| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Quick Gun Comparison [S / A / B / C / D Tier] | SNAP/QUICKBURST | AIMED | AUTO? | TO HIT | Disclaimer: This was the order I found guns in. They're ranked assuming comparison with guns also available at a similar time, but availability affects a lot in Xpiratez and any sort of list like this is subjective. | |||||||||||||||||||||
2 | TU | Acc/Rng | S | TU | Acc/Rng | SHOTS | TU | AUT ACC | DMG | WITH | |||||||||||||||||
3 | [Pistols] | Unlike base X-COM, many pistols/revolvers are really viable (esp. the Special Prize ones). Low cost in TU's means good spam, and often surprisingly solid damage too. | |||||||||||||||||||||||||
4 | Holdout Pistol | 13% | 56% 15 | 1 | 26% | 65% 18 | No | N/A | N/A | 20 | Firing | Not this one though (lol). Already obsolete by the time you find your first one. | |||||||||||||||
5 | Blackmarsh Pistol | 14% | 70% 15 | 1 | 24% | 70% 20 | 2 | 21% | 50% 14 | 22 | 25%+ACC | The really low TU cost and 21% TU for 44 damage double fire mode make this pistol incredible early on, and for newbies, though the lower damage does hit hard when more armoured foes appear. | |||||||||||||||
6 | Manstopper | 18% | 72% 15 | 1 | 32% | 84% 20 | No | N/A | N/A | 30 | Firing | Fairly mediocre if you have BM pistols, since 18% TU for 30 isn't good compared to 21% for 22x2 | |||||||||||||||
7 | Snubby | 20% | 74% 15 | 1 | 26% | 76% 18 | No | N/A | N/A | 32 | Firing | Has very cheap Aimed fire you may as well always use here, but that's because its not much different lol. It's okay if you haven't got Blackmarsh Pistols, and is mildly better vs. early armoured foes. | |||||||||||||||
8 | Confed Eagle | 21% | 70% 15 | 1 | 32% | 85% 21 | No | N/A | N/A | 40 | Firing | This is a better Manstopper and worth considering. Good damage for handgun. | |||||||||||||||
9 | Gothic Raygun | 25% | 60% 13 | 1 | 30% | 100% 13 | No | N/A | N/A | 50 | Firing | You start with one, and obviously your best weapon to begin with, though you have precisely 2 cells for it, so it doesn't get used much. The damage remains great but low accuracy and high TU limit also limit it a bit when more cells are found. | |||||||||||||||
10 | Police Revolver | 17% | 72% 15 | 1 | 28% | 86% 18 | 6 | 58% | 36% 4 | 26 | Firing | You'll likely get a few around the same time as Manstoppers and they're fairly equivalent. The best of the basic types of revolvers, but that's not saying much; the magnums are way superior. | |||||||||||||||
11 | Big Iron | 22% | 63% 14 | 1 | 32% | 69% 17 | 6 | 72% | 22% 7 | 44 | Firing | Basic Magnum. I didn't get these until after Silver Snake; and they're worse in every way, but does have the silly fan-fire I guess. If you have a USA start and get them early, they're great though. | |||||||||||||||
12 | Govt Pistol (Revolver) | 22% | 72% 16 | 1 | 32% | 82% 20 | 6 | 72% | 22% 7 | 44 | Firing | Literally Big Iron Plus. Same costs, better Accuracy & range. Hard to find though, and still obsoleted by Silver Snake, except the silly fan-fire, though at least this is almost competitive. | |||||||||||||||
13 | Precision Pistol | 22% | 78% 15 | 1 | 32% | 96% 24 | No | N/A | N/A | 14+ 25% Firing | Firing | A WW2 Luger- Stolen from Nazi's. With 150 ACC you're looking at 51 damage. Basically, a slightly worse Scoped Magnum range wise, but it also doesn't have the negative pierce. Roughly similar damage calc at top end, so it has very mildly higher damage. | |||||||||||||||
14 | Officer's Pistol | 18% | 75% 15 | 1 | 30% | 90% 22 | No | N/A | N/A | 10+ (5 x Rank) | Firing | Also stolen from Nazi's. It's not super great, as even a rank 5 Pirate Princess is just 35 damage. It is also resisted by Armour (-15% Pierce) | |||||||||||||||
15 | Silver Snake | 19% | 70% 15 | 1 | 32% | 90% 21 | No | N/A | N/A | 20+ 15% Brave +10% Firing | Firing | Jack Tier 1 prize. First bounty I grabbed because it adds 15% of Bravery and 10% Firing to damage, which is ludicrous for Gnomes (around 35-38 damage on top of base 20). Great range & costs too. | |||||||||||||||
16 | Blackadder | 18% | 72% 15 | B2 | 24% | 80% 18 | 5 | 36% | 60% 7 | 20 (AP) | Firing | Goblin Zaxx Tier 1 prize. A giga-buffed holdout pistol (which is normally trash). Regular fire is a 2 round burst with good range, and it has a 5-shot auto (lol); you can also buy AP rounds for it which ignore 20% of armour which helps with the low damage. | |||||||||||||||
