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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
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
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
Cr.
6d
0-23
300
Cr.
6d+2
1.5
Spcl.2
500
Expl.
1d x 20
0-23
1,500
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