Difference between revisions of "Weapons (EU2012)"
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− | Your soldier's primary weapons will fall under three levels: | + | Your soldier's primary weapons will fall under three levels: Conventional, Laser, and Plasma. |
− | Conventional weapons include the | + | Conventional weapons include the X-9 Assault Rifle, the standard issue for all XCOM troops, as well as other ballistic weapons, such as the Frag Grenade. You have unlimited amounts of the class-specific conventional weapons, but obviously a rookie must become a squaddie and be given a class before you can access and equip them. |
− | The Laser level is one of the larger | + | The Laser level is one of the larger priorities for early research. Descriptions imply some pre-war laser weapons development, but the attempts were failures due to overheating issues (and may explain why a laser shotgun has pump-action: some kind of cooling mechanism), and that the models XCOM produces are just on this side of "safe" and have been made operable by techniques derived from captured alien weapons. Interrogating a [[Sectoid (EU2012)|Sectoid]] halves all laser-research time by half, and their engineering requires the durable [[Alien Alloys (EU2012)|alien alloys]]. Council requests will occasionally ask for these, and you can agree to them at a fair markup of the production cost to your benefit. Note that there is no "Laser Grenade" or "Laser Rocket". |
− | The Plasma level weapons are reverse-engineered alien technology, and even carry some improvements, in the case of Alloy Cannons, Blaster Launcher, and Plasma Sniper Rifles. When these are fully | + | The Plasma level weapons are reverse-engineered alien technology, and even carry some improvements, in the case of Alloy Cannons, Blaster Launcher, and Plasma Sniper Rifles. When these are fully acquired, the playing field becomes more equal, but you'll be also facing some of the toughest aliens. Naturally, their research takes the longest time and requires captured advanced materials, and will often be among your final research projects. [[Research (EU2012)|Research]] time can be halved by interrogating a [[Muton (EU2012)|Muton]], and [[Engineering (EU2012)|Engineering]] requires both alloys and [[Elerium (EU2012)|Elerium]] to power them. However, capturing an alien weapon (either by stunning an alien, or MCing it a1nd letting it get killed), recovers it intact, and can be modified for human ergonomics at no cost (once that kind of weapon has been researched). Late-game, these will be frequently be requested by [[Situation Room (EU2012)|Council]] nations, and can be thusly sold for a massive profit. |
+ | |||
+ | <gallery widths=150px heights=100px perrow=6 caption="Weapons"> | ||
+ | File:PISTOL (EU2012).png|[[Pistol (EU2012)|Pistol]] | ||
+ | File:ASSAULT RIFLE (EU2012).png|[[Assault Rifle (EU2012)|Assault Rifle]] | ||
+ | File:SHOTGUN (EU2012).png|[[Shotgun (EU2012)|Shotgun]] | ||
+ | File:SNIPER RIFLE (EU2012).png|[[Sniper Rifle (EU2012)|Sniper Rifle]] | ||
+ | File:LMG (EU2012).png|[[LMG (EU2012)|LMG]] | ||
+ | File:ROCKET LAUNCHER (EU2012).png|[[Rocket Launcher (EU2012)|Rocket Launcher]] | ||
+ | File:LASER PISTOL (EU2012).png|[[Laser Pistol (EU2012)|Laser Pistol]] | ||
+ | File:LASER RIFLE (EU2012).png|[[Laser Rifle (EU2012)|Laser Rifle]] | ||
+ | File:SCATTER LASER (EU2012).png|[[Scatter Laser (EU2012)|Scatter Laser]] | ||
+ | File:LASER SNIPER RIFLE (EU2012).png|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] | ||
+ | File:HEAVY LASER (EU2012).png|[[Heavy Laser (EU2012)|Heavy Laser]] | ||
+ | File:PLASMA PISTOL (EU2012).png|[[Plasma Pistol (EU2012)|Plasma Pistol]] | ||
