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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.