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	<updated>2026-05-04T09:06:01Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=57094</id>
		<title>Psionic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=57094"/>
		<updated>2014-06-11T17:49:05Z</updated>

		<summary type="html">&lt;p&gt;Sebastiaan: /* Psi powers */  + links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Psi powers&#039;&#039;&#039; have been significantly overhauled in Long War. Psi talent is now trained, not discovered, so with enough time and attempts, every soldier can be a psionic ([[#Limitations|barring some exceptions]]). There are many more powers distributed among more levels. &lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
=== Psi XP ===&lt;br /&gt;
&lt;br /&gt;
After [[Xenopsionics]] are researched, soldiers will begin accruing Psi XP by going on missions. After the first round of training, they can also gain Psi XP by successfully using attack powers or resisting powers.{{Verify}}&lt;br /&gt;
Reaching a threshold of Psi XP is required to undergo Psi training. Every round of training takes approximately 7-10 days, and is affected by the tester&#039;s will score.{{verify}} &lt;br /&gt;
&lt;br /&gt;
The required training XP:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Level 2:&#039;&#039;&#039; 250&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; 500&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; ?&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; ?&lt;br /&gt;
* &#039;&#039;&#039;Level 6:&#039;&#039;&#039; ?&lt;br /&gt;
&lt;br /&gt;
=== Success rate ===&lt;br /&gt;
&lt;br /&gt;
The success rate of the training depends on the soldier&#039;s Will and the level. If the target Will for the level is equal to the soldier&#039;s Will, the chance is 50% (25% if [[More Than Human]] is active). It increases asymptotically to 100% at inifinte Will and drops to 0% at 0 Will.&lt;br /&gt;
&lt;br /&gt;
The target Will values are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1:&#039;&#039;&#039; 60&lt;br /&gt;
* &#039;&#039;&#039;Level 2:&#039;&#039;&#039; 70&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; 80&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Level 6:&#039;&#039;&#039; 120&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper]]s, [[Officer]]s and soldiers with the [[Neural Damping]] [[genemod]] are incompatible with Psi powers. They cannot undergo Psi training, and Psi-trained soldiers cannot become them.&lt;br /&gt;
&lt;br /&gt;
== Psi powers ==&lt;br /&gt;
One power from each level can be chosen.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1:&#039;&#039;&#039; [[Psi Inspiration]], [[Mind Merge]], [[Psi Panic]]&lt;br /&gt;
* &#039;&#039;&#039;Level 2:&#039;&#039;&#039; [[Mind Fray]], [[Neural Feedback]]&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; [[Distortion Field]], [[Regen Biofield]]&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; [[Telekinetic Field]], [[Psychokinetic Strike]], [[Psi Shadow]]&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; [[Mind Control]]&lt;br /&gt;
* &#039;&#039;&#039;Level 6:&#039;&#039;&#039; [[Rift]]&lt;br /&gt;
&lt;br /&gt;
=== Unlocking Psi powers ===&lt;br /&gt;
&lt;br /&gt;
By default, only Psi Inspiration is available. Unlocking further powers is accomplished by performing [[autopsy|autopsies]] and [[interrogation]]s. One exception is Rift, which requires an in-battle accomplishment.&lt;br /&gt;
&lt;br /&gt;
Psi-powers are now more effective based on the will score of the caster. For instance, Mind merge will add (will/25) hit points.&lt;br /&gt;
&lt;br /&gt;
== Effects on fatigue ==&lt;br /&gt;
&lt;br /&gt;
A psi-trained soldier takes longer to recover from post-battle [[fatigue]]. The increase is 6 hours per level of psi training.{{verify}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Sebastiaan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=56877</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=56877"/>
		<updated>2014-06-09T11:28:03Z</updated>

