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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 M18X 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 a
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 incendiary
rounds. Ammo Cost: AP: $500 HE: $700 I: $650

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 of
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.

Firearms

Weapon

Type

Damage

SS

Acc

1/2 D

Max

Weight

RoF

Shots

ST

Rcl

Cost

X-14A Autmoatic
Pistol

AP: Cr.

3d

13

240

2,900

3~

12

10

-2

800

M-18X Assault
Rifle

AP: Cr.

7d

13

10

1,200

4,550

9.5

12*

20

10

-1

3,000

XVL Heavy
Cannon

AP: Cr.
HE:
Expl.
Inc.:
Spcl.

11d+1
11d
12d/3d1

17

1,440

2,320

21

14

-4

6,400

AXL
Auto
Cannon

AP: Cr.
HE:
Expl.
Inc.:
Spcl.

9d
9d
10d/2d1

16

1,020

1,780

20

3~

14

13

-3

13,500

BZ-102
Rocket
Launcher

HE1:
Expl.
HE2:
Expl.
Inc.:
Spcl.

14d+2
18d+2
17d/5d1

17

10

420

1,130

27

14

-3

4,000

Explosives

Weapon

Type

Damage

Weight

Fuse

Cost

DTF Hand Grenade

Cr.

6d

0-23

300

DPF Proximity Grenade

Cr.

6d+2

1.5

Spcl.2

500

HE-110 High Explosive

Expl.

1d x 20

0-23

1,500

SPF Smoke Grenade

Smoke

0-23

150

Others

Weapon

Type

Damage

Reach

Weight

Min ST

Cost

Stun Rod

Cr.3

sw

1,260

Cr.3

thr

1 The incendiary rounds have weak casings, designed to burst on impact. If it hits the target successfully, roll a die. If

the roll is greater than the target's DR, the round penetrates into the target, and releases its incendiary chemicals
inside the target, and burns the target from within. Use the larger damage amount for this. And if the die roll was less
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.
2 DPF Grenade detonates when its motion sensor detects any movement within 5 feet of its position.
3 In addition to normal damage, target must make a health check at -1 (cumulative) every time the damage penetrates

DR, or fall unconscious.

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