Difference between revisions of "Weapons (Long War)"

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[[File: Soldiers_Weapons_Long_War.png|left|192px|]]
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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)]].'''
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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.
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* 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.
==Weapon tiers==
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* Arc Thrower is not as reliable.
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==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.
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* 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 or as aiming aid for rocketeers in their aiming of explosives (much like you might otherwise issue them regular carbines). 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 expense of 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.
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* +1 average damage over ballistics
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* +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 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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* +2 average damage over ballistics
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* 34% chance to ignore 1 enemy DR (68% chance with Quenchguns)
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* +1 ammo capacity (except for Gauss Long Rifle)
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* ''Gauss Long Rifle'' only: ammo capacity reduced to 1, grants ''HEAT Ammo'' perk (+3 damage against mechanical units that is not reduced by DR), halves the effect of the Hardened Perk on enemies (from -60% crit chance to -30% crit chance).
  
Note: There are plans to give this tier of weaponry additional damage reduction penetration in '''future editions''' of the mod. (b14)
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===Pulse Lasers===
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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 Infantry, Assaults, Scouts, and Snipers. They use the same visuals as XCOM-built laser weaponry from vanilla.
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* +3 average damage over ballistics
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* +8% crit chance
  
===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.
 
 
===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.
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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 (except pistols) also carry special effects, making them more unique than vanilla.
== Weapon types==
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* +4 average damage over ballistics (+5 with the [[Foundry_(Long_War)#General_Weapon_Upgrades|Enhanced Plasma]] Foundry project)
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.
 
  
'''Assault Rifles''': Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle<br>
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Individual Bonuses:
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim, and have a respectable balance of firepower and accuracy.
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* Plasma Stormgun (SMG): +1 mobility (+4 compared to usual +3 for SMGs)
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* Plasma Carbine (Carbine): +6 defense
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* Plasma Rifle (Assault Rifle): +1.5 crit damage to 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+ range away (i.e. roughly the max range of an extended range weapon such as Marksman Rifles or LMGs)
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* Plasma Novagun (SAW): can be steadied
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* Plasma Dragon (LMG): +1 damage against airborne units
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* Particle Cannon (MEC): +1 damage to robotic units
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* Superheavy Plasma (SHIV): +8 Aim, +4% crit chance
  
'''Carbines''': Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine<br>
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==Weapon types==
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. Carbines can be steadied to improve aim. 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.
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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.
  
'''SMG''': Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun<br>
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==Steadying==
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy, and they also have the lowest damage of any primary. 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.
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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.
  
'''Battle Rifle''': Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma Rifle<br>
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==Explosives==
Battle Rifles are heavier versions of assault rifles. They do increased damage, but carry a mobility penalty and a hefty aim penalty. They can be steadied. They can be used by Infantry, Assaults, Scouts, Medics and Engineers. They are best used by experienced soldiers who can aim well enough to offset the penalty.
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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.
 
 
'''Shotgun''': Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon<br>
 
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range. They can be used by Infantry, Assaults, Scouts, Medics and Engineers. 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.
 
 
 
'''Sniper Rifle''': Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle<br>
 
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 moved, 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.
 
 
 
'''Marksman Rifle''': Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex Rifle<br>
 
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, but can be fired after moving. The squadsight perk is required to use the extra range. 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. With squadsight, marksman rifles can overwatch fire up to their maximum range, and with Precision Shot they have unlimited range.<br>
 
Marksman Rifles are better suited to close-quarters maps where mobility is essential.
 
  
'''Squad Automatic Weapon''': SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun<br>
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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.
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.
 
  
'''Light Machine Gun''': LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon<br>
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==Rockets==
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 it. 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>
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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.
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.
 
  
'''MEC Primary Weapons''': Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon<br>
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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.
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.
 
  
'''Arc Rifle''':<br>
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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. If the "Shot is Blocked" message is displayed, the rocket will detonate as soon as it hits any terrain.
The Arc Rifle is a special Marksman Rifle that inflicts Disabling Shot with every hit althogh it does not confer the snap shot perk. It has low damage and ammo capacity.
 
  
'''Pistols''': Pistol, Laser Pistol, Plasma Pistol<br>
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==Arc Thrower==
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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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.
  
