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 many are flawed, every weapon will have a strengths that can be capitalized on.
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= 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. While not the best of the bunch and some weapons may become obsolete, most conventional weapons can prove to be extremely effective when used properly.  
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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]]
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*[[Smoke Grenade]]
 
*[[Smoke Grenade]]
  
==Laser Technology==
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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. They are lighter, faster and considerably more powerful. Their biggest advantage is that they do not need ammunition.
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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.  
 
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.
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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.  
  
The majority of all alien weaponry will be captured, but, when necessary, the weapons and ammunition can also be reproduced in the workshops once they have been researched. Be warned that manufacturing ammunition for alien weapons can be costly on [[Elerium-115|Elerium]].  
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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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[[Alien Weapon Loadouts]]
 
[[Alien Weapon Loadouts]]
  
=Ammunition Types=
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=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.  
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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.
  
 
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==Armour piercing==
==Armour-Piercing==
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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.
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 that well, and work best on soft targets. This is mainly an effect of the low to moderate damage levels.  
 
  
 
*[[Pistol]]
 
*[[Pistol]]
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==Incendiary==
 
==Incendiary==
[[Incendiary]] (IN) ammunition creates an area-effect fire. Due to the strange damage model of incendiary rounds, all IN rounds do ~6.4 damage rather than their [[UFOpaedia]] listed amounts. 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 it will continue to cause damage per turn until the fire dies out.
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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.
  
 
*[[Heavy Cannon]]
 
*[[Heavy Cannon]]
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*[[Rocket Launcher]]
 
*[[Rocket Launcher]]
  
==High Explosive==
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==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.  
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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.
  
 
*[[Heavy Cannon]]
 
*[[Heavy Cannon]]
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==Laser==
 
==Laser==
Laser ammunition uses an intense beam of light to burn holes in targets. Lasers work off internal batteries that last the duration of the battle, and therefore have no clip requirements, leaving more room on the transport for other items.
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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.
  
 
*[[Laser Pistol]]
 
*[[Laser Pistol]]
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==Plasma==
 
==Plasma==
Plasma ammunition was created by the Aliens, though through research, our human scientists have been able to replicate it for our own use. The plasma beams are non-explosive, but very destructive. They use elerium in their manufacturing process.  
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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.
  
 
*[[Plasma Pistol]]
 
*[[Plasma Pistol]]
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==Stun==
 
==Stun==
Unlike the other forms of ammunition, [[Stun]] ammunition doesn't actually inflict damage to its target. Instead, it will cause them to fall [[unconscious]] until the stun effect has "worn off". Stun damage comes in several different forms. Melee, area effect, "bonus" stun damage from conventional weapons, and smoke inhalation(only affects X-com units).
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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.
  
 
*[[Stun Rod]]
 
*[[Stun Rod]]
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There are two other damage types in the game, but they belong to the integrated terrorist weapons.
 
There are two other damage types in the game, but they belong to the integrated terrorist weapons.
  
*[[Acid Spit]], the corrosive poisonous globules the [[Celatid]] spits. Extremely powerful against humans, including some humanoid alien races.  
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*[[Acid Spit]], the corrosive poisonous globules the [[Celatid]] spits. Extremely powerful against humans, including some humanoid alien races.
 
*[[Melee]], the hand-to-hand attack which is utilized by the [[Reaper]], [[Silacoid]], [[Chryssalid]] and the [[Zombie]].
 
*[[Melee]], the hand-to-hand attack which is utilized by the [[Reaper]], [[Silacoid]], [[Chryssalid]] and the [[Zombie]].
  
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*[[Weapon Summaries]]
 
*[[Weapon Summaries]]
 
*[[Understanding Grenades]]
 
*[[Understanding Grenades]]
 
 
  
 
{{Equipment (UFO Defense) Navbar}}
 
{{Equipment (UFO Defense) Navbar}}
[[Category:Equipment]]
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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