rowspan="2" width="12%" | Name  !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image:SMG Long War.png|center|128x64px]]'''Submachine Gun'''  || 2-4 (3) || 0% || 4-5 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 0|| None || colspan="6" | N/A
 
|-align=center
 
|[[Image:Laser Shatterray Long War.png|center|128x64px]]'''Laser Shatterray'''  || 3-5 (4) || 0% || 5-7 || +6 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam Weapons || 30 || 6 || 0 || 0 || 12 || -
 
|-align=center
 
|[[Image:Gauss Stuttergun Long War.png|center|128x64px]]'''Gauss Stuttergun''' || 4-6 (5) || 0% || 6-9 || 0 || +3 || 3+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || All || 35 || Gauss Weapons || 65 || 12 || 4 || 0 || 12 || -
 
|-align=center
 
|[[Image:Pulse Stengun Long War.png|center|128x64px]]'''Pulse Stengun''' || 4-8 (6) || 8% || 8-11 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 62 || Pulse Lasers || 120 || 20 || 20 || 0 ||12 || -
 
|-align=center
 
|[[Image:Plasma Stormgun Long War.png|center|128x64px]]'''Plasma Stormgun''' || 5-9 (7) || 0% || 9-12 || 0 || +4* || 2+1 || 30 || {{Yes Icon}} || - || All || 90 || Plasma Weapons || 200 || 60 || 40 || 2 || 12 || 1x Alien Carbine
 
|-
 
|}
 
  
==='''Carbines'''===
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This behavior can be 'reverted' to the original mechanics by taking the ''Tandem Warheads'' perk, which causes the perk holder's explosives do to full damage across their entire blast radius. The perk is normally available to [[Engineer (Long War)|Engineer]]s, [[Rocketeer (Long War)|Rocketeer]]s, and [[Archer (Long War)|Archer MEC]]s; it can sometimes be obtained on other classes via the Training Roulette Second Wave option.
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. They are ideal for inexperienced troops and those that need to move quickly, but experienced troops should switch to other weapons quickly as tougher aliens begin to appear.
 
{| class="wikitable" width="90%"
 
|+
 
|-
 
!colspan="19" | Carbines
 
|-
 
!rowspan="2" width="12%" | Name  !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image:Assault Carbine Long War.png|center|128x64px]]'''Assault Carbine''' || 2-4 (3) || 4% || 4-5 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan="6" | N/A
 
|-align=center
 
|[[Image:Laser Carbine Long War.png|center|128x64px]]'''Laser Carbine''' || 3-5 (4) || 4% || 5-7 || +12 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 35 || 6 || 0 || 0 || 12 || -
 
|-align=center
 
|[[Image:Gauss Carbine Long War.png|center|128x64px]]'''Gauss Carbine''' || 4-6 (5) || 4% || 6-9 || +6 || +1 || 4+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || All || 35 || Gauss Weapons || 80 || 16 || 5 || 0 || 12 || -
 
|-align=center
 
|[[Image:Pulse Carbine Long War.png|center|128x64px]]'''Pulse Carbine''' || 4-8 (6) || 12% || 8-11 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 63 || Pulse Lasers || 180 || 20 || 30 || 0 || 12 || -
 
|-align=center
 
|[[Image:Plasma Carbine Long War.png|center|128x64px]]'''Plasma Carbine''' || 5-9 (7) || 4% || 9-12 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || Grants +6 Defense || All || 90 || Plasma Weapons || 250 || 50 || 40 || 2 || 12 || 1x Alien Carbine
 
|-
 
|}
 
 
 
==='''Assault Rifles'''===
 
These are the baseline assault rifles, similar to their vanilla counterparts. They have a respectable balance of firepower and accuracy.<br>
 
The Arc Rifle is a special Rifle that grants Disabling Shot with the regular 2-turn cooldown. It has low damage and ammo capacity. Useful early on for raiding small UFO's with capable soldiers and plenty of arc thrower uses.
 
