Weapons (EU2012)

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For the original UFO: Enemy Unknown (1994) version, see Weapons
For the version that appears in The Bureau, see Weapons (Bureau)


Tech Levels

Your soldiers' primary weapons will fall under three tech tiers/levels: Conventional, Laser, and Plasma.

Conventional Weapons

Conventional weapons include the X-9 Assault Rifle, the standard issue for all XCOM rookies, Supports and Assaults, as well as Class-specific ballistic weapons, and the Frag Grenade. You have unlimited amounts of conventional weapons.

Conventional weapons can't destroy terrain features, with the exception of the Frag Grenade and the Rocket Launcher, which is one of their biggest drawbacks when compared to Laser/Plasma weapons. Their Damage level is adequate against the initial aliens encountered but as advanced races start to appear they will become less and less useful.

Laser Weapons

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. In Enemy Within, EXALT operatives will eventually field their own designs, which you can use if you've completed the appropreate research. However, this will most likely be long after you've completed on making full sets for your own squad(s).

It is only required to complete research on 3 topics to unlock all 6 laser weapons: Beam Weapons (Laser Pistol and Laser Rifle), Precision Lasers (Laser Sniper Rifle and Scatter Laser) and Heavy Lasers (Heavy Laser and Laser Cannon for aircraft).

Interrogating a Sectoid halves all laser-research time. 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.

Plasma Weapons

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 and 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

The game has a bug when calculating Critical Damage for Precision Weapons that gives different damage results during missions than the weapons stats listed in the Barracks. Instead of the 3 listed values, the damage output will only consist of 2 results, with one having a 66% chance of being chosen, and the 2nd a 33% chance.

Pistols

Pistols
Weapon Base Damage Listed Crit Damage 1 Actual Crit Damage 2 Critical Chance Range Class Terrain Damage Abilities
Pistol 1-2 2-4 2 or 3 0 Medium All except Heavy 10 Unlimited ammo
Laser Pistol 1-3 3-5 3 or 4 10 Medium All except Heavy 125 Unlimited ammo
Plasma Pistol 2-4 5-7 4 or 6 0 Medium All except Heavy 125 Unlimited ammo
1 Listed in the Barracks.
2 Actual results during missions (EU and EW DLC), bold value more likely to appear. See Random Damage for more details.
  • 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 S.C.O.P.E. and its 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.
  • Gunslinger ability adds +2 damage to all pistols.

Rifles

Rifles
Weapon Base Damage Listed Crit Damage 1 Actual Crit Damage 2 Critical Chance Range Class Terrain Damage Abilities
Assault Rifle 2-4 5-7 4 or 6 10 Medium Assault/Support/Rookie 20
Laser Rifle 4-6 8-10 7 or 9 10 Medium Assault/Support/Rookie 125
Light Plasma Rifle 4-6 8-10 7 or 9 10 Medium Assault/Support/Rookie 125 Aim +10
Plasma Rifle 6-8 11-13 10 or 12 10 Medium Assault/Support/Rookie 125 None
1 Listed in the Barracks.
2 Actual results during missions (EU and EW DLC), bold value more likely to appear. See Random Damage for more details.

Shotguns

Shotguns
Weapon Base Damage Listed Crit Damage 1 Actual Crit Damage 2 Critical Chance Range Class Terrain Damage Abilities
Shotgun 3-5 6-8 6 or 7 20 Short Assault 40 Limited range
Laser Scatter 5-7 9-11 9 or 10 20 Short Assault 125 Limited range
Alloy Cannon 8-10 14-16 13 or 15 20 Short Assault 125 Limited range
1 Listed in the Barracks.
2 Actual results during missions (EU and EW DLC), bold value more likely to appear. See Random Damage for more details.
  • 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.
  • Shotguns can fire 4 shots (before Ammo Conservation upgrade).

LMG and Heavy Rifles

LMG and Heavy Rifles
Weapon Base Damage Listed Crit Damage 1 Actual Crit Damage 2 Critical Chance Range Class Terrain Damage Abilities
LMG 3-5 6-8 6 or 7 0 Medium Heavy 60
Heavy Laser 5-7 9-11 9 or 10 0 Medium Heavy 125
Heavy Plasma 8-10 14-16 13 or 15 0 Medium Heavy 125
1 Listed in the Barracks.
2 Actual results during missions (EU and EW DLC), bold value more likely to appear. See Random Damage for more details.
  • 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 Conservation upgrade), compare to Assault Rifle's 4/8 rounds. This means LMG is less efficient at Suppression (spends 2/3 of ammo) when compared to Support's Rifle Suppression (consumes only 1/2 of ammo).

Sniper Rifles

Sniper Rifles
Weapon Base Damage Listed Crit Damage 1 Actual Crit Damage 2 Critical Chance Range Class Terrain Damage Abilities
Sniper Rifle 3-5 6-8 6 or 7 25 Long Sniper 30 Limited move
Laser Sniper Rifle 5-7 9-11 9 or 10 30 Long Sniper 125 Limited move
Plasma Sniper Rifle 8-10 14-16 13 or 15 35 Long Sniper 125 Limited move
1 Listed in the Barracks.
2 Actual results during missions (EU and EW DLC), bold value more likely to appear. See Random Damage for more details.
  • 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 (63 tiles), although it requires for the Sniper to have the Squadsight 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 Squadsight, 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, -10% in EW DLC).
  • Unlike other weapons (Assault 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.
  • Sniper Rifles can fire 5 shots (before Ammo Conservation upgrade).

