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Xcom 2 Long War 2 Weapons

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Long War of the Chosen Main Page

Soldiers Weapons Long War.png

As with Long State of war 1, Long War ii makes some changes to the weapons available to XCOM:

  • 5 tiers of principal weapons are available: Conventional, Laser, Magnetic, Coilgun and Plasma.
  • Secondary weapons are unique and tied to each class.
  • Rocket Launchers and Flamethrowers are no longer equippable as heavy weapons, they are at present part of the Technical course secondary weapon. In turn, Technicals tin can't equip the rest of heavy weapons.
  • The Pistol is now an auxiliary weapon available for any soldier, equipped in their Utility slots.

Notation that while weapons don't take a maximum range, soldiers have a limited sight range of 17 tiles, and then unless they have Squadsight they can only shoot (and will only get the range modifier) upwards to 17 tiles away.

Weapon Tiers

XCOM2 TECH Modular Weapons.png

Conventional

The weapons XCOM starts with, they are unlimited in supply and take no special properties. Every default weapon is at this tier.

LW TECH LaserWeapons.png

Laser

The first upgraded weapons XCOM tin research provide a +5 aim innate bonus in addition to higher base of operations damage.

XCOM2 TECH Magnetized Weapons.png

Magnetic

The original second tier has been bumped up the tech tree with more damage simply otherwise no special backdrop.

LW TECH CoilWeapons.png

Coilgun

The fourth tier of weapons are significantly more expensive to build, but in addition they ignore 1 indicate of armor, making them valuable against armored targets.

XCOM2 TECH PlasmaRifle.png

Plasma

The final tier of weapons need an Elerium Core to build but they boast the highest impairment, and any enemy hitting by plasma weapons will rupture the target, taking 1 additional damage from any other damage sources.

Chief Weapons

Submachine Guns

SMG-type weapons can be used by most classes. They exercise lower damage than set on rifles and have more than falloff at range, but increase mobility and more authentic at shut range. They besides slightly decrease infiltration time for the soldier carrying them.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Price Black Market Sell Value
Black Market place Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
SMG
SMG
2-iv +i 3 28 +2 Mobility
-12.5% Detection Radius
XCOM starts with an unlimited supply
SMG
Light amplification by stimulated emission of radiation Stengun
3-six +2 three 30 +2 Mobility
-12.5% Detection Radius
+five Aim
Laser Weapons xx one one - 10
SMG
Stuttermag
4-7 +2 three 28 +2 Mobility
-12.5% Detection Radius
Magnetic Weapons thirty two 2 - 20
SMG
Subcoiler
5-9 +3 iii 28 +2 Mobility
-12.5% Detection Radius
Ignores 1 Armor
Coilguns 55 3 5 - 25
SMG
Scramgun
half dozen-eleven +4 3 28 +2 Mobility
-12.5% Detection Radius
Inflicts 1 Rupture
Plasma Burglarize 65 four 5 1 xxx
Weapon Range Modifier
Distance 1 2 3 4 5 6 7 8 9 x 11 12 13 14 xv 16 17 18 19 twenty 21 22 23 24 25+
Aim Modifier 45 35 25 15 x 7 3 0 0 0 0 -4 -viii -12 -16 -20 -24 -30 -forty -50 -60 -lxx -lxxx -90 -100

Assault Rifles

Assault Rifles are the default principal weapon of XCOM soldiers, and can be used by any form save for Gunners and Sharpshooters and the heroes. Extremely versatile and "middle of the road" in every manner.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Marketplace Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Assault Rifle
Assault Rifle
3-5 +2 3 30 - XCOM starts with an unlimited supply
Laser Rifle
Light amplification by stimulated emission of radiation Rifle
iv-7 +2 iii 30 +v Aim Laser Weapons 20 ane i - 10
Mag Rifle
Mag Rifle
v-ix +iii 3 30 - Magnetic Weapons 30 2 2 - 15
Coil Rifle
Gyre Rifle
6-11 +4 iii 30 Ignores 1 Armor Coilguns 50 3 5 - 25
Plasma Rifle
Plasma Rifle
8-12 +5 3 30 Inflicts Rupture (ane damage)
4 Upgrade Slots
Plasma Rifle 60 4 5 1 thirty
Disruptor Rifle
Disruptor Rifle
7-x +iv 4 30 +10 Aim
+100 Crit Against Psionics
Overbearing Superiority
Warlock Weapons - - - - -
Weapon Range Modifier
Distance 1 2 3 4 five half-dozen 7 8 nine x 11 12 thirteen 14 15 16 17 18 19 xx 21 22 23 24 25+
Aim Modifier 30 27 24 21 xviii 15 12 9 6 three 0 0 0 0 0 0 0 0 0 -five -10 -15 -20 -25 -xxx

Cannons

Cannons are the only weapon available to Gunners, automatic rifleman specialist trained in using light machine gun or squad automatic weapon as part of a fireteam. They accept higher impairment compared to rifles, and larger clips. They suffer penalties at very curt range, simply nowhere well-nigh the extent that sniper rifles practice.

