Difference between revisions of "Weapons (Long War)"
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== Rockets == | == Rockets == | ||
+ | Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing perfectly 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 missed rockets will veer only slightly off course, with the maximum amount proportional to the hit chance. | ||
[[Category: Long War]] | [[Category: Long War]] |
Revision as of 12:34, 4 June 2014
Long War makes several changes to weapons:
- There are more tiers of weapons.
- Carbines are available, which behave similarly to assault rifles, but confer an aim and mobility bonus at the expense of damage output.
- Many weapons can be Steadied as an action to improve aim for the next turn.
- Rocket launchers use a revamped accuracy system using the soldier's aim.
Weapons
Primary ballistic weapons | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Name | Prerequisite | Range | Damage | Critical chance | Critical damage | Steady? | Aim bonus | Ammo | Special | Classes | Cost | |||
$ | E | A | T | |||||||||||
Assault carbine | None | 27 | 2-4 | 5% | 4-5 | Yes | +7 | 3+1 | Grants Fast Mover | All | - | |||
Assault rifle | None | 27 | 3-5 | 10% | 5-7 | Yes | 0 | 3+1 | - | All | - | |||
Shotgun | None | 27 (13) | 4-8 | 20% | 8-11 | No | 0 | 5+1 | Long range accuracy penalty | All except Gunner, Sniper, Rocketeer | - | |||
Sniper rifle | None | 100 | 4-6 | 25% | 6-9 | Yes | 0 | 5+1 | Squadsight capable
Cannot fire after moving |
Scout, Sniper | - | |||
LMG | None | 27 | 4-6 | 0% | 6-9 | No | 0 | 6+2 | - | Gunner | - | |||
Primary beam weapons | ||||||||||||||
Laser carbine | Beam weapons (10) | 27 | 3-5 | 5% | 5-7 | Yes | +20 | 3+1 | Grants Fast Mover | All | 40 | 0 | 1 | 12 |
Laser rifle | Beam weapons (12) | 27 | 4-6 | 10% | 6-9 | Yes | +10 | 3+1 | - | All | 50 | 0 | 3 | 12 |
Scatter laser | Advanced beam weapons (15) | 27 (13) | ? | ? | ? | No | +10 | ? | Long range accuracy penalty | All except Gunner, Sniper, Rocketeer | 80 | 0 | 3 | 14 |
Laser sniper rifle | Advanced beam weapons (15) | 100 | ? | 25% | ? | Yes | +10 | ? | Squadsight capable
Cannot fire after moving |
Scount, Sniper | 50 | 0 | 4 | 14 |
Heavy laser | Beam weapons (14) | 27 | 4-8 | 0% | 8-11 | No | +10 | 6+2 | - | Gunner | 60 | 0 | 4 | 14 |
Sidearms | ||||||||||||||
Pistol | None | 20 | 1-3 | 0% | 3-4 | No | 0 | 2+1 | - | All except Gunner and Rocketeer | - | |||
Laser Pistol | None | 20 | 2-4 | 0% | 4-5 | No | 0 | 2+1 | - | All except Gunner and Rocketeer | - | |||
Plasma Pistol | None | 20 | 3-5 | 0% | 5-7 | No | 0 | 2+1 | - | All except Gunner and Rocketeer | - |
Steadying
Assault rifles, carbines and sniper rifles have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for shots taken with the weapon next turn. 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, though the use of perks such as Light 'Em Up and Double Tap mean the bonus can be put to use twice. Note that sniper rifles can be steadied after moving.
Rockets
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing perfectly 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 missed rockets will veer only slightly off course, with the maximum amount proportional to the hit chance.