+ | File:LIGHT PLASMA RIFLE (EU2012).png|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] | ||
+ | File:PLASMA RIFLE (EU2012).png|[[Plasma Rifle (EU2012)|Plasma Rifle]] | ||
+ | File:ALLOY CANNON (EU2012).png|[[Alloy Cannon (EU2012)|Alloy Cannon]] | ||
+ | File:PLASMA SNIPER RIFLE (EU2012).png|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]] | ||
+ | File:HEAVY PLASMA (EU2012).png|[[Heavy Plasma (EU2012)|Heavy Plasma]] | ||
+ | File:BLASTER LAUNCHER (EU2012).png|[[Blaster Launcher (EU2012)|Blaster Launcher]] | ||
+ | File:FRAG GRENADE (EU2012).png|[[Frag Grenade (EU2012)|Frag Grenade]] | ||
+ | File:ALIEN GRENADE (EU2012).png|[[Alien Grenade (EU2012)| Alien Grenade]] | ||
+ | </gallery> | ||
==Weapon Stats== | ==Weapon Stats== | ||
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|+ Pistols | |+ Pistols | ||
|- | |- | ||
− | ! width=""50px" align="center" | Weapon !! Base Damage !! Crit Damage !! Critical Chance !! Class !! Terrain Damage | + | ! width=""50px" align="center" | Weapon !! Base Damage !! Crit Damage !! Critical Chance !! Class !! Terrain Damage !! Abilities |
|- style="vertical-align:top;" | |- style="vertical-align:top;" | ||
|- | |- | ||
− | | align="center" |[[Pistol (EU2012)|Pistol]] || align="center" | 1 || align="center" | 1 || align="center" | 0 || align="center" | All except Heavy || align="center" | 10 | + | | align="center" |[[Pistol (EU2012)|Pistol]] || align="center" | 1 || align="center" | 1 || align="center" | 0 || align="center" | All except Heavy || align="center" | 10 || align="center" | Unlimited ammo |
|- | |- | ||
− | | align="center" |[[Laser Pistol (EU2012)|Laser Pistol]] || align="center" | 2 || align="center" | 3 || align="center" | 10 || align="center" | All except Heavy || align="center" | 125 | + | | align="center" |[[Laser Pistol (EU2012)|Laser Pistol]] || align="center" | 2 || align="center" | 3 || align="center" | 10 || align="center" | All except Heavy || align="center" | 125 || align="center" | Unlimited ammo |
|- | |- | ||
− | | align="center" |[[Plasma Pistol (EU2012)|Plasma Pistol]] || align="center" | 3 || align="center" | 4 || align="center" | 0 || align="center" | All except Heavy || align="center" | 125 | + | | align="center" |[[Plasma Pistol (EU2012)|Plasma Pistol]] || align="center" | 3 || align="center" | 4 || align="center" | 0 || align="center" | All except Heavy || align="center" | 125 || align="center" | Unlimited ammo |
|} | |} | ||
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in Overwatch mode. | * Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in Overwatch mode. | ||
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|+ Assault Rifles | |+ Assault Rifles | ||
|- | |- | ||
− | ! width=""50px" align="center" | Weapon !! Base Damage !! Crit Damage !! Critical Chance !! Class !! Terrain Damage | + | ! width=""50px" align="center" | Weapon !! Base Damage !! Crit Damage !! Critical Chance !! Class !! Terrain Damage !! Abilities |
|- style="vertical-align:top;" | |- style="vertical-align:top;" | ||
|- | |- | ||
− | | align="center" |[[Assault Rifle (EU2012)|Assault Rifle]]|| align="center" | 3 || align="center" | 4 || align="center" | 10 || align="center" | Assault/Support/Rookie || align="center" | 20 | + | | align="center" |[[Assault Rifle (EU2012)|Assault Rifle]]|| align="center" | 3 || align="center" | 4 || align="center" | 10 || align="center" | Assault/Support/Rookie || align="center" | 20 || align="center" | |
|- | |- | ||
− | | align="center" |[[Laser Rifle (EU2012)|Laser Rifle]]|| align="center" | 5 || align="center" | 7 || align="center" | 10 || align="center" | Assault/Support/Rookie || align="center" | 125 | + | | align="center" |[[Laser Rifle (EU2012)|Laser Rifle]]|| align="center" | 5 || align="center" | 7 || align="center" | 10 || align="center" | Assault/Support/Rookie || align="center" | 125 || align="center" | |