  
{| class="wikitable" width="90%"
+
==Rockets==
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+
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never "miss" but will veer off course a random amount based on the soldier's aim, with higher aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range. Rockets cannot change height through scatter.
|-
 
!colspan="19" | Assault Rifles
 
|-
 
!rowspan="2" width="12%" | Name  !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image:Assault Rifle Long War.png|center|128x64px]]'''Assault Rifle''' || 3-5 (4) || 8% || 5-7 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan="6" | N/A
 
|-align=center
 
|[[Image:Laser Rifle Long War.png|center|128x64px]]'''Laser Rifle''' || 4-6 (5) || 8% || 6-9 || +6 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 45 || 6 || 0 || 0 || 12 || -
 
|-align=center
 
|[[Image:Gauss Rifle Long War.png|center|128x64px]]'''Gauss Rifle''' || 4-8 (6) || 8% || 8-11 || 0 || 0 || 4+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || All || 38 || Gauss Weapons || 90 || 24 || 6 || 0 || 14 || -
 
|-align=center
 
|[[Image:Pulse Rifle Long War.png|center|128x64px]]'''Pulse Rifle''' || 5-9 (7) || 16% || 9-12 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 65 || Pulse Lasers || 200 || 30 || 30 || 0 || 14 || -
 
|-align=center
 
|[[Image:Plasma Rifle Long War.png|center|128x64px]]'''Plasma Rifle''' || 6-10 (8) || 8% || 10-14 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || +1.5 Crit Damage on biological Units || Infantry, Assault, Scout, Medic, Engineer|| 95 || Advanced Plasma Weapons || 350 || 70 || 50 || 3 || 14 || 1x Alien Rifle
 
|-align=center
 
|[[Image: Arc Rifle Long War.png|center|128x64px]]'''Arc Rifle''' || 1-3 (2) || 0% || 3-4 || +10 || 0 || 2+1 || 30 || {{Yes Icon}} || Grants Disabling Shot, Short-range accuracy penalty || All except Gunners and Rocketeers || 25 || Xenoneurology <br/> New Combat Systems || 60 || 5 || 5 || 0 || 10 || -
 
|-
 
|}
 
  
==='''Heavy Rifles'''===
+
The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. "Scatter" instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation. Rockets can exceed even this degree of deviation, but the chance is negligible.
Heavy Rifles are the more powerful counterpart to assault rifles. Compared to assault rifles, they provide +1 base damage and -1 mobility, as well as a -10 aim penalty after moving or taking any costly (blue) actions until the beginning of the next turn. They are best used by experienced soldiers who can aim well enough to offset the penalty when necessary and make good use of the extra damage.
 
{| class="wikitable" width="90%"
 
|+
 
|-
 
! colspan="19" | Heavy Rifles
 
|-
 
!rowspan="2" width="12%" | Name  !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image:Battle Rifle Long War.png|center|128x64px]]'''Battle Rifle''' || 4-6 (5) || 8% || 6-9 || 0 || -1 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 0 || None || colspan="6" | N/A
 
|-align=center
 
|[[Image:Heavy Laser Rifle Long War.png|center|128x64px]]'''Heavy Laser Rifle''' || 4-8 (6) || 8% || 8-11 || +6 || -1 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 20 || Advanced Beam Lasers || 45 || 6 || 0 || 0 || 12 || -
 
|-align=center
 
|[[Image:Heavy Gauss Rifle Long War.png|center|128x64px]]'''Heavy Gauss Rifle''' || 5-9 (7) || 8% || 9-12 || 0 || -1 || 4+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || Infantry, Assault, Scout, Medic, Engineer || 45 || Advanced Gauss Weapons || 100 || 25 || 8 || 0 || 14 || -
 
|-align=center
 
|[[Image:Heavy Pulse Rifle Long War.png|center|128x64px]]'''Heavy Pulse Rifle''' || 6-10 (8) || 16% || 10-14 || 0 || -1 || 3+1|| 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 67 || Advanced Pulse Lasers || 200 || 30 || 35 || 0 || 14 || -
 
|-align=center
 
|[[Image: Heavy Plasma Rifle Long War.png|center|128x64px]]'''Heavy Plasma Rifle''' || 7-11 (9) || 8% || 11-16 || 0 || -1 || 3+1 || 30 || {{Yes Icon}} || +1 Damage when steadied || Infantry, Assault, Scout, Medic, Engineer || 105 || Heavy Plasma Weapons || 350 || 70 || 50 || 3 || 18 || 1x Alien Heavy Weapon
 
|-
 
|}
 
  
==='''Shotguns'''===
+
Unblocked (no "Shot is Blocked" warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process. If they encounter an allied or enemy pawn, they will detonate immediately.  
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range. Shotguns are extremely accurate up close, but suffer from very poor accuracy over longer ranges (even with Cinematic Mode enabled). As such, they work best with highly mobile classes or those that only ever expect to engage enemies up close, like Assault and Scout soldiers.<br>
 
