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7/21/2019 Angelfire.com Armory
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angelfire.com http://www.angelfire.com/il/CrazyDan/armory.htm
Armory
From the very beginning of X-COM, the technology of X-COM is outmatched by
the aliens. It seems as if the scientists are always playing catch-up, trying to hastily
create new weapons to get an advantage over the aliens, and to ultimately replicate
the alien technology itself, using their own weapons against them. Here, you will
find all the weapons available to X-COM troopers, from the basic M-18X Assault
rifle, to the highly dangerous HE-110 High Explosive Charge. Weapons are
categorized by availability, with what X-COM starts with foremost, followed by
technological advancements.
The Basics
X-14A Automatic Pistol
This sidearm packs a bit more punch than the average pistol. The pistol is designed for stopping power, but
by no means an offensive weapon. Rather, it is a reliance of heavy weapons personnel for close-combat,
as well as medics, and others that are not able to carry a rifle. The X-14A is designed only to carry armor-piercing
bullets, in order to penetrate whatever defenses the aliens might have. Ammo Cost:$70
M-18X Assault Rifle
The standard firearm for X-COM squaddies in the early days of the fight. Sufficient for taking down the early
aliens, but may be beyond its capabilities when attempting to tackle later foes. As with the X-14A, the M-18X is only capable of carrying armor-piercing rounds. Ammo Cost:$200
XVL Heavy Cannon
The XVL Heavy Cannon was designed with heavy firepower in mind, but with multiple shots to eliminate the
need for reloading, as is the case with the BZ-102 Rocket Launcher. With this enhanced ammo capability,
the XVL gave up some firepower. Loadable with armor piercing, high explosive, and incendiary rounds, it still packs
punch for even the most hardened X-COM squaddie to appreciate it. Ammo Cost:AP: $300 HE: $500 I: $400
AXL Autocannon
The AXL takes the philosophy of the XVL to the extreme. The ammo capacity for the cannon was increased
to fourteen shots. The cannon is even capable of firing short bursts, making it the ideal weapon for
suppressing the more durable aliens. The AXL is also capable of firing armor piercing, high explosive, and incendia
rounds. Ammo Cost:AP: $500 HE: $700 I: $650
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BZ-102 Rocket Launcher
When X-COM needs heavy firepower, it pulls out this monster. Caution must be exercised, as its effects are
so devastating, unwanted friendly or civillian casualties could easily take place. However, when faced with
the current alien threat, sometimes the only option is to use this heavy weapon, and when they do, the aliens don't
stand a chance. Ammo Cost:AP: $600 HE: $900 I: $1,200
DTF Hand Grenade
No X-COM soldier hits the battlefield without these invaluable weapons. The digital timer fuse (DTF)
grenades do not pack more firepower than the current military standard grenade, but have a high-precision
digital timer capable of detonating the grenade any time between impact and a maximum of twenty-three seconds.
Used properly, these can deliver the aliens a nasty surprise.
DPF Proximity Grenade
The DPF is one step even beyond the DTF. Whereas the DTF grenade relied upon an internal timer, the
DPF proximity grenade is triggered by any movement within four feet. This makes the DPF ideal for
guarding the rear of a squad in close quarters, or to cover all possible exits of a UFO or alien-infested building.
HE-110 High Explosive Charge
Intended originally for demolition purposes, this explosive has also found a use dispatching aliens in the
thick of combat. Equipped with a timing mechanism similar to that of the DTF grenade, it is possible to set
the charge up to six minutes, and such may be necessary if used to bring down large buildings and other structures
STF Smoke Grenade
Equipped with the DTF timer, a small, smoke-producing grenade obscures the vision of both ally and enemy
alike. However, there are times when impromptu cover is neccessary, and the STF is the trick. It is possible
to substitute other chemicals for the smoke agent, but it an X-COM directive not to do so. Unknown alien chemicals
may have an adverse reaction with tear gas, nerve gas, or other terrestrial chemicals, so the risk can not be taken o
creating a sudden explosion, or an extremely lethal gas that could kill aliens and humans alike without warning. Any
X-COM personnel tampering with the STF in such a way will be court-martialed immediately.
Electro-Stun Rod
Similar to a modern stun gun, the stun rod operates on the same principle. A non-lethal shock is sent
through the tip of the rod when discharged, enough to sufficiently knockout a target, and do little permanent
damage. This object has not yet been tested on larger targets, and it is unknown if some aliens may even have an
immunity to electro-shocks.
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Firearms
Weapon Type Damage SS Acc 1/2 D Max Weight RoF Shots ST Rcl Cost
X-14A AutmoaticPistol
AP: Cr. 3d 13 3 240 2,900 5 3~ 12 10 -2 800
M-18X AssaultRifle
AP: Cr. 7d 13 10 1,200 4,550 9.5 12* 20 10 -1 3,000
XVL HeavyCannon
AP: Cr.HE:
Expl.Inc.:Spcl.
11d+111d
12d/3d1
17 6 1,440 2,320 21 1 6 14 -4 6,400
AXLAutoCannon
AP: Cr.HE:
Expl.Inc.:Spcl.
9d9d
10d/2d1
16 4 1,020 1,780 20 3~ 14 13 -3 13,500
BZ-102RocketLauncher
HE1:Expl.HE2:
Expl.Inc.:Spcl.
14d+218d+2
17d/5d1
17 10 420 1,130 27 1 1 14 -3 4,000
Explosives
Weapon Type Damage Weight Fuse Cost
DTF Hand Grenade Cr. 6d 1 0-23 300
DPF Proximity Grenade Cr. 6d+2 1.5 Spcl.2 500
HE-110 High Explosive Expl. 1d x 20 6 0-23 1,500
SPF Smoke Grenade Smoke - 1 0-23 150
Others
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Weapon Type Damage Reach Weight Min ST Cost
Stun Rod Cr.3 sw 1 3 9 1,260
Cr.3 thr 1
1The incendiary rounds have weak casings, designed to burst on impact. If it hits the target successfully, roll a die.
the roll is greater than the target's DR, the round penetrates into the target, and releases its incendiary chemicals
insidethe target, and burns the target from within. Use the larger damage amount for this. And if the die roll was le
than or equal to the target's DR, then use the lesser of the two as damage of the actual impact, and add flame
damage starting next round.2DPF Grenade detonates when its motion sensor detects any movement within 5 feet of its position.3In addition to normal damage, target must make a health check at -1 (cumulative) every time the damage penetrat
DR, or fall unconscious.