Weapons (Long War)

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This page may be outdated. It is up-to-date for version b14. The latest version is 1.0.
Soldiers Weapons Long War.png
Long War Main Page

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.

--


Weapon Tiers

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.

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.

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.

Note: There are plans to give this tier of weaponry additional damage reduction penetration in future editions of the mod. (b14)

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 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.

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 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.

Pistols

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.

Pistols
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Pistol Long War.png
Pistol
1-3 (2) 0% 3-4 0 0 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 0 None N/A
Laser Pistol Long War.png
Laser Pistol
2-4 (3) 0% 4-5 +7 0 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 15 Beam weapons 30 3 0 0 10
Plasma Pistol Long War.png
Plasma Pistol
3-5 (4) 0% 5-7 0 0 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 90 Compact Plasma Weapons 175 25 20 1 12

Machine Pistols

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.

Machine Pistols
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Machine pistol Long War.png
Machine Pistol
2-4 (3) 0% 4-5 -10 -1 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 0 None N/A
Heater Long War.png
Heater
3-5 (4) 0% 5-7 -3 -1 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 15 Beam weapons 30 3 0 0 12
Gauss Autopistol Long War.png
Gauss Autopistol
3-5 (4) 0% 5-7 -10 -1 3+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 28 Gauss Weapons 40 4 1 0 12
Blaster Long War.png
Blaster
4-6 (5) 10% 6-9 -10 -1 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 60 Pulse Lasers 80 12 8 0 12
Plasma Mauler Long War.png
Plasma Mauler
4-8 (6) 0% 8-11 -10 -2 2+1 30 No Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 90 Compact Plasma Weapons 230 30 20 1 12

SMG

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.

SMGs
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
SMG Long War.png
Submachine Gun
2-4 (3) 0% 4-5 0 +3 2+1 30 Yes - All 0 None N/A
Laser Shatterray Long War.png
Laser Shatterray
3-5 (4) 0% 5-7 +7 +3 2+1 30 Yes - All 15 Beam Weapons 35 3 0 0 12
Gauss Stuttergun Long War.png
Gauss Stuttergun
4-6 (5) 0% 6-9 0 +3 3+1 30 Yes .33 DR reduction All 28 Gauss Weapons 75 6 1 0 12
Pulse Stengun Long War.png
Pulse Stengun
4-8 (6) 10% 8-11 0 +3 2+1 30 Yes - All 62 Pulse Lasers 120 15 10 0 12
Plasma Stormgun Long War.png
Plasma Stormgun
5-9 (7) 0% 9-12 0 +3 2+1 30 Yes - All 90 Plasma Weapons 200 30 20 1 12

Carbines

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.

Carbines
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Assault Carbine Long War.png
Assault Carbine
2-4 (3) 5% 4-5 +7 +1 3+1 30 Yes - All 0 None N/A
Laser Carbine Long War.png
Laser Carbine
3-5 (4) 5% 5-7 +15 +1 3+1 30 Yes - All 15 Beam weapons 40 3 0 0 12
Gauss Carbine Long War.png
Gauss Carbine
4-6 (5) 5% 6-9 +7 +1 4+1 30 Yes .33 DR reduction All 30 Gauss Weapons 95 8 2 0 12
Pulse Carbine Long War.png
Pulse Carbine
4-8 (6) 15% 8-11 +7 +1 3+1 30 Yes - All 63 Pulse Lasers 180 15 15 0 12
Plasma Carbine Long War.png
Plasma Carbine
5-9 (7) 5% 9-12 +7 +1 3+1 30 Yes - All 90 Plasma Weapons 280 30 25 1 12

Assault Rifles

These are the baseline assault rifles, similar to their vanilla counterparts. They have a respectable balance of firepower and accuracy.
The Arc Rifle is a special Rifle that grants Disabling Shot with the regular 2-turn cooldown, although it does not confer the snap shot perk. It has low damage and ammo capacity. Useful early on for raiding small UFO's with capable soldiers and plenty of arc thrower uses.

