Difference between revisions of "Weapons (Long War)"

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m (→‎Weapons: caps letters)
(→‎Weapons: layout that resembles that of vanilla XCom article (need to fill remaining techs))
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{| class="wikitable"
 
{| class="wikitable"
 
|+ Weapons
 
|+ Weapons
!colspan="15" | Primary ballistic weapons
 
|-
 
 
!rowspan="2" | Name !! rowspan="2" | <span style="text-decoration:underline" title="(engineers required)">Prerequisite</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Damage !! rowspan="2" | Critical chance !! rowspan="2" | Critical damage !! rowspan="2" | Steady? !! rowspan="2" | Aim bonus !! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | Special !! rowspan="2" | Classes
 
!rowspan="2" | Name !! rowspan="2" | <span style="text-decoration:underline" title="(engineers required)">Prerequisite</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Damage !! rowspan="2" | Critical chance !! rowspan="2" | Critical damage !! rowspan="2" | Steady? !! rowspan="2" | Aim bonus !! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | Special !! rowspan="2" | Classes
 
!colspan="4" | Cost
 
!colspan="4" | Cost
 
|-
 
|-
 
| [[Cash|$]] || [[Elerium|E]] || [[Alloys|A]] || <span style="text-decoration:underline" title="Time (days)">T</span>
 
| [[Cash|$]] || [[Elerium|E]] || [[Alloys|A]] || <span style="text-decoration:underline" title="Time (days)">T</span>
 +
|-
 +
!colspan="15" | Pistols
 +
|-
 +
|Pistol || None || 20 || 1-3 || 0% || 3-4 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan="4" | -
 +
|-
 +
|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 || ?|| ? || ? || ?
 +
|-
 +
!colspan="15" | Carbines
 
|-
 
|-
 
|Assault Carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || 3+1 || Grants [[Fast Mover]] || All || colspan="4" | -
 
|Assault Carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || 3+1 || Grants [[Fast Mover]] || All || colspan="4" | -
 +
|-
 +
|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 || ?|| ? || ? || ?
 +
|-
 +
!colspan="15" | Rifles
 
|-
 
|-
 
|Assault Rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 3+1 || - || All || colspan="4" | -
 
|Assault Rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 3+1 || - || All || colspan="4" | -
 
|-
 
|-
|Shotgun || None || 27 (13) || 4-8 || 20% || 8-11 || No  || 0 || 5+1 || Long range accuracy penalty [[Damage reduction#Shotguns|Damage reduction penalty]] || All except Gunner, Sniper, Rocketeer || colspan="4" | -
+
|Laser Rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +10 || 3+1 || - || All || 50 || 0 || 3 || 12
 
|-
 
|-
|Sniper Rifle || None || 100 || 4-6 || 25% || 6-9 || Yes || 0 || 5+1 ||[[Squadsight]] capable Cannot fire after moving <br> Short-range accuracy penalty || Scout, Sniper || colspan="4" | -
+
|(Gauss Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?
 
|-
 
|-
|Rocket Launcher|| None|| ? || 4-10 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?
+
|(Pulse Laser Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?
 
|-
 
|-
|Recoilles Rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?
+
|(Plasma Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?
 +
|-
 +
!colspan="15" | Shotguns
 +
|-
 +
|Shotgun || None || 27 (13) || 4-8 || 20% || 8-11 || No  || 0 || 5+1 || Long range accuracy penalty <br> [[Damage reduction#Shotguns|Damage reduction penalty]] || All except Gunner, Sniper, Rocketeer || colspan="4" | -
 +
|-
 +
|Scatter Laser || [[Advanced beam weapons]] (15) || 27 (13) || 5-9 || 20% || 9-12 || No || +10 || 4+? ||  Long range accuracy penalty<br>[[Damage reduction#Shotguns|Damage reduction penalty]]
 +
| All except Gunner, Sniper, Rocketeer || 80 || 0 || 3 || 14
 +
|-
 +
|Alloy Gun || ? || 27 (13) || ? || ? || ? || No || ? || ? ||  Long range accuracy penalty<br>[[Damage reduction#Shotguns|Damage reduction penalty]]
 +
| All except Gunner, Sniper, Rocketeer || ?|| ? || ? || ?
 +
|-
 +
!colspan="15" | Sniper Rifles
 +
|-
 +
|Sniper Rifle || None || 100 || 4-6 || 25% || 6-9 || Yes || 0 || 5+1 ||[[Squadsight]] capable<br> Cannot fire after moving <br> Short-range accuracy penalty || Scout, Sniper || colspan="4" | -
 +
|-
 +
|Laser Sniper Rifle || [[Advanced beam weapons]] (15) || 100 || 4-8 || 25% || 8-11 || Yes || +10 || ? || [[Squadsight]] capable<br>Cannot fire after moving <br>Short-range accuracy penalty || Scout, Sniper || 50 || 0 || 4 || 14
 +
|-
 +
|(Gauss Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable<br>Cannot fire after moving <br>Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?
 +
|-
 +
|(Pulse Laser Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable<br>Cannot fire after moving <br>Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?
 +
|-
 +
|(Plasma Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable<br>Cannot fire after moving <br>Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?
 +
|-
 +
!colspan="15" | LMGs
 
|-
 
|-
 
|LMG || None || 27 || 4-6 || 0% || 6-9 || No || 0 || 6+2 || - || Gunner || colspan="4" | -
 
|LMG || None || 27 || 4-6 || 0% || 6-9 || No || 0 || 6+2 || - || Gunner || colspan="4" | -
 
|-
 
|-
!colspan="15" | Primary beam weapons
+
|Heavy Laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14
 
|-
 
|-
|Laser Carbine || [[Beam weapons]] (10) || 27 || 3-5 || 5% || 5-7 || Yes || +20 || 3+1 || Grants [[Fast Mover]] || All || 40 || 0 || 1 || 12
+
|(Gauss LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ?
 
|-
 
|-
|Laser Rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +10 || 3+1 || - || All || 50 || 0 || 3 || 12
+
|(Pulse Laser LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ?
 
|-
 
|-
|Scatter Laser || [[Advanced beam weapons]] (15) || 27 (13) || 5-9 || 20% || 9-12 || No || +10 || 4+? || Long range accuracy penalty
+
|(Plasma LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ?
[[Damage reduction#Shotguns|Damage reduction penalty]]
 
| All except Gunner, Sniper, Rocketeer || 80 || 0 || 3 || 14
 
 
|-
 
|-
|Laser Sniper Rifle || [[Advanced beam weapons]] (15) || 100 || 4-8 || 25% || 8-11 || Yes || +10 || ? || [[Squadsight]] capable
+
!colspan="15" | Rocket Launchers
Cannot fire after moving <br>
 
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
+
|Rocket Launcher|| None|| ? || 4-10 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| colspan="4" | -
 
|-
 
|-
!colspan="15" | Sidearms
+
|Recoilles Rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?
|-
 
|Pistol || None || 20 || 1-3 || 0% || 3-4 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan="4" | -
 
 
|-
 
|-
|Laser Pistol || None || 20 || 2-4 || 0% || 4-5 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan="4" | -
+
|Blaster Launcher|| ?|| ? || ? || ? || ? || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?
 
|-
 
|-
|Plasma Pistol || None || 20 || 3-5 || 0% || 5-7 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan="4" | -
 
 
|}
 
|}
  

Revision as of 21:22, 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

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) ? 27 ? ? ? Yes ? ? - 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 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.