S.H.I.V. Weapons

S.H.I.V. Weapons
Weapon Base Damage Listed Crit Damage 1 Actual Crit Damage 2 Critical Chance Range Class Terrain Damage Abilities
S.H.I.V. Minigun 5-7 9-11 9 or 10 10 Medium S.H.I.V. 80
S.H.I.V. Laser 7-9 12-14 12 or 13 15 Medium S.H.I.V. 125 +15 Aim
S.H.I.V. Plasma 9-11 15-17 15 or 16 20 Medium S.H.I.V. 125 +25 Aim
1 Listed in the Barracks.
2 Actual results during missions (EU and EW DLC), bold value more likely to appear. See Random Damage for more details.

MEC Primary Weapons

MEC Primary Weapons (EW DLC)
Weapon Base Damage Listed Crit Damage 1 Actual Crit Damage 2 Critical Chance Range Class Terrain Damage Abilities
Minigun 4-6 8-10 7 or 9 10 Medium MEC Trooper 60 Collateral Damage
Railgun 6-8 11-13 10 or 12 10 Medium MEC Trooper 125 Collateral Damage
Particle Cannon 9-11 15-17 15 or 16 10 Medium MEC Trooper 125 Collateral Damage
1 Listed in the Barracks.
2 Actual results during missions (EU and EW DLC), bold value more likely to appear. See Random Damage for more details.
  • These weapons can only be used by MEC Troopers, a new class of soldiers introduced on the Enemy Within DLC.
  • Unlike other precision weapons, they allow for a MEC Trooper to directly target and destroy terrain through the Collateral Damage ability, although it will consume a lot of the weapon's ammunition.
  • MEC Troopers with the Vital Point Targeting ability gain a static +2 damage bonus against any enemy which you have completed Autopsy research for. This includes EXALT soldiers, even though you can't autopsy them.
  • MEC Trooper weapons have the lowest ammo of any in the game, containing only 2 shots. Expanded Storage ability increases ammo by 50% to 3 shots, and stacks with the Ammo Conservation upgrade (+100% ammo). Collateral Damage will always consume all of the weapon's ammo, regardless of its capacity.

Other Precision Weapons

Other Precision Weapons
Weapon Damage Actual Crit Damage 2 Critical Chance Class/Unit Terrain Damage Abilities
Arc Thrower 0 NA 0 Any 0 No reaction shot
Drone Beam 1-3 3 or 4 0 Drone 2 Repair
Cyberdisc Cannon 7-9 12 or 13 10 Cyberdisc 125 Overwatch
Death Blossom 7-9 NA 10 Cyberdisc 2
Chest Cannon 9-11 15 or 16 0 Sectopod 801 Overwatch
Psi Lance 10 NA 25 Ethereal 0

Area Weapons

Launchers

Launchers
Weapon Damage Range1 Critical Chance Class Terrain Damage Blast Radius Abilities
Rocket Launcher 6 27 N/A Heavy 500 336 Limited move
No reload
Blaster Launcher 9 100 N/A Heavy 500 336 Limited move
No reload
Poison 1 27 N/A Thin Man 0 175
Cluster Bomb 6 27 25 Sectopod 250 144 Limited move
No reload
Flamethrower EW DLC 6 8 tiles N/A MEC Trooper sets on fire 60° arc Fire takes time to destroy cover
Grenade Launcher EW DLC 4 17 N/A MEC Trooper 125 300
Proximity Mine Launcher EW DLC 8 17 N/A MEC Trooper 125 300
Electro Pulse EW DLC 5 0 N/A MEC Trooper 0 432 Disables robotic units for 1 turn
1 Divide by 1.5 to get range in tiles.
  • 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.

Throwables

Throwables
Weapon Damage Range1 Critical Chance Class Terrain Damage Blast Radius Abilities
Frag Grenade 3 15 0 Any 250 240
Alien Grenade 5 17 0 Any 250 240
Smoke Grenade 0 15 0 Support 0 336 Defense +20-40 or (+20 Will, +20 Aim, +10% Critical Chance)
Battle Scanner 0 27 0 Sniper 0 225 Grants temporal vision for remote areas
Needle Grenade EW DLC 3 15 0 Any 0 528 Doesn't destroy cover
Gas Grenade EW DLC 1 15 0 Any 0 240 Damage applied per turn (for 1-3 turns), -20 Aim, -25% movement
Ghost Grenade EW DLC 0 15 0 Any 0 240 Causes units in radius to become invisible
Flashbang Grenade EW DLC 0 15 0 Any 0 240 -50% aim and movement for enemy units in radius for 1 turn
Mimic Beacon EW DLC 0 27 0 Any 0 2880 Lures aliens to an area
1 Divide by 1.5 to get range in tiles.

Melee Weapons

Weapon Damage Critical Chance Class Terrain Damage Abilities
Chryssalid Claw 6 20 Chryssalid 1 Implants an egg on kill
Zombie Fist 8 0 Zombie 1
Muton Blade 9 33 Berserker 125
Seeker tentacles EW DLC 2 0 Seeker 1 Strangles
Kinetic Strike Module EW DLC 12 0 MEC Trooper high +4 mobility

See Also

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