Xcom 2 Long War 2 Weapons
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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
Conventional
The weapons XCOM starts with, they are unlimited in supply and take no special properties. Every default weapon is at this tier.
Laser
The first upgraded weapons XCOM tin research provide a +5 aim innate bonus in addition to higher base of operations damage.
Magnetic
The original second tier has been bumped up the tech tree with more damage simply otherwise no special backdrop.
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.
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 | Damage | Crit Damage | Clip Size | Sound Range | Special properties | Prerequisites | Price | Black Market place Value | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | ||||||||
| SMG | 2-iv | +i | 3 | 28 | +2 Mobility -12.5% Detection Radius | XCOM starts with an unlimited supply | |||||
| 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 |
| Stuttermag | 4-7 | +2 | three | 28 | +2 Mobility -12.5% Detection Radius | Magnetic Weapons | thirty | two | 2 | - | 20 |
| Subcoiler | 5-9 | +3 | iii | 28 | +2 Mobility -12.5% Detection Radius Ignores 1 Armor | Coilguns | 55 | 3 | 5 | - | 25 |
| Scramgun | half dozen-eleven | +4 | 3 | 28 | +2 Mobility -12.5% Detection Radius Inflicts 1 Rupture | Plasma Burglarize | 65 | four | 5 | 1 | xxx |
| 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 | Damage | Crit Damage | Clip Size | Sound Range | Special properties | Prerequisites | Cost | Black Marketplace Value | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | ||||||||
| Assault Rifle | 3-5 | +2 | 3 | 30 | - | XCOM starts with an unlimited supply | |||||
| Light amplification by stimulated emission of radiation Rifle | iv-7 | +2 | iii | 30 | +v Aim | Laser Weapons | 20 | ane | i | - | 10 |
| Mag Rifle | v-ix | +iii | 3 | 30 | - | Magnetic Weapons | 30 | 2 | 2 | - | 15 |
| Gyre Rifle | 6-11 | +4 | iii | 30 | Ignores 1 Armor | Coilguns | 50 | 3 | 5 | - | 25 |
| Plasma Rifle | 8-12 | +5 | 3 | 30 | Inflicts Rupture (ane damage) 4 Upgrade Slots | Plasma Rifle | 60 | 4 | 5 | 1 | thirty |
Disruptor Rifle | 7-x | +iv | 4 | 30 | +10 Aim +100 Crit Against Psionics Overbearing Superiority | Warlock Weapons | - | - | - | - | - |
| 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 | Harm | Crit Damage | Prune Size | Sound Range | Special properties | Prerequisites | Price | Black Marketplace Value | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | ||||||||
| Cannon | 4-6 | +2 | 5 | 36 | - | XCOM starts with an unlimited supply | |||||
| Light amplification by stimulated emission of radiation Cannon | 5-8 | +3 | 5 | 36 | +5 Aim | Advanced Laser Weapons | 25 | 1 | ane | - | x |
| Mag Cannon | half dozen-11 | +4 | v | 36 | - | Avant-garde Magnetic Weaponry | twoscore | 2 | 2 | - | 20 |
| Gauss Cannon | eight-xiii | +five | 5 | 36 | Ignores i Armor | Advanced Coilguns | sixty | 3 | 5 | - | 25 |
| Beam Cannon | 11-xv | +six | five | 36 | Inflicts Rupture (1 harm) | Beam Cannon | 70 | 4 | v | 1 | 35 |
| 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 | Impairment | Crit Damage | Clip Size | Sound Range | Special properties | Prerequisites | Cost | Black Market Value | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | ||||||||
| Shotgun | iv-6 | +2 | 4 | 30 | +15 Crit Chance | XCOM starts with an unlimited supply | |||||
| Scatterray | 5-8 | +three | four | 30 | +fifteen Crit Chance +5 Aim | Avant-garde Laser Weapons | 25 | 1 | 1 | - | 10 |
| Shard Gun | 6-xi | +4 | four | 30 | +fifteen Crit Take a chance | Avant-garde Magnetic Weaponry | twoscore | 2 | 2 | - | 20 |
| Scattergun | 8-13 | +5 | 4 | 30 | +fifteen Crit Chance Ignores 1 Armor | Advanced Coilguns | 60 | 3 | five | - | 25 |
| Storm Gun | 10-fourteen | +8 | 4 | 30 | +xv Crit Chance Inflicts Rupture (1 damage) | Storm Gun | seventy | 6 | 5 | - | 35 |
Arashi | 8-13 | +5 | 4 | 30 | +ten Crit Take a chance Vampirism Brawler Touch Bounty | Assassin Weapons | - | - | - | - | - |
| 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 | Harm | Crit Damage | Clip Size | Sound Range | Special properties | Prerequisites | Cost | Black Market Value | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | ||||||||
| Sniper Rifle | 4-6 | +ii | 3 | xxx | +10 Crit Chance | XCOM starts with an unlimited supply | |||||