  
The sawed-off shotgun, a point-blank range, high damage sidearm with -1 mobility.  It has only one shot, and this cannot be increased by ammo capacity upgrades.
+
==Arc Thrower==
{| class="wikitable" width="90%"
+
In Long War, the chance to stun non-robotic aliens successfully is much lower than vanilla. The [[Foundry (Long War)#General Equipment Upgrades|Improved Arc Thrower]] Foundry project improves that chance. See the following table for details.
|+
 
|-
 
!colspan="19" | Shotguns
 
|-
 
!rowspan="2" width="12%" | Name  !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image: Shotgun Long War.png|center|128x64px]]'''Shotgun''' || 4-8 (6) || 16% || 8-11 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty<br>[[Damage Reduction (Long War)|Damage reduction]] penalty || Infantry, Assault, Scout, Medic, Engineer  || 0 || None || colspan="6" | N/A
 
|-align=center
 
|[[Image: Sawed-off Shotgun Long War.png|center|128x64px]]'''Sawed-Off Shotgun''' || 4-8 (6) || 4% || 8-11 || -12 || -1 || 1 || 1 || {{No Icon}} || Sidearm. Confers -1 mobility. <br> Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || 1 || None || 0 || 0 || 0 || 0 || 1 || -
 
|-align=center
 
|[[Image: Scatter Laser Long War.png|center|128x64px]]'''Scatter Laser''' || 5-9 (7) || 16% || 9-12 || +6 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty<br>[[Damage Reduction (Long War)|Damage reduction]] penalty
 
| Infantry, Assault, Scout, Medic, Engineer  || 18 || Advanced Beam Weapons || 50 || 6 || 0 || 0 || 14 || -
 
|-align=center
 
|[[Image: Alloy Cannon Long War.png|center|128x64px]]'''Alloy Cannon''' || 6-10 (8) || 16% || 10-14 || 0 || 0 || 5+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty<br>[[Damage Reduction (Long War)|Damage reduction]] penalty<br>Nullifies 0.34 enemy DR
 
| Infantry, Assault, Scout, Medic, Engineer  || 40 || Advanced Gauss Weapons || 130 || 36 || 15 || 0 || 14 || -
 
|-align=center
 
|[[Image: Scatter Blaster Long War.png|center|128x64px]]'''Scatter Blaster''' || 7-11 (9) || 24% || 11-16 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty<br>[[Damage Reduction (Long War)|Damage reduction]] penalty
 
| Infantry, Assault, Scout, Medic, Engineer || 65 || Advanced Pulse Weapons || 250 || 30 || 40 || 0 || 14 || -
 
|-align=center
 
|[[Image: Reflex Cannon Long War.png|center|128x64px]]'''Reflex Cannon''' || 7-13 (10) || 16% || 13-18 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty<br>[[Damage Reduction (Long War)|Damage reduction]] penalty <br> +1.5 Crit Damage at close Range
 
| Infantry, Assault, Scout, Medic, Engineer || 102 || Advanced Plasma Weapons || 450 || 70 || 50 || 4 || 18 || 1x Alien Rifle
 
|-
 
|}
 
  
==='''Sniper Rifles'''===
+
<div style="max-width:700px">
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not taken a costly action, including reloading, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range, so consider steadying the weapon instead to end a turn without targets (especially if you don't have snapshot training).
+
{| class="wikitable" style="width: 100%; text-align: center;"
{| class="wikitable" width="90%"
+
|+ Stun Chance
|+  
 
 
|-
 
|-
!colspan="19" | Sniper Rifles
+
! Type / Alien HP !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8+
 
|-
 
|-
!rowspan="2" width="12%" | Name  !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
+
! Arc Thrower
|-align=center
+
| 54% || 48% || 42% || 29% || low || low || low || low
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image: Sniper Rifle Long War.png|center|128x64px]]'''Sniper Rifle''' || 4-6 (5) || 20% || 6-9 || 0 || -1 || 5+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty || Sniper || 0 ||None || colspan="6" | N/A
 
|-align=center
 
|[[Image: Laser Sniper Rifle Long War.png|center|128x64px]]'''Laser Sniper Rifle''' || 4-8 (6) || 20% || 8-11 || +6 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty || Sniper || 18 || Advanced Beam Weapons || 50 || 8 || 0 || 0 || 14 || -
 