'''Machine Pistols''': Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler<br>
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<div style="max-width:700px">
A more damaging sidearm, but the added weight gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk. They also incur an Aim penalty when drawn (but not when stowed). Machine Pistols also tend to have very limited ammo.
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{| class="wikitable" style="width: 100%; text-align: center;"
 
+
|+ Stun Chance
'''Sawed-off Shotgun''':<br>
 
A very short range, high damage sidearm with -1 mobility. Can be used by Infantry, Assaults, Scouts, Medics and Engineers. It has only one shot, and this cannot be increased by ammo capacity upgrades.
 
 
 
'''SHIV Turrets''': Autocannon, Superheavy Laser, Sentry Gun, Superheavy Pulser, Superheavy Plasma<br>
 
Similar to the Assault Rifles but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use.
 
 
 
== Weapons ==
 
{| class="wikitable"
 
|+ Weapons
 
!rowspan="2" | Name !! rowspan="2" | Prerequisite !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Damage !! rowspan="2" | Critical chance !! rowspan="2" | Critical damage !! rowspan="2" | Steady? !! rowspan="2" | Aim !! rowspan="2" | Mobility !! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | Special !! rowspan="2" | Classes
 
!colspan="5" | Cost
 
 
|-
 
|-
| § || [[Meld (EU2012)|M]] || [[Elerium (EU2012)|E]] || [[Alien Alloys (EU2012)|A]] || <span style="text-decoration:underline" title="Time (days)">T</span>
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! Type / Alien HP !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8+
 
|-
 
|-
!colspan="17" | Pistols
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! Arc Thrower
|-
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| 54% || 48% || 42% || 29% || low || low || low || low
|Pistol || None || 30 || 1-3 || 0% || 3-4 || No || -10 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || colspan="5" | -
 
|-
 
|Laser Pistol || Beam weapons|| 30 || 2-4 || 0% || 4-5 || No || -10 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 30 || 0 || 0 || 3 || 10
 
|-
 
|Plasma Pistol || Compact Plasma Weapons || 30 || 3-5 || 0% || 5-6 || No || -10 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 175 || 1 || 20 || 15 || 12
 
|-
 
!colspan="17" | Machine Pistols
 
|-
 
|Machine Pistol || None || 30 || 2-4 || 0% || 4-5 || No || -10 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || colspan="5" | -
 
|-
 
|Heater || Beam weapons || 30 || 3-5 || 0% || 5-7 || No || -3 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 30 || 0 || 0 || 3 || 12
 
|-
 
|Gauss Autopistol || Gauss Weapons || 30 || 3-5 || 0% || 5-6 || No || -10 || -1 || 3+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 40 || 0 || 1 || 4 || 12
 
|-
 
|Blaster || Pulse Lasers || 30 || 4-6 || 10% || 6-9 || No || -10 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 80 || 0 || 8 || 8 || 12
 
|-
 
|Plasma Mauler || Compact Plasma Weapons || 30 || 5-7 || 0% || 7-11 || No || -10 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 230|| 1 || 20 || 20 || 12
 
|-
 
!colspan="17" | SMGs
 
|-
 
|Submachine Gun || None || 30 || 2-4 || 0% || 4-5 || No || 0 || +3 || 2+1 || - || All || colspan="5" | -
 
|-
 
|Laser Shatterray || Beam Weapons || 30 || 3-5 || 0% || 5-7 || No || +7 || +3 || 2+1 || - || All || 35 || 0 || 0 || 3 || 12
 
|-
 
|Gauss Stuttergun || Gauss Weapons || 30 || 4-6 || 0% || 6-9 || No || 0 || +3 || 3+1 || - || All || 90 || 0 || 1 || 6 || 12
 
|-
 
|Pulse Stengun || Pulse Lasers || 30 || 4-8 || 10% || 8-11 || No || 0 || +3 || 2+1 || - || All || 100 || 0 || 10 || 10 ||12
 
|-
 
|Plasma Stormgun || Plasma Weapons || 30 || 5-9 || 0% || 9-12 || No || 0 || +3 || 2+1 || - || All || 200 || 1 || 20 || 20 || 12
 
|-
 
!colspan="17" | Carbines
 
|-
 
|Assault Carbine || None || 30 || 2-4 || 5% || 4-5 || Yes || +7 || +1 || 3+1 || - || All || colspan="5" | -
 
