Difference between revisions of "Weapons"

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= Weapon Information =
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{{EU2012Version}}
==Standard Weapons==
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{{BureauVersion}}
  
You have to start somewhere. New [[X-COM]] commanders are given access to a small but diverse range of small to heavy firearms. While flawed, every weapon will have a few strengths that can be capitalized on.<br>
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= Weapon information =
<br>
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==Standard weapons==
Standard firearms are sold on the market and are limited only by how much a commander is willing to spend and how much storage space is remaining. While not the best of the bunch, conventional weapons are certainly not the worst either.  
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New [[X-COM]] commanders are given access to a small but diverse range of small to heavy firearms. Many of these weapons will quickly become obsolete as technology progresses, while some can remain useful for the entire duration.  
 +
 
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Standard firearms are sold on the market and are limited only by how much a commander is willing to spend and how much storage space is remaining.  
  
 
*[[Pistol]]
 
*[[Pistol]]
 
*[[Rifle]]
 
*[[Rifle]]
 
*[[Heavy Cannon]]
 
*[[Heavy Cannon]]
*[[Auto Cannon]]
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*[[Auto-Cannon]]
 
*[[Rocket Launcher]]
 
*[[Rocket Launcher]]
  
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*[[Proximity Grenade]]
 
*[[Proximity Grenade]]
 
*[[High Explosive]]
 
*[[High Explosive]]
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*[[Smoke Grenade]]
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 +
==Laser technology==
 +
Laser weapons improve over conventional non-explosive firearms by being more powerful and faster at the cost of some accuracy. Their biggest advantage is that they do not need ammunition.
  
==Laser Technology==
 
Laser weapons start off with a minor step down in accuracy, but are a step up in firepower from conventional small firearms. They are lighter, faster and considerably more powerful. Their biggest advantage is that they do not need ammunition.<br>
 
<br>
 
 
Laser weapons can only be manufactured.  
 
Laser weapons can only be manufactured.  
  
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*[[Heavy Laser]]
 
*[[Heavy Laser]]
  
==Alien Weapons==
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==Alien weapons==
Alien weapons are far more powerful than our own and wield terrible destructive capabilities, but we can harness this against the aliens and use their weapons against them.<br>
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Alien weapons are more powerful than conventional weapons and are very destructive. They are initially only usable by the aliens, but later can be turned on them once they have been researched.  
<br>
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The majority of all alien weaponry will be captured, but the weapons can also be reproduced in the workshops once they have been researched. However manufacturing ammunition for alien weapons can be costly on [[Elerium]], as alien weapons are elerium based.  
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The majority of all alien weaponry will be captured, but when necessary the weapons and ammunition can also be reproduced in the workshops once researched. Be warned that manufacturing ammunition for alien weapons can be costly on [[Elerium-115|Elerium]].  
  
 
*[[Plasma Pistol]]
 
*[[Plasma Pistol]]
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*[[Heavy Plasma]]
 
*[[Heavy Plasma]]
 
*[[Alien Grenade]]
 
*[[Alien Grenade]]
*[[Small Launcher]] ([[Small Launcher|stun bomb]] launcher)
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*[[Small Launcher]] (launcher for [[Stun Bomb]]s)
 
*[[Blaster Launcher]]
 
*[[Blaster Launcher]]
  
= Articles =
 
==Conventional Weapons Overview==
 
X-COM article by FullAuto:
 
  
'''Human weapons as deployed by X-Com. Tactical Brief-113, by order of Agent J.P. and Agent G.G. Classified EYES ONLY. '''
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Also see:
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[[Alien Weapon Loadouts]]
  
By Fyodor Dzhersinky, Training Sgt.
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=Ammunition=
  
Welcome, trainees. I am here to induct you into the use of X-Com weaponry. You will address me with respect. You will not eyeball me. You will pay attention. You will learn not to ignore the best weapons humanity has to offer. You will learn to use them to good effect. Follow my rules and we will all leave this class happy capitalists, da? Let us begin.  
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Every weapon will have a damage type associated with it that determines its effects and its effectiveness against the target the weapon is being used against. This list groups the weapons by their damage types.
  