|-align=center
 
|[[Image: Gauss Long Rifle Long War.png|center|128x64px]]'''Gauss Long Rifle''' || 5-9 (7) || 20% || 9-12 || 0 || -2 || 1+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty<br>Grants HEAT Ammo perk.<br>Halves the hardened crit penalty<br>Nullifies 0.34 enemy DR || Sniper || 40 || Advanced Gauss Weapons || 200 || 30 || 15 || 0 || 14 || -
 
|-align=center
 
|[[Image: Pulse Sniper Rifle Long War.png|center|128x64px]]'''Pulse Sniper Rifle''' || 6-10 (8) || 28% || 10-14 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty || Sniper || 65 || Advanced Pulse Lasers || 250 || 40 || 40 || 0|| 14 || -
 
|-align=center
 
|[[Image: Plasma Sniper Rifle Long War.png|center|128x64px]]'''Plasma Sniper Rifle''' || 7-11 (9) || 20% || 11-16 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty<br>+1.5 Crit Damage at extreme Range || Sniper || 105 || Precision Plasma Weapons || 450 || 80 || 70 || 3 || 18 || 1x Alien Heavy Weapon
 
 
|-
 
|-
 +
! Improved Arc Thrower
 +
| 57% || 57% || 57% || 54% || 48% || 42% || 29% || low
 
|}
 
|}
 +
</div>
 +
Also, the Arc Thrower has just one charge by default. This is increased with the ''Packmaster'' (+1 charge) and ''Repair'' (+2 charges) perks.
  
==='''Marksman Rifles'''===
+
==See also==
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles nonetheless can be fired after moving.  Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. Marksman rifles can  fire reaction shots up to their maximum range, and with Precision Shot they have unlimited range.<br>
+
*[[Primary Weapons (Long War)]]
Marksman Rifles are better suited to close-quarters maps where mobility is essential.<br>
+
*[[Secondary Weapons (Long War)]]
{| class="wikitable" width="90%"
 
|+
 
|-
 
!colspan="19" | Marksman Rifles
 
|-
 
!rowspan="2" width="12%" | Name  !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image: Marksman Rifle Long War.png|center|128x64px]]'''Marksman Rifle''' || 4-6 (5) || 12% || 6-9 || 0 || 0 || 5+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 0 ||None || colspan="6" | N/A
 
|-align=center
 
|[[Image: Laser Strike Rifle Long War.png|center|128x64px]]'''Laser Strike Rifle''' || 4-8 (6) || 12% || 8-11 || +6 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 18 || Advanced Beam Lasers || 45 || 6 || 0 || 0 || 12 || -
 
|-align=center
 
|[[Image: Alloy Strike Rifle Long War.png|center|128x64px]]'''Alloy Strike Rifle''' || 5-9 (7) || 12% || 9-12 || 0 || 0 || 4+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty<br>Nullifies 0.34 enemy DR || Scout, Sniper || 45 || Advanced Gauss Weapons || 110 || 30 || 10 || 0 || 14
 
|-align=center
 
|[[Image: Blaster Rifle Long War.png|center|128x64px]]'''Blaster Rifle''' || 6-10 (8) || 20% || 10-14 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 67 || Advanced Pulse Lasers || 220 || 40 || 40 || 0 || 14 || -
 
|-align=center
 
|[[Image: Reflex Rifle Long War.png|center|128x64px]]'''Reflex Rifle''' || 7-11 (9) || 12% || 11-16 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty<br>+1.5 Crit Damage on exposed Enemies|| Scout, Sniper || 102 || Precision Plasma Weapons || 400 || 70 || 50 || 4 || 18 || 1x Alien Rifle
 
|-
 
|}
 
  
==='''SAWs'''===
 
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can't be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage. Suppressing a target with a SAW grants the Opportunist perk for any reaction fire triggered by enemy movement
 
{| class="wikitable" width="100%" width="90%"
 
|+
 
|-
 
!colspan="19" | Squad Automatic Weapons
 
|-
 
!rowspan="2" width="12%" | Name  !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image: SAW Long War.png|center|128x64px]]'''SAW''' || 4-6 (5) || 0% || 6-9 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 0 ||None || colspan="6" | N/A
 
|-align=center
 
|[[Image: Autolaser Long War.png|center|128x64px]]'''Autolaser''' || 4-8 (6) || 0% || 8-11 || +6 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 18 || Beam Weapons || 60 || 8 || 0 || 0 || 14 || -
 