17 | Suppressed Pistol | 17% | 57% 17 | 1 | 27% | 78% 19 | No | N/A | N/A | 10 +25% Reactions | Firing /React | Mutant Alliance Tier 1 prize. Excellent Range. Hugely based on Reactions, so great with Catgirls or Gobbos for that 125 base. Shame its 10 base means 46 max damage even on capped react, but still good. | |||||||||||||||
18 | Spy Pistol | 16% | 58% 13 | 1 | 25% | 72% 16 | No | N/A | N/A | 10+30% Reactions | Firing /React | Dropped from Dark Goblins. Worse than Suppressed in range, but 52 damage with Reaction capped catgirls is still fairly solid. | |||||||||||||||
19 | Scoped Magnum | 30% | 85% 19 | 1 | 40% | 100% 25 | No | N/A | N/A | 38+ 10% Firing | Firing | Goblin Zaxx Tier 2 prize (req. Blackadder). A Pocket Rifle; pretty literally, cheaper TU cost and better damage than Scoped Rifle with a similar range, and no minimum distance. However, the TU cost is very high from a pistol perspective; and it is 10% less effective vs. Armour (reverse of most rifles) which is a little bad. If your only good stat is firing, it's fine, 50 odd damage at 150 Firing. No squadsight either ofc. | |||||||||||||||
20 | Kustom Handcannon | 22% | 65% 15 | 1 | 36% | 75% 20 | 2 | 26% | 60% 12 | 45 + 15% Brave | Firing | A bolt-pistol, lets be honest here. It's sort of taking the template of the Blackmarsh but giving it Silver Snake damage stats (but better, unless can somehow get 250 accuracy lol). Gnomes will do like 72 damage with it (and there's double fire!) lol, and high brave girls can manage 53 or so. Heavy bastard though (19 Kg!) | |||||||||||||||
21 | Assault Pistol | 15% | 70% 16 | 1 | 30% | 80% 20 | No | N/A | N/A | 25 | Firing | Appears mid-game… but who knows why, it's pretty bad. Flat 25 is worse than Blackmarsh and Manstopper. That said, if you can find & research Smartpistol, you can upgrade Assaults into Smarts cheaply (and if you find these early, they're fine enough). | |||||||||||||||
22 | Smartpistol | 13% | 90% 17 | 1 | 24% | 95% 22 | No | N/A | N/A | 25* (25+ 10% React) on PS rounds | Firing | The upgraded Assault pistol, found only in Old Earth Weapons Crate. It's great range and accuracy, and super cheap Snap (finally something better than the Blacksmarsh for that). That said, the default ammo is shared with the Assault Pistol and is hence bad. However, it specifically can be studied to unlock Plasteel shots (you'll have them at this stage most likely), that add 10% React (for 37 damage on Catgirls etc.). Ok. | |||||||||||||||
23 | Commando Pistol | 19% | 75% 15 | 1 | 32% | 90% 22 | No | N/A | N/A | 35 (AP) | Firing | Stats equivalent to Silver Snake with much less damage in specialist cases. However, it's unusual for a Pistol in that it has 15% innate Piercing, along with solid enough damage for troops without stats. Requires high Tier Goblin Zaxx prize to buy, though I found some. | |||||||||||||||
24 | UAC Pistol | 20% | 60% 13 | 1 | 35% | 80% 18 | No | N/A | N/A | 30 x 3 | Firing | I got this probably the latest of all UAC weapons (again from old earth weapon crate). Literally a pocket version of the UAC Rifle with a 4 shots of Triple Tap, and the lower TU and Pistols being normally expected to fire closer making it strictly better. Pretty good, though shots can fly wildly off target sometimes. | |||||||||||||||
25 | Justicar | 18% | 80% 12 | 1 | 28% | 100% 15 | 5 | 32% | 60% 8 | 28 + 10% Brave + 10% React | Firing | Koko Hekmatyr Tier I Prize (Fancy Guns). Koko, aka. White Dragon, doesn't deal with small timers, so this is from Captain Rank 7, and costs 500 of each bounty token (but you get ALL the guns in Fancy Guns at once). This one is a hybrid mix of Smartpistol, Blackadder, and Kustom Handcannon. With a five-round auto on a 15 round clip for good measure. Good accuracy and potentially stonks of damage. Unfortunately, it does also has the effective range of a Smart Shotgun. Not bad though. | |||||||||||||||
26 | |||||||||||||||||||||||||||
27 | [SMGs] | All about the dakka. Basic snap is often turned into a "Quickburst" and the actual Auto fires scary storms of lead, but with usually awful accuracy and poor piercing. However, great for newbies as less stat-reliant. | |||||||||||||||||||||||||