| 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 |
| Magazine Long Rifle | 6-eleven | +iv | 3 | xxx | +10 Crit Chance | Advanced Magnetic Weaponry | 40 | 2 | two | - | 20 |
| Gauss Long Burglarize | viii-13 | +v | three | 30 | +10 Crit Chance Ignores 1 Armor | Advanced Coilguns | lx | 3 | 5 | - | 25 |
| Plasma Lance | 10-14 | +6 | iii | 30 | +20 Crit Chance Inflicts Rupture (one damage) | Plasma Lance | seventy | 4 | v | 1 | 35 |
Darklance | viii-13 | +5 | iv | 30 | +10 Aim +twenty Crit Mark For Decease | Hunter Weapons | - | - | - | - | - |
| 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 | Damage | Crit Damage | Clip Size | Sound Range | Special properties | Prerequisites | Cost | ||
|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | |||||||
| 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 | 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 | 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 |
| 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 | Damage | Crit Damage | Clip Size | Sound Range | Special properties | Prerequisites | Toll | Black Market Value | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | ||||||||
| Heavy Autocannon | 6-9 | +3 | 3 | 36 | - | Mechanized Warfare | XCOM starts with an unlimited supply | ||||
Heavy Railgun | 7-eleven | +4 | 3 | 36 | +5 Aim | Mechanized Warfare Advanced Laser Weapons | 25 | 1 | i | - | 10 |
| 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 | nine-14 | +five | 4 | 36 | +v Aim +5 Crit Chance one Armor Pierce | Mechanized Warfare Advanced Coilguns | sixty | three | 5 | - | 25 |
| 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 |
| 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 | Damage | Crit Impairment | Clip Size | Sound Range | Special properties | Prerequisites | Toll | Blackness Market place Value | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | ||||||||
Kal-7 Bullpup | 3-4 | +ane | iii | 30 | +two Mobility -ten% Detection Radius | XCOM starts with an unlimited supply | |||||
| Kal-13 Bullpup | 3-6 | +2 | iii | 30 | +2 Mobility -x% Detection Radius +v Aim | Laser Weapons | xx | 1 | 1 | - | 10 |
Kal-15 Bullpup | 4-8 | +2 | 3 | 30 | +2 Mobility -10% Detection Radius | Magnetic Weapons | 40 | iii | 3 | - | 20 |
| Kal-69 Bullpup | five-ten | +3 | 3 | 30 | +2 Mobility -ten% Detection Radius Ignores 1 Armor | Coilguns | 55 | 3 | 5 | - | 25 |
Kal-ninety Bullpup | vi-12 | +5 | three | thirty | +two Mobility -10% Detection Radius Inflicts 1 Rupture | Plasma Rifle | seventy | 6 | 6 | one | 35 |
| 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 | Damage | Crit Damage | Clip Size | Sound Range | Special properties | Prerequisites | Cost | Black Market Value | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | ||||||||
Vektor Rifle | 3-5 | +3 | 3 | 35 | +x Aim | XCOM starts with an unlimited supply | |||||
Laser Vektor Rifle | 4-seven | +4 | 3 | 35 | +15 Aim | Avant-garde Light amplification by stimulated emission of radiation Weapons | 25 | 1 | 1 | - | 10 |
Temnotic Rifle | 5-9 | +5 | 3 | 35 | +10 Aim | Advanced Magnetic Weaponry | 50 | iii | iii | - | 25 |
Temnotic Lance | half-dozen-11 | +6 | 3 | 35 | +x Aim Ignores 1 Armor | Advanced Coilguns | 60 | iii | v | - | 25 |
Shadow Lance | viii-12 | +7 | 3 | 35 | +10 Aim Inflicts i Rupture | Plasma Lance | 80 | 6 | vi | 1 | xl |
| 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 | Damage | Crit Harm | Sound Range | Volt Harm | Ionic Tempest Damage Per Focus | Special properties | Prerequisites | Price | Blackness Market Value | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | Corpses | |||||||||
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 | 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 |
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 | Damage | Crit Damage | Clip Size | Sound Range | Special backdrop | Prerequisites | Toll | Blackness Market Value | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | ||||||||
| Pistol | 1-iii | +1 | ∞ | 26 | - | XCOM starts with an unlimited supply | |||||
| Light amplification by stimulated emission of radiation Pistol | two-iv | +1 | ∞ | 26 | +5 Aim | Laser Weapons | five | - | 1 | - | iii |
| Mag Pistol | 3-5 | +2 | ∞ | 26 | - | Magnetic Weapons | 10 | 1 | ane | - | 15 |
| Gauss Pistol | 4-vi | +two | ∞ | 26 | Ignores 1 Armor | Coilguns | thirty | 2 | three | - | 20 |