|-
 
|Laser Carbine || Beam weapons || 30 || 3-5 || 5% || 5-7 || Yes || +15 || +1 || 3+1 || - || All || 40 || 0 || 0 || 3 || 12
 
|-
 
|Gauss Carbine || Gauss Weapons || 30 || 4-6 || 5% || 6-9 || Yes || +7 || +1 || 3+1 || - || All || 105 || 0 || 2 || 8 || 12
 
|-
 
|Pulse Carbine || Pulse Lasers || 30 || 4-8 || 15% || 8-11 || Yes || +7 || +1 || 3+1 || - || All || 160 || 0 || 15 || 12 || 12
 
|-
 
|Plasma Carbine || Plasma Weapons || 30 || 5-9 || 5% || 9-12 || Yes || +7 || +1 || 3+1 || - || All || 280 || 2 || 25 || 20 || 12
 
|-
 
!colspan="17" | Assault Rifles
 
|-
 
|Assault Rifle || None || 30 || 3-5 || 10% || 5-7 || Yes || 0 || 0 || 3+1 || - || All || colspan="4" | -
 
|-
 
|Laser Rifle || Beam weapons || 30 || 4-6 || 10% || 6-9 || Yes || +7 || 0 || 3+1 || - || All || 50 || 0 || 0 || 3 || 12
 
|-
 
|Gauss Rifle || Gauss Weapons || 30 || 4-8 || 10% || 8-11 || Yes || 0 || 0 || 3+1 || - || All || 120 || 0 || 2 || 12 || 14
 
|-
 
|Pulse Rifle || Pulse Lasers || 30 || 5-9 || 20% || 9-12 || Yes || 0 || 0 || 3+1 || - || All || 175 || 0 || 15 || 15 || 14
 
|-
 
|Plasma Rifle || Advanced Plasma Weapons || 30 || 6-10 || 10% || 10-14 || Yes || 0 || 0 || 3+1 || - || Infantry, Assault, Scout, Medic, Engineer|| 380 || 3 || 30 || 30 || 14
 
|-
 
! colspan="17" | Battle Rifles
 
|-
 
|Battle Rifle || None || 30 || 4-6 || 10% || 6-9 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || colspan="4" | -
 
|-
 
|Heavy Laser Rifle || Advanced Beam Lasers || 30 || 4-8|| 15% || 8-11 || Yes || -8 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 60 || 0 || 0 || 4 || 14
 
|-
 
|Heavy Gauss Rifle || Advanced Gauss Weapons || 30 || 5-9 || 15% || 9-12 || Yes || -15 || -1 || 5+1 || - || Infantry, Assault, Scout, Medic, Engineer || 160 || 0 || 5 || 18 || 14
 
|-
 
|Heavy Pulse Rifle || Advanced Pulse Lasers || 30 || 6-10 || 25% || 10-14 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 200 || 0 || 20 || 15 || 14
 
|-
 
|Heavy Plasma Rifle || Heavy Plasma Weapons || 30 || 7-11 || 10% || 11-16 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 400 || 4 || 28 || 30 || 18
 
|-
 
!colspan="17" | Shotguns
 
|-
 
|Shotgun || None || 30 (14) || 4-8 || 20% || 8-11 || No  || 0 || 0 || 5+1 || Long range accuracy penalty<br>[[Damage (Long War)#Damage Reduction|Damage Reduction]] penalty || Infantry, Assault, Scout, Medic, Engineer  || colspan="4" | -
 
|-
 
|Sawed-Off Shotgun || None || 3 || 4-8 || 25% || 8-11 || No  || 0 || -1 || 1 || Sidearm. Confers -1 mobility. Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || colspan="4" | -
 
|-
 
|Scatter Laser || Advanced Beam Weapons || 30 (14) || 7-11 || 20% || 11-16 || No || +7 || 0 || 3+1 || Long range accuracy penalty<br>[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty
 
| Infantry, Assault, Scout, Medic, Engineer  || 80 || 0 || 0 || 3 || 14
 
|-
 
|Alloy Cannon || Advanced Gauss Weapons || 30 (14) || 6-10 || 20% || 10-14 || No || 0 || 0 || 4+1 || Long range accuracy penalty<br>[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty
 