28 | Tommy SMG | 35% | 55% 15 | 3 | 45% | 80% 20 | 5 | 40% | 40% 11 | 32 | 35%+ACC | Tommy Gun is suprisingly competitive among its class; the TU cost is a bit too high but it has good range and accuracy for SMG. The Snap is equivalent to Blackmarsh's Auto. Midgame upgrade to Laser Tommy lol. | |||||||||||||||
29 | Submachine Gun | 24% | 50% 11 | 3 | 30% | 65% 20 | 8 | 36% | 45% 7 | 22 | 25%+ACC | The fart gun; it's a dubious upgrade to the Tommy, and you tend to get some around the same time. It does absolutely spit out lead and might seem intimdating, but it usually pings off gals and most targets even if the many RNG rolls tend to make a hit plausible. Not especially recommended. | |||||||||||||||
30 | Spikey SMG | 24% | 55% 12 | 3 | 30% | 65% 20 | 8 | 36% | 50% 8 | 22 | 25%+ACC | Weird Pirate SMG. Adds +1 M to range and 5% to hit, and it's also a set of spiked knuckles. Generally, it's better to just carry an offhand knife than bother to use this, but up to you. | |||||||||||||||
31 | Bandit SMG | 29% | 45% 15 | 3 | 36% | 70% 22 | 6 | 36% | 40% 11 | 22 | 35%+ACC | The Domestic Shotgun of SMGs, fairly pants. Though it pumps out a lot, good for newbies in a pinch. | |||||||||||||||
32 | Skorpion SMG | 28% | 50% 12 | 4 | 30% | 75% 20 | 8 | 36% | 40% 9 | 23 | 25%+ACC | Scorps range is shit but it does fire a lot of shots like basic SMG. Lots of RNG rolls means it probably performs better than expected. It also has incendiary bullets by default to set enemies on fire (lol). Ok; and if you really want to, you can use it for infiltration (though handguns are likely better early). | |||||||||||||||
33 | Blackmarsh SMG | 20% | 75% 18 | 1 | 40% | 90% 25 | 3 | 40% | 55% 13 | 30 | 25%+ACC | Blackmarsh SMG isn't quite as standout as the Handgun. It has good range and accuracy on the 3x Auto-Fire though so it's good. 40% TU for 90 if it all hits, 60 if one misses. The Snap shot is also equivalent to several mid-tier assault rifles, though obviously the Aimed is meh and it's not as dakka as most SMG. | |||||||||||||||
34 | Messer SMG | 30% | 45% 15 | 3 | 40% | 75% 23 | 6 | 44% | 45% 11 | 24 | 35%+ACC | WW2 SMG, generally a better Bandit SMG in all ways. | |||||||||||||||
35 | UAC Carbine | 21% | 70% 17 | 1 | 45% | 100% 30 | 2 | 27% | 50% 12 | 24 | 25%+ACC | Hybrid SMG/AR. Got from lucky interrogation of a security guy. Being instantly available for buying was handy at the time for my catgirl recruits. Its handy for newbies but the capped snap accuracy and two shot auto limit are the worst of both worlds, so nerf its damage output quite a bit. However, very much later, it can have its ammo upgraded to Aqua Bullets which double the damage. | |||||||||||||||
36 | Holo-Spiky SMG | 23% | 55% 13 | 3 | 28% | 70% 20 | 8 | 35% | 50% 9 | 22 | 25%+ACC | Another miniscule upgrade to the Spikey, itself a tiny upgrade to the baseline SMG. | |||||||||||||||
37 | Mini SMG | 28% | 55% 14 | 4 | 32% | 60% 18 | 8 | 42% | 50% 10 | 18 | 35%+ACC | Sort of a better Skorpion, since it has better Quickburst and better Auto… albeit trash Aimed Fire, but who uses Aimed Fire on an SMG? 8 shots over 10m with 50% acc is good odds for X-COM's RNG. | |||||||||||||||
38 | Assault SMG | 18% | 80% 15 | 1 | 36% | 85% 22 | 4 | 30% | 60% 13 | 25 | 35%+ACC | A side shuffle from the Blackmarsh; with better Auto (+1 shot, +5% ACC) but worse Snap and 5 damage loss. Great newbie weapon and a solid performer overall though; I'd say it's on a good sweet spot. | |||||||||||||||
39 | Linux SMG | 24% | 55% 17 | 1 | 44% | 80% 24 | 4 | 30% | 40% 11 | 24 + 20% Brave | 35%+ACC | Pirate Homebrew lol. Notable for having a good range for an SMG comparable to UAC Carbine; and 20% bravery makes the damage at least 30 on even the most cowardly of pirates. Pretty good, but… | |||||||||||||||
40 | Linux Mandrake SMG | 22% | 75% 19 | 1 | 38% | 80% 26 | 4 | 30% | 45% 13 | 24 + 20% Brave | 35%+ACC | Mandrake isn't far off research wise. It's built from upgrading your basic Linux though so its fine. Competitive with Assault SMG; less good Auto, but much better snap, and big damage on brave pirates. | |||||||||||||||
41 | Linux Origami SMG | 22% | 75% 20 | 1 | 28% | 80% 26 | 5 | 30% | 60% 20 | 25 + 20% Brave | 35%+ACC | A fair bit later than Mandrake unless you get lucky with finds. The Snap and Aimed difference is neglible, though. However, the auto becomes pretty alarming, with a massive range and accuracy increase and even an extra shot, for no extra TU cost. It also acts as Cattle Prod in melee for stuns, which is nice. | |||||||||||||||