Assault Rifles
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Assault Rifle Long War.png
Assault Rifle
3-5 (4) 10% 5-7 0 0 3+1 30 Yes - All 0 None N/A
Laser Rifle Long War.png
Laser Rifle
4-6 (5) 10% 6-9 +7 0 3+1 30 Yes - All 15 Beam weapons 50 3 0 0 12
Gauss Rifle Long War.png
Gauss Rifle
4-8 (6) 10% 8-11 0 0 4+1 30 Yes .33 DR reduction All 30 Gauss Weapons 100 12 2 0 14
Pulse Rifle Long War.png
Pulse Rifle
5-9 (7) 20% 9-12 0 0 3+1 30 Yes - All 60 Pulse Lasers 200 20 15 0 14
Plasma Rifle Long War.png
Plasma Rifle
6-10 (8) 10% 10-14 0 0 3+1 30 Yes - Infantry, Assault, Scout, Medic, Engineer 95 Advanced Plasma Weapons 380 40 30 2 14
Arc Rifle Long War.png
Arc Rifle
1-3 (2) 0% 3-4 0 0 2+1 200 (30) No Grants Disabling Shot, Cannot fire after any costly action All except Gunners and Rocketeers 25 Xenoneurology
New Combat Systems
60 2 2 0 10

Battle Rifle

Battle Rifles are heavier versions of assault rifles. They do increased damage and have one additional burst relative to assault rifles, but carry a mobility penalty and a hefty aim penalty. They are best used by experienced soldiers who can aim well enough to offset the penalty (Infantry in particular, thanks to their high aim progression and ability to fire multiple times per turn cycle).

Battle Rifles
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Battle Rifle Long War.png
Battle Rifle
4-6 (5) 10% 6-9 -15 -1 4+1 30 Yes - Infantry, Assault, Scout, Medic, Engineer 0 None N/A
Heavy Laser Rifle Long War.png
Heavy Laser Rifle
4-8 (6) 15% 8-11 -8 -1 4+1 30 Yes - Infantry, Assault, Scout, Medic, Engineer 20 Advanced Beam Lasers 70 4 0 0 12
Heavy Gauss Rifle Long War.png
Heavy Gauss Rifle
5-9 (7) 15% 9-12 -15 -1 5+1 30 Yes .33 DR reduction Infantry, Assault, Scout, Medic, Engineer 40 Advanced Gauss Weapons 140 15 5 0 14
Heavy Pulse Rifle Long War.png
Heavy Pulse Rifle
6-10 (8) 25% 10-14 -15 -1 4+1 30 Yes - Infantry, Assault, Scout, Medic, Engineer 67 Advanced Pulse Lasers 220 25 20 0 14
Heavy Plasma Rifle Long War.png
Heavy Plasma Rifle
7-11 (9) 15% 11-16 -15 -1 4+1 30 Yes - Infantry, Assault, Scout, Medic, Engineer 105 Heavy Plasma Weapons 400 40 28 2 18

Shotgun

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.

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.

Shotguns
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Shotgun Long War.png
Shotgun
4-8 (6) 20% 8-11 0 0 5+1 30 (14) No Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer 0 None N/A
Sawed-off Shotgun Long War.png
Sawed-Off Shotgun
4-8 (6) 5% 8-11 -15 -1 1 3 No Sidearm. Confers -1 mobility.
Can only be used at point blank range.
Infantry, Assault, Scout, Medic, Engineer 1 None 0 0 0 0 1
Scatter Laser Long War.png
Scatter Laser
5-9 (7) 20% 9-12 +7 0 3+1 30 (14) No Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer 18 Advanced Beam Weapons 80 3 0 0 14
Alloy Cannon Long War.png
Alloy Cannon
6-10 (8) 20% 10-14 0 0 4+1 30 (14) No Long range accuracy penalty
Damage reduction penalty
.33 DR reduction
Infantry, Assault, Scout, Medic, Engineer 32 Advanced Gauss Weapons 150 18 5 0 14
Scatter Blaster Long War.png
Scatter Blaster
7-11 (9) 30% 11-16 0 0 3+1 30 (14) No Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer 62 Advanced Pulse Weapons 250 20 20 0 14
Reflex Cannon Long War.png
Reflex Cannon
7-13 (10) 20% 13-18 0 0 3+1 30 (14) No Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer 102 Sectopod Autopsy 500 40 30 2 18

Sniper Rifle

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, 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).