| Plasma Pistol | 5-7 | +3 | ∞ | 26 | Inflicts Rupture (i damage) | Plasma Rifle | 40 | 3 | v | i | 25 |
Darkclaw | four-vi | +2 | ∞ | 26 | Fatality | Hunter Weapons | - | - | - | - | - |
| 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 | Damage | Crit Damage | Clip Size | Sound Range | Special properties | Prerequisites | Cost | ||
|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | |||||||
| Shadowkeeper | 1-4 | +ane | ∞ | 9 | +x Aim +fifteen Crit Take chances Shadowfall | Experimental Weapons | 25 | - | - |
| Enhanced Shadowkeeper | 3-6 | +two | ∞ | 9 | +10 Aim +xv Crit Chance Shadowfall | Magnetic Weapons | 45 | five | - |
| Powered Shadowkeeper | v-8 | +3 | ∞ | 9 | +ten Aim +xv Crit Chance Shadowfall Inflicts Rupture (ane harm) | Plasma Burglarize | 100 | 5 | 10 |
| 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 | Damage | Crit Harm | Clip Size | Sound Range | Special properties | Prerequisites | Toll | Black Market Value | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | ||||||||
Autopistol | 1 | +2 | ∞ | 15 | +40 Crit | XCOM starts with an unlimited supply | |||||
Magazine Autopistol | 1-3 | +iv | ∞ | 15 | +forty Crit | Magnetic Weapons | x | 1 | 1 | - | twenty |
Plasma Autopistol | 3-5 | +5 | ∞ | 15 | +xl Crit Inflicts Rupture (1 damage) | Plasma Rifle | 40 | 3 | 5 | 1 | 15 |
| 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 Elapsing (Organic But) | EMPulse Damage (Robotic simply) | Sound Range | Special properties | Prerequisites | Cost | Black Market place Value | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | Corpses | |||||||
| Arc Thrower | 2 actions / 1 turn | 2-5 | 30 | +5 Aim | XCOM starts with an unlimited supply | ||||||
| Advanced Arc Thrower | three actions / ane and half turns | 4-9 | 30 | +5 Aim | Appearance Stun Lancer Autopsy | 20 | 1 | 3 | - | - | 10 |
| Arc Equalizer | iv actions / two turns | 7-12 | xxx | +5 Aim | Gatekeeper Autopsy | 35 | 1 | 5 | 1 | 1x Gatekeeper Shell | 20 |
| 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 | Radius Bonus | Special properties | Prerequisites | Price | Black Market Value | |||
|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | ||||||
| Grenade Launcher | +4 | +1 | XCOM starts with an unlimited supply | ||||||
| Advanced Grenade Launcher | +half dozen | +1 | Magnetic Weapons | 25 | ane | 1 | - | twenty | |
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 | Damage | Crit Damage | Audio Range | Special properties | Prerequisites | Cost | Black Market Value | |||
|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | |||||||
| Combat Knife | 2-4 | +3 | 6 | +35 Aim +20 Crit Take chances | XCOM starts with an unlimited supply | |||||
| Vibroblade | 4-7 | +5 | half-dozen | +35 Aim +25 Crit Chance Ignores 2 Armor | Muton Dissection | 10 | 1 | - | - | five |
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 | Damage | Crit Damage | Clip Size | Sound Range | Special backdrop | Prerequisites | Cost | Black Market Value | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | ||||||||
| Sawed-Off Shotgun | 4-8 | +3 | 2 | 30 | +fifteen Crit Adventure | XCOM starts with an unlimited supply | |||||
Magazine Shorty | vii-13 | +5 | 2 | 30 | +15 Crit Take a chance | Magnetic Weapons | 25 | i | 1 | - | 8 |
| Plasma Shorty | 10-18 | +7 | two | thirty | +15 Crit Gamble | Plasma Rifle | fifty | 3 | 5 | 1 | 25 |
| 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 | HiDef Holo Crit Bonus | VPT Damage Bonus | Multitargeting Radius | Prerequisites | Cost | Black Market Value | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | Corpses | |||||||
| Holotargeter | +x | +10 | +1 | 4 | XCOM starts with an unlimited supply | ||||||
| Holotargeter Marker Ii | +xv | +fifteen | +1 | 5 | Advent MEC Breakdown | xxx | 1 | 0 | 1 | 1x ADVENT MEC Wreck | 5 |
| 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 | Damage | Crit Damage | Audio Range | Special properties | Prerequisites | Price | Black Market Value | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | Corpses | |||||||
| Sword | three-5 | +two | 9 | +20 Aim +ten Crit Chance | XCOM starts with an unlimited supply | ||||||