|- | |- | ||
− | | align="center" |[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]|| align="center" | 5 || align="center" | 7 || align="center" | 10 || align="center" | Assault/Support/Rookie || align="center" | 125 | + | | align="center" |[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]|| align="center" | 5 || align="center" | 7 || align="center" | 10 || align="center" | Assault/Support/Rookie || align="center" | 125 || align="center" | Aim +10 |
|- | |- | ||
− | | align="center" |[[Plasma Rifle (EU2012)|Plasma Rifle]]|| align="center" | 7 || align="center" | 10 || align="center" | 10 || align="center" | Assault/Support/Rookie || align="center" | 125 || align="center" | | + | | align="center" |[[Plasma Rifle (EU2012)|Plasma Rifle]]|| align="center" | 7 || align="center" | 10 || align="center" | 10 || align="center" | Assault/Support/Rookie || align="center" | 125 || align="center" | None |
|- | |- | ||
|} | |} | ||
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|+ Shotguns | |+ Shotguns | ||
|- | |- | ||
− | ! width=""50px" align="center" | Weapon !! Base Damage !! Crit Damage !! Critical Chance !! Class !! Terrain Damage | + | ! width=""50px" align="center" | Weapon !! Base Damage !! Crit Damage !! Critical Chance !! Class !! Terrain Damage !! Abilities |
|- style="vertical-align:top;" | |- style="vertical-align:top;" | ||
|- | |- | ||
− | | align="center" |[[Shotgun (EU2012)|Shotgun]]|| align="center" | 4 || align="center" | 6 || align="center" | 20 || align="center" | Assault || align="center" | 40 | + | | align="center" |[[Shotgun (EU2012)|Shotgun]]|| align="center" | 4 || align="center" | 6 || align="center" | 20 || align="center" | Assault || align="center" | 40 || align="center" | Limited range |
|- | |- | ||
− | | align="center" |[[Laser Scatter (EU2012)|Laser Scatter]]|| align="center" | 6 || align="center" | 9 || align="center" | 20 || align="center" | Assault || align="center" | 125 | + | | align="center" |[[Laser Scatter (EU2012)|Laser Scatter]]|| align="center" | 6 || align="center" | 9 || align="center" | 20 || align="center" | Assault || align="center" | 125 || align="center" | Limited range |
|- | |- | ||
− | | align="center" |[[Alloy Cannon (EU2012)|Alloy Cannon]]|| align="center" | 9 || align="center" | 13 || align="center" | 20 || align="center" | Assault || align="center" | 125 | + | | align="center" |[[Alloy Cannon (EU2012)|Alloy Cannon]]|| align="center" | 9 || align="center" | 13 || align="center" | 20 || align="center" | Assault || align="center" | 125 || align="center" | Limited range |
|- | |- | ||
|} | |} | ||
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|+ LMG and Heavy Rifles | |+ LMG and Heavy Rifles | ||
|- | |- | ||
− | ! width=""50px" align="center" | Weapon !! Base Damage !! Crit Damage !! Critical Chance !! Class !! Terrain Damage | + | ! width=""50px" align="center" | Weapon !! Base Damage !! Crit Damage !! Critical Chance !! Class !! Terrain Damage !! Abilities |
|- style="vertical-align:top;" | |- style="vertical-align:top;" | ||
|- | |- | ||
− | | align="center" |[[LMG (EU2012)|LMG]]|| align="center" | 4 || align="center" | 6 || align="center" | 0 || align="center" | Heavy || align="center" | 60 || | + | | align="center" |[[LMG (EU2012)|LMG]]|| align="center" | 4 || align="center" | 6 || align="center" | 0 || align="center" | Heavy || align="center" | 60 || align="center" | |
|- | |- | ||
− | | align="center" |[[Heavy Laser (EU2012)|Heavy Laser]]|| align="center" | 6 || align="center" | 9 || align="center" | 10 || align="center" | Heavy || align="center" | 125 | + | | align="center" |[[Heavy Laser (EU2012)|Heavy Laser]]|| align="center" | 6 || align="center" | 9 || align="center" | 10 || align="center" | Heavy || align="center" | 125 || align="center" | |