		<summary type="html">&lt;p&gt;Sebastiaan: /* Weapons */  removed  aim bonus rockets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* Carbines are available, which behave similarly to assault rifles, but confer an aim and mobility bonus at the expense of damage output.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Primary ballistic weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(engineers required)&amp;quot;&amp;gt;Prerequisite&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim bonus !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cash|$]] || [[Elerium|E]] || [[Alloys|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Assault carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || 3+1 || Grants [[Fast Mover]] || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Assault rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|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=&amp;quot;4&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|Sniper rifle || None || 100 || 4-6 || 25% || 6-9 || Yes || 0 || 5+1 ||[[Squadsight]] capable Cannot fire after moving &amp;lt;br&amp;gt; Short-range accuracy penalty| Scout, Sniper || colspan=&amp;quot;4&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher|| None|| ? || 4-10 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Recoilles rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 27 || 4-6 || 0% || 6-9 || No || 0 || 6+2 || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Primary beam weapons&lt;br /&gt;
|-&lt;br /&gt;
|Laser carbine || [[Beam weapons]] (10) || 27 || 3-5 || 5% || 5-7 || Yes || +20 || 3+1 || Grants [[Fast Mover]] || All || 40 || 0 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Laser rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +10 || 3+1 || - || All || 50 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Scatter laser || [[Advanced beam weapons]] (15) || 27 (13) || ? || ? || ? || No || +10 || 4+? ||  Long range accuracy penalty&lt;br /&gt;
[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || 80 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Laser sniper rifle || [[Advanced beam weapons]] (15) || 100 || ? || 25% || ? || Yes || +10 || ? || [[Squadsight]] capable&lt;br /&gt;
Cannot fire after moving &amp;lt;br&amp;gt;&lt;br /&gt;
Short-range accuracy penalty&lt;br /&gt;
| Scount, Sniper || 50 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Sidearms&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 20 || 1-3 || 0% || 3-4 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || None || 20 || 2-4 || 0% || 4-5 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || None || 20 || 3-5 || 0% || 5-7 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
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 &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; mean the bonus can be put to use twice. Note that sniper rifles can be steadied after moving.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Sebastiaan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=56876</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=56876"/>
		<updated>2014-06-09T11:26:37Z</updated>

		<summary type="html">&lt;p&gt;Sebastiaan: /* Weapons */ move rockets to ballistic weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* Carbines are available, which behave similarly to assault rifles, but confer an aim and mobility bonus at the expense of damage output.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Primary ballistic weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(engineers required)&amp;quot;&amp;gt;Prerequisite&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim bonus !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cash|$]] || [[Elerium|E]] || [[Alloys|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Assault carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || 3+1 || Grants [[Fast Mover]] || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Assault rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 27 (13) || 4-8 || 20% || 8-11 || No  || 0 || 5+1 || Long range accuracy penalty&lt;br /&gt;
[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Sniper rifle || None || 100 || 4-6 || 25% || 6-9 || Yes || 0 || 5+1 ||[[Squadsight]] capable&lt;br /&gt;
Cannot fire after moving &amp;lt;br&amp;gt; Short-range accuracy penalty| Scout, Sniper || colspan=&amp;quot;4&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher|| None|| ? || 4-10 || 0% || 8-11 || No || +10 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Recoilles rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || +10 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 27 || 4-6 || 0% || 6-9 || No || 0 || 6+2 || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Primary beam weapons&lt;br /&gt;
|-&lt;br /&gt;
|Laser carbine || [[Beam weapons]] (10) || 27 || 3-5 || 5% || 5-7 || Yes || +20 || 3+1 || Grants [[Fast Mover]] || All || 40 || 0 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Laser rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +10 || 3+1 || - || All || 50 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Scatter laser || [[Advanced beam weapons]] (15) || 27 (13) || ? || ? || ? || No || +10 || 4+? ||  Long range accuracy penalty&lt;br /&gt;
[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || 80 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Laser sniper rifle || [[Advanced beam weapons]] (15) || 100 || ? || 25% || ? || Yes || +10 || ? || [[Squadsight]] capable&lt;br /&gt;
Cannot fire after moving &amp;lt;br&amp;gt;&lt;br /&gt;
Short-range accuracy penalty&lt;br /&gt;
| Scount, Sniper || 50 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Sidearms&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 20 || 1-3 || 0% || 3-4 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || None || 20 || 2-4 || 0% || 4-5 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || None || 20 || 3-5 || 0% || 5-7 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
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 &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; mean the bonus can be put to use twice. Note that sniper rifles can be steadied after moving.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Sebastiaan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=56875</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=56875"/>
		<updated>2014-06-09T11:24:34Z</updated>

