Difference between revisions of "Weapons (Long War)"
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|Heavy laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14 | |Heavy laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14 | ||
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− | |Rocket Launcher|| | + | |Rocket Launcher|| None|| ? || 4-10 || 0% || 8-11 || No || +10 || 1 || - || Rocketeer|| ?|| ? || ? || ? |
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|Recoilles rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || +10 || 1 || - || Rocketeer|| ?|| ? || ? || ? | |Recoilles rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || +10 || 1 || - || Rocketeer|| ?|| ? || ? || ? |
Revision as of 11:24, 9 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
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 | All except Gunner, Sniper, Rocketeer | - | |||
Sniper rifle | None | 100 | 4-6 | 25% | 6-9 | Yes | 0 | 5+1 | Squadsight capable
Cannot fire after moving |
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 | 4+? | Long range accuracy 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 |
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 |
Rocket Launcher | None | ? | 4-10 | 0% | 8-11 | No | +10 | 1 | - | Rocketeer | ? | ? | ? | ? |
Recoilles rifle | Gauss Weapons | ? | 6-12 | 0% | 8-11 | No | +10 | 1 | - | Rocketeer | ? | ? | ? | ? |
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.
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 missed rockets will veer off course a random amount proportional to the hit chance. Rockets can also be fired after moving, but with reduced accuracy and 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.