Sniper Rifles
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Sniper Rifle Long War.png
Sniper Rifle
4-6 (5) 25% 6-9 0 -1 5+1 200 (30) Yes Cannot fire after any costly action
Short-range accuracy penalty
Sniper 0 None N/A
Laser Sniper Rifle Long War.png
Laser Sniper Rifle
4-8 (6) 25% 8-11 +7 -1 3+1 200 (30) Yes Cannot fire after any costly action
Short-range accuracy penalty
Sniper 18 Advanced Beam Weapons 50 4 0 0 14
Gauss Long Rifle Long War.png
Gauss Long Rifle
5-9 (7) 10% 9-12 0 -2 1+1 200 (30) Yes Cannot fire after any costly action
Short-range accuracy penalty
Grants HEAT Ammo perk.
.33 DR reduction
Sniper 35 Advanced Gauss Weapons 250 15 5 0 14
Pulse Sniper Rifle Long War.png
Pulse Sniper Rifle
6-10 (8) 35% 10-14 0 -1 3+1 200 (30) Yes Cannot fire after any costly action
Short-range accuracy penalty
Sniper 65 Advanced Pulse Lasers 250 25 20 0 14
Plasma Sniper Rifle Long War.png
Plasma Sniper Rifle
7-11 (9) 25% 11-16 0 -1 3+1 200 (30) Yes Cannot fire after any costly action
Short-range accuracy penalty
Sniper 105 Precision Plasma Weapons 500 45 30 2 18

Marksman Rifle

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.
Marksman Rifles are better suited to close-quarters maps where mobility is essential.

Marksman Rifles
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Marksman Rifle Long War.png
Marksman Rifle
4-6 (5) 15% 6-9 0 0 5+1 36 Yes Short-range accuracy penalty Scout, Sniper 0 None N/A
Laser Strike Rifle Long War.png
Laser Strike Rifle
4-8 (6) 15% 8-11 +7 0 3+1 36 Yes Short-range accuracy penalty Scout, Sniper 18 Advanced Beam Lasers 50 3 0 0 12
Alloy Strike Rifle Long War.png
Alloy Strike Rifle
5-9 (7) 15% 9-12 0 0 4+1 36 Yes Short-range accuracy penalty
.33 DR reduction
Scout, Sniper 35 Advanced Gauss Weapons 120 15 3 0 14
Blaster Rifle Long War.png
Blaster Rifle
6-10 (8) 25% 10-14 0 0 3+1 36 Yes Short-range accuracy penalty Scout, Sniper 67 Advanced Pulse Lasers 220 25 20 0 14
Reflex Rifle Long War.png
Reflex Rifle
7-11 (9) 15% 11-16 0 0 3+1 36 Yes Short-range accuracy penalty Scout, Sniper 102 Precision Plasma Weapons 450 40 30 2 18

Squad Automatic Weapon

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

Squad Automatic Weapons
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
SAW Long War.png
SAW
4-6 (5) 0% 6-9 0 -1 6+2 30 No - Gunner 0 None N/A
Autolaser Long War.png
Autolaser
4-8 (6) 0% 8-11 +7 -1 6+2 30 No - Gunner 65 Beam Weapons 60 4 0 0 14
Gauss Autorifle Long War.png
Gauss Autorifle
5-9 (7) 0% 9-12 0 -1 7+2 30 No .33 DR reduction Gunner 32 Gauss Weapons 110 15 2 0 14
Pulse Autoblaster Long War.png
Pulse Autoblaster
6-10 (8) 10% 10-14 0 -1 6+2 30 No - Gunner 65 Pulse Lasers 230 30 20 0 14
Plasma Novagun Long War.png
Plasma Novagun
7-11 (9) 0% 11-16 0 -1 6+2 30 No - Gunner 98 Advanced Plasma Weapons 500 45 30 2 20

Light Machine Gun

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.
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.

Light Machine Guns
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
LMG Long War.png
LMG
4-8 (6) 5% 8-11 0 -2 8+1 36 (30) No Cannot fire after any costly action
Grants squadsight
Gunner 0 None N/A
Gatling Laser Long War.png
Gatling Laser
5-9 (7) 5% 9-12 +7 -2 8+1 36 (30) No Cannot fire after any costly action
Grants squadsight
Gunner 18 Beam weapons 60 5 0 0 14
Gauss Machine Gun Long War.png
Gauss Machine Gun
6-10 (8) 5% 10-14 0 -2 9+1 36 (30) No Cannot fire after any costly action
Grants squadsight
.33 DR reduction
Gunner 40 Gauss Weapons 140 16 3 0 14
Gatling Pulser Long War.png
Gatling Pulser
7-11 (9) 15% 11-16 0 -2 8+1 36 (30) No Cannot fire after any costly action
Grants squadsight
Gunner 64 Pulse Lasers 215 35 22 0 14
Plasma Dragon Long War.png
Plasma Dragon
7-13 (10) 5% 13-18 0 -2 8+1 36 (30) No Cannot fire after any costly action
Grants squadsight
Gunner 105 Heavy Plasma Weapons 500 48 32 2 20

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!