|-align=center
 
|[[Image: Gauss Autorifle Long War.png|center|128x64px]]'''Gauss Autorifle''' || 5-9 (7) || 0% || 9-12 || 0 || -1 || 7+2 || 30 || {{No Icon}} || Nullifies 0.34 enemy DR || Gunner || 38 || Gauss Weapons || 100 || 30 || 6 || 0 || 14 || -
 
|-align=center
 
|[[Image: Pulse Autoblaster Long War.png|center|128x64px]]'''Pulse Autoblaster''' || 6-10 (8) || 8% || 10-14 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 65 || Pulse Lasers || 230 || 40 || 40 || 0 || 14 || -
 
|-align=center
 
|[[Image: Plasma Novagun Long War.png|center|128x64px]]'''Plasma Novagun''' || 7-11 (9) || 0% || 11-16 || 0 || -1 || 6+2 || 30 || {{Yes Icon}}* || - || Gunner || 98 || Advanced Plasma Weapons || 450 || 80 || 60 || 3 || 20 || 1x Alien Rifle
 
|-
 
|}
 
 
==='''LMGs'''===
 
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of the extra range. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.<br>
 
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.
 
{| class="wikitable" width="90%"
 
|+
 
|-
 
!colspan="19" | Light Machine Guns
 
|-
 
!rowspan="2" width="12%" | Name  !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image: LMG Long War.png|center|128x64px]]'''LMG''' || 4-8 (6) || 0% || 8-11 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight || Gunner || 0 || None || colspan="6" | N/A
 
|-align=center
 
|[[Image: Gatling Laser Long War.png|center|128x64px]]'''Gatling Laser''' || 5-9 (7) || 0% || 9-12 || +6 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight || Gunner || 18 || Beam weapons || 70 || 9 || 0 || 0 || 14 || -
 
|-align=center
 
|[[Image: Gauss Machine Gun Long War.png|center|128x64px]]'''Gauss Machine Gun''' || 6-10 (8) || 0% || 10-14 || 0 || -2 || 9+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight<br>Nullifies 0.34 enemy DR || Gunner || 45 || Gauss Weapons || 140 || 32 || 10 || 0 || 14 || -
 
|-align=center
 
|[[Image: Gatling Pulser Long War.png|center|128x64px]]'''Gatling Pulser''' || 7-11 (9) || 8% || 11-16 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight || Gunner || 70 || Pulse Lasers || 240 || 60 || 45 || 0 || 14 || -
 
|-align=center
 
|[[Image: Plasma Dragon Long War.png|center|128x64px]]'''Plasma Dragon''' || 7-13 (10) || 0% || 13-18 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight<br>+1 Damage against flying units || Gunner || 105 || Heavy Plasma Weapons || 450 || 80 || 64 || 4 || 20 || 1x Alien Heavy Weapon
 
|-
 
|}
 
 
==='''Rocket Launchers'''===
 
Sometimes you just have to make a good first-time impression. Sometimes you just happen to not have the right key for a door. Sometimes you just want to give those aliens a running start on their way back - do not fret, Xcom have some portable rocket launchers for you!<br>
 
 
Rockets are fairly simple to use - pick your ability, aim and fire. There is always some guaranteed scatter which is limited by the soldier's Aim and Abilities. While mostly used by Rocketeers, Engineers also have the ability at later stages of the game to carry a rocket launcher. Carrying one forfeits your sidearm. For more information regarding rockets read below. 
 
{| class="wikitable" width="90%"
 
|+
 
|-
 
!colspan="19" | Rocket Launchers
 
|-
 
!rowspan="2" width="12%" | Name  !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image: Rocket Launcher Long War.png|center|128x64px]]'''Rocket Launcher''' || 4-10 (7) || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission || Rocketeer|| 0 || None || colspan="6" | N/A
 
|-align=center
 
|[[Image: Recoilless Rifle Long War.png|center|128x64px]]'''Recoilless Rifle''' || 6-12 (9) || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission<br />Nullifies 0.34 enemy DR || Rocketeer|| 45 || Advanced Gauss Weapons || 100 || 50 || 10 || 0 || 14 || -
 
|-align=center
 
|[[Image: Blaster Launcher Long War.png|center|128x64px]]'''Blaster Launcher''' || 8-16 (12) || 0% || - || 0 || -2 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission || Rocketeer|| 110 || Fusion Weapons || 600 || 120 || 70 || 3 || 20 || 1x Fusion Core
 
|-
 
|}
 
 
==='''MEC Primary Weapons'''===
 
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.
 