42 | Big Ben SMG | 28% | 60% 15 | 2 | 40% | 70% 20 | 4 | 32% | 45% 11 | 40 | 35%+ACC | Rogue Fields Contacts (South Africa). A sort of middle ground between Bandit and Blacksmarsh. If got earlier from starting there, incredibly strong, and still very competitive for quite a long time due to the very high 40 damage bullets. | |||||||||||||||
43 | Eurosyndicate SMG | 24% | 75% 15 | 1 | 48% | 80% 25 | 5 | 32% | 45% 13 | 35 | 35%+ACC | A sidegrade from an Assault SMG, requires finding them and then having Eurosyndicate contacts to buy extras, and they can hard to find. Usually not especially great comparitively to when you get hold of them. | |||||||||||||||
44 | Lynx SMG | 24% | 60% 11 | 4 | 30% | 80% 18 | 6 | 30% | 55% 8 | 23 | 25%+ACC | Generally unlocked from a Crazy Hassan leaflet. It's the Skorpion (inc. using the same ammo that sets on fire) but every mode is cheaper in TU and more accurate, for the loss of even more range. Infiltration capable. | |||||||||||||||
45 | Laser Tommy | 35% | 65% 15 | 3 | 45% | 95% 25 | 5 | 40% | 60% 14 | 33 LAS | 35%+ACC | Merry Christmas you filthy animal. Exact same TU costs and bursts as regular Tommy, but +10/15/20 ACC boost, and +3 Metres on Auto, as well as Laser Piercing which makes it pretty darn good. | |||||||||||||||
46 | Death Blossom SMG | 28% | 65% 11 | 3 | 36% | 85% 20 | 8 | 40% | 60% 7 | 42 | 25%+ACC | Top-End Custom Pirate Mini-SMG. Requires some curious prerequisites, and it's 20 Kg. But it's basically Big Ben's strong bullets with Mini-SMG's super-rapid fire. Awful range nerfs it a bit, but as a pseudo-melee, it's ridiculous. | |||||||||||||||
47 | Scourge SMG | 27% | 60% 16 | 2 | 44% x2 | 75% 18 | 5 | 36% | 45% 9 | 30 + 10% Firing | Firing | Pink Catgirl SMG (lol). Nevertheless, in the hands of a 150 ACC girl, 45 damage with 30% Piercing (yikes!), and it double-taps the Aimed shot too. You can't buy or make more, sadly, just make new rounds. Found in an artifact crate for me. Has Bio and EMP rounds you can use as well. Oh, and it's infiltration capable. | |||||||||||||||
48 | Covert Ops Rifle | 30% | 80% 18 | 3 | 60% x3 | 90% 30 | 6 | 45% | 45% 14 | 20 + 15% React | Firing | Koko Hekmatyr Tier I Prize (Fancy Guns). Ungodly hench SMG, likely the most amazing thing Koko offers at Tier I. Assault Rifle range on an SMG, a triple tap aimed fire, pierces 30% Armour, it's Infiltration compatible, and Only 9 Kg loaded as well! Like Scourge, it's pretty busted... only you can actually buy these (for $60K a pop, but worth it). | |||||||||||||||
49 | Mini-Cougar SMG | 14% | 90% 15 | 1 | 24% | 95% 25 | 5 | 22% | 70% 9 | 40 | Firing | Proclaims itself to be the ultimate SMG, but considering you need Hellerium munitions research to craft it, it doesn't add stats to damage, and I had Koko tokens way before then; I'm not so sure. What it DOES have, though, is insanely cheap shots, cheaper than most pistols. You can belch 20 rounds in a single turn with this little monster, breaking the previous SMG record of 16 and approaching the heavy dakka's in sheer output, which is certainly a thing. Cheap snaps and the ETAP rounds are where it's at, though. | |||||||||||||||
50 | |||||||||||||||||||||||||||
51 | [Assault Rifles] | Assault Rifles require good Firing stats and not much else, inheriting some basic tier autofire alongside sniper-liked aimed shots. They have fixed damage profiles; though even the basic AK has 15% Piercing. | |||||||||||||||||||||||||
52 | Homefront AR (AK47) | 24% | 70% 18 | 1 | 55% | 110% 200 | 3 | 32% | 35% 15 | 28 | Firing | The good ol' AK is actually fairly solid to start with due to its cheap TU costs. Girls without at least 70 Accuracy who try it will have problems in the early game though. | |||||||||||||||
53 | Homefort AR (AK74) | 23% | 85% 18 | 1 | 55% | 114% 200 | 3 | 32% | 41% 16 | 28 | Firing | Research Pocket Las-Charger for it (weirdly). Decent upgrade; cheaper still, better accuracy, but by the time you can get it, Battle Rifle is already fairly common. | |||||||||||||||
54 | Assault Rifle (XCOM) | 25% | 80% 18 | 1 | 60% | 125% 200 | 3 | 36% | 45% 15 | 30 | Firing | The generic oldie, but considering you start with trash in this game, it's a solid enough low-mid tier. Notably you can develop Plasteel bullets later that set damage to 37 and give +5% Pierce (for 20%) | |||||||||||||||