|- | |- | ||
− | | align="center" |[[Heavy Plasma (EU2012)|Heavy Plasma]]|| align="center" | 9 || align="center" | 13 || align="center" | 10 || align="center" | Heavy || align="center" | 125 | + | | align="center" |[[Heavy Plasma (EU2012)|Heavy Plasma]]|| align="center" | 9 || align="center" | 13 || align="center" | 10 || align="center" | Heavy || align="center" | 125 || align="center" | |
|- | |- | ||
|} | |} | ||
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|+ Sniper Rifles | |+ Sniper Rifles | ||
|- | |- | ||
− | ! width=""50px" align="center" | Weapon !! Base Damage !! Crit Damage !! Critical Chance !! Class !! Terrain Damage | + | ! width=""50px" align="center" | Weapon !! Base Damage !! Crit Damage !! Critical Chance !! Class !! Terrain Damage !! Abilities |
|- style="vertical-align:top;" | |- style="vertical-align:top;" | ||
|- | |- | ||
− | | align="center" |[[Sniper Rifle (EU2012)|Sniper Rifle]]|| align="center" | 4 || align="center" | 6 || align="center" | 25 || align="center" | Sniper || align="center" | 30 | + | | align="center" |[[Sniper Rifle (EU2012)|Sniper Rifle]]|| align="center" | 4 || align="center" | 6 || align="center" | 25 || align="center" | Sniper || align="center" | 30 || align="center" |Limited move |
|- | |- | ||
− | | align="center" |[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| align="center" | 6 || align="center" | 9 || align="center" | 30 || align="center" | Sniper || align="center" | 125 | + | | align="center" |[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| align="center" | 6 || align="center" | 9 || align="center" | 30 || align="center" | Sniper || align="center" | 125 || align="center" | Limited move |
|- | |- | ||
− | | align="center" |[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| align="center" | 9 || align="center" | 13 || align="center" | 35 || align="center" | Sniper || align="center" | 125 | + | | align="center" |[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| align="center" | 9 || align="center" | 13 || align="center" | 35 || align="center" | Sniper || align="center" | 125 || align="center" |Limited move |
|} | |} | ||
* Sniper rifles have the best damage and critical hit chance (which increases with each tech upgrade) of all non-explosive firearms. | * Sniper rifles have the best damage and critical hit chance (which increases with each tech upgrade) of all non-explosive firearms. |
Revision as of 23:44, 30 July 2013
Your soldier's primary weapons will fall under three levels: Conventional, Laser, and Plasma.
Conventional weapons include the X-9 Assault Rifle, the standard issue for all XCOM troops, as well as other ballistic weapons, such as the Frag Grenade. You have unlimited amounts of the class-specific conventional weapons, but obviously a rookie must become a squaddie and be given a class before you can access and equip them.
The Laser level is one of the larger priorities for early research. Descriptions imply some pre-war laser weapons development, but the attempts were failures due to overheating issues (and may explain why a laser shotgun has pump-action: some kind of cooling mechanism), and that the models XCOM produces are just on this side of "safe" and have been made operable by techniques derived from captured alien weapons. Interrogating a Sectoid halves all laser-research time by half, and their engineering requires the durable alien alloys. Council requests will occasionally ask for these, and you can agree to them at a fair markup of the production cost to your benefit. Note that there is no "Laser Grenade" or "Laser Rocket".