Name Weapon damage
Harm
Critical damage
Crit Damage
Clip Size
Prune Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Price Black Market Sell Value
Black Marketplace Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Cannon
Cannon
4-6 +2 5 36 - XCOM starts with an unlimited supply
Laser Cannon
Light amplification by stimulated emission of radiation Cannon
5-8 +3 5 36 +5 Aim Advanced Laser Weapons 25 1 ane - x
Mag Cannon
Mag Cannon
half dozen-11 +4 v 36 - Avant-garde Magnetic Weaponry twoscore 2 2 - 20
Gauss Cannon
Gauss Cannon
eight-xiii +five 5 36 Ignores i Armor Advanced Coilguns sixty 3 5 - 25
Beam Cannon
Beam Cannon
11-xv +six five 36 Inflicts Rupture (1 harm) Beam Cannon 70 4 v 1 35
Weapon Range Modifier
Distance 1 ii three 4 v 6 seven 8 9 10 11 12 13 14 fifteen 16 17 18 19 twenty 21 22 23 24 25 26+
Aim Modifier -10 -5 0 5 10 viii six 4 2 0 0 0 0 0 0 0 0 0 0 0 -5 -10 -15 -20 -25 -xxx

Shotguns

Shotguns can be equipped by most soldiers in Long War two. Assail soldiers have several perks specialising in them. They have higher damage than rifles, innate critical chance, high aim bonuses at short range but significant penalties at long range, making it necessary to get close.

Name Weapon damage
Impairment
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Shotgun
Shotgun
iv-6 +2 4 30 +15 Crit Chance XCOM starts with an unlimited supply
Scatterray
Scatterray
5-8 +three four 30 +fifteen Crit Chance
+5 Aim
Avant-garde Laser Weapons 25 1 1 - 10
Shard Gun
Shard Gun
6-xi +4 four 30 +fifteen Crit Take a chance Avant-garde Magnetic Weaponry twoscore 2 2 - 20
Scattergun
Scattergun
8-13 +5 4 30 +fifteen Crit Chance
Ignores 1 Armor
Advanced Coilguns 60 3 five - 25
Storm Gun
Storm Gun
10-fourteen +8 4 30 +xv Crit Chance
Inflicts Rupture (1 damage)
Storm Gun seventy 6 5 - 35
Arashi
Arashi
8-13 +5 4 30 +ten Crit Take a chance
Vampirism
Brawler
Touch Bounty
Assassin Weapons - - - - -
Weapon Range Modifier
Altitude 1 2 3 iv v half dozen seven eight 9 ten xi 12 13 14 xv 16 17 xviii 19+
Aim Modifier 60 45 30 15 8 iv 0 0 -4 -eight -16 -32 -40 -48 -60 -70 -80 -90 -100

Sniper Rifles

Sniper Rifles are the just weapon available to Sharpshooters. Sniper rifles have higher impairment than rifles and innate critical chance, merely they suffer aim penalties at short range and at extreme ranges when used with Squadsight.

Proper noun Weapon damage
Harm
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Sniper Rifle
Sniper Rifle
4-6 +ii 3 xxx +10 Crit Chance XCOM starts with an unlimited supply
Laser Lance
Light amplification by stimulated emission of radiation Lance
5-8 +3 3 xxx +x Crit Chance
+v Aim
Advanced Laser Weapons 25 1 1 - x
Mag Long Rifle
Magazine Long Rifle
6-eleven +iv 3 xxx +10 Crit Chance Advanced Magnetic Weaponry 40 2 two - 20
Gauss Long Rifle
Gauss Long Burglarize
viii-13 +v three 30 +10 Crit Chance
Ignores 1 Armor
Advanced Coilguns lx 3 5 - 25
Plasma Lance
Plasma Lance
10-14 +6 iii 30 +20 Crit Chance
Inflicts Rupture (one damage)
Plasma Lance seventy 4 v 1 35
Darklance
Darklance
viii-13 +5 iv 30 +10 Aim
+twenty Crit
Mark For Decease
Hunter Weapons - - - - -
Weapon Range Modifier
Distance one 2 3 iv v half dozen seven 8 9 x 11 12 13 14 xv 16 17 18 19 twenty 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41+
Aim Modifier -30 -27 -24 -21 -18 -15 -12 -nine -6 -3 0 0 0 0 0 0 0 0 0 0 0 -1 -two -3 -4 -5 -6 -7 -eight -9 -10 -11 -12 -13 -14 -xv -16 -17 -eighteen -19 -20

