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Weapons (Long War)

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Revision as of 10:09, 24 October 2014 by 8wayz (talk | contribs) (Weapons: Stats updated as of version 14b)
This page may be outdated. It is up-to-date for version b14. The latest version is 1.0.

Long War makes several changes to weapons:

  • There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.
  • There are several additional types of primary and secondary weapon available in each tier.
  • 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.

Weapon tiers

Conventional/Ballistic

These are the basic weapons you start with - and whilst they're okay to begin with, they're not going to be up to scratch in the long run. The sawed-off shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.

Beam Lasers

Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good 'training' weapons for inexperienced troopers or as aiming aid for rocketeers in their aiming of explosives (much like you might otherwise issue them regular carbines). They also have a little more firepower than Ballistic weapons, but it still won't be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in long war expense of gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam Lasers use the same visuals as EXALT laser weapons in vanilla.

Gauss

Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it's a recipe for pretty formidable personal weaponry. In general Gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as flush ,suppression, collateral damage, in the zone, close combat specialist, close encounters, light 'em up, and rapid fire. Uniquely, the sniper rifle of this tier--the Gauss long rifle--grants snipers the HEAT ammo perk, whom otherwise can't obtain said perk normally. This makes Gauss snipers a powerful counter to mechanical leaders/bosses whom can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss long rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM weapon models.

Note: There are plans to give this tier of weaponry additional damage reduction penetration in future editions of the mod. (b14)

Pulse Lasers

Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused assaults and snipers. They use the same visuals as XCOM-built laser weaponry.

Plasma

Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components... which means you'll have to stun and capture aliens for every weapon you want to build.

Weapon types

Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: SHIV/MEC Primary Weapons > Light Machine Guns and Shotguns > Heavy Rifles, Marksman/Sniper rifles and Squad Automatic Weapon > Assault Rifles > Carbines and Submachine Guns. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally ,Shotguns' damage is severely impeded by damage reduction.

Assault Rifles: Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim, and have a respectable balance of firepower and accuracy.

Carbines: Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. Carbines can be steadied to improve aim. They are ideal for inexperienced troops and those that need to move quickly, but experienced troops should switch to other weapons quickly as tougher aliens begin to appear.

SMG: Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy, and they also have the lowest damage of any primary. They're very useful for classes that need to reposition quickly to bring explosives and other area weapons against enemies, making them a good choice for Rocketeers and Engineers.

Battle Rifle: Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma Rifle
Battle Rifles are heavier versions of assault rifles. They do increased damage and have one additional burst relative to assault rifles, but carry a mobility penalty and a hefty aim penalty. They can be steadied. They can be used by Infantry, Assaults, Scouts, Medics and Engineers, and are best used by experienced soldiers who can aim well enough to offset the penalty (Infantry in particular, thanks to their high aim progression and ability to fire multiple times per turn cycle).

Shotgun: Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range. They can be used by Infantry, Assaults, Scouts, Medics and Engineers. Shotguns are extremely accurate up close, but suffer from very poor accuracy over longer ranges (even with Cinematic Mode enabled). As such, they work best with highly mobile classes or those that only ever expect to engage enemies up close.

Sniper Rifle: Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not moved, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range, so consider steadying the weapon instead to end a turn without targets (especially if you don't have snapshot training).

Marksman Rifle: Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex Rifle
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles, but can be fired after moving. The squadsight perk is required to use the extra range. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. With squadsight, marksman rifles can overwatch fire up to their maximum range, and with Precision Shot they have unlimited range.
Marksman Rifles are better suited to close-quarters maps where mobility is essential.

Squad Automatic Weapon: SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can't be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage. Suppressing a target with a SAW grants the Opportunist perk for any reaction fire triggered by enemy movement (No aim penalty and can crit)

Light Machine Gun: LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of it. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.

MEC Primary Weapons: Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.

Arc Rifle:
The Arc Rifle is a special Marksman Rifle, usable by Snipers and Scouts, that grants Disabling Shot with the regular 2-turn cooldown, although it does not confer the snap shot perk. It has low damage and ammo capacity. Useful early on for raiding small UFO's with capable soldiers and plenty of arc thrower uses.

Pistols: Pistol, Laser Pistol, Plasma Pistol
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier possesses the Gunslinger perk.

Machine Pistols: Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler
A more damaging sidearm, but the added weight gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk. They also incur an Aim penalty when drawn (but not when stowed). Machine Pistols also tend to have very limited ammo.