{| class="wikitable" width="90%"
 
|+
 
|-
 
!colspan="19" | MEC Primary Weapons
 
|-
 
!rowspan="2" width="12%" | Name  !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image: Minigun Long War.png|center|128x64px]]'''Minigun''' || 5-9 (7) || 0% || 9-12 || 0 || 0 || 2+1 || 36 (30) || {{No Icon}} || - || MEC || 0 || None || colspan="6" | N/A
 
|-align=center
 
|[[Image: Laser Lance Long War.png|center|128x64px]]'''Laser Lance''' || 6-10 (8) || 0% || 10-14 || +6 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 20 || Advanced Beam Lasers<br />MEC Warfare Systems || 75 || 10 || 0 || 10 || 14 || -
 
|-align=center
 
|[[Image: Railgun Long War.png|center|128x64px]]'''Railgun''' || 7-11 (9) || 0% || 11-16 || 0 || 0 || 4+1 || 36 (30) || {{No Icon}} || Nullifies 0.34 enemy DR, no suppression || MEC || 45 || Advanced Gauss Weapons<br />MEC Warfare Systems || 120 || 50 || 10 || 20 || 14 || -
 
|-align=center
 
|[[Image: Pulse Lance Long War.png|center|128x64px]]'''Pulse Lance''' || 7-13 (10) || 8% || 13-18 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 65 || Advanced Pulse Lasers<br />MEC Warfare Systems || 240 || 50 || 48 || 30 || 14 || -
 
|-align=center
 
|[[Image: Particle Cannon Long War.png|center|128x64px]]'''Particle Cannon''' || 8-14 (11) || 0% || 14-19 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || No suppression<br>+1 Damage against robotic Units || MEC || 105 || Heavy Plasma Weapons<br />MEC Warfare Systems || 450 || 80 || 80 || 40 || 14 || 1x Alien Heavy Weapon
 
|-
 
|}
 
 
==='''MEC Secondary Weapons'''===
 
 
With each upgrade of the MEC suit the number secondary weapon slots increases. As such, they can play a vital role in area control, squad support or neutralizing targets. Be advised that unlike vanilla in Long War you have to build the systems yourself and they do cost a lot of meld.
 
 
 
{| class="wikitable" width="90%"
 
!colspan="19" | MEC Secondary Weapons
 
|-
 
!rowspan="2" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image: Flamethrower Long War.png|center|128x64px]]'''Flamethrower''' || 3-5 || 0% || 5-7 || - || -1 || 2 || Cone || {{No Icon}} || Incendiary area attack causing panic:<br />Will test against 50, 80 with Jellied Elerium upgrade. || MEC || 35 || MEC Warfare Systems || 150 || 0 || 0 || 30 || 7 || -
 
|-align=center
 
|[[Image: Restorative Mist Long War.png|center|128x64px]]'''Restorative Mist''' || - || 0% || - || - || -1 || 1 || 17 || {{No Icon}} || Heals allies in an area || MEC || 28 || Thin Man Autopsy<br />MEC Warfare Systems || 120 || 0 || 0 || 30 || 14 || -
 
|-align=center
 
|[[Image: Kinetic Strike Module Long War.png|center|128x64px]]'''Kinetic Strike Module''' || 9-15 || 0% || 15-21 || - || -1 || 8 || Melee || {{No Icon}} || Close combat weapon || MEC || 30 || Floater Autopsy<br />MEC Warfare Systems || 200 || 30 || 25 || 30 || 10 || -
 
|-align=center
 
|[[Image: Grenade Launcher Long War.png|center|128x64px]]'''Grenade Launcher''' || 2-6 || 0% || 3-7 || - || -1 || 2 || 17 || {{No Icon}} || Indirect-fire Grenade Launcher || MEC || 30 || Gauss Weapons<br />MEC Warfare Systems || 150 || 25 || 0 || 30 || 10 || -
 
|-align=center
 
|[[Image: Proximity Mine Launcher Long War.png|center|128x64px]]'''Proximity Mine Launcher''' || 6-14 || 0% || - || - || -1 || 3 || 17 || {{No Icon}} || Fires Proximity Mines || MEC || 55 || Advanced Gauss Weapons<br />MEC Warfare Systems || 180 || 25 || 40 || 40 || 14 || -
 
|-align=center
 
|[[Image: Electro Pulse Long War.png|center|128x64px]]'''Electropulse''' || 3-9 (6) || 0% || - || - || -1 || 8 || 17 || {{No Icon}} || Stuns robots. 3 turn cooldown || MEC || 85 || EMP Weapons<br />MEC Warfare Systems || 180 || 30 || 50 || 50 || 14 || 1x Arc Thrower
 
|}
 
 
==='''SHIV Turrets'''===
 
Similar to the SAW but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use. While they suffer from the low base aim of all SHIV units, they can shred through enemies at close range, restrict enemy movement options when in overwatch mode thanks to certain equipment, and can deal massive damage to mechanized forces when equipped with HEAT ammo.
 
