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NOTES:
DELIVERY:
it takes 2 weeks for vehicles to be delivered to
an XCOM base, and 2 days for vehicles items. Aircraft are leased
on a monthly basis from their countries.
PILOTS: there
are 2 pilots in each aircraft, but these folk are NEVER EVER
involved in ground combat, they may control HWP and give advice, but
they are under orders to flee with their vehicles to safety if
threatened, it is to great a risk to do otherwise and this is an
absolute command! Also pilots know that it's best if they kill
themselves rather than be captured by Aliens, since they know where XCOM
bases are positioned. Since they are in a cockpit full of electronic
equipment and shielding, pilots cannot be affected by psionics,
fortunately for them!
ENGINEER HOURS:
refers to the amount of time it will take to build the device. For
example if it takes 100 engineer hours, 10 engineers could build it in
10 hours.
ACCELERATION : is used to compute an
aircraft's Armour Class: 10-(pilot's
level, Dexterity AC bonus and acceleration)=AC.
FUEL HOURS: is the
amount of time the aircraft can stay airborne before fuel is exhausted.
HWP: are Heavy Weapon
Platforms, miniature remote control tanks.
| Cost: $400,000 |
Special Materials: Alien Alloys
(65kg); UFO Power Source (1); UFO Navigation (1) |
Engineer hours: 14,000 |
| Work Space: 30 |
Max Speed: 4,200knots |
Acceleration: 9 |
| Fuel: 20 kg Elerium
115, 5kg per hour in flight, max 4 hours flight |
Weapon Pods: 2 |
| Hull Points: 50 |
Built on the principles
of the UFOs, the Firestorm is an ultra-fast interceptor, easily capable
of keeping up with, and defeating most Alien craft. Apart from the great
cost to build it, the one trouble with these vehicles is they use
Elerium 115 for fuel.
| Cost: $600,000 |
Special Materials: Alien Alloys
(85kg); UFO Power Source (1); UFO Navigation (1) |
Engineer hours: 18,000 |
| Work Space: 34 |
Max Speed: 3,100knots |
Acceleration: 8 |
| Fuel: 30 kg Elerium
115, 5kg per hour in flight, max 6 hours flight |
Weapon Pods: 1 |
| Hull Points: 80 |
| Cargo space: 12 troops,
800 kg items, no HWP |
A fighter/transporter,
the Lighting can carry one weapon pod, and up to 12 troops and their
equipment. However it cannot carry HWPs, and uses Elerium 115 for fuel,
limiting its effectiveness.
| Cost: $900,000 |
Special Materials: Alien Alloys
(120kg); UFO Power Source (2); UFO Navigation (1) |
Engineer hours: 34,000 |
| Work Space: 36 |
Max Speed: 5,400knots |
Acceleration: 10 |
| Fuel: 60 kg Elerium
115, 5kg per hour in flight, max 12 hours flight |
Weapon Pods: 2 |
| Hull Points: 100 |
| Cargo: 26 troops,
2,000kg items, up to 4 HWP |
This enormous
fighter/transporter is the most powerful vehicles humanity has ever
conceived. Armed with two weapon pods and carrying up to 26 troops, it
can knock down and capture UFOs all by itself!
When carrying HWPs, each HWP counts as 4 soldiers as cargo space,
so if carrying 2 HWP, only 18 troops can be taken on board.
Additionally, the Avenger can fly outside of the Earth, at least
as far as Mars itself! However it does use Elerium as fuel.
| Cost: $182,000 |
Ammo cost: $1,000 |
Damage: 7 hull points |
| Range: 21 kilometers |
Rate of Fire: 1 per round |
Ammo Capacity: 1,000 |
| Engineer hours to
produce: 300 |
Special materials needed: Nil |
The laser cannon is fast firing and
powerful, but lacks range. However it is relatively cheap to produce and
use, and it has a very large ammo capacity.
| Cost: $226,000 |
Ammo cost: $0 |
Damage: 14 hull points |
| Range: 52 kilometers |
Rate of Fire: 1 per round |
Ammo Capacity: 100 |
| Engineer hours to
produce: 300 |
Special materials needed: Elerium 115
(15kg) |
Using Elerium in an energy reaction chamber
powered by the craft's electrical system, the plasma beam can fire an
incredibly powerful plasma bolts to great ranges! The plasma beam
doesn't require ammunition or further Elerium once built, however it
does need special capacitors which are burned out after 100 shots, but
this can be carried out easily by XCOM base flight crew.
| Cost: $242,000 |
Ammo cost: $28,000 |
Damage: 23 hull points |
| Range: 65 kilometers |
Rate of Fire: 1 per 5 rounds |
Ammo Capacity: 3 |
| Engineer hours to
produce: 400 |
Special materials needed: Elerium 115
(15kg per round) |
The fusion ball launcher is a truly
devastating weapon. The projectiles have an antimatter/matter nucleus,
and on detonation they create a massive implosion, that is quite capable
of destroying a small town or severely damaging even an Alien
battleship! The projectiles do require Elerium 115 to produce however.