| Infantry, Assault, Scout, Medic, Engineer  || 200 || 0 || 5 || 25 || 14
 
|-
 
|Scatter Blaster || Advanced Pulse Weapons || 30 (14) || 7-11 || 30% || 11-16 || No || 0 || 0 || 3+1 || Long range accuracy penalty<br>[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty
 
| Infantry, Assault, Scout, Medic, Engineer  || 210 || 0 || 20 || 15 || 14
 
|-
 
|Reflex Cannon || Sectopod Autopsy || 30 (14) || 7-13 || 20% || 13-18 || No || 0 || 0 || 3+1 || Long range accuracy penalty<br>[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty
 
| Infantry, Assault, Scout, Medic, Engineer  || 500 || 4 || 30 || 30 || 18
 
|-
 
!colspan="17" | Sniper Rifles
 
|-
 
|Sniper Rifle || None || 200 (30) || 4-6 || 25% || 6-9 || Yes || 0 || -1 || 5+1 || Cannot fire after moving<br>Short-range accuracy penalty || Sniper || colspan="4" | -
 
|-
 
|Laser Sniper Rifle || Advanced Beam Weapons || 200 (30) || 4-8 || 25% || 8-11 || Yes || +7 || -1 || 3+1 || Cannot fire after moving<br>Short-range accuracy penalty || Sniper || 50 || 0 || 0 || 4 || 14
 
|-
 
|Gauss Long Rifle || Advanced Gauss Weapons || 200 (30) || 5-9 || 10% || 9-12 || Yes || -10 || -2 || 1+1 || Cannot fire after moving<br>Short-range accuracy penalty<br>Grants HEAT Ammo perk. || Sniper || 120 || 0 || 2 || 12 || 14
 
|-
 
|Pulse Sniper Rifle || Advanced Pulse Lasers || 200 (30) || 6-10 || 35% || 10-14 || Yes || 0 || -1 || 3+1 || Cannot fire after moving<br>Short-range accuracy penalty || Sniper || 220 || 0 || 20 || 15 || 14
 
|-
 
|Plasma Sniper Rifle || Precision Plasma Weapons || 200 (30) || 7-11 || 35% || 11-16 || Yes || 0 || -1 || 3+1 || Cannot fire after moving<br>Short-range accuracy penalty || Sniper || 500 || 4 || 30 || 35 || 18
 
|-
 
!colspan="17" | Marksman Rifles
 
|-
 
|Marksman Rifle || None || 36 || 4-6 || 15% || 6-9 || Yes || 0 || 0 || 5+1 || Accuracy penalty after moving<br>Short-range accuracy penalty || Scout, Sniper || colspan="4" | -
 
|-
 
|Laser Strike Rifle || Advanced Beam Lasers || 36 || 4-8 || 15% || 8-11 || Yes || +7 || 0 || 3+1 || Accuracy penalty after moving<br>Short-range accuracy penalty || Scout, Sniper || 50 || 0 || 0 || 3 || 12
 
|-
 
|Alloy Strike Rifle || Advanced Gauss Weapons || 36 || 5-9 || 15% || 9-12 || Yes || 0 || 0 || 4+1 || Accuracy penalty after moving<br>Short-range accuracy penalty || Scout, Sniper || 140 || 0 || 3 || 18 || 14
 
|-
 
|Blaster Rifle || Advanced Pulse Lasers || 36 || 6-10 || 25% || 10-14 || Yes || 0 || 0 || 3+1 || Accuracy penalty after moving<br>Short-range accuracy penalty || Scout, Sniper || 200 || 0 || 20 || 15 || 14
 
|-
 
|Reflex Rifle || Precision Plasma Weapons || 36 || 7-11 || 15% || 11-16 || Yes || 0 || 0 || 3+1 || Accuracy penalty after moving<br>Short-range accuracy penalty || Scout, Sniper || 450 || 4 || 30 || 30 || 18
 
|-
 
|Arc Rifle || Xenoneurology || 36 (30) || 1-3 || 0% || 3-4 || No || 0 || 0 || 2+1 || Inflicts Disabling Shot || Scout, Sniper || 60 || 0 || 2 || 2 || 10
 
|-
 
!colspan="17" | Squad Automatic Weapons
 
|-
 
|SAW || None || 30 || 4-6 || 0% || 6-9 || No || 0 || -1 || 6+1 || - || Gunner || colspan="4" | -
 