Sawed-off Shotgun:
A point-blank range, high damage sidearm with -1 mobility. Can be used by Infantry, Assaults, Scouts, Medics and Engineers. It has only one shot, and this cannot be increased by ammo capacity upgrades.

SHIV Turrets: Autocannon, Superheavy Laser, Sentry Gun, Superheavy Pulser, Superheavy Plasma
Similar to the SAW but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use. While they suffer from the low base aim of all SHIV units, they can shred through enemies at close range, restrict enemy movement options when overwatching with certain equipment, and can deal massive damage to mechanized forces when equipped with HEAT ammo.

Weapons

Weapons
Name Range
Damage

Critical Hit Chance

Critical Hit Damage

Steady? Aim
Mobility
Ammo Special Classes Research Cost
Credits
Alien Alloys
Elerium
Meld
Days
Pistols
Pistol
30 1-3 0% 3-4 No 0 0 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer None -
Laser Pistol
30 2-4 0% 4-5 No 0 0 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer Beam weapons /15 30 3 0 0 10
Plasma Pistol
30 3-5 0% 5-7 No 0 0 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer Compact Plasma Weapons/90 175 25 20 1 12
Machine Pistols
Machine Pistol
30 2-4 0% 4-5 No -10 -1 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer None -
Heater
30 3-5 0% 5-7 No -3 -1 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer Beam weapons /15 30 3 0 0 12
Gauss Autopistol
30 3-5 0% 5-7 No -10 -1 3+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer Gauss Weapons/28 40 4 1 0 12
Blaster
30 4-6 10% 6-9 No -10 -1 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer Pulse Lasers/60 80 12 8 0 12
Plasma Mauler
30 4-8 0% 8-11 No -10 -2 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer Compact Plasma Weapons/90 230 30 20 1 12
SMGs
Submachine Gun
30 2-4 0% 4-5 No 0 +3 2+1 - All None -
Laser Shatterray
30 3-5 0% 5-7 No +7 +3 2+1 - All Beam Weapons/15 35 3 0 0 12
Gauss Stuttergun
30 4-6 0% 6-9 No 0 +3 3+1 .33 DR reduction All Gauss Weapons/28 75 6 1 0 12
Pulse Stengun
30 4-8 10% 8-11 No 0 +3 2+1 - All Pulse Lasers /62 120 15 10 0 12
Plasma Stormgun
30 5-9 0% 9-12 No 0 +3 2+1 - All Plasma Weapons/90 200 30 20 1 12
Carbines
Assault Carbine
30 2-4 5% 4-5 Yes +7 +1 3+1 - All None -
Laser Carbine
30 3-5 5% 5-7 Yes +15 +1 3+1 - All Beam weapons /15 40 3 0 0 12
Gauss Carbine
30 4-6 5% 6-9 Yes +7 +1 4+1 .33 DR reduction All Gauss Weapons/30 95 8 2 0 12
Pulse Carbine
30 4-8 15% 8-11 Yes +7 +1 3+1 - All Pulse Lasers/63 180 15 15 0 12
Plasma Carbine
30 5-9 5% 9-12 Yes +7 +1 3+1 - All Plasma Weapons/90 280 30 25 1 12
Assault Rifles
Assault Rifle
30 3-5 10% 5-7 Yes 0 0 3+1 - All None -
Laser Rifle
30 4-6 10% 6-9 Yes +7 0 3+1 - All Beam weapons /15 50 3 0 0 12
Gauss Rifle
30 4-8 10% 8-11 Yes 0 0 4+1 .33 DR reduction All Gauss Weapons/30 100 12 2 0 14
Pulse Rifle
30 5-9 20% 9-12 Yes 0 0 3+1 - All Pulse Lasers /60 200 20 15 0 14
Plasma Rifle
30 6-10 10% 10-14 Yes 0 0 3+1 - Infantry, Assault, Scout, Medic, Engineer Advanced Plasma Weapons /95 380 40 30 2 14
Battle Rifles
Battle Rifle
30 4-6 10% 6-9 Yes -15 -1 4+1 - Infantry, Assault, Scout, Medic, Engineer None -
Heavy Laser Rifle
30 4-8 15% 8-11 Yes -8 -1 4+1 - Infantry, Assault, Scout, Medic, Engineer Advanced Beam Lasers/20 70 4 0 0 12
Heavy Gauss Rifle
