Difference between revisions of "Weapons (Long War)"

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Long War makes several changes to weapons:
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* There are more tiers of weapons.
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* Carbines are available, which behave similarly to assault rifles, but confer an aim and mobility bonus at the expense of damage output.
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* Many weapons can be Steadied as an action to improve aim for the next turn.
 +
* Rocket launchers use a revamped accuracy system using the soldier's aim.
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== Weapons ==
 
{| class="wikitable"
 
{| class="wikitable"
 
|+ Weapons
 
|+ Weapons
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|Plasma Pistol || None || 20 || 3-5 || 0% || 5-7 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan="4" | -
 
|Plasma Pistol || None || 20 || 3-5 || 0% || 5-7 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan="4" | -
 
|}
 
|}
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== Steadying ==
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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 shots taken with the weapon next turn. 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, though the use of perks such as '''Light 'Em Up''' and '''Double Tap''' mean the bonus can be put to use twice. Note that sniper rifles can be steadied after moving.
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== Rockets ==
  
 
[[Category: Long War]]
 
[[Category: Long War]]

Revision as of 12:33, 4 June 2014

Long War makes several changes to weapons:

  • There are more tiers of weapons.
  • 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.
  • Rocket launchers use a revamped accuracy system using the soldier's aim.

Weapons

Weapons
Primary ballistic weapons
Name Prerequisite Range Damage Critical chance Critical damage Steady? Aim bonus Ammo Special Classes Cost
$ E A T
Assault carbine None 27 2-4 5% 4-5 Yes +7 3+1 Grants Fast Mover All -
Assault rifle None 27 3-5 10% 5-7 Yes 0 3+1 - All -
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 -
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 -
LMG None 27 4-6 0% 6-9 No 0 6+2 - Gunner -
Primary beam weapons
Laser carbine Beam weapons (10) 27 3-5 5% 5-7 Yes +20 3+1 Grants Fast Mover All 40 0 1 12
Laser rifle Beam weapons (12) 27 4-6 10% 6-9 Yes +10 3+1 - All 50 0 3 12
Scatter laser Advanced beam weapons (15) 27 (13) ? ? ? No +10 ? Long range accuracy penalty

Damage reduction penalty

All except Gunner, Sniper, Rocketeer 80 0 3 14
Laser sniper rifle Advanced beam weapons (15) 100 ? 25% ? Yes +10 ? Squadsight capable

Cannot fire after moving
Short-range accuracy penalty

Scount, Sniper 50 0 4 14
Heavy laser Beam weapons (14) 27 4-8 0% 8-11 No +10 6+2 - Gunner 60 0 4 14
Sidearms
Pistol None 20 1-3 0% 3-4 No 0 2+1 - All except Gunner and Rocketeer -
Laser Pistol None 20 2-4 0% 4-5 No 0 2+1 - All except Gunner and Rocketeer -
Plasma Pistol None 20 3-5 0% 5-7 No 0 2+1 - All except Gunner and 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 shots taken with the weapon next turn. 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, though the use of perks such as Light 'Em Up and Double Tap mean the bonus can be put to use twice. Note that sniper rifles can be steadied after moving.

Rockets