|-
 
|Autolaser || Beam Weapons || 30 || 4-8 || 0% || 8-11 || No || +7 || -1 || 6+1 || - || Gunner || 60 || 0 || 0 || 4 || 14
 
|-
 
|Gauss Autorifle || Gauss Weapons || 30 || 5-9 || 0% || 9-12 || No || 0 || -1 || 6+1 || - || Gunner || 150 || 0 || 2 || 15 || 14
 
|-
 
|Pulse Autolaser || Pulse Lasers || 30 || 6-10 || 10% || 10-14 || No || 0 || -1 || 5+1 || - || Gunner || 210 || 0 || 20 || 20 || 14
 
|-
 
|Plasma Novagun || Advanced Plasma Weapons || 30 || 7-11 || 0% || 11-16 || No || 0 || -1 || 5+1 || - || Gunner || 500 || 4 || 30 || 35 || 20
 
|-
 
!colspan="17" | Light Machine Guns
 
|-
 
|LMG || None || 36 (30) || 4-8 || 5% || 8-11 || No || 0 || -2 || 8+1 || Cannot fire after moving<br>Grants squadsight || Gunner || colspan="4" | -
 
|-
 
|Gatling Laser || Beam weapons || 36 (30) || 5-9 || 5% || 9-12 || No || +10 || -2 || 8+1 || Cannot fire after moving<br>Grants squadsight || Gunner || 60 || 0 || 0 || 5 || 14
 
|-
 
|Gauss Machine Gun || Gauss Weapons || 36 (30) || 6-10 || 5% || 10-14 || No || 0 || -2 || 8+1 || Cannot fire after moving<br>Grants squadsight || Gunner || 160 || 0 || 3 || 16 || 14
 
|-
 
|Gatling Pulser || Pulse Lasers || 36 (30) || 7-11 || 15% || 11-16 || No || 0 || -2 || 7+1 || Cannot fire after moving<br>Grants squadsight || Gunner || 215 || 0 || 22 || 12 || 14
 
|-
 
|Plasma Dragon || Heavy Plasma Weapons || 36 (30) || 7-13 || 5% || 13-18 || No || 0 || -2 || 7+1 || Cannot fire after moving<br>Grants squadsight || Gunner || 500 || 4 || 32 || 38 || 20
 
|-
 
!colspan="17" | Rocket Launchers
 
|-
 
|Rocket Launcher || None || ? || 4-10 || 0% || 8-11 || No || 0 || 0 || 1 || - || Rocketeer|| colspan="4" | -
 
|-
 
|Recoilless Rifle || Advanced Gauss Weapons || ? || 6-12 || 0% || 8-11 || No || 0 || 0 || 1 || - || Rocketeer|| 180 || 0 || 3 || 25 || 14
 
|-
 
|Blaster Launcher || Fusion Weapons || ? || ? || ? || ? || No || 0 || 0 || 1 || - || Rocketeer|| 600 || 4 || 65 || 50 || 20
 
|-
 
!colspan="17" | MEC Primary Weapons
 
|-
 
|Minigun || None || 36 (30) || 5-9 || 10% || 9-12 || No || 0 || 0 || 2+1 || No suppression || MEC || colspan="4" | -
 
|-
 
|Laser Lance || Advanced Beam Lasers || 36 (30) || 6-10 || 10% || 10-14 || No || +7 || 0 || 3+1 || - || MEC || 80 || 0 || 0 || 5 || 14
 
|-
 
|Railgun || Advanced Gauss Weapons || 36 (30) || 7-13 || 10% || 13-18 || No || 0 || 0 || 4+1 || ? || MEC || 150 || 0 || 3 || 25 || 14
 
|-
 
|Pulse Lance || Advanced Pulse Lasers || 36 (30) || 7-13 || 25% || 13-18 || No || 0 || 0 || 3+1 || - || MEC || 210 || 0 || 24 || 18 || 14
 
|-
 
|Particle Cannon || Heavy Plasma Weapons || 36 (30) || 8-14 || 15% || 14-19 || No || 0 || 0 || 3+1 || No suppression || MEC || 210 || 0 || 24 || 18 || 14
 
|-
 
!colspan="17" | MEC Secondary Weapons
 
|-
 
|Flamethrower || MEC Warfare Systems || ? || 3-9 || % || - || No || - || - || 3? || Incendiary area attack || MEC || 72 || 5 || 0 || 0
 
|-
 
|Kinetic Strike Module || Floater Autopsy || ? || 6-18 || 0% || - || No || - || - || ∞ || Close combat weapon || MEC || 175 || 10 || 0 || 15
 
|-
 
|Grenade Launcher || Gauss Weapons || ? || 3-7 || 0% || - || No || - || - || 2 || Indirect-fire Grenade Launcher || MEC || ? || ? || ? || ?
 