The Plasma level weapons are reverse-engineered alien technology, and even carry some improvements, in the case of Alloy Cannons, Blaster Launcher, and Plasma Sniper Rifles. When these are fully acquired, the playing field becomes more equal, but you'll be also facing some of the toughest aliens. Naturally, their research takes the longest time and requires captured advanced materials, and will often be among your final research projects. Research time can be halved by interrogating a Muton, and Engineering requires both alloys and Elerium to power them. However, capturing an alien weapon (either by stunning an alien, or MCing it a1nd letting it get killed), recovers it intact, and can be modified for human ergonomics at no cost (once that kind of weapon has been researched). Late-game, these will be frequently be requested by Council nations, and can be thusly sold for a massive profit.
Weapon Stats
Precision Weapons
Weapon | Base Damage | Crit Damage | Critical Chance | Class | Terrain Damage | Abilities |
---|---|---|---|---|---|---|
Pistol | 1 | 1 | 0 | All except Heavy | 10 | Unlimited ammo |
Laser Pistol | 2 | 3 | 10 | All except Heavy | 125 | Unlimited ammo |
Plasma Pistol | 3 | 4 | 0 | All except Heavy | 125 | Unlimited ammo |
- Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in Overwatch mode.
- They have low power and nearly all have a zero chance for critical hits but they don't need to be reloaded.
- Pistol Critical Hit chance, Aim Bonus, and Base Damage of can be increased via Foundry research. Pistol upgrades don't stack with SCOPE and SCOPE upgrade.
- Generally speaking, upgraded Pistols should be given to Snipers, then to shotgun wielding Assault soldiers (for overwatch at longer ranges).
- Pistols cannot be used by the Heavy class due to them being replaced by rocket launchers.
Weapon | Base Damage | Crit Damage | Critical Chance | Class | Terrain Damage | Abilities |
---|---|---|---|---|---|---|
Assault Rifle | 3 | 4 | 10 | Assault/Support/Rookie | 20 | |
Laser Rifle | 5 | 7 | 10 | Assault/Support/Rookie | 125 | |
Light Plasma Rifle | 5 | 7 | 10 | Assault/Support/Rookie | 125 | Aim +10 |
Plasma Rifle | 7 | 10 | 10 | Assault/Support/Rookie | 125 | None |
- Assault Rifles are most common squad weapon, offering medium firepower and versatility.
- They can be used by Rookies, Assault and Support clases, but not Snipers or Heavies.
- They are an upgrade from pistols but their damage ratings are below those of specialized firearms (Shotgun, LMG, Sniper Rifle)
- They are both capable of Overwatch and Suppression, as well as inflicting critical hits.
Weapon | Base Damage | Crit Damage | Critical Chance | Class | Terrain Damage | Abilities |
---|---|---|---|---|---|---|
Shotgun | 4 | 6 | 20 | Assault | 40 | Limited range |
Laser Scatter | 6 | 9 | 20 | Assault | 125 | Limited range |
Alloy Cannon | 9 | 13 | 20 | Assault | 125 | Limited range |
- Shotguns are close-range, high-power firearms capable of inflicting critical hits.
- All shotguns receive a aim penalty if the target is too far. However, they receive a higher aim bonus at closer range relative to rifles.
Weapon | Base Damage | Crit Damage | Critical Chance | Class | Terrain Damage | Abilities |
---|---|---|---|---|---|---|
LMG | 4 | 6 | 0 | Heavy | 60 | |
Heavy Laser | 6 | 9 | 10 | Heavy | 125 | |
Heavy Plasma | 9 | 13 | 10 | Heavy | 125 |
- Heavy rifles are an upgrade to Assault Rifles on damage capability.
- Due to their size they can only be carried by Heavy troopers.
- In addition to Overwatch, they also offer the possibility of Suppression for soldiers who possess that ability.