===Pistol===
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==Armour piercing==
*Magazine: 12 bullets, 26 Armour Piercing damage each.
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Armour piercing (AP) ammunition are solid round projectiles that are used in your standard projectile weapons. Or more commonly known as "bullets". Despite the name, they do not in fact pierce armour very well, and work best on soft targets or enemies with low AP damage multipliers. This is mainly a result of the low to moderate damage levels.
*Snap shot: 60% accuracy, 18% TUs.
 
*Aimed shot: 78% accuracy, 30% TUs.  
 
  
The [[Pistol]] is the weakest weapon in the armoury. However, it is versatile and quick to use. As you can see, you can fire off 5 snap shots in one turn, or 3 aimed shots, giving you a good chance of hitting the target. Best used in conjunction with a grenade or laser pistol, the pistol also serves well as a backup gun for heavy weapon troopers. Its stopping power is not to be underestimated, dealing out only 4 points less than the rifle. This means the pistol can remain useful for much of the game against Sectoids, Floaters, and Snakemen. (on easier difficulty settings)
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*[[Pistol]]
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*[[Rifle]]
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*[[Heavy Cannon]]
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*[[Auto-Cannon]]
  
===Rifle===
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==Incendiary==
*Magazine: 20 bullets, 30 AP.
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[[Incendiary]] (IN) ammunition set fire in a wide area. A bonus of this form of ammunition is its secondary effect, the lingering flames that remain on terrain or stick to enemy targets. The flames will continue to cause damage per turn until the fire dies out. Incendiary doesn't have a very straightforward damage model. To better understand it, refer to the [[Incendiary]] article for a more thorough explanation.
*Snap shot: 60% accuracy, 25% TUs.
 
*Auto shot: 35% accuracy, 25% TUs.
 
*Aimed shot: 110% accuracy, 80% TUs.  
 
  
The [[Rifle]] is the default main weapon for any X-Com trooper. It offers auto shots (for close encounters) and accurate single shots (for sniping). All good capitalists know their rifle is more than enough to cope with Sectoids and Floaters. Make sure to carry at least one spare magazine, as auto shots eat up ammo. Again, do not underestimate its power, concerted fire from supporting units can take down fearsome enemies such as the Chryssalid with a little effort. A versatile weapon that can be used by snipers to pick off targets from a good vantage point, like at Stalingrad, or to storm the enemy and crush them under a hail of bullets. Like at Stalingrad.
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*[[Heavy Cannon]]
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*[[Auto-Cannon]]
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*[[Rocket Launcher]]
  
===Heavy cannon===
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==High explosive==
*Magazine: 6 rounds, 56 Armour Piercing/52 High Explosive/60 Incendiary.
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High explosive (HE) - the damage type - is another type of ammunition that hits a wide area, allowing multiple targets to be hit at once. Any unit or object within the blast radius will receive some amount of damage. Explosives are also capable of striking a unit's weaker under-armour at its point of impact.
*Snap shot: 60% accuracy, 33% TUs.
 
*Aimed shot: 90% accuracy, 80% TUs.  
 
  
The [[Heavy Cannon]] is a weighty but useful weapon. The magazine size is small, necessitating at least two reloads (usually carried on the belt). I know troopers who prefer one magazine of each ammo type, Armour Piercing for interior clearance, High Explosive for clearing obstructions and tougher enemies, and Incendiary for burning cover and boiling the aliens in their own fluids! The Heavy Cannon can be useful, but it needs a strong trooper to carry it, and its small magazine means sustained fire is impossible. Added to its high rate of TU use, it relegates the Heavy Cannon to a supporting role.
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*[[Heavy Cannon]]
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*[[Auto-Cannon]]
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*[[Rocket Launcher]]
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*[[Grenade]]
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*[[Proximity Grenade]]
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*[[High Explosive]]
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*[[Alien Grenade]]
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*[[Blaster Launcher]]
  
===Auto-Cannon===
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==Laser==
*Magazine: 14 rounds, 42 AP/44 HE/48 I.
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Laser ammunition uses a concentrated beam of light to burn through targets. Laser weapons use internal batteries that last the duration of the battle, and therefore have no clip requirements, leaving more room on the transport for other items.
*Snap shot: 56 % accuracy, 33% TUs.
 
*Auto shot: 32% accuracy, 40% TUs.
 
*Aimed shot: 82% accuracy, 80% TUs.  
 