| 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 | 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 | 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 | Aid Protocol Defence force Bonus | Combat Protocol Harm | Revival Protocol Charges | Interference Charges | Scanning Protocol Charges | Heal Bonus | Rescue Protocol Charges | Capacitor Discharge Damage | Prerequisites | Toll | Black Market Value | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | Corpses | ||||||||||||
| GREMLIN | +0 | +twenty | ii / 4-five | two | iii | 1 | +0 | 1 | 3-6 / 5-8 | - | - | - | - | - | - | |
| 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 | +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 | Damage | Sound Range | Env. Damage | Shred | Panic Force | Prerequisites | Cost | Black Market Value | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | Corpses | ||||||||
| Gauntlet | 2-7 / ii-5 | 39 / 20 | xx | two | 50 | XCOM starts with an unlimited supply | ||||||
| Gauntlet Mark Ii | 4-9 / 4-8 | 39 / twenty | 25 | 2 | 65 | Magnetic Weapons | 30 | three | five | - | - | 10 |
| 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 | Soulfire Damage | Void Rift Damage | Null Lance Damage | Heed Merge Additional Bonuses | Soulstorm Damage | Soulsteal Ablative Gain | Null Ward Ablative Proceeds | Prerequisites | Cost | Black Market Value | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | Corpses | |||||||||||
| 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 | +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 |
| 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 | Damage | Crit Damage | Sound Range | Special properties | Prerequisites | Cost | ||
|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | ||||||
| Hunter'southward Axe | 4-6 | +2 | 9 | +15 Aim +x Crit Take chances | Experimental Weapons | 40 | - | - |
| 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 | 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 | Harm | Shred | Prerequisites | Cost | Black Market Value | |||
|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | ||||||
| SPARK Flake | +0 | 3-4 | one | Mechanized Warfare | XCOM starts with an unlimited supply | ||||
| Plated Flake | +15 | five-6 | 1 | Mechanized Warfare Advent MEC Breakdown | 40 | i | 5 | - | ten |
| 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 | Damage | Crit Damage | Prune Size | Sound Range | Special properties | Prerequisites | Toll | Black Marketplace Value | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | ||||||||
Throwing Pocketknife | 2-4 | +2 | 4 | 0 | +x Aim +twenty Crit 30% Bleed Chance | XCOM starts with an unlimited supply | |||||
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 | 8-ten | +iv | four | 0 | +10 Aim +20 Crit lxx% Bleed Chance | Archon Autopsy | 55 | v | 4 | - | 20 |
| 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 | Damage | Crit Damage | Sound Range | Whiplash Harm | Special backdrop | Prerequisites | Toll | Black Market Value | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | Corpses | ||||||||
Ripjack | 4 | +one | 8 | four + 4 (Vs Mechs) | +25 Aim | XCOM starts with an unlimited supply | ||||||
Ionic Ripjack | seven | +2 | 8 | 6 + 6 (Vs Mechs) | +25 Aim | Muton Dissection | thirty | three | 3 | - | 1x Muton Corpse | 15 |
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 | Harm | Crit Damage | Sound Range | Special properties | Prerequisites | Price | Black Market place Value | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Supplies | Alloys | Elerium Crystals | Elerium Cores | ||||||||
| Shredder Gun | 4-9 | +three | 36 | Shreds 2 Armor | Boxing Armor | XCOM starts with an unlimited supply | |||||
| Shredstorm Cannon | 7-12 | +iv | 36 | Shreds 4 Armor | Shredstorm Cannons | 80 | 4 | ten | 1 | 75 | |
| 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 |
|---|---|---|---|---|---|
| Telescopic | Adds X bonus aim to not-reaction fire shots | Bones | +4 | 15 | ten |
| Advanced | +seven | 25 | 20 | ||
| Aristocracy | +10 | forty | 30 | ||
| Hair Trigger | Adds X bonus aim to reaction fire shots | Basic | +4 | x | 5 |
| Advanced | +7 | xx | 10 | ||
| Aristocracy | +10 | 30 | 15 | ||
| 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 | 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 | Adds X ammo capacity | Basic | +ane | 10 | 5 |
| Advanced | +2 | 20 | ten | ||
| Aristocracy | +3 | 30 | 15 | ||
| 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 | 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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