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Items
are divided into several sections, note that ALIEN and ADVANCED items
should not be read by Players until they have researched the
appropriate technologies (See Info for details), and must be
manufactured or captured, they cannot be bought! Bases must have sufficient storage space to hold items!
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Standard .45 pistol. XCOM uses heavy calibre weapons as they need to KILL Aliens, not incapacitate them, which is the standard military practice .
An advanced large calibre rifle (7.62mm) . When fired on full automatic, there is a -8 hit penalty due to the recoil, unless the user is in a stable firing position (i.e. prone, braced against a wall or such, then the penalty is lowered to -4), however the fire rate goes up to 20 shots a round!
Sniper rifles are incredibly accurate weapons designed for long range, precise fire. They give the user a +4 hit bonus and normally come with a low-light image intensifier sight. When someone with a specialization uses one of these weapons against a slow moving or stationary target, they can qualify for an automatic critical hit, provided the victim doesn't know the sniper is there. There is a -4 attack penalty for a sniping attack (-0 when the bonus for the sight is counted in), and critical damage is multiplied by 2d4, plus if the victim is organic they take 1hp damage per round unless treated!
A 7.62mm belt-fed machine gun. There is a -8 hit penalty due to the recoil, unless the user is in a stable firing position (i.e. prone, braced against a wall or such, then the penalty is lowered to -4), since it fires in full automatic mode only. However it is very useful for providing covering and support fire.
A man-portable 5.56mm minigun. One of the most devastating weapons useable by infantry, its incredible rate of fire, high recoil and weight inflict a -8 hit penalty in all situations. Only characters with 18/50 or greater strength can carry the huge weapon.
A very heavy and cumbersome
weapon, the heavy cannon fires a large, slow projectile much like a grenade
launcher. It can be used to lob projectiles over buildings in the hands of a
trained user (-8 to hit unseen areas).
The auto-cannon is a
multi-barreled weapon that fires 20 mm low velocity cannon rounds. Extremely
heavy only personnel with 16 or better Strength can carry and use it. It is also
inaccurate, -4 hit penalty. Despite this, its high rate of fire and damage
potential makes it a
truly awesome weapon. It was adapted from a vehicle mounted device, hence its
weight etc.
A heavy but very accurate weapon, the user gets a +4 hit bonus due to the optical sighting system, which has a built in low-light image intensifier. It can fire 3 types of rockets: 2 different sizes of HE, and a large IN projectile. The long range, superb accuracy and tremendous power offset its slow rate of fire. The incendiary projectile sprays thermite over an area 30 metres across, it inflicts 6d6 hp in round one, 4d6 hp in round two and 2d6 hp in round three to all those who were caught in original burst or walk through the burning area.
The standard infantry grenade, however its modern electronic fuse can be set for impact, or any time up to one minute after being thrown! Damage is mostly by shrapnel (AP), but within 2 metres the damage is made up from both HE and AP effects, so apply whatever injures the target worst. Grenades can be thrown to a range equal to the user's Strength x 3metres. e.g. a soldier with Strength 18 can throw a grenade 54 metres.
This nasty device has a built in motion sensor, when activated 3 seconds after landing on the ground, it will then explode if anything moves within 3 metres of it! Regardless of who or what it is! Therefore they make very useful instant mine fields, but can kill your own troops!
When these explode, they send out a shower of thermite particles to a range of 10 metres, these cannot be extinguished by water or any means save by a special chemical. The thermite sticks and burns for 3 rounds, doing 3d4 hp in round one, 2d4 in round two and 1d4 in round three.
When detonated, the smoke grenade fills an area up to 40 metres in diameter with thick smoke that lasts for 5 minutes, obviously wind has an effect on this. It completely blocks all forms of sight, and any biological creature in the smoke takes 1 hp per round of stun damage!
Normally designed to flatten buildings or blow up tanks, high explosive demolition packs have obvious use against the Aliens as few creatures can survive a close blast! Fitted with a timer that can be set from a few seconds or up to 1 day, it can also be throw with the aid of the build in carrying straps to a distance equal to the User's strength x2metres. e.g. a soldier with 14 Strength could throw it 24 metres. Note that as with all HE devices, there is normally NO chance of setting this device off by accident as military explosives are very stable! However, another explosive going off next to it probably would detonate it!
The infamous Claymore antipersonnel mine is triggered either by a tripwire or remote detonation unit (both come with each mine). The explosion of thousands of ball bearings is mostly directed into a precise arc, the direction of which is chosen when the mine is put in position. The arc is 50 metres long, 30 metres wide and 5 metres high. The detonation units are unique to each mine incidentally, to prevent a nasty accident.
When used, the flamethrower sprays burning napalm over an area 5 metres across, the wide spread makes it easier to hit targets thus getting a +4 hit bonus. The fire burns for 3 rounds, doing 6d6 hp in the first round, 4d6 in round 2 and 2d6 in round three. Only personnel with a Strength of 16+ can carry a flamethrower. Should the flamethrower tanks themselves be hit, the resulting explosion deluges napalm in a radius of 20 metres, doing standard flamethrower damage.
The stun rod inflicts a heavy, but non-lethal electric charge into whatever is struck. Victims must saves vs. Paralyzation or be rendered unconcious or stunned for1d4 turns. Note that carrying binding materials is a wise idea if XCOM squads plan on restraining captured aliens!
These light weight, chemical-based flares are squeezed to let the chemicals react and then thrown. They provide adequate light to see by in a radius of 10 metres, and last for an hour.
This is the standard body armour now used by all special forces units. Built with an advanced Kevlar weave, it reduces damage from attacks by -10 hp, but a successful attack inflicts at least 1 hp however. e.g. if a soldier is shot for 10 hp, he still takes 1 hp.
These low light, image intensifying goggles allow humans to see even in the faintest starlight. They also have an infra red light built in if extra illumination is needed. |
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