Bolt Caster

The Bolt Caster is a unique weapon from the Conflicting Hunters DLC, with only one available per campaign. While it counts as an assault burglarize, it has higher damage, aim and crit bonuses, shreds 1 armor and has a 20% gamble to stun on a hit, which becomes 30% on Alien Rulers. As a counterbalance, it has but 1 shot available before having to reload, and it tin can't exist modified with weapon upgrades.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Bolt Caster
Bolt Caster
iv-seven +2 1 28 +five Aim
+5 Crit Hazard
Shreds 1 Armor
20% Adventure of Stun (30% vs Rulers)
Experimental Weapons 35 - -
Magnetic Bolt Caster
Magnetic Bolt Caster
7-eleven +4 i 28 +10 Aim
+10 Crit Chance
Shreds i Armor
twenty% Run a risk of Stun (30% vs Rulers)
Magnetic Weapons 60 5 -
Plasma Bolt Caster
Plasma Bolt Caster
nine-xvi +half-dozen 1 28 +15 Aim
+15 Crit Chance
Shreds 1 Armor
20% Risk of Stun (30% vs Rulers)
Inflicts Rupture (ane damage)
Plasma Burglarize 125 fifteen five
Weapon Range Modifier
Distance one 2 three 4 v 6 7 8 9 ten 11 12 13 14 fifteen 16 17 18 19 xx 21 22 23 24 25+
Aim Modifier 30 27 24 21 eighteen 15 12 nine 6 3 0 0 0 0 0 0 0 0 0 -5 -x -xv -twenty -25 -30

SPARK Rifles

SPARK Rifles are the weapons wielded by SPARKs. They have the highest impairment of all principal weapons.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Toll Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Heavy Autocannon
Heavy Autocannon
6-9 +3 3 36 - Mechanized Warfare XCOM starts with an unlimited supply
Heavy Railgun
Heavy Railgun
7-eleven +4 3 36 +5 Aim Mechanized Warfare
Advanced Laser Weapons
25 1 i - 10
Helix Rail-Cannon
Helix Rail-Cannon
eight-12 +five 4 36 +5 Aim
+five Crit Chance
Mechanized Warfare
Advanced Magnetic Weaponry
30 3 2 - 10
Particle Projection Cannon
Particle Projection Cannon
nine-14 +five 4 36 +v Aim
+5 Crit Chance
one Armor Pierce
Mechanized Warfare
Advanced Coilguns
sixty three 5 - 25
Elerium Phase-Cannon
Elerium Stage-Cannon
ten-15 +6 5 36 +10 Aim
+10 Crit Risk
Inflicts Rupture (ane damage)
Mechanized Warfare
Beam Cannon
threescore 6 10 ane 25
Weapon Range Modifier
Distance i 2 3 4 5 6 vii 8 9 10 eleven 12 13 xiv 15 16 17 xviii 19 twenty 21 22 23 24 25+
Aim Modifier 30 27 24 21 18 15 12 9 half-dozen 3 0 0 0 0 0 0 0 0 0 -5 -10 -fifteen -twenty -25 -30

Bullpups

Bullpups are the weapons wielded by Skirmishers. They human activity similar to smgs having lower damage than an attack burglarize and less accurate at longer range just having a bonus to mobililty, infiltration fourth dimension, and aim at closer range.

Name Weapon damage
Damage
Critical damage
Crit Impairment
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Toll Black Market Sell Value
Blackness Market place Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Bullpups
Kal-7 Bullpup
3-4 +ane iii 30 +two Mobility
-ten% Detection Radius
XCOM starts with an unlimited supply
Bullpups
Kal-13 Bullpup
3-6 +2 iii 30 +2 Mobility
-x% Detection Radius
+v Aim
Laser Weapons xx 1 1 - 10
Bullpups
Kal-15 Bullpup
4-8 +2 3 30 +2 Mobility
-10% Detection Radius
Magnetic Weapons 40 iii 3 - 20
Bullpups
Kal-69 Bullpup
five-ten +3 3 30 +2 Mobility
-ten% Detection Radius
Ignores 1 Armor
Coilguns 55 3 5 - 25
Bullpups
Kal-ninety Bullpup
vi-12 +5 three thirty +two Mobility
-10% Detection Radius
Inflicts 1 Rupture
Plasma Rifle seventy 6 6 one 35
Weapon Range Modifier
Altitude 1 two 3 4 5 half dozen 7 eight 9 ten 11 12 thirteen 14 15 16 17 eighteen nineteen 20 21 22 23 24 25+
Aim Modifier 45 35 25 15 10 7 iii 0 0 0 0 -4 -8 -12 -sixteen -20 -24 -xxx -twoscore -l -lx -70 -80 -90 -100