		<summary type="html">&lt;p&gt;Sebastiaan: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* Carbines are available, which behave similarly to assault rifles, but confer an aim and mobility bonus at the expense of damage output.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Primary ballistic weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(engineers required)&amp;quot;&amp;gt;Prerequisite&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim bonus !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cash|$]] || [[Elerium|E]] || [[Alloys|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Assault carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || 3+1 || Grants [[Fast Mover]] || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Assault rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 27 (13) || 4-8 || 20% || 8-11 || No  || 0 || 5+1 || Long range accuracy penalty&lt;br /&gt;
[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Sniper rifle || None || 100 || 4-6 || 25% || 6-9 || Yes || 0 || 5+1 ||[[Squadsight]] capable&lt;br /&gt;
Cannot fire after moving &amp;lt;br&amp;gt;&lt;br /&gt;
Short-range accuracy penalty&lt;br /&gt;
| Scout, Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 27 || 4-6 || 0% || 6-9 || No || 0 || 6+2 || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Primary beam weapons&lt;br /&gt;
|-&lt;br /&gt;
|Laser carbine || [[Beam weapons]] (10) || 27 || 3-5 || 5% || 5-7 || Yes || +20 || 3+1 || Grants [[Fast Mover]] || All || 40 || 0 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Laser rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +10 || 3+1 || - || All || 50 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Scatter laser || [[Advanced beam weapons]] (15) || 27 (13) || ? || ? || ? || No || +10 || 4+? ||  Long range accuracy penalty&lt;br /&gt;
[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || 80 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Laser sniper rifle || [[Advanced beam weapons]] (15) || 100 || ? || 25% || ? || Yes || +10 || ? || [[Squadsight]] capable&lt;br /&gt;
Cannot fire after moving &amp;lt;br&amp;gt;&lt;br /&gt;
Short-range accuracy penalty&lt;br /&gt;
| Scount, Sniper || 50 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher|| None|| ? || 4-10 || 0% || 8-11 || No || +10 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Recoilles rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || +10 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Sidearms&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 20 || 1-3 || 0% || 3-4 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || None || 20 || 2-4 || 0% || 4-5 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || None || 20 || 3-5 || 0% || 5-7 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
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 &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; mean the bonus can be put to use twice. Note that sniper rifles can be steadied after moving.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Sebastiaan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=56874</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=56874"/>
		<updated>2014-06-09T11:24:04Z</updated>

		<summary type="html">&lt;p&gt;Sebastiaan: +Rocket Launcher&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* Carbines are available, which behave similarly to assault rifles, but confer an aim and mobility bonus at the expense of damage output.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Primary ballistic weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(engineers required)&amp;quot;&amp;gt;Prerequisite&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim bonus !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cash|$]] || [[Elerium|E]] || [[Alloys|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Assault carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || 3+1 || Grants [[Fast Mover]] || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Assault rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 27 (13) || 4-8 || 20% || 8-11 || No  || 0 || 5+1 || Long range accuracy penalty&lt;br /&gt;
[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Sniper rifle || None || 100 || 4-6 || 25% || 6-9 || Yes || 0 || 5+1 ||[[Squadsight]] capable&lt;br /&gt;
Cannot fire after moving &amp;lt;br&amp;gt;&lt;br /&gt;
Short-range accuracy penalty&lt;br /&gt;
| Scout, Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 27 || 4-6 || 0% || 6-9 || No || 0 || 6+2 || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Primary beam weapons&lt;br /&gt;
|-&lt;br /&gt;
|Laser carbine || [[Beam weapons]] (10) || 27 || 3-5 || 5% || 5-7 || Yes || +20 || 3+1 || Grants [[Fast Mover]] || All || 40 || 0 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Laser rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +10 || 3+1 || - || All || 50 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Scatter laser || [[Advanced beam weapons]] (15) || 27 (13) || ? || ? || ? || No || +10 || 4+? ||  Long range accuracy penalty&lt;br /&gt;
[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || 80 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Laser sniper rifle || [[Advanced beam weapons]] (15) || 100 || ? || 25% || ? || Yes || +10 || ? || [[Squadsight]] capable&lt;br /&gt;
Cannot fire after moving &amp;lt;br&amp;gt;&lt;br /&gt;
Short-range accuracy penalty&lt;br /&gt;
| Scount, Sniper || 50 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher|| [[Gauss Weapons]]|| ? || 4-10 || 0% || 8-11 || No || +10 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Recoilles rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || +10 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Sidearms&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 20 || 1-3 || 0% || 3-4 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || None || 20 || 2-4 || 0% || 4-5 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || None || 20 || 3-5 || 0% || 5-7 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
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 &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; mean the bonus can be put to use twice. Note that sniper rifles can be steadied after moving.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Sebastiaan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=56873</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=56873"/>
		<updated>2014-06-09T10:22:23Z</updated>