- LMG offers significant less ammo before reloading. 3/6 rounds (before/after ammo conversation upgrade), compare to rifle's 4/8 rounds. This means LMG is less efficient at suppression (1/3) compare to support's rifle supression (2/4).
- All tiers of SHIV carry the LMG / heavy laser / heavy plasma with similar stats and ammo count.
Weapon | Base Damage | Crit Damage | Critical Chance | Class | Terrain Damage | Abilities |
---|---|---|---|---|---|---|
Sniper Rifle | 4 | 6 | 25 | Sniper | 30 | Limited move |
Laser Sniper Rifle | 6 | 9 | 30 | Sniper | 125 | Limited move |
Plasma Sniper Rifle | 9 | 13 | 35 | Sniper | 125 | Limited move |
- Sniper rifles have the best damage and critical hit chance (which increases with each tech upgrade) of all non-explosive firearms.
- They also have a range of 100, although it requires for the Sniper to have the Squad Sight ability to shoot targets out of their own sight.
- Units revealed by a Battle Scanner are counted as being in the throwing sniper's own vision for firing purposes(if they don't have Squad Sight, for example.)
- Their drawbacks are their restrictions on movement and firing (which can be addressed with the Snap Snot ability with a -20% aim penalty).
- Unlike other weapons (rifle, LMG, shotgun). Sniper rifles will receive a aim penalty if the target is too close. However, this does not mean that sniper rifle will receive bonus against distant targets. It will just receive no penalty.
Weapon | Damage | Critical Chance | Class | Terrain Damage | Range | Reaction Angle | Reaction Range | Size | Abilities |
---|---|---|---|---|---|---|---|---|---|
Arc Thrower | 0 | 0 | Any | 0 | 27 | NA | NA | Small | No reaction shot |
Drone Beam | 2 | 0 | Drone | 2 | 27 | NA | NA | Small | Repair |
Death Blossom | 8 | 10 | Cyberdisc | 2 | 27 | NA | NA | Large | Suppression +3 |
Heat Ray | 20 | 25 | Sectopod | 801 | 27 | NA | NA | Large | |
Psi Lance | 10 | 25 | Ethereal | 0 | 27 | 200 | NA | Large |
Area Weapons
Weapon | Damage | Critical Chance | Class | Terrain Damage | Range | Blast Radius | Size | Abilities |
---|---|---|---|---|---|---|---|---|
Rocket Launcher | 6 | 0 | Heavy | 500 | 27 | 336 | Large | Limited move No reload |
Blaster Launcher | 9 | 0 | Heavy | 500 | 100 | 336 | Large | Limited move No reload |
Poison Spit | ? | 0 | Thin Man | 0 | 27 | 175 | Small | Suppression 20% |
Cluster Bomb | 6 | 25 | Sectopod | 250 | 27 | 144 | Large | Limited move No reload |
Chest Cannon | 10 | 0 | Sectopod | 801 | 27 | 144 | Large | Suppression 40% Overwatch |
- Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.
- They have restrictions on movement and firing and are usually 1 shot weapons.
Weapon | Damage | Critical Chance | Class | Terrain Damage | Range | Blast Radius | Size | Abilities |
---|---|---|---|---|---|---|---|---|
Frag Grenade | 3 | 0 | Any | 250 | 15 | 240 | Small | |
Smoke Grenade | NA | 0 | Support | 250 | 15 | 336 | Small | Defense +20 |
Alien Grenade | 5 | 0 | Any | 250 | 17 | 240 | Small |
Melee Weapons
Weapon | Damage | Critical Chance | Class | Terrain Damage | Range | Blast Radius | Size | Abilities |
---|---|---|---|---|---|---|---|---|
Chryssalid Claw | 6 | 20 | Chryssalid | 1 | 2 | NA | Small | No reaction shot |
Zombie Fist | 8 | 0 | Zombie | 1 | 2 | NA | Small | No reaction shot |
Muton Blade | 9 | 33 | Berserker | 125 | 2 | NA | Small | No reaction shot |