55 | Auto Rifle | 24% | 75% 16 | 1 | 55% | 110% 200 | 4 | 38% | 45% 14 | 30 | Firing | Amazing Auto mode; fires whole +1 extra shot for just 2% more TU. Also 5% TU reduction on the Aimed. Worse snaps for reactions, but normal fire is improved, so it's a decent leg up. Same ammo upgrades. | |||||||||||||||
56 | Battle Rifle | 28% | 75% 19 | 1 | 70% | 130% 200 | 3 | 38% | 35% 12 | 36 | Firing | +6 More damage over regular, better range, though you pay for it in TU costs and bad Autofire. Also gets Plasteel rounds for 45 damage (but no extra piercing) when you can make them. | |||||||||||||||
57 | Infantry Rifle | 30% | 80% 20 | 1 | 72% | 120% 200 | No | N/A | N/A | 36 | Firing | A sidestep of the Battle Rifle; but losing Auto for 5% and 1 range on the Snap isn't really worth it. Next. | |||||||||||||||
58 | Boarding Gun | 28% | 60% 15 | 1 | 60% | 80% 200 | 3 | 36% | 35% 11 | 44 + 10% Brave | 35%+ACC | Primitive Pirate "Rifle". Pretty dreadful in most stats, worse than using an AK which you can get on month 1 or 2, and requires a fair bit of research… but high damage output, especially with Brave gals (sadly, way too heavy for any Gnomes, as it weighs 34 Kg). | |||||||||||||||
59 | Custom Shooty Gun | 28% | 60% 18 | 1 | 60% | 80% 200 | 5 | 36% | 40% 18 | 44 + 10% Brave | 35%+ACC | A carbon copy of Boarding Gun except increased range, 5 shots on auto, and +5% Auto Accuracy. The Auto is pretty spectacular, with 18m range being good. Paired with the high damage on a brave gal, a solid tank buster weapon. Very heavy though (42 Kg). Upgrades further in Super Shooty Gun, which is a Heavy Dakka. | |||||||||||||||
60 | RCF Carbine (M16) | 23% | 80% 18 | 1 | 58% | 125% 200 | 3 | 35% | 45% 15 | 26 | Firing | Sidegrade of regular rifle with very slightly reduced TU costs, but loses 4 damage. However, it's default ammo also has 25% Piercing instead of 15% to slightly compensate. That said, it also doesn't gain Plasteel bullets either (it gets Electro-Stun bullets... which is a thing). | |||||||||||||||
61 | Bullpup Carbine | 22% | 75% 17 | 1 | 52% | 110% 200 | 3 | 30% | 50% 13 | 26 | Firing | A bullpup M14 I think, uses RCF clips. Cheap Auto, similar snap. By the time I found these, I had Plasteel rounds for the regular Battle Rifle, so it never got used. | |||||||||||||||
62 | Compact Carbine | 35% | 80% 20 | 2 | 50% | 100% 30 | 3 | 40% | 55% 9 | 26 | Firing | From the Gun Emporium, after you find the contacts for them, and then research this. Notable, of course, for the double-tap on the primary and light-weight (like all the Carbines). Uses RCF clips. Almost entirely useless Auto fire when the Snap is like it is, but still decent. | |||||||||||||||
63 | Advanced Rifle | 24% | 85% 20 | 1 | 60% | 150% 200 | 3 | 32% | 50% 15 | 30 (37 AP) | Firing | Upgraded Assault Rifle from Old Earth Crate. Takes the AK's cheap costs but gives it a very high accuracy (for Auto) and great range. At the point you get it you probably make the good plasteel bullets too. | |||||||||||||||
64 | Zeerust Carbine | 40% | 85% 18 | B3 | 45% | 125% 200 | Grenade | 44% | 70% 20 | 26 | Firing | Upgraded RCF Carbine from Old Earth Crate. Has an SMG quickburst, but with Rifle Snap range and accuracy which is pretty great. In contrast; very cheap aimed fire, and also an underslung grenade launcher. Uses the 25% Pierce RCF bullets as well. Snap replaces Auto. | |||||||||||||||
65 | Golden Rifle (Neko) | 20% | 75% 18 | 1 | 45% | 90% 200 | 4 | 45% | 60% 14 | 25+ 10% Brave +10% React | Firing | Bling Rifle Made by Catgirls for Catgirls. Raelinya will get +15 and +7 with this (!) for 47 damage. The aimed shot is a bit lousy but the Snap and Auto are even better versions of the Auto-Rifle. The only issue is that it has no innate piercing like most rifles... BUT it damages armour with every hit. Hench. | |||||||||||||||
66 | Lasgun (Lasrifle) | 25% | 85% 18 | 1 | 60% | 125% 200 | 3 | 36% | 55% 16 | 42 (48 ADV) LAS | Firing | Hey! Our old friend is back! Well, he's now considerably rustier to match the old pistol and heavy, and these are budget Lasrifles that require energy cells unlike their old counterparts. As usual, 33% Piercing on Lasers makes them stronger than they first appear. No longer the king, more like a distant relative. Not bad though, and especially notable for the great auto-fire (which was why it was so great in the old days too). | |||||||||||||||