Vektor Rifles

Vektor rifles are the weapons wielded past Reapers. It serves as a marksman rifle being more accurate than an attack rifle and still constructive slightly beyond visual range but having slight penalties at close range. Although they have the same base of operations damage every bit a burglarize, they are far more lethal when scoring a critical hit.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Vektor Rifles
Vektor Rifle
3-5 +3 3 35 +x Aim XCOM starts with an unlimited supply
Vektor Rifles
Laser Vektor Rifle
4-seven +4 3 35 +15 Aim Avant-garde Light amplification by stimulated emission of radiation Weapons 25 1 1 - 10
Vektor Rifles
Temnotic Rifle
5-9 +5 3 35 +10 Aim Advanced Magnetic Weaponry 50 iii iii - 25
Vektor Rifles
Temnotic Lance
half-dozen-11 +6 3 35 +x Aim
Ignores 1 Armor
Advanced Coilguns 60 iii v - 25
Vektor Rifles
Shadow Lance
viii-12 +7 3 35 +10 Aim
Inflicts i Rupture
Plasma Lance 80 6 vi 1 xl
Weapon Range Modifier
Distance 1 2 3 four 5 6 vii viii 9 10 11 12 xiii fourteen 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Aim Modifier -10 -7 -iii 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -one -3 -6 -ix -12 -15 -18 -21 -24 -27 -30 -33 -36 -39 -42 -45 -48 -51 -54 -100

Templar Gauntlet

Templar gauntlets are the weapons wielded by Templars. Unlike all other soldiers who wield some sort of firearm equally a chief, templars is more melee-oriented, closing in on enemies to strike at.

Name Weapon damage
Damage
Critical damage
Crit Harm
Sound Range
Sound Range
Volt Damage
Volt Harm
Ionic Storm Damage Per Focus
Ionic Tempest Damage Per Focus
Special properties Tech Prerequisites
Prerequisites
Price Black Market Sell Value
Blackness Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Shard Gauntlet
Shard Gauntlet
four-6 +ii 8 2-four + 1 (Vs Psis) i-3 + 1 (Vs Psis) +twenty Aim XCOM starts with an unlimited supply
Tempest Gauntlet
Tempest Gauntlet
6-9 +3 8 4-7 + two (Vs Psi) 2-4 + 2 (Vs Psis) +xx Aim
+one Max Focus
Appearance Stun Lancer Dissection xxx 3 three - 1x Advent Stun Lancer 15
FCelestial Gauntlet
Celestial Gauntlet
9-12 +five 8 7-ten + 3 (Vs Psi) 3-five + 3 (Vs Psis) +xx Aim
+2 Max Focus
Archon Autopsy l iv four ane 1x Archon Corpse 25

Auxiliary Weapons

Pistols

Pistol Perks

The Pistol is now a dedicated slot detail and can be equipped on any soldier but costs 1 mobility (Darkclaw does not price a mobility). Pistol related perks are trainable in the Advanced Warfare Center. Officers likewise have a few abilities related to pistols, including the power to requite one to a civilian ally.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special backdrop Tech Prerequisites
Prerequisites
Toll Black Market Sell Value
Blackness Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Pistol
Pistol
1-iii +1 26 - XCOM starts with an unlimited supply
Laser Pistol
Light amplification by stimulated emission of radiation Pistol
two-iv +1 26 +5 Aim Laser Weapons five - 1 - iii
Mag Pistol
Mag Pistol
3-5 +2 26 - Magnetic Weapons 10 1 ane - 15
Gauss Pistol
Gauss Pistol
4-vi +two 26 Ignores 1 Armor Coilguns thirty 2 three - 20
Plasma Pistol
Plasma Pistol
5-7 +3 26 Inflicts Rupture (i damage) Plasma Rifle 40 3 v i 25
Darkclaw
Darkclaw
four-vi +2 26 Fatality Hunter Weapons - - - - -
Weapon Range Modifier
Altitude 1 2 3 4 5 6 7 8 9 10 eleven 12 13 14 15 16 17 18 19 20 21 22 23 24 25+
Aim Modifier 30 25 20 15 10 five 0 0 0 0 0 -4 -8 -12 -16 -20 -24 -30 -40 -50 -threescore -70 -80 -90 -100

Shadowkeeper

The Shadowkeeper is a unique weapon from the Alien Hunters DLC, with only one available per entrada. This pistol has slightly more than average damage than normal pistols of the same tier, very short sound range, and innate hit and crit. Furthermore, it allows a special Shadowfall shot, that cannot crit, just if it kills, puts the wielder into concealment immediately.

Proper name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Shadowkeeper
Shadowkeeper
1-4 +ane 9 +x Aim
+fifteen Crit Take chances
Shadowfall
Experimental Weapons 25 - -
Enhanced Shadowkeeper
Enhanced Shadowkeeper
3-6 +two 9 +10 Aim
+xv Crit Chance
Shadowfall
Magnetic Weapons 45 five -
Powered Shadowkeeper
Powered Shadowkeeper
v-8 +3 9 +ten Aim
+xv Crit Chance
Shadowfall
Inflicts Rupture (ane harm)
Plasma Burglarize 100 5 10
Weapon Range Modifier
Distance 1 2 iii 4 5 6 seven viii 9 ten xi 12 13 14 15 sixteen 17 18 19 twenty 21 22 23 24 25+
Aim Modifier 30 25 20 fifteen 10 5 0 0 0 0 0 -4 -eight -12 -16 -20 -24 -thirty -xl -50 -sixty -lxx -80 -xc -100

Autopistols

The autopistol is a unlike variant of the standard pistols. They accept the same capabilities as a standard pistols but serves a different purpose. Autopistols trade some of their base of operations damage and range in favor of dealing critical attacks, having a higher crit chance and crit impairment.