  
The [[Auto Cannon]] is the most versatile of the heavy weapons. Relatively light, with a large magazine and a choice of ammo, it also has auto shot capability, meaning it can be reliably used while clearing out UFOs. When using HE, an auto shot can clear a whole field, revealing the alien scum as they cower. When using [[Incendiary]], an auto shot can light up half the battlefield if in a night mission, or quickly burn away any cover, as well as setting fire to enemies. It causes slightly less damage than the Heavy Cannon, but has more than twice the magazine capacity and can fire three times as fast. Truly, a mighty weapon with which to smite the enemy.
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*[[Laser Pistol]]
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*[[Laser Rifle]]
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*[[Heavy Laser]]
  
===Rocket Launcher===
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==Plasma==
*Magazine: 1 rocket, 75 HE Small/100 HE Large/90 Incendiary.
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Plasma ammunition contain a power source of Alien origin, which can be researched and replicated for your own use. Plasma beams are non-explosive, but very destructive. [[Elerium]] is used in their manufacture.
*Snap shot: 55% accuracy, 45% TUs.
 
*Aimed shot: 115% accuracy, 75% TUs.  
 
  
In the early stages of the war, the [[Rocket Launcher]] is X-Com’s only knockout punch. Usually reserved for use against tough enemies like the [[Cyberdisc]], or groups of weaker enemies, the Rocket Launcher is very accurate when aimed, and should NOT be used otherwise unless absolutely necessary. The size of the ammo severely limits profligacy, a unit can carry a maximum of 5 rockets (3 in backpack, one in hand, one in the launcher) and unless more ammo is spread amongst the rest of the squad, that is all you will have. I advise carrying a pistol for close protection. The nature of the weapon means it is usually deployed at the rear of a squad, so bear in mind when firing that there may be friendly units between the launcher and target. Weigh the risks carefully.
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*[[Plasma Pistol]]
Best fired from elevated positions, as nearby shots will hit the ground even if they miss, making snap shots feasible, even for not-so-accurate soldiers. Also, feel free to use snap if target has a wall or other large obstacles at their back. (this paragraph also applies for all Heavy Cannon and Auto-cannon with Explosive Ammo)
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*[[Plasma Rifle]]
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*[[Heavy Plasma]]
  
===Laser Pistol===
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==Stun==
*Magazine: Unlimited, 46 Laser Beam.
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Unlike the other forms of ammunition, [[Stun]] ammunition doesn't actually inflict damage to its target. Instead, it will cause enemies to become [[unconscious]] until the stun effect has worn off. Stun damage comes in several different forms: melee, area of effect, and smoke inhalation. Additionally, a small amount of stun is also inflicted as a bonus effect from standard damage caused by non-stun weapons.
*Snap shot: 40% accuracy, 20% TUs.
 
*Auto shot: 28% accuracy, 25% TUs.
 
*Aimed shot: 68% accuracy, 55% TUs.  
 
  
Collectively, the laser weapons are a step down in accuracy from the ballistic weapons, but a step up in power and the nature of their ammo is a big advantage. The [[Laser Pistol]] is best used in conjunction with grenades, or another weapon entirely, or merely as a backup. Bear in mind you can fire off a maximum of 12 shots a turn, each one doing almost twice the damage of a normal pistol round.
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*[[Stun Rod]]
 
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*[[Small Launcher]]
===Laser Rifle===
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*[[Smoke Grenade]]
*Magazine: Unlimited, 60 LB.
 
*Snap shot: 65% accuracy, 25% TUs.
 
*Auto shot: 46% accuracy, 34% TUs.
 
*Aimed shot: 100% accuracy, 50% TUs.
 
  
The [[Laser Rifle]] deals out twice the damage of the normal rifle, at a decreased TU cost. It hits hard enough to be useful against pretty much every enemy in the game, and it’s unlimited magazine eliminates ammo problems. Perfect for storming UFOs, where lots of firepower is usually required, and with no reloads necessary, you can fire and manoeuvre much more easily.  
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==Other==
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There are two other damage types in the game, but they belong to the integrated terrorist weapons.
  
===Heavy Laser===
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*[[Acid Spit]], the corrosive poisonous globules the [[Celatid]] spits. Extremely powerful against humans, including some humanoid alien races.
*Magazine: Unlimited, 85 LB.
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*[[Melee]], the hand-to-hand attack which is utilized by the [[Reaper]], [[Silacoid]], [[Chryssalid]] and the [[Zombie]].
*Snap shot: 50% accuracy, 33% TUs.
 
