Difference between revisions of "Weapons (Long War)"

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|Laser Rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +10 || 3+1 || - || All || 50 || 0 || 3 || 12
 
|Laser Rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +10 || 3+1 || - || All || 50 || 0 || 3 || 12
 
|-
 
|-
|(Gauss Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?
+
|Gauss Rifle || (Gauss Weapons) || 27 || 4-8 || 10% || 8-11 || Yes || 0 || ? || - || All || ?|| ? || ? || ?
 
|-
 
|-
 
|(Pulse Laser Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?
 
|(Pulse Laser Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?

Revision as of 23:32, 14 June 2014

Long War makes several changes to weapons:

  • There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.
  • Carbines are available, which behave similarly to assault rifles, but confer an aim and mobility bonus at the expense of damage output.
  • Many weapons can be Steadied as an action to improve aim for the next turn.
  • Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.
  • Rocket launchers use a revamped accuracy system using the soldier's aim.

Weapons

Weapons
Name Prerequisite Range Damage Critical chance Critical damage Steady? Aim bonus Ammo Special Classes Cost
$ E A T
Pistols
Pistol None 20 1-3 0% 3-4 No 0 2+1 - All except Gunner and Rocketeer -
Laser Pistol Beam weapons (10) 20 2-4 0% 4-5 No 0 2+1 - All except Gunner and Rocketeer ? ? ? ?
Plasma Pistol ? 20 3-5 0% 5-7 No 0 2+1 - All except Gunner and Rocketeer ? ? ? ?
Carbines
Assault Carbine None 27 2-4 5% 4-5 Yes +7 3+1 Grants Fast Mover All -
Laser Carbine Beam weapons (10) 27 3-5 5% 5-7 Yes +20 3+1 Grants Fast Mover All 40 0 1 12
(Gauss Carbine) ? 27 ? ? ? Yes ? ? Grants Fast Mover All ? ? ? ?
(Pulse Laser Carbine) ? 27 ? ? ? Yes ? ? Grants Fast Mover All ? ? ? ?
(Plasma Carbine) ? 27 ? ? ? Yes ? ? Grants Fast Mover All ? ? ? ?
Rifles
Assault Rifle None 27 3-5 10% 5-7 Yes 0 3+1 - All -
Laser Rifle Beam weapons (12) 27 4-6 10% 6-9 Yes +10 3+1 - All 50 0 3 12
Gauss Rifle (Gauss Weapons) 27 4-8 10% 8-11 Yes 0 ? - All ? ? ? ?
(Pulse Laser Rifle) ? 27 ? ? ? Yes ? ? - All ? ? ? ?
(Plasma Rifle) ? 27 ? ? ? Yes ? ? - All ? ? ? ?
Shotguns
Shotgun None 27 (13) 4-8 20% 8-11 No 0 5+1 Long range accuracy penalty
Damage reduction penalty
All except Gunner, Sniper, Rocketeer -
Scatter Laser Advanced beam weapons (15) 27 (13) 5-9 20% 9-12 No +10 4+? Long range accuracy penalty
Damage reduction penalty
All except Gunner, Sniper, Rocketeer 80 0 3 14
Alloy Gun ? 27 (13) ? ? ? No ? ? Long range accuracy penalty
Damage reduction penalty
All except Gunner, Sniper, Rocketeer ? ? ? ?
Sniper Rifles
Sniper Rifle None 100 4-6 25% 6-9 Yes 0 5+1 Squadsight capable
Cannot fire after moving
Short-range accuracy penalty
Scout, Sniper -
Laser Sniper Rifle Advanced beam weapons (15) 100 4-8 25% 8-11 Yes +10 ? Squadsight capable
Cannot fire after moving
Short-range accuracy penalty
Scout, Sniper 50 0 4 14
(Gauss Sniper Rifle) ? 100 ? ? ? Yes ? ? Squadsight capable
Cannot fire after moving
Short-range accuracy penalty
Scout, Sniper ? ? ? ?
(Pulse Laser Sniper Rifle) ? 100 ? ? ? Yes ? ? Squadsight capable
Cannot fire after moving
Short-range accuracy penalty
Scout, Sniper ? ? ? ?
(Plasma Sniper Rifle) ? 100 ? ? ? Yes ? ? Squadsight capable
Cannot fire after moving
Short-range accuracy penalty
Scout, Sniper ? ? ? ?
LMGs
LMG None 27 4-6 0% 6-9 No 0 6+2 - Gunner -
Heavy Laser Beam weapons (14) 27 4-8 0% 8-11 No +10 6+2 - Gunner 60 0 4 14
(Gauss LMG) ? 27 ? ? ? No ? ? - Gunner ? ? ? ?
(Pulse Laser LMG) ? 27 ? ? ? No ? ? - Gunner ? ? ? ?
(Plasma LMG) ? 27 ? ? ? No ? ? - Gunner ? ? ? ?
Rocket Launchers
Rocket Launcher None ? 4-10 0% 8-11 No 0 1 - Rocketeer -
Recoilles Rifle Gauss Weapons ? 6-12 0% 8-11 No 0 1 - Rocketeer ? ? ? ?
Blaster Launcher ? ? ? ? ? No 0 1 - Rocketeer ? ? ? ?

Steadying

Assault rifles, carbines and sniper rifles have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as Light 'Em Up and Double Tap only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon's Aim bonus also applies to fired rockets, reducing rocket scatter.

Explosives

In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.

Rockets

Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never "miss" but will veer off course a random amount based on the soldier's Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.

The hit chance shown while aiming is not a literal % hit chance. Rather, it's displaying the rocket's maximum scatter in tiles multiplied by 10, so the lower the better.