Name Weapon damage
Damage
Critical damage
Crit Harm
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Toll Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Autopistol
Autopistol
1 +2 15 +40 Crit XCOM starts with an unlimited supply
Mag Autopistol
Magazine Autopistol
1-3 +iv 15 +forty Crit Magnetic Weapons x 1 1 - twenty
Plasma Autopistol
Plasma Autopistol
3-5 +5 15 +xl Crit
Inflicts Rupture (1 damage)
Plasma Rifle 40 3 5 1 15
Weapon Range Modifier
Altitude ane 2 3 four five half dozen 7 8 ix 10 11 12 xiii xiv 15 16 17 18 nineteen+
Aim Modifier 60 45 30 15 8 4 0 0 -4 -8 -16 -32 -forty -48 -60 -seventy -eighty -90 -100

Secondary Weapons

Secondary weapons are available but to Soldier classes. These weapons crave specific grooming and each Soldier grade can utilise only one blazon of special weapon.

Arc Throwers

The Arc Thrower is used by the Set on class. They do no damage, but volition stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to utilize at range.

Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones) and reduce their hack defense.

Proper name Stun
Stun Elapsing (Organic But)
Weapon damage
EMPulse Damage (Robotic simply)
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market place Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Arc Thrower
Arc Thrower
2 actions / 1 turn 2-5 30 +5 Aim XCOM starts with an unlimited supply
Advanced Arc Thrower
Advanced Arc Thrower
three actions / ane and half turns 4-9 30 +5 Aim Appearance Stun Lancer Autopsy 20 1 3 - - 10
Arc Blaster
Arc Equalizer
iv actions / two turns 7-12 xxx +5 Aim Gatekeeper Autopsy 35 1 5 1 1x Gatekeeper Shell 20
Weapon Range Modifier
Altitude ane ii iii iv 5 6 vii 8 ix 10 eleven 12 13 14 15 sixteen 17 18 nineteen twenty 21 22 23 24 25+
Aim Modifier thirty 27 24 21 xviii 15 12 ix half-dozen 3 0 0 0 0 0 0 0 0 0 -5 -10 -15 -xx -25 -xxx

Grenade Launchers

The Grenade Launcher is used by the Grenadier class. They provide extended range and blast radius bonuses over Grenades thrown by other classes, and grenades launched past these do not suffer the cooldown preventing other classes from using grenades every turn

Name Range Bonus
Range Bonus
Radius Bonus
Radius Bonus
Special properties Tech Prerequisites
Prerequisites
Price Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Grenade Launcher
Grenade Launcher
+4 +1 XCOM starts with an unlimited supply
Advanced Grenade Launcher
Advanced Grenade Launcher
+half dozen +1 Magnetic Weapons 25 ane 1 - twenty
Beam Grenade Launcher
Beam Grenade Launcher
+6 +1 Guided Grenades can launch effectually obstacles Plasma Rifle
Battlesuits
100 v ten 1 50

Combat Knives

The Combat Pocketknife is used by the Gunner course. While it is weaker than the Sword, this melee weapon is highly accurate and has a higher innate chance to crit.

Name Weapon damage
Damage
Critical damage
Crit Damage
Sound Range
Audio Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Combat Knife
Combat Knife
2-4 +3 6 +35 Aim
+20 Crit Take chances
XCOM starts with an unlimited supply
Vibroblade
Vibroblade
4-7 +5 half-dozen +35 Aim
+25 Crit Chance
Ignores 2 Armor
Muton Dissection 10 1 - - five
Vibroblade
Advanced Vibroblade
6-11 +8 six +35 Aim
+50 Crit Chance
Ignores 4 Armor
Andromedon Dissection 25 5 3 one 5

Sawed-Off Shotguns

The Sawed-Off Shotgun is used by the Ranger course. It deals colossal damage at close range, especially if both barrels are used at once, but has extreme accurateness penalties beyond a few tiles. These shotguns cannot be reloaded.