*Aimed shot: 84% accuracy, 75% TUs.  
 
  
Perhaps the only defective in the armoury, the [[Heavy Laser]] is powerful and accurate, but uses up too many TUs, it’s power and accuracy is never quite enough and it’s lack of auto shot is a mystery. What were those commie eggheads at the X-Com labs thinking? Scientists? Pah! This weapon has seen little use, and is best deployed to a sniper who has a laser pistol for backup. I have found no niche for it, it’s usurped by other weapons which are either faster or more accurate. I spit upon this weapon!
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=See Also=
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*[[Damage]]
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*[[Explosions]]
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*[[Alien Artefacts]]
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*[[Research]]
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*[[Soldiers]]
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**[[Firing Accuracy]]
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**[[Reactions]]
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**[[Experience]]
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**[[Raw recruit statistical likelihood|Recruit Statistics]]
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*[[Missions|Mission Types]]
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*[[Field Manual: Weapons]]
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*[[Weapon Summaries]]
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*[[Understanding Grenades]]
  
That will be all, trainees.
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{{Equipment (UFO Defense) Navbar}}
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[[Category:Equipment (EU)]]
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[[Category:Enemy Unknown/UFO Defense]]

Latest revision as of 04:31, 9 April 2015

For the XCOM: Enemy Unknown (2012) version, see Weapons (EU2012)
For the version that appears in The Bureau, see Weapons (Bureau)

Weapon information

Standard weapons

New X-COM commanders are given access to a small but diverse range of small to heavy firearms. Many of these weapons will quickly become obsolete as technology progresses, while some can remain useful for the entire duration.

Standard firearms are sold on the market and are limited only by how much a commander is willing to spend and how much storage space is remaining.

Laser technology

Laser weapons improve over conventional non-explosive firearms by being more powerful and faster at the cost of some accuracy. Their biggest advantage is that they do not need ammunition.

Laser weapons can only be manufactured.

Alien weapons

Alien weapons are more powerful than conventional weapons and are very destructive. They are initially only usable by the aliens, but later can be turned on them once they have been researched.

The majority of all alien weaponry will be captured, but when necessary the weapons and ammunition can also be reproduced in the workshops once researched. Be warned that manufacturing ammunition for alien weapons can be costly on Elerium.


Also see: Alien Weapon Loadouts

Ammunition

Every weapon will have a damage type associated with it that determines its effects and its effectiveness against the target the weapon is being used against. This list groups the weapons by their damage types.

Armour piercing

Armour piercing (AP) ammunition are solid round projectiles that are used in your standard projectile weapons. Or more commonly known as "bullets". Despite the name, they do not in fact pierce armour very well, and work best on soft targets or enemies with low AP damage multipliers. This is mainly a result of the low to moderate damage levels.

Incendiary

Incendiary (IN) ammunition set fire in a wide area. A bonus of this form of ammunition is its secondary effect, the lingering flames that remain on terrain or stick to enemy targets. The flames will continue to cause damage per turn until the fire dies out. Incendiary doesn't have a very straightforward damage model. To better understand it, refer to the Incendiary article for a more thorough explanation.

High explosive

High explosive (HE) - the damage type - is another type of ammunition that hits a wide area, allowing multiple targets to be hit at once. Any unit or object within the blast radius will receive some amount of damage. Explosives are also capable of striking a unit's weaker under-armour at its point of impact.

Laser

Laser ammunition uses a concentrated beam of light to burn through targets. Laser weapons use internal batteries that last the duration of the battle, and therefore have no clip requirements, leaving more room on the transport for other items.

Plasma

Plasma ammunition contain a power source of Alien origin, which can be researched and replicated for your own use. Plasma beams are non-explosive, but very destructive. Elerium is used in their manufacture.

Stun

Unlike the other forms of ammunition, Stun ammunition doesn't actually inflict damage to its target. Instead, it will cause enemies to become unconscious until the stun effect has worn off. Stun damage comes in several different forms: melee, area of effect, and smoke inhalation. Additionally, a small amount of stun is also inflicted as a bonus effect from standard damage caused by non-stun weapons.

Other

There are two other damage types in the game, but they belong to the integrated terrorist weapons.

See Also

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