67 | Custom Lasgun | 23% | 95% 20 | 1 | 53% | 140% 200 | 3 | 35% | 60% 18 | 42 (48 ADV) LAS | Firing | Researching all the Laser weapons gives you the ability to upgrade normal Lasguns, bringing a bit of old splendour and princelyness back into our old friend. Super accurate! | |||||||||||||||
68 | Alpha Rifle | 32% | 70% 16 | 2 | 62% | 110% 62 | Grenade | 44% | 70% 20 | 35 (AP) | Firing | Available by researching ALL of the standard firearms in Gun Almanacs, the final Almanac gives access to buy this, along with +500 Infamy. The ammo combines the Battle Rifle Base damage with 25% Piercing from the RCF, whilst it itself acts like a Rifle version of a Blackmarsh pistol with double-tap. It can also fire a huge variety of standard grenade launcher grenades. Very versatile, and worthwhile even though it faces stiff competition from Custom Las and Golden Rifle. Funnily enough, I got this before Omega Rifle. | |||||||||||||||
69 | Omega Rifle | 22% | 85% 18 | 1 | 50% | 125% 200 | 3 | 30% | 55% 13 | 26 +10% React (AP) | Firing | The TU costs of a Bullpup Carbine with the accuracy of a Lasrifle, as well partial damage from the Golden Rifle. Taking the best from lots of guns makes it very solid all-rounder, but it has very tough competition. The lack of focus, IMHO, makes it mildly less desirable, though it does have 30% pierce if you buy AP ammo. | |||||||||||||||
70 | Asuka Rifle | 30% | 88% 24 | 1 | 80% | 126% 200 | 5 | 65% | 66% 20 | 45 + 20% Firing | Firing | Koko Hekmatyr Tier I Prize (Fancy Guns). The most snipery assault rifle you ever did see. In effect, it's the Omega Rifle taken to it's logical extreme. Apparently crafted in Dwarf Fortress too (lol), though perhaps that dwarf watched too much Evangelion. 0% pierce, though, which is unusual for an AR. | |||||||||||||||
71 | |||||||||||||||||||||||||||
72 | [Sniper Rifles] | Snipers can be fired even if you don't see the target (as long as you can trace Line of Fire), and they have innate piercing and high damage, but gargantuan TU costs to compensate. Snipers are valuable, though. | |||||||||||||||||||||||||
73 | Varmint Rifle | 30% | 75% 20 | 1 | 50% | 135% 30 | No | N/A | N/A | 22 | Firing | First "Rifle" you get, though its 30 metres, that's better than early muskets. Useless as time goes on, but it does have the unique distinction of being the only sniper for a long time that can fire 2x a turn aimed. | |||||||||||||||
74 | Hunting Rifle | 33% | 72% 18 | 1 | 70% | 133% 200 | No | N/A | N/A | 33 | Firing | First proper Sniper; so it actually has the infinite Aimed range and 10% armour pierce by default. It's got fixed damage which limits its potential though it's great earlier on in the game. | |||||||||||||||
75 | Scoped Rifle | 33% | 80% 20* | 1 | 72% | 133% 200 | No | N/A | N/A | 33 | Firing | "Upgrade" of the Hunting Rifle, but I'm not sure if it is. It actually adds a 10m minimum range that the Hunting Rifle doesn't have, and Aimed costs 2% more TU. Snap is better, in theory, but that minimum range sucks. | |||||||||||||||
76 | Ol' Rifle | 40% | 75% 18 | 1 | 75% | 125% 200 | No | N/A | N/A | 30+ 10% Bravery + 10% Firing | Firing | Quintessential rifle. This was +19-21 on my Gals (for around 50) when I first got it. There is no reason to not wholesale update to it for the way better damage. Even some 20 bravery, 50 accuracy newbie is still more damage here (though they shouldn't be sniping anyways). | |||||||||||||||
77 | Ol' Marksrifle | 55% | 75% 24* | 1 | 80% | 125% 200 | No | N/A | N/A | 30+ 10% Bravery + 10% Firing | Firing | Like Scoped Rifle, a strictly worse "upgrade" of Ol' Rifle, since again it adds minimum range (12!) and a massive bump in the Snap cost for a better snap range, but rifles should usually be aimed, and it's parent can be used twice a turn for snaps on occasion too. | |||||||||||||||
78 | Flintlock Rifle | 66% | 50% 15 | 1 | 82% | 110% 40 | No | N/A | N/A | 30+ 15% Bravery + 15% Firing | Firing2 + Bravery x 50% | Never heard of a flintlock using actual bullets myself, but this one does. It's got a super queer set of calcs on it, 2 rounds loaded only per reload, and a garbage snap shot. In theory you can pull 80 odd damage on it with a giga-brave, hyper accurate soldier (likely a Gnome) but losing infinite aimed shot range is sad for it. | |||||||||||||||