		<summary type="html">&lt;p&gt;Sebastiaan: +Recoilles rifle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* Carbines are available, which behave similarly to assault rifles, but confer an aim and mobility bonus at the expense of damage output.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Primary ballistic weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(engineers required)&amp;quot;&amp;gt;Prerequisite&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim bonus !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cash|$]] || [[Elerium|E]] || [[Alloys|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Assault carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || 3+1 || Grants [[Fast Mover]] || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Assault rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 27 (13) || 4-8 || 20% || 8-11 || No  || 0 || 5+1 || Long range accuracy penalty&lt;br /&gt;
[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Sniper rifle || None || 100 || 4-6 || 25% || 6-9 || Yes || 0 || 5+1 ||[[Squadsight]] capable&lt;br /&gt;
Cannot fire after moving &amp;lt;br&amp;gt;&lt;br /&gt;
Short-range accuracy penalty&lt;br /&gt;
| Scout, Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 27 || 4-6 || 0% || 6-9 || No || 0 || 6+2 || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Primary beam weapons&lt;br /&gt;
|-&lt;br /&gt;
|Laser carbine || [[Beam weapons]] (10) || 27 || 3-5 || 5% || 5-7 || Yes || +20 || 3+1 || Grants [[Fast Mover]] || All || 40 || 0 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Laser rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +10 || 3+1 || - || All || 50 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Scatter laser || [[Advanced beam weapons]] (15) || 27 (13) || ? || ? || ? || No || +10 || 4+? ||  Long range accuracy penalty&lt;br /&gt;
[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || 80 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Laser sniper rifle || [[Advanced beam weapons]] (15) || 100 || ? || 25% || ? || Yes || +10 || ? || [[Squadsight]] capable&lt;br /&gt;
Cannot fire after moving &amp;lt;br&amp;gt;&lt;br /&gt;
Short-range accuracy penalty&lt;br /&gt;
| Scount, Sniper || 50 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Recoilles rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || +10 || 1 || - || Rocketeer|| ?|| 0 || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Sidearms&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 20 || 1-3 || 0% || 3-4 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || None || 20 || 2-4 || 0% || 4-5 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || None || 20 || 3-5 || 0% || 5-7 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
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 &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; mean the bonus can be put to use twice. Note that sniper rifles can be steadied after moving.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Sebastiaan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=56871</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=56871"/>
		<updated>2014-06-09T07:54:46Z</updated>

		<summary type="html">&lt;p&gt;Sebastiaan: + Scatter laser default ammo amount&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* Carbines are available, which behave similarly to assault rifles, but confer an aim and mobility bonus at the expense of damage output.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Primary ballistic weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(engineers required)&amp;quot;&amp;gt;Prerequisite&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim bonus !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cash|$]] || [[Elerium|E]] || [[Alloys|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Assault carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || 3+1 || Grants [[Fast Mover]] || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Assault rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 27 (13) || 4-8 || 20% || 8-11 || No  || 0 || 5+1 || Long range accuracy penalty&lt;br /&gt;
[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Sniper rifle || None || 100 || 4-6 || 25% || 6-9 || Yes || 0 || 5+1 ||[[Squadsight]] capable&lt;br /&gt;
Cannot fire after moving &amp;lt;br&amp;gt;&lt;br /&gt;
Short-range accuracy penalty&lt;br /&gt;
| Scout, Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 27 || 4-6 || 0% || 6-9 || No || 0 || 6+2 || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Primary beam weapons&lt;br /&gt;
|-&lt;br /&gt;
|Laser carbine || [[Beam weapons]] (10) || 27 || 3-5 || 5% || 5-7 || Yes || +20 || 3+1 || Grants [[Fast Mover]] || All || 40 || 0 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Laser rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +10 || 3+1 || - || All || 50 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Scatter laser || [[Advanced beam weapons]] (15) || 27 (13) || ? || ? || ? || No || +10 || 4+? ||  Long range accuracy penalty&lt;br /&gt;
[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || 80 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Laser sniper rifle || [[Advanced beam weapons]] (15) || 100 || ? || 25% || ? || Yes || +10 || ? || [[Squadsight]] capable&lt;br /&gt;
Cannot fire after moving &amp;lt;br&amp;gt;&lt;br /&gt;
Short-range accuracy penalty&lt;br /&gt;
| Scount, Sniper || 50 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Sidearms&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 20 || 1-3 || 0% || 3-4 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || None || 20 || 2-4 || 0% || 4-5 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || None || 20 || 3-5 || 0% || 5-7 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
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 &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; mean the bonus can be put to use twice. Note that sniper rifles can be steadied after moving.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Sebastiaan</name></author>
	</entry>
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