{| class="wikitable" width="90%"
 
|+
 
|-
 
!colspan="19" | SHIV Turrets
 
|-
 
!rowspan="2" width="12%" | Name  !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align=center
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align=center
 
|[[Image: Autocannon Long War.png|center|128x64px]]'''Autocannon''' || 5-9 (7) || 0% || 9-12 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 0 || None  || colspan="6" | N/A
 
|-align=center
 
|[[Image: Superheavy Laser Long War.png|center|128x64px]]'''Superheavy Laser''' || 6-10 (8) || 0% || 10-14 || +6 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 20 || Advanced Beam Lasers || 75 || 10 || 0 || 0 || 14 || -
 
|-align=center
 
|[[Image: Sentry Gun Long War.png|center|128x64px]]'''Sentry Gun''' || 7-11 (9) || 0% || 11-16 || 0 || 0 || 4+1 || 30 || {{No Icon}} || Nullifies 0.34 enemy DR || SHIV || 40 || Gauss Weapons || 100 || 30 || 10 || 0 || 14 || -
 
|-align=center
 
|[[Image: Superheavy Pulser Long War.png|center|128x64px]]'''Superheavy Pulser''' || 7-13 (10) || 8% || 13-18 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 65 || Pulse Lasers || 300 || 50 || 50 || 0 || 14 || -
 
|-align=center
 
|[[Image: Superheavy Plasma Long War.png|center|128x64px]]'''Superheavy Plasma'''  || 8-14 (11) || 4%* || 14-19 || +8* || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 100 || Vehicular Plasma Weapons|| 450 || 80 || 70 || 4 || 21 || 1x Alien Heavy Weapon
 
|-
 
|}
 
 
== Steadying ==
 
Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as '''Light 'Em Up''' and '''Double Tap''' only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon's Aim bonus also applies to fired rockets, reducing rocket scatter.
 
 
== Explosives ==
 
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.
 
 
== Rockets ==
 
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never "miss" but will veer off course a random amount based on the soldier's Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.  Rockets can not change height through scatter.
 
 
The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. "Scatter" instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation.  Rockets can exceed even this degree of deviation, but the chance is negligible.
 
 
Unblocked (no "Shot is Blocked" warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process.  If they encounter an allied or enemy pawn, they will detonate immediately.
 
 
==See also==
 
 
{{Loadout (Long War) Navbar}}
 
{{Loadout (Long War) Navbar}}
 
[[Category: Long War]]
 
[[Category: Long War]]
 
[[Category: Loadout (Long War)]]
 
[[Category: Loadout (Long War)]]

Revision as of 17:00, 18 July 2020

Soldiers Weapons Long War.png

For detailed charts, see Primary Weapons (Long War) and Secondary Weapons (Long War).

Long War makes several changes to weapons:

  • There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.
  • There are several additional types of primary and secondary weapon available in each tier.
  • Many weapons can be Steadied as an action to improve aim for the next turn.
  • Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.
  • Rocket launchers use a revamped accuracy system using the soldier's aim.
  • Arc Thrower is not as reliable.

Weapon Tiers

Conventional/Ballistic

These are the basic weapons you start with - and while they're okay to begin with, they're not going to be up to scratch in the long run. The Sawed-off Shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.

  • nothing special

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. They also have a little more firepower than ballistic weapons, but it still won't be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in Long War the expenses for gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam lasers use the same visuals as EXALT laser weapons in vanilla.

  • +6 aim

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. In general gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as Flush, Suppression, Collateral Damage, In the Zone, Close Combat Specialist, Close Encounters, Light 'Em Up, Rapid Fire. Uniquely, the Sniper Rifle of this tier - the Gauss Long Rifle - grants Snipers the HEAT Ammo perk, who otherwise can't obtain said perk normally. This makes gauss Snipers a powerful counter to mechanical leaders/bosses who can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss Long Rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM ballistic weapon models. Gauss weapons also are able to pierce enemy damage reduction (DR). Specifically, they nullify 0.34 enemy DR, which means that there is a 34% chance of nullifying one point of enemy DR. This amount is doubled upon researching the Quenchguns foundry project.