Proper name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special backdrop Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Sawed-Off Shotgun
Sawed-Off Shotgun
4-8 +3 2 30 +fifteen Crit Adventure XCOM starts with an unlimited supply
Mag Shorty
Magazine Shorty
vii-13 +5 2 30 +15 Crit Take a chance Magnetic Weapons 25 i 1 - 8
Plasma Shorty
Plasma Shorty
10-18 +7 two thirty +15 Crit Gamble Plasma Rifle fifty 3 5 1 25
Weapon Range Modifier
Distance 1 ii iii 4 v vi seven+
Aim Modifier threescore 30 0 -20 -xl -eighty -100

Holotargeters

The Holotargeter is used by the Sharpshooter class. Holotargeters have squadsight range and employ an aim bonus to any targeted enemies. The Sharpshooter can specialize in various skills to augment the Holotargeter with additional bonuses and allow targeting of multiple enemies in a single turn.

Proper noun Aim Bonus
Aim Bonus
HiDef Holo Crit Bonus
HiDef Holo Crit Bonus
Vital Point Targeting Damage Bonus
VPT Damage Bonus
Multitargeting Radius
Multitargeting Radius
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Holotargeter
Holotargeter
+x +10 +1 4 XCOM starts with an unlimited supply
Holotargeter Mark II
Holotargeter Marker Ii
+xv +fifteen +1 5 Advent MEC Breakdown xxx 1 0 1 1x ADVENT MEC Wreck 5
Holotargeter Mark III
Holotargeter Mark III
+twenty +twenty +2 half-dozen Andromedon Autopsy sixty iii 0 1 1x Andromedon Wreck 10

Swords

The Sword is used past the Shinobi class.

Proper name Weapon damage
Damage
Critical damage
Crit Damage
Sound Range
Audio Range
Special properties Tech Prerequisites
Prerequisites
Price Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Sword
Sword
three-5 +two 9 +20 Aim
+ten Crit Chance
XCOM starts with an unlimited supply
Arc Blade
Arc Blade
half-dozen-ten +four 9 +25 Aim
+fifteen Crit Chance
v% gamble of stunning for 2 actions / one turn
Advent Stun Lancer Autopsy 20 1 i - 1x Advent Stun Lancer Corpse eight
Fusion Blade
Fusion Blade
10-14 +6 ix +30 Aim
+xx Crit Risk
10% chance of called-for for 2 turns
Archon Autopsy 35 2 3 i 1x Archon Corpse 15
Katana
Katana
6-ten +4 9 +x Aim
Blood Thirst
Assassin Weapons - - - - -

GREMLINs

The GREMLIN is used by the Specialist class. These niggling robots provide electronic warfare and logistical gainsay support, such as remote hacking and healing, and can deal damage with the right perks, particularly against mechanical enemies.

Name Hack Bonus
Hack Bonus
Aid Protocol Defense Bonus
Aid Protocol Defence force Bonus
Combat Protocol Damage (Organic/Robotic)
Combat Protocol Harm
Revival Protocol Charges
Revival Protocol Charges
Interference Charges
Interference Charges
Scanning Protocol Charges
Scanning Protocol Charges
GREMLIN Heal Bonus
Heal Bonus
Rescue Protocol Charges
Rescue Protocol Charges
Capacitor Discharge Damage (Organic/Robotic)
Capacitor Discharge Damage
Tech Prerequisites
Prerequisites
Toll Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
GREMLIN
GREMLIN
+0 +twenty ii / 4-five two iii 1 +0 1 3-6 / 5-8 - - - - - -
GREMLIN Mark II
GREMLIN Marking II
+20 +25 4 / 7-8 3 5 2 +1 2 five-8 / 8-xi Advent Robotics 20 1 1 - 1x Drone Wreck x
GREMLIN Mark III
GREMLIN Mark III
+40 +xxx six / 10-11 4 6 3 +2 three 7-10 / 11-fourteen Sectopod Breakdown 35 1 - 1 1x Sectopod Wreck twenty

Gauntlets

The Gauntlet is used by the Technical class.

Proper noun Rocket Damage / Flamethrower Damage
Damage
Rocket Sound Range / Flamethrower Sound Range
Sound Range
Rocket Environmental Damage
Env. Damage
Rocket Armor Shred
Shred
Napalm-X Panic Strength
Panic Force
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Gauntlet
Gauntlet
2-7 / ii-5 39 / 20 xx two 50 XCOM starts with an unlimited supply
Gauntlet Mark II
Gauntlet Mark Ii
4-9 / 4-8 39 / twenty 25 2 65 Magnetic Weapons 30 three five - - 10
Blaster Gauntlet
Blaster Gauntlet
5-12 / seven-eleven 39 / 20 thirty 3 85 Battlesuits
Muton Aristocracy Dissection
150 5 10 2 1x Muton Aristocracy Corpse 20

Psi Amps

The Psi Amp is used by the Psi Operative class. They are used for all psionic attacks.