79 | Reaper Rifle | 38% | 72% 15 | 1 | 72% | 105% 30 | No | N/A | N/A | 33+ 20% Bravery + 20% Firing | Firing | A giga-upgraded Varmint/Flintlock cross, in theory, though shoots itself in the foot due to not only losing the usual 10% armour pierce, but actually increasing armour by 20%. Sort of usable for a giga-brave soldier to hip-shoot with though. Arya could deal 95 odd damage so that could still be 70 odd with reduction. | |||||||||||||||
80 | Sniper Rifle | 66% | 75% 30* | 1 | 84% | 150% 200 | No | N/A | N/A | 30+ 25% Firing | Firing | The first proper Sniper upgrade. With 120 Firing you're looking at 60 damage. Most of the sniper girls are. Moreover, it gains 20% penetration rather than 10%. The only problem is the massive bump in TU cost, and the 15m Minimum range. Still, in many maps, snipers only need move for LoS. | |||||||||||||||
81 | Hunting Laser | 38% | 80% 15 | 1 | 70% | 135% 200 | No | N/A | N/A | 45 [LAS] | Firing | Pretty much exactly what it says, a Hunting Rifle that fires Lasers. Laser ignores 33% of armour (though obviously has to deal with LAS Resist), but even so it's very valid sidestep for Sniping due to the cheap TU costs and penetration. | |||||||||||||||
82 | Custom Snipin' Gun | 66% | 70% 20* | B2 | 88% | 140% 200 | No | N/A | N/A | 42 + 20% Firing | Firing2 x0.01 | Pirate Homebrew Sniper. A 15m Minimum range, requiring 115 ACC for its formulae, and insanely high TU costs all sound godawful, right? Well, yes, but both the Aimed and Snap fire 2 shot bursts! This is 66 x2 at 120 accuracy. With 20% Piercing like a Sniper Rifle. Ouch. You can barely move, but what you hit dies. | |||||||||||||||
83 | Infantry Laser | 30% | 75% 20 | 1 | 80% | 150% 200 | No | N/A | N/A | 45 [LAS] | Firing | In effect, an upgraded Hunting Laser; it's a slightly better close range and reaction fire weapon than it's older cousin, but more expensive Aimed and mildly lower snap accuracy make it a fairly tame upgrade, especially given you might be able to field Heavy and Precision Lasers soon. Decent if obtained early from Zaxx, though. | |||||||||||||||
84 | Dragoon Rifle | 36% | 64% 18 | 1 | 68% | 96% 200 | No | N/A | N/A | 20+ 15% Bravery + 15% Firing | Firing | An upgraded Reaper Rifle, with cheaper costs, better range (and normal sniper mode on Aimed), and losing the anti-pierce (though not gaining it either, it's flat 0% Pierce). All good stuff, though the Snap is relatively inaccurate, its less base damage, and the Snipe is not 100%. Still not bad, though why is the barrel bent upwards on the sprite?!? | |||||||||||||||
85 | Heavy Laser | 32% | 70% 15 | 1 | 76% | 120% 200 | No | N/A | N/A | 68 [LAS] | Firing | Yep, surprisingly, this is here, looks like a heavy (and it is since it's 28 Kg), but it acts like a Sniper. Very good damage, 68 is great, cheaper than usual TU costs, and the usual 33% armour pierce that Lasers have make it WAY more desirable than it was back in vanilla X-COM. | |||||||||||||||
86 | Precision Laser | 42% | 80% 20* | 1 | 84% | 175% 200 | No | N/A | N/A | 25 + 30% Firing | Firing | That’s around 70 with 150 Firing, so ironically it's not much better than Heavy Laser in max damage, whilst costing way more TU, and having a 15M Minimum Range. However, it's much lighter (12 Kg) and it has a minimum damage cap, so is always guaranteeing something, unlike the heavy which can still roll 0's, and the advanced cells raise the base to 33 (for 84), and it can also get super OP upgraded cells with 50% penetration and 50 base much later. Pretty darn good, if rare to find them (can't be made). | |||||||||||||||
87 | Commando Rifle | 30% | 110% 22 | 1 | 50% | 140% 200 | No | N/A | N/A | 30 + 25% Reaction | Firing | The ultimate iteration of the Flintlock > Reaper > Dragoon line. For a 100+ accuracy, 130+ reactions trooper (i.e. An elite Catgirl) this is pretty much the best sniper ever. Very, very cheap to use, a super accurate snap, and solid damage. With 150 React, it's 67 damage with 15% Pierce. It can also upgrade to 87 with 30% Pierce with Lategame HVAP rounds. Hench, though it does have to compete with lasers when grabbed. | |||||||||||||||