  • 34% chance to ignore 1 enemy DR (68% chance with Quenchguns)
  • +1 ammo capacity

Pulse Lasers

Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused Assaults and Snipers. They use the same visuals as XCOM-built laser weaponry from vanilla.

  • +8% crit chance

Plasma

Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components, which means you'll have to stun and capture aliens for every weapon you want to build. Plasma weapons have the same models as the weapons either used by the aliens or made by XCOM like the Sniper Rifle. Since b15e, plasma weapons (except pistols) also carry special effects, making them more unique than vanilla.

  • Plasma Stormgun (SMG): +4 mobility, compared to usual +3 for SMGs
  • Plasma Carbine (Carbine): +6 defense
  • Plasma Rifle (Assault Rifle): +1.5 crit damage on biological units
  • Heavy Plasma Rifle (Battle Rifle): +1 damage when steadied
  • Reflex Cannon (Shotgun): +1.5 crit damage against units within 4 tiles
  • Reflex Rifle (Marksman Rifle): +1.5 crit damage against flanked/exposed units
  • Plasma Sniper Rifle (Sniper Rifle): +1.5 crit damage against units 35+ tiles away
  • Plasma Novagun (SAW): can be steadied
  • Plasma Dragon (LMG): +1 damage against airborne units
  • Particle Cannon (MEC): +1 damage to robotic units
  • Superheavy Plasma (SHIV): +8 Aim, +4% crit chance

Weapon types

Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: SHIV/MEC Primary Weapons > Light Machine Guns and Shotguns > Heavy Rifles, Marksman/Sniper rifles and Squad Automatic Weapons > Assault Rifles > Carbines and Submachine Guns > Machine Pistols > Pistols. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally Shotguns' damage is severely impeded by damage reduction.

Steadying

Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as Light 'Em Up and Double Tap only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon's aim bonus also applies to fired rockets, reducing rocket scatter.

Explosives

In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.

This behavior can be 'reverted' to the original mechanics by taking the Tandem Warheads perk, which causes the perk holder's explosives do to full damage across their entire blast radius. The perk is normally available to Engineers, Rocketeers, and Archer MECs; it can sometimes be obtained on other classes via the Training Roulette Second Wave option.

Rockets

Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never "miss" but will veer off course a random amount based on the soldier's aim, with higher aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range. Rockets cannot change height through scatter.

The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. "Scatter" instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation. Rockets can exceed even this degree of deviation, but the chance is negligible.

Unblocked (no "Shot is Blocked" warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process. If they encounter an allied or enemy pawn, they will detonate immediately.

Arc Thrower

In Long War, the chance to stun non-robotic aliens successfully is much lower than vanilla. The Improved Arc Thrower Foundry project improves that chance. See the following table for details.

Stun Chance
Type / Alien HP 1 2 3 4 5 6 7 8+
Arc Thrower 54% 48% 42% 29% low low low low
Improved Arc Thrower 57% 57% 57% 54% 48% 42% 29% low

Also, the Arc Thrower has just one charge by default. This is increased with the Packmaster (+1 charge) and Repair (+2 charges) perks.

See also

Loadout Long War.jpg Long War: Loadout 
Weapons
Weapons Thumbnail Long War.png
Weapons
Assault Rifle Long War.png
Primary
Weapons
Pistol Long War.png
Secondary
Weapons
Armor
Armor Thumbnail Long War.png
Armor
Chameleon Suit Long War.png
Leather Jacket
Tac vest Long War.png
Tac Vest
Tac Armor Long War.png
Tac Armor
Phalanx armor Long War.png
Phalanx Armor
Kestrel armor Long War.png
Kestrel Armor
Carapace armor Long War .png
Carapace Armor
Aurora armor Long War.png
Aurora Armor
Banshee armor Long War.png
Banshee Armor
Corsair armor Long War.png
Corsair Armor
Aegis armor Long War.png
Aegis Armor
Titan armor Long War.png
Titan Armor
Seraphim armor Long War.png
Seraph Armor
Archangel armor Long War.png
Archangel Armor
Shadow armor Long War.png
Shadow Armor
Vortex armor Long War.png
Vortex Armor
Inv Mec1.png
MEC-1
Inv Mec2.png
MEC-2
Inv Mec3.png
MEC-3
Equipment
Equipment Thumbnail Long War.png

Equipment