Proper noun Psi Offense Bonus
Psi Offense Bonus
Soulfire Damage
Soulfire Damage
Void Rift Damage
Void Rift Damage
Null Lance Damage
Null Lance Damage
Mind Merge Additional Bonuses
Heed Merge Additional Bonuses
Soulstorm Damage
Soulstorm Damage
Soulsteal Ablative Gain
Soulsteal Ablative Gain
Null Ward Ablative Gain
Null Ward Ablative Proceeds
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Psi Amp
Psi Amp
+0 four-6 2-five + Inflict 1 Rupture 6-ix - 5-10 iii three XCOM starts with an unlimited supply
Advanced Psi Amp
Advanced Psi Amp
+10 half dozen-9 iv-7 + Inflict 1 Rupture 8-12 +v Volition
+5 Crit Chance
+1 Ablative HP
7-13 iv 4 Psionics
Elerium
40 2 v 1 1x Advent Priest Corpse Corpse 5
Alien Psi Amp
Conflicting Psi Amp
+20 9-11 7-9 + Inflict ii Rupture 10-15 +10 Will
+10 Crit Chance
+2 Ablative HP
9-16 6 half-dozen Psionics
Gatekeeper Autopsy
100 2 10 1 1x Gatekeeper Shell ten

Hunter'southward Axe

The Hunter'southward Axe is a unique weapon from the Conflicting Hunters DLC, with but one available per campaign. Information technology can only used by the Shinobi course. While its stats are non very unlike from regular swords, it brings an boosted axe that can be thrown equally a free activeness.

Proper name Weapon damage
Damage
Critical damage
Crit Damage
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Hunter's Axe
Hunter'southward Axe
4-6 +2 9 +15 Aim
+x Crit Take chances
Experimental Weapons 40 - -
Ionic Axe
Ionic Axe
6-11 +4 9 +fifteen Aim
+15 Crit Chance
25% chance of stunning for ii deportment / 1 turn
Appearance Stun Lancer Dissection lxxx x -
Fusion Axe
Fusion Axe
ix-xv +half dozen ix +15 Aim
+20 Crit Take a chance
Burns for 2 turns
Archon Autopsy 130 10 5

SPARK BITs

SPARK Bits are drones used by SPARKs. They can be used to hack targets like GREMLINs, apply heavy weapons or explode at a distance.

Name Hack Bonus
Hack Bonus
Bombard Damage
Harm
Bombard Armor Shred
Shred
Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
SPARK BIT
SPARK Flake
+0 3-4 one Mechanized Warfare XCOM starts with an unlimited supply
Plated BIT
Plated Flake
+15 five-6 1 Mechanized Warfare
Advent MEC Breakdown
40 i 5 - ten
Powered BIT
Powered Fleck
+30 vii-eight 1 Mechanized Warfare
Sectopod Breakdown
60 2 10 1 25

Throwing Knives

Throwing Knives are the new secondaries of Reapers. They serve as their close range option, being more accurate and reliable upwards close compared to their vektor burglarize. These new weapons permit the reaper to accept highly aggressive positions, going deep into enemy lines, in shadow as these weapons are guaranteed to never reveal.

Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Prune Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Toll Black Market Sell Value
Black Marketplace Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Throwing Knife
Throwing Pocketknife
2-4 +2 4 0 +x Aim
+twenty Crit
30% Bleed Chance
XCOM starts with an unlimited supply
Alloy Throwing Knife
Alloy Throwing Knife
four-6 +3 4 0 +10 Aim
+20 Crit
50% Bleed Chance
ADVENT Stun Lancer Autopsy 25 2 ii - 20
Plasma Throwing Knife
Plasma Throwing Knife
8-ten +iv four 0 +10 Aim
+20 Crit
lxx% Bleed Chance
Archon Autopsy 55 v 4 - 20
Weapon Range Modifier
Distance ane 2 3 4 5 6 7 viii 9 ten 11 12 13 14 15 sixteen 17 eighteen 19 20 21 22 23 24 25+
Aim Modifier 45 35 25 15 x 7 iii 0 0 0 0 -4 -8 -12 -sixteen -xx -24 -thirty -forty -50 -sixty -lxx -fourscore -90 -100

Ripjack

Ripjacks are the secondaries used by Skirmishers. They have a built in Grapple Hook and can too Slash at whatever adjacent target.

Name Weapon damage
Damage
Critical damage
Crit Damage
Sound Range
Sound Range
Whiplash Damage
Whiplash Harm
Special backdrop Tech Prerequisites
Prerequisites
Toll Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Ripjack
Ripjack
4 +one 8 four + 4 (Vs Mechs) +25 Aim XCOM starts with an unlimited supply
Ionic Ripjack
Ionic Ripjack
seven +2 8 6 + 6 (Vs Mechs) +25 Aim Muton Dissection thirty three 3 - 1x Muton Corpse 15
Fusion Ripjack
Fusion Ripjack
10 +iii eight eight + 6 (Vs Mechs) +25 Aim Andromedon Autopsy l 4 4 1 1x Andromedon Corpse 25

Heavy Weapons

In that location are two types of Heavy Weapons: those carried by the Technical class in their Gauntlet, and those used in Heavy Armor suits and SPARK BITs. Technicals cannot brand utilise of the 2d even when wearing a Heavy suit, merely they can acquit extra ammo for their Gauntlet weapons.

