Weapons (EU2012)

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Your soldier's primary weapons will fall under three levels: conventional, laser, and plasma.

Conventional weapons include the fictional "X-9 Assault Rifle", the standard issue for all XCOM troops, as well as other ballistic weapons, such as the hand grenade, and the Interceptor's Avalanche Missiles. You have unlimited amounts of the class-specific 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 piroities for early research. Descriptions imply that pre-war weaponization attempts were in progress, but were failures due to overheating issues (and may explain why a laser shotgun has a pump-action mechanism: 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 accuired, the playing field is truly leveled, and victory is all but assured. Naturally, their research takes amongs the longest time and the most 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 and letting it get killed), recovers it intact, and can be modified for human egronomics 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

Pistols
Weapon Base Damage Crit Damage Critical Chance Class Terrain Damage Range Reaction Angle Reaction Range Size Abilities
Pistol 1 1 0 All except Heavy 10 27 200 NA Small Unlimited ammo
Laser Pistol 2 3 10 All except Heavy 125 27 200 NA Small Unlimited ammo
Plasma Pistol 3 4 0 All except Heavy 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. 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.
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 7 10 Assault/Support/Rookie 125 27 200 NA Large
Light Plasma Rifle 5 7 10 Assault/Support/Rookie 125 27 200 NA Large Aim +10
Plasma Rifle 7 10 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.
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.
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 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.
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 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

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
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.
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
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

See Also

General Equipment

Soldier Classes

Soldier Abilities

EU2012 Badge XCOM: Enemy Unknown (2012): Soldier Equipment
Armor:
Light:Body Armor
Medium:Carapace ArmorSkeleton SuitGhost ArmorPsi Armor
Heavy:Titan ArmorArchangel Armor
MEC Suits:MEC-1 WardenMEC-2 SentinelMEC-3 Paladin
Weapons:
Conventional:PistolAssault RifleShotgunSniper RifleLMGRocket Launcher
Laser:Laser PistolLaser RifleScatter LaserLaser Sniper RifleHeavy Laser
Plasma:Plasma PistolLight Plasma RiflePlasma RifleAlloy CannonPlasma Sniper RifleHeavy PlasmaBlaster Launcher
EXALT Weapons:EXALT Assault RifleEXALT Sniper RifleEXALT LMGEXALT Rocket LauncherEXALT Laser RifleEXALT Laser Sniper RifleEXALT Heavy Laser
MEC Weapons:MinigunRailgunParticle Cannon
Items:EU: Alien GrenadeArc ThrowerChitin PlatingCombat StimsFrag GrenadeMedikitMind ShieldNano-Fiber VestS.C.O.P.E.
EW DLC: Flashbang GrenadeGas GrenadeGhost GrenadeMimic BeaconNeedle GrenadeReaper RoundsRespirator Implant