Firepower Tables

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The tables below compare the raw on-target damage output of weapons. This is the average damage impacting on the target prior to the reducing effect of armour, or vulnerability/resistance modifiers. It measures the general utility of the weapon across a broad range of targets. For lightly armoured targets with no particular vulnerability or resistance, it's a very close measure of actual effectiveness versus that target type.

Explanation of terms

"Skirmish range" is any tactical situation where accuracy is important, where a miss matters. "Point blank" is any situation where accuracy is irrelevant, and misses become hits, such as point blank range, or using area effect rounds against a target backed up against a wall, or near vertical shots from above down to the ground. Many real situation will lie somewhere between these 2 extremes. The best general guide to weapon effectiveness is probably the Skirmish value rather than the Point blank value - typically, misses do matter. (In fact in many situations, misses not only don't help, but make things much worse, e.g. due to friendly fire.)

The Instantaneous rates capture a moment in time and answer the questions 'what do I do fire with right now?', or 'which weapon is best with a mix of other tactical actions?'. In contrast, the Sustained rates consider the 'rounding errors' of unused TUs that are wasted in a full turn of just firing, and thus these rates are lower than the Instantaneous rates. The Sustained rates are for the scenario when you are just pounding away turn after turn at the same target (or targets), barely moving or shifting your aim.

(However neither of the rates consider the time nneded to reload. Mainly this is because reloading uses fixed TUs rather than %TUs, and so is very hard to model - you would need to consider actual Max TUs or pick some (very) arbitrary "typical" level of Max TUs. So the Sustained rate should be thought of as "sustained fire until magazine is empty", not indefinite sustained fire. There is some more discussion of these sort of issues on the Talk page.)


Base Damage Rate, Skirmish range:
Average damage on-target per 100% TUs (FA=50)
Instantaneous rates (less than one full turn)
WeaponAutoSnapAimed
Pistol-4334
Rifle453621
Heavy Cannon-AP-5132
Heavy Cannon-HE-4729
Auto Cannon-AP503622
Auto Cannon-HE533723
Rocket Launcher-Sm-4658
Rocket Launcher-Lg-6177
Laser Pistol774628
Laser Rifle1227860
Heavy Laser-6448
Plasma Pistol1305637
Plasma Rifle18311567
Heavy Plasma246144105
Small Launcher-7366
Blaster Launcher-303150
Base Damage Rate, Skirmish range:
Average damage on-target per 100% TUs (FA=50)
Sustained rates (over one or more turns)
WeaponAutoSnapAimed
Pistol-3930
Rifle323617
Heavy Cannon-AP-5025
Heavy Cannon-HE-4723
Auto Cannon-AP403517
Auto Cannon-HE423718
Rocket Launcher-Sm-2143
Rocket Launcher-Lg-2858
Laser Pistol774616
Laser Rifle837860
Heavy Laser-6436
Plasma Pistol1175122
Plasma Rifle13210340
Heavy Plasma17312963
Small Launcher-2950
Blaster Launcher-200200
Base Damage Rate, Point blank range:
Average damage on-target per 100% TUs
Instantaneous rates (less than one full turn)
WeaponAutoSnapAimed
Pistol-14487
Rifle25712038
Heavy Cannon-AP-17070
Heavy Cannon-HE-15865
Auto Cannon-AP31512753
Auto Cannon-HE33013355
Rocket Launcher-Sm-167100
Rocket Launcher-Lg-222133
Laser Pistol55223084
Laser Rifle529240120
Heavy Laser-258113
Plasma Pistol52017387
Plasma Rifle667267133
Heavy Plasma986383192
Small Launcher-225120
Blaster Launcher-303250
Base Damage Rate, Point blank range:
Average damage on-target per 100% TUs
Sustained rates (over one or more turns)
WeaponAutoSnapAimed
Pistol-13078
Rifle18012030
Heavy Cannon-AP-16856
Heavy Cannon-HE-15652
Auto Cannon-AP25212642
Auto Cannon-HE26413244
Rocket Launcher-Sm-7575
Rocket Launcher-Lg-100100
Laser Pistol55223046
Laser Rifle360240120
Heavy Laser-25585
Plasma Pistol46815652
Plasma Rifle48024080
Heavy Plasma690345115
Small Launcher-9090
Blaster Launcher-200200

See Also

  • The data in these tables was derived from this spreadsheet File:Firepower.xls.
  • On the Talk pages of the various Aliens, there are Weapon Ranking tables that are specific to that Alien's armour level, susceptibility/resistance, and Health. Those tables are ranked by armour-adjusted on-target damage, rather than raw on-target damage. This table above is a better measure of a weapon's general power, especially against lighter-armoured targets.


UFO Badge X-COM: Enemy Unknown/UFO Defense: Equipment
Armour: CoverallsPersonal ArmourPower SuitFlying Suit
Weapons: PistolRifleHeavy CannonAuto-CannonRocket LauncherStun Rod
GrenadeProximity GrenadeHigh ExplosiveLaser PistolLaser RifleHeavy Laser
Plasma PistolPlasma RifleHeavy PlasmaAlien GrenadeSmall LauncherBlaster Launcher
Equipment: Smoke GrenadeMotion ScannerMedi-KitElectro-flarePsi-AmpMind ProbeElerium-115
HWPs: Tank/CannonTank/Rocket LauncherTank/Laser CannonHovertank/PlasmaHovertank/Launcher
Data Item WeightsAlien Weapon Loadouts • Armour Damage Modifiers