30 5-9 15% 9-12 Yes -15 -1 5+1 .33 DR reduction Infantry, Assault, Scout, Medic, Engineer Advanced Gauss Weapons /40 140 15 5 0 14
Heavy Pulse Rifle
30 6-10 25% 10-14 Yes -15 -1 4+1 - Infantry, Assault, Scout, Medic, Engineer Advanced Pulse Lasers /67 220 25 20 0 14
Heavy Plasma Rifle
30 7-11 15% 11-16 Yes -15 -1 4+1 - Infantry, Assault, Scout, Medic, Engineer Heavy Plasma Weapons/105 400 40 28 2 18
Shotguns
Shotgun
30 (14) 4-8 20% 8-11 No 0 0 5+1 Long range accuracy penalty
Damage Reduction penalty
Infantry, Assault, Scout, Medic, Engineer None -
Sawed-Off Shotgun
3 4-8 5% 8-11 No -15 -1 1 Sidearm. Confers -1 mobility.
Can only be used at point blank range.
Infantry, Assault, Scout, Medic, Engineer None /1 0 0 0 0 1
Scatter Laser
30 (14) 5-9 20% 9-12 No +7 0 3+1 Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer Advanced Beam Weapons /18 80 3 0 0 14
Alloy Cannon
30 (14) 6-10 20% 10-14 No 0 0 4+1 Long range accuracy penalty
Damage reduction penalty
.33 DR reduction
Infantry, Assault, Scout, Medic, Engineer Advanced Gauss Weapons/32 150 18 5 0 14
Scatter Blaster
30 (14) 7-11 30% 11-16 No 0 0 3+1 Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer Advanced Pulse Weapons /62 250 20 20 0 14
Reflex Cannon
30 (14) 7-13 20% 13-18 No 0 0 3+1 Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer Sectopod Autopsy /102 500 40 30 2 18
Sniper Rifles
Sniper Rifle
200 (30) 4-6 25% 6-9 Yes 0 -1 5+1 Cannot fire after any costly action
Short-range accuracy penalty
Sniper None -
Laser Sniper Rifle
200 (30) 4-8 25% 8-11 Yes +7 -1 3+1 Cannot fire after any costly action
Short-range accuracy penalty
Sniper Advanced Beam Weapons/18 50 4 0 0 14
Gauss Long Rifle
200 (30) 5-9 10% 9-12 Yes 0 -2 1+1 Cannot fire after any costly action
Short-range accuracy penalty
Grants HEAT Ammo perk.
.33 DR reduction
Sniper Advanced Gauss Weapons /35 250 15 5 0 14
Pulse Sniper Rifle
200 (30) 6-10 35% 10-14 Yes 0 -1 3+1 Cannot fire after any costly action
Short-range accuracy penalty
Sniper Advanced Pulse Lasers /65 250 25 20 0 14
Plasma Sniper Rifle
200 (30) 7-11 25% 11-16 Yes 0 -1 3+1 Cannot fire after any costly action
Short-range accuracy penalty
Sniper Precision Plasma Weapons/105 500 45 30 2 18
Marksman Rifles
Marksman Rifle
36 4-6 15% 6-9 Yes 0 0 5+1 Short-range accuracy penalty Scout, Sniper None -
Laser Strike Rifle
36 4-8 15% 8-11 Yes +7 0 3+1 Short-range accuracy penalty Scout, Sniper Advanced Beam Lasers /18 50 3 0 0 12
Alloy Strike Rifle
36 5-9 15% 9-12 Yes 0 0 4+1 Short-range accuracy penalty
.33 DR reduction
Scout, Sniper Advanced Gauss Weapons/35 120 15 3 0 14
Blaster Rifle
36 6-10 25% 10-14 Yes 0 0 3+1 Short-range accuracy penalty Scout, Sniper Advanced Pulse Lasers/67 220 25 20 0 14
Reflex Rifle
36 7-11 15% 11-16 Yes 0 0 3+1 Short-range accuracy penalty Scout, Sniper Precision Plasma Weapons/102 450 40 30 2 18
Arc Rifle
36 (30) 1-3 0% 3-4 No 0 0 2+1 Grants Disabling Shot, Cannot fire after any costly action Scout, Sniper Xenoneurology
New Combat Systems/25
60 2 2 0 10
Squad Automatic Weapons
SAW 30 4-6 0% 6-9 No 0 -1 6+2 - Gunner None -
Autolaser 30 4-8 0% 8-11 No +7 -1 6+2 - Gunner Beam Weapons/65 60 4 0 0 14
Gauss Autorifle 30 5-9 0% 9-12 No 0 -1 7+2 .33 DR reduction Gunner Gauss Weapons/32 110 15 2 0 14
Pulse Autoblaster 30 6-10 10% 10-14 No 0 -1 6+2 - Gunner Pulse Lasers/65 230 30 20 0 14
