Weapons (EU2012)

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Weapon Stats

Precision Weapons

Pistols
Weapon Base Damage Crit Damage Critical Chance Class Terrain Damage Range Reaction Angle Reaction Range Size Abilities
Pistol 1 2 0 Any 10 27 200 NA Small Unlimited ammo
Laser Pistol 2 3 10 Any 125 27 200 NA Small Unlimited ammo
Plasma Pistol 3 4 0 Any 125 27 200 NA Small 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.
  • Generally speaking, upgraded Pistols should be given to Snipers then shotgun wielding Assault soldiers (for overwatch at longer ranges).
Assault Rifles
Weapon Base Damage Crit Damage Critical Chance Class Terrain Damage Range Reaction Angle Reaction Range Size Abilities
Assault Rifle 3 4 10 Assault/Support/Rookie 20 27 200 NA Large
Laser Rifle 5 6 10 Assault/Support/Rookie 125 27 200 NA Large
Plasma Light Rifle 5 6 10 Assault/Support/Rookie 125 27 200 NA Large Aim +10
Plasma Rifle 7 9 10 Assault/Support/Rookie 125 27 200 NA Large
  • 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.
LMG and Heavy Rifles
Weapon Base Damage Crit Damage Critical Chance Class Terrain Damage Range Reaction Angle Reaction Range Size Abilities
LMG 4 6 0 Heavy 60 27 200 NA Large
Heavy Laser 6 9 10 Heavy 125 27 200 NA Large
Heavy Plasma 9 13 10 Heavy 125 27 200 27 Large
  • 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.
Sniper Rifles
Weapon Base Damage Crit Damage Critical Chance Class Terrain Damage Range Reaction Angle Reaction Range Size Abilities
Sniper Rifle 4 6 25 Sniper 30 100 200 NA Large Limited move
Laser Sniper Rifle 6 9 30 Sniper 125 100 200 NA Large Limited move
Plasma Sniper Rifle 9 13 35 Sniper 125 100 200 NA Large 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 sight.
  • 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.
Shotguns
Weapon Base Damage Crit Damage Critical Chance Class Terrain Damage Range Reaction Angle Reaction Range Size Abilities
Shotgun 4 6 20 Assault 40 10 360 27 Large Limited range
Laser Scatter 6 9 20 Assault 125 27 360 NA Large Limited range
Alloy Cannon 9 13 20 Assault 125 27 360 NA Large 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.
Other Precision Weapons
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 3 0 Drone 2 27 NA NA Small Repair
Death Blossom 9 10 Cyberdisc 2 27 NA NA Large Suppression +3
Heat Ray 21 25 Sectopod 801 27 NA NA Large
Psi Lance 10 25 Ethereal 0 27 200 NA Large

Area Weapons

Launchers
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
Plague 7 0 Thin Man 801 27 175 Small Suppression 20%
Cluster Bomb 7 25 Sectopod 250 27 144 Large Limited move
No reload
Chest Cannon 11 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.
Grenades
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 / +40
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 7 20 Chryssalid 1 2 NA Small No reaction shot
Zombie Fist 9 0 Zombie 1 2 NA Small No reaction shot

See Also

General Equipment

Soldier Classes

Soldier Abilities