|-
 
|Prox. Mine Launcher || Advanced Gauss Weapons || ? || 6-12 || % || - || No || - || - || 3 || Fires Proximity Mines || MEC || ? || ? || ? || ?
 
|-
 
|Restorative Mist || Thin Man Autopsy || ? || ?-? || % || - || No || - || - || 1 || Heals allies in an area || MEC || 102 || 10 || 0 || 0
 
|-
 
|Electro Pulse || EMP Weapons || ? || 3-9 || % || - || No || - || - || ∞ || Stuns robots. 3 turn cooldown || MEC || ? || ? || ? || ?
 
|-
 
!colspan="17" | SHIV Turrets
 
|-
 
|Autocannon || None  || 30 || 5-9 || 10% || 9-12 || No || 0 || 0 || 3+1 || +1 Damage with Depleted Elerium Rounds || SHIV || colspan="4" | -
 
|-
 
|Superheavy Laser || Advanced Beam Lasers || 30 || 6-10 || 10% || 10-14 || No || +7 || 0 || 3+1 || +1 Damage with Laser Pumper || SHIV || 80|| 0 || 0 || 5 || 14
 
|-
 
|Sentry Gun || Gauss Weapons || 30 || 7-11 || 10% || 11-16 || No || 0 || 0 || 4+1 || +1 Damage with Depleted Elerium Rounds || SHIV || 150|| 0 || 3 || 15 || 14
 
|-
 
|Superheavy Pulser || Pulse Lasers || 30 || 8-14 || 20% || 14-19 || No || 0 || 0 || 3+1 || +1 Damage with Laser Pumper (untested) || SHIV || 280|| 0 || 25 || 20 || 14
 
|-
 
|Superheavy Plasma || Vehicular Plasma Weapons || 30 || 9-15 || 10% || 15-21 || No || 0 || 0 || 3+1 || - || SHIV || 500|| 5 || 40 ||35 || 21
 
 
|-
 
|-
 +
! 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.
  
== Steadying ==
+
==See also==
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.
+
*[[Primary Weapons (Long War)]]
 
+
*[[Secondary Weapons (Long War)]]
== 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.
 
 
 
The hit chance shown while aiming is not a literal % hit chance. Rather, it's displaying the rocket's maximum scatter in tiles multiplied by 10, so the lower the better.
 
  
 +
{{Loadout (Long War) Navbar}}
 
[[Category: Long War]]
 
[[Category: Long War]]
 +
[[Category: Loadout (Long War)]]

Latest revision as of 04:44, 8 December 2021

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.

  • +1 average damage over ballistics
  • +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.

  • +2 average damage over ballistics
  • 34% chance to ignore 1 enemy DR (68% chance with Quenchguns)
  • +1 ammo capacity (except for Gauss Long Rifle)
  • Gauss Long Rifle only: ammo capacity reduced to 1, grants HEAT Ammo perk (+3 damage against mechanical units that is not reduced by DR), halves the effect of the Hardened Perk on enemies (from -60% crit chance to -30% crit chance).

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 Infantry, Assaults, Scouts, and Snipers. They use the same visuals as XCOM-built laser weaponry from vanilla.

  • +3 average damage over ballistics
  • +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.

  • +4 average damage over ballistics (+5 with the Enhanced Plasma Foundry project)

Individual Bonuses:

  • Plasma Stormgun (SMG): +1 mobility (+4 compared to usual +3 for SMGs)
  • Plasma Carbine (Carbine): +6 defense
  • Plasma Rifle (Assault Rifle): +1.5 crit damage to 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+ range away (i.e. roughly the max range of an extended range weapon such as Marksman Rifles or LMGs)
  • 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. If the "Shot is Blocked" message is displayed, the rocket will detonate as soon as it hits any terrain.

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