88 | Blacksmarsh Rifle | 32% | 100% 25 | 1 | 72% | 150% 200 | No | N/A | N/A | 30+ 10% Firing + 10% React | Firing | Koko Hekmatyr Tier I Prize (Fancy Guns). Did Lem use one of these in Jormungand? Probably. Though not going to reach the specialist high damages of the Precision Laser or Commando Rifle in specific hands, it has, quite likely, the best Snap Shot in the game (and hence also very good overwatch fire). | |||||||||||||||
89 | |||||||||||||||||||||||||||
90 | [Shotguns] | Fires pellet spreads as should be expected. Shotguns are Incredibly devastating if all the pellets land, but they have very low range usually (it's why Coach Gun is amazing). They're great for Newbie weapon training as they have less stat reliance and train faster (each hit pellet counts for Firing XP). Each pellet has a chance to group in the same tile or be entirely re-calculated. | |||||||||||||||||||||||||
91 | For Shotguns, all of them use (50+ 50% of Firing) To-Hit, so in this case I use the "To Hit With" column for the Choke %. This is the chance, after the initial hit, for each other pellet to hit the same target, assuming the standard ammo type. For more details of each specific ammo, see the seperate Shotgun Choke Table Tab. Generally, though, less pellets = More accuracy. Acid is very inaccurate. Slugs & Rubbers don't spread at all. | ||||||||||||||||||||||||||
92 | Ol' Shotgun | 36% | 125% 7 | 1 | 62% | 140% 12 | No | N/A | N/A | 14x8 | 53% | First shotgun you see. It serves it's purpose, and is useful for low accuracy gals initially. | |||||||||||||||
93 | Double Barrel | 28% | 130% 6 | 1 | 64% | 145% 12 | 2 | 32% | 110% 6 | 20x10 | 49% | Very high damage early on that not much can match, and lurking around a corner to use it in overwatch is also effective. It also has a decent Aimed shot. That said, it's practically a melee weapon, and it requires constant reloading. | |||||||||||||||
94 | Sawed-Off | 23% | 130% 4 | 1 | No | N/A | 2 | 28% | 105% 4 | 20x10 | 32% | Well, the Sawed-Off is the true melee weapon. With only 32% of pellets going on target, you'll really want to stand at 2 tiles and ideally against a mob of enemies. That said, if the initial shot is off by one tile, some of "missed misses" so to speak, can become hits. As it can be one-handed, it can be used with a pistol or a melee weapon, so it's quite versatile in that regard. | |||||||||||||||
95 | Blunderbuss | 30% | 130% 6 | 1 | 70% | 140% 12 | 4 | 35% | 105% 6 | 28x6 | 49% | The first pirate-brand weapon you make. This Blunderbuss is quad barrel for lolz; and that's the main reason to use it. It's pretty normal to be way ahead and have Coach and Military Shotguns by the time you can make these, though, so I only personally see them being used from Pirate Straights start. | |||||||||||||||
96 | Coach Gun | 35% | 125% 11 | 1 | 60% | 150% 16 | No | N/A | N/A | 14x8 | 55% | ~THE~ Shotgun that others compare to. It's pretty amazing for that 11m Snap range and relatively tight spread. What's more, it takes all the same tech shells that unlock with the Mini-Shotgun prize when bought. It really does drop hard when armoured enemies become commonplace, though, despite the range. | |||||||||||||||
97 | Domestic Shotgun | 30% | 120% 6 | 1 | 60% | 135% 10 | No | N/A | N/A | 18x7 | 56% | Hilarious garbage. Sure, it's 126 vs. 112 damage, but other than mildly better vs. armour that’s irrelevant. If you get it early, may serve to replace your 'Ol Shotguns though. | |||||||||||||||
98 | Police Shotgun | 38% | 140% 9 | 1 | 72% | 165% 15 | No | N/A | N/A | 18x7 | 82% | The Police shotgun comes with a frankly hideous TU cost increase over the domestic, but from it's family, is also the most versatile and has a very tight spread. It's the best delivery package for Rubber Slugs, which are very useful as an early daze weapon. | |||||||||||||||
99 | Military Shotgun | 28% | 135% 8 | 1 | 60% | 150% 13 | No | N/A | N/A | 18x7 | 75% | Mildly less accurate than the Police, and unable (for some reason) to use Chem, Rubber, or Hellerium shells. However, it's got great TU costs, and it can take special AP slugs (with no spread, flat 45 damage) and is the first able to do so. It's also reasonably accurate with good choke with regular shells, making it pretty solid. | |||||||||||||||
100 | Heavy Shotgun | 40% | 133% 7 | 1 | 70% | 155% 13 | No | N/A | N/A | 21x7 | 75% | Rises to 147 potential damage, which is very noticeable. Has access to lots of upgraded ammo. Notably, H-Shells are (30x3) and have 80% choke, which is pretty great, and has 50 damage slugs. | |||||||||||||||