As a guided missile weapon, it gives a +4 hit bonus.
| Cost: $500,000 |
Ammo cost: $1,000 |
Armour Class: 0 |
Movement: 12 |
| Hit Dice: 9 (81 hp) |
THAC0: 11 |
#Attacks: 5 (ammo=30 rounds) |
| Damage: 11d6 (laser) |
Special defences: immune
to psionics, fire and attacks doing less than 30 hp |
Size: L (1.5m' high, 3m square) |
This HWP is a small, mobile tank is operated under remote
control by the pilot of the XCOM transport vehicle (which also prevents
it from being used by someone under alien control!). It fires a
supercharged laser, powerful enough to vapourize a hole right through a
building!. With a built in low light camera and video relay unit, it can act
as a scout or mobile barricade for XCOM personnel to get shelter beside.
It uses electrical power and therefore has no fuel tanks to
explode.
Due to its incredibly thick armour, attacks that do less
than 30 hp cannot harm it, however, some extremely strong or corrosive
attacks
can still cause damage by forcing the tank to make saves versus Crushing
Blow or Acid as Metal, failure indicates some vital component is damages
and the tank is destroyed. While some damage to HWP can be
repaired, armour for example, their internal units are far to intricate
and cross linked to be repaired if destroyed.
| Cost: $850,000 |
Ammo cost: $0 |
Armour Class: -5 |
Movement: FL18 |
| Hit Dice: 9 (81 hp) |
THAC0: 11 |
#Attacks: 5 (ammo=255 rounds) |
| Damage: 11d6 (plasma) |
Special defences: immune
to psionics, fire and attacks doing less than 40 hp |
Size: L (1.5m' high, 3m square) |
| Engineer hours to produce: 1,400 |
Work space required: 30 |
Special materials: Elerium 115
(30kg), Alien Alloys (5kg) |
This HWP is a small, flying tank that is operated under remote
control by the pilot of the XCOM transport vehicle (which also prevents
it from being used by someone under alien control!). It fires a heavy
plasma bolt, that can destroy a human tank. With a built in low light camera and video relay unit, it can act
as a scout or mobile barricade for XCOM personnel to get shelter beside.
The craft's power source is to an extent self-sustaining, but the plasma
gun requires special capacitors that burn out after 225 shots, but they
can be fitted at an XCOM base quite easily.
Due to its incredibly thick armour, attacks that do less
than 40 hp cannot harm it, however, some extremely strong or corrosive
attacks can still cause damage by forcing the tank to make saves versus Crushing
Blow or Acid as Metal with a +4 bonus, failure indicates some vital component is
damaged
and the tank is destroyed. While some damage to HWP can be
repaired, armour for example, their internal units are far to intricate
and cross linked to be repaired if destroyed.
| Cost: $900,000 |
Ammo cost: $15,000 |
Armour Class: -5 |
Movement: FL18 |
| Hit Dice: 9 (81 hp) |
THAC0: 11 |
#Attacks: 1 (ammo=8 rounds) |
| Damage: 14d6 (HE) |
Special defences: immune
to psionics, fire and attacks doing less than 40 hp |
Size: L (1.5m' high, 3m square) |
| Engineer hours to produce: 1,200 |
Work space required: 30 |
Special materials: Elerium 115
(25kg), Alien Alloys (8kg), +Elerium 115 (1kg) per round |
This HWP is a small, flying tank that is operated under remote
control by the pilot of the XCOM transport vehicle (which also prevents
it from being used by someone under alien control!). It fires a heavy
plasma bolt, that can destroy a human tank. With a built in low light camera and video relay unit, it can act
as a scout or mobile barricade for XCOM personnel to get shelter beside.
This version of the hovertank fires a guided weapon similar to
the Blaster Launcher. Using Elerium 115 as explosive and fuel, the
operator sets up to 10 "way points", the projectile flies to
these co-ordinates in series, using them as a path. The operator doesn't
actually have to see the area to set the way points, they are merely
programmed in, so a projectile could be fired blind round the back of a
building for instance, a -8 attack penalty applies in such conditions.
Whenever it strikes a solid object it detonates with devastating
results, this does present a problem since tight turns around a
corridor, for example, can cause an accidental impact (an attack roll vs.
AC5 is
needed in such situations). To hit an area, as this is an explosive
weapon fired at areas, not creatures, an attack roll vs. AC5 is normally
required (see Combat: Area
attacks for details) One hit will flatten most small buildings
completely!
Due to its incredibly thick armour, attacks that do less
than 40 hp cannot harm it, however, some extremely strong or corrosive
attacks can still cause damage by forcing the tank to make saves versus Crushing
Blow or Acid as Metal with a +4 bonus, failure indicates some vital component is
damaged
and the tank is destroyed. While some damage to HWP can be
repaired, armour for example, their internal units are far to intricate
and cross linked to be repaired if destroyed.
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