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.

Rocket Launchers
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Rocket Launcher Long War.png
Rocket Launcher
4-10 (7) 0% - 0 -1 1 30 No - Rocketeer 0 None N/A
Recoilless Rifle Long War.png
Recoilless Rifle
6-12 (9) 0% - 0 -1 1 30 No .33 DR reduction Rocketeer 35 Advanced Gauss Weapons 100 25 3 0 14
Blaster Launcher Long War.png
Blaster Launcher
8-16 (12) 0% - 0 -2 1 30 No - Rocketeer 110 Fusion Weapons 600 60 65 2 20

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.

MEC Primary Weapons
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Minigun Long War.png
Minigun
6-10 (8) 10% 10-14 0 0 2+1 36 (30) No - MEC 0 None N/A
Laser Lance Long War.png
Laser Lance
7-11 (9) 10% 11-16 +7 0 3+1 36 (30) No - MEC 20 Advanced Beam Lasers 80 5 0 10 14
Railgun Long War.png
Railgun
7-13 (10) 10% 13-18 0 0 4+1 36 (30) No .33 DR reduction, no suppression MEC 35 Advanced Gauss Weapons 120 25 3 15 14
Pulse Lance Long War.png
Pulse Lance
7-13 (10) 20% 13-18 0 0 3+1 36 (30) No - MEC 65 Advanced Pulse Lasers 240 35 24 30 14
Particle Cannon Long War.png
Particle Cannon
8-14 (11) 10% 14-19 0 0 3+1 36 (30) No No suppression MEC 105 Heavy Plasma Weapons 450 45 40 35 14

MEC Seconday Weapons

With each upgrade of the MEC suit the number of utility items decreases while the number of secondary weapon systems 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.


MEC Secondary Weapons
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Flamethrower Long War.png
Flamethrower
4-10 (7) 0% 8-11 - -1 2 Cone No Incendiary area attack causing panic: Will test against 50, 80 with Jellied Elerium upgrade. MEC 20 MEC Warfare Systems 85 0 0 10 7
Kinetic Strike Module Long War.png
Kinetic Strike Module
9-15 (12) 0% 15-21 - -1 Melee No Close combat weapon MEC 22 Floater Autopsy 200 15 2 18 10
Grenade Launcher Long War.png
Grenade Launcher
3-7 (10) 0% - - -1 2 17 No Indirect-fire Grenade Launcher MEC 35 Gauss Weapons 150 12 0 12 10
Proximity Mine Launcher Long War.png
Prox. Mine Launcher
6-12 (9) 0% - - -1 3 17 No Fires Proximity Mines MEC 40 Advanced Gauss Weapons 150 12 0 20 14
Restorative Mist Long War.png
Restorative Mist
- 0% - - -1 1 17 No Heals allies in an area MEC 28 Thin Man Autopsy 120 0 0 20 14
Electro Pulse Long War.png
Electro Pulse
3-9 (6) 0% - - -1 17 No Stuns robots. 3 turn cooldown MEC 85 EMP Weapons 180 15 15 25 14

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.

SHIV Turrets
Name
Damage

Dm
Critical Hit Chance

Crt %
Critical Hit Damage

DmC
Aim
Aim
Mobility
Mob
Ammo Range Steady? Special Classes Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Autocannon Long War.png
Autocannon
5-9 (7) 10% 9-12 0 0 3+1 30 No - SHIV 0 None N/A
Superheavy Laser Long War.png
Superheavy Laser
6-10 (8) 10% 10-14 +7 0 3+1 30 No - SHIV 20 Advanced Beam Lasers 80 5 0 0 14
Sentry Gun Long War.png
Sentry Gun
7-11 (9) 10% 11-16 0 0 4+1 30 No .33 DR reduction SHIV 35 Gauss Weapons 120 15 3 0 14
Superheavy Pulser Long War.png
Superheavy Pulser
7-13 (10) 20% 13-18 0 0 3+1 30 No - SHIV 65 Pulse Lasers 300 35 25 0 14
Superheavy Plasma Long War.png
Superheavy Plasma
8-14 (11) 10% 14-19 0 0 3+1 30 No - SHIV 100 Vehicular Plasma Weapons 500 45 40 3 21

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.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