The other Heavy Weapons have a single charge and fire in a cone 25 tiles long and 12 tiles wide. XCOM has infinite Shredder Guns at their disposal, but more advanced variants have to be researched and built.

Name Weapon damage
Harm
Critical damage
Crit Damage
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Price Black Market Sell Value
Black Market place Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Shredder Gun
Shredder Gun
4-9 +three 36 Shreds 2 Armor Boxing Armor XCOM starts with an unlimited supply
Shredstorm Cannon
Shredstorm Cannon
7-12 +iv 36 Shreds 4 Armor Shredstorm Cannons 80 4 ten 1 75
Plasma Blaster
Plasma Blaster
eight-thirteen +v 36 Inflicts Rupture (one damage) Plasma Blasters lxxx iv 15 one fifty

Rocket Scatter

Rocket scatter is calculated past making a number of aim rolls confronting the maximum scatter distance and applying scatter of that number of tiles in a random management. The maximum scatter is by default 4 tiles, reduced by 2 tiles by the Fire In The Hole ability, and increased by 2 tiles if the soldier has just one activity remaining.

The aim rolls are based on the aim of the soldier, reduced by thirty if the soldier has only one action remaining, with a range penalty of 3 per tile farther than ix.

And then, if your Tech has 70 Aim innately and Fire In The Hole, hasn't moved and is taking a shot at a target 14 tiles abroad (-15), you lot want ii rolls of 55%. You have a 30% run a risk of a direct striking and an 80% adventure of getting 1 tile or less. Not bad. On the other manus if they moved earlier firing, yous'll be making 4 rolls of 25%. Not great odds!

Rocket accuracy can further be increased by increasing the soldier'due south base aim. Modifiers based on the soldier's weapon will not effect it. For example, these effect the soldier's aim in full general and will boost rocket accuracy:

  • Aim progression on stat bonuses from leveling upwards
  • Lonely Wolf
  • Gainsay Fitness
  • Steady Hands
  • Aim (Perk)
  • PCS: Perception
  • PCS: Gainsay Blitz

For a counter-example, these issue effects are tied to weapons and don't event rocket accuracy:

  • The accuracy boost from laser weapons
  • Weapon upgrade modules (scopes, stocks, etc)
  • Tracer rounds
  • PCS: Hyper reactive pupils

Weapon Upgrades

After researching Modular Weapons, about primary weapons will exist available for upgrading. In Long War of the Called, weapon upgrades tin can exist applied, replaced and removed freely. Scopes and Light amplification by stimulated emission of radiation Sights are mutually exclusive, same equally Expanded Magazines and Auto Loaders.

Weapon upgrades tin be obtained from Advent loot drops, mission rewards, Covert Actions, or bought from the Black Market. Later obtaining one of a specific weapon upgrade, a Proving Grounds project will go available to begin fabricating them.

X, Y and Z in the "Effect" column of the table below refer to the beginning, 2nd and tertiary numerical values in the "Event Value" column.

Mod Outcome Tier Effect Value Supply Cost Black Market Value
Scope
Telescopic
Adds X bonus aim to not-reaction fire shots Bones +4 15 ten
Advanced +seven 25 20
Aristocracy +10 forty 30
Hair Trigger
Hair Trigger
Adds X bonus aim to reaction fire shots Basic +4 x 5
Advanced +7 xx 10
Aristocracy +10 30 15
Laser Sight
Laser Sight
Adds X critical risk bonus
Unlike vanilla XCOM ii, the crit take chances doesn't increment when the soldier is shut to their target
Basic +five 10 v
Advanced +ten 20 10
Elite +fifteen 30 15
Stock
Stock
Grants the Steady Weapon ability
The power grants +X aim and crit to the next shot taken afterward steadying, bold no other deportment are taken in-between
It costs 1 action signal and is turn-catastrophe
Basic +15 ten 5
Advanced +xx twenty 10
Elite +25 30 15
Expanded Magazine
Expanded Magazine
Adds X ammo capacity Basic +ane 10 5
Advanced +2 20 ten
Aristocracy +3 30 15
Auto Loader
Auto Loader
Grants X reloads which don't cost an action signal (Free Reloads)
Normal reloads cannot be performed while the soldier has whatever Free Reloads remaining
Basic +1 x 5
Advanced +2 20 x
Elite +3 30 15
Suppressor
Suppressor
Reduces the soldier's impact on infiltration time past Ten, and reduces their weapon'south sound range by Y meters (Z tiles) Basic 15%, 5 (iii.33) 15 10
Advanced xx%, viii (5.33) 25 20
Elite 25%, xi (7.33) twoscore thirty

Source: https://www.ufopaedia.org/index.php/Weapons_(LWOTC)

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