Plasma Novagun 30 7-11 0% 11-16 No 0 -1 6+2 - Gunner Advanced Plasma Weapons/98 500 45 30 2 20
Light Machine Guns
LMG 36 (30) 4-8 5% 8-11 No 0 -2 8+1 Cannot fire after any costly action
Grants squadsight
Gunner None -
Gatling Laser 36 (30) 5-9 5% 9-12 No +7 -2 8+1 Cannot fire after any costly action
Grants squadsight
Gunner Beam weapons/18 60 5 0 0 14
Gauss Machine Gun 36 (30) 6-10 5% 10-14 No 0 -2 9+1 Cannot fire after any costly action
Grants squadsight
.33 DR reduction
Gunner Gauss Weapons/40 140 16 3 0 14
Gatling Pulser 36 (30) 7-11 15% 11-16 No 0 -2 8+1 Cannot fire after any costly action
Grants squadsight
Gunner Pulse Lasers/64 215 35 22 0 14
Plasma Dragon 36 (30) 7-13 5% 13-18 No 0 -2 8+1 Cannot fire after any costly action
Grants squadsight
Gunner Heavy Plasma Weapons/105 500 48 32 2 20
Rocket Launchers
Rocket Launcher 30 4-10 0% - No 0 -1 1 - Rocketeer None -
Recoilless Rifle 30 6-12 0% - No 0 -1 1 .33 DR reduction Rocketeer Advanced Gauss Weapons/35 100 25 3 0 14
Blaster Launcher 30 8-16 0% - No 0 -2 1 - Rocketeer Fusion Weapons/110 600 60 65 2 20
MEC Primary Weapons
Minigun 36 (30) 5-9 10% 9-12 No 0 0 2+1 - MEC None -
Laser Lance 36 (30) 7-11 10% 11-16 No +7 0 3+1 - MEC Advanced Beam Lasers/20 80 5 0 0 14
Railgun 36 (30) 7-13 10% 13-18 No 0 0 4+1 .33 DR reduction, no suppression MEC Advanced Gauss Weapons/35 120 25 3 0 14
Pulse Lance 36 (30) 7-13 20% 13-18 No 0 0 3+1 - MEC Advanced Pulse Lasers/65 240 35 24 0 14
Particle Cannon 36 (30) 8-14 10% 14-19 No 0 0 3+1 No suppression MEC Heavy Plasma Weapons/105 450 45 40 10 14
MEC Secondary Weapons
Flamethrower Cone 4-10 0% 8-11 No - -1 2 Incendiary area attack causing panic MEC MEC Warfare Systems/20 85 0 0 5 7
Kinetic Strike Module Melee 9-15 0% 15-21 No - -1 Close combat weapon MEC Floater Autopsy /22 200 15 2 8 10
Grenade Launcher 17 3-7 0% - No - -1 2 Indirect-fire Grenade Launcher MEC Gauss Weapons/35 150 12 0 6 10
Prox. Mine Launcher 17 6-12 0% - No - -1 3 Fires Proximity Mines MEC Advanced Gauss Weapons/40 150 12 0 10 14
Restorative Mist 17 - 0% - No - -1 1 Heals allies in an area MEC Thin Man Autopsy /28 120 0 0 10 14
Electro Pulse 17 3-9 0% - No - -1 Stuns robots. 3 turn cooldown MEC EMP Weapons/85 180 15 15 15 14
SHIV Turrets
Autocannon 30 5-9 10% 9-12 No 0 0 3+1 - SHIV None -
Superheavy Laser 30 6-10 10% 10-14 No +7 0 3+1 - SHIV Advanced Beam Lasers/20 80 5 0 0 14
Sentry Gun 30 7-11 10% 11-16 No 0 0 4+1 .33 DR reduction SHIV Gauss Weapons/35 120 15 3 0 14
Superheavy Pulser 30 7-13 20% 13-18 No 0 0 3+1 - SHIV Pulse Lasers/65 300 35 25 0 14
Superheavy Plasma 30 8-14 10% 14-19 No 0 0 3+1 - SHIV Vehicular Plasma Weapons/100 500 45 40 3 21

Steadying

Many weapons 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 rockets never "miss" but will veer off course a random amount based on the soldier's Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range. Rockets can not change height through scatter.

The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. "Scatter" instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation. Rockets can exceed even this degree of deviation, but the chance is negligible.

Unblocked (no "Shot is Blocked" warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process. If they encounter an allied or enemy pawn, they will detonate immediately.