Difference between revisions of "Weapons (Long War)"
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== Steadying == | == 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 | + | 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 == | == Explosives == |
Revision as of 08:19, 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
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 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 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.