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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 Alien psionic
attacks,
fortunately for them!
FUEL HOURS: is the
amount of time the aircraft can stay airborne before fuel is exhausted.
ACCELERATION : is
used to compute an aircraft's Armour Class:
10-(pilot's level+Dexterity AC bonus+ acceleration)=AC.
HWP: are Heavy Weapon
Platforms, miniature remote control tanks.

| Cost: $600,000 |
Monthly Cost: $600,000 |
Maximum Speed: 2,100knots |
Acceleration: 3 |
| Fuel hours: 15 |
Weapons pods: 2 |
Hull Points: 10 |
An advanced fighter using
the pulse detonation engines pioneered in the Aurora spy craft, the XCOM
Interceptor is capable of flying at MACH 3.2, and can carry 2 weapon
pods of any type. Leased from the USA, it's the only terrestrial
aircraft capable of taking on UFOs.
| Cost: $500,000 |
Monthly Cost: $500,000 |
Maximum Speed: 600knots |
Acceleration: 2 |
| Fuel hours: 80 |
Cargo space: 14 troops,
800kg items, (3 HWP maximum) |
Hull Points: 15 |
Strictly designed for
carrying passengers and cargo, the Russian built Skyranger is a Vertical
Take Off and Landing aircraft. The most advanced military troop
transport available, it can fly around the world, and land at the back
of a house!
The Skyranger can carry a total of 14 troops and 800 kg of
equipment for them. Note that this is the maximum amount of combat
equipment that it is safe to carry, as weapons, explosives, ammunition
etc are carried in special secure containers in the hull to minimize the
risk of explosion due to accidents or hostile fire. The Skyranger can
also carry Heavy Weapon Platforms, up to a maximum of 3, a HWP counts as
4 soldiers in terms of cargo space, so if the Skyranger was carrying 2
HWP it would only have room for 6 soldiers.
| Cost: $30,000 |
Ammo cost: $1,240 (per 50) |
Damage: 1 hull point |
| Range: 10 kilometers |
Rate of Fire: 3 |
Ammo Capacity: 300 |
A powerful, long range aircraft cannon. It is
cheap, effective and probably won't blow a small UFO to pieces. On the
other hand it's short range means that the pilot has to come in range of
the Aliens' weapons to attack!
|
STINGRAY
MISSILE LAUNCHER |
| Cost: $16,000 |
Ammo cost: $3,000 each |
Damage: 7 hull points |
| Range: 30 kilometers |
Rate of Fire: 1 per 3 rounds |
Ammo Capacity: 6 |
A medium range Air-To-Air missile. With a longer
range than the cannon, it increases the chance of the XCOM craft
avoiding damage itself. As a guided missile weapon it gives a +4 hit
bonus.
|
AVALANCHE
MISSILE LAUNCHER |
| Cost: $17,000 |
Ammo cost: $9,000 each |
Damage: 10 hull points |
| Range: 60 kilometers |
Rate of Fire: 1 per 5 rounds |
Ammo Capacity: 3 |
A very long range, high powered
missile, the Avalanche is capable of causing extreme damage to even the
largest UFOs, from a nice, safe distance! As a guided missile weapon, it
gives a +4 hit bonus.
| Cost: $420,000 |
Ammo cost: $200 each |
Armour Class: 0 |
Movement: 12 |
| Hit Dice: 9 (81 hp) |
THAC0: 11 |
#Attacks: 5 (ammo=30 rounds) |
| Damage: 6d6 (armour piercing) |
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 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 armour
piercing shells capable of blowing a hole through a reinforced concrete
wall. 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: $480,000 |
Ammo cost: $3,000 each |
Armour Class: 0 |
Movement: 12 |
| Hit Dice: 9 (81 hp) |
THAC0: 11 |
#Attacks: 2 (ammo=8 rounds) |
| Damage: 9d6 (high explosive) |
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 operated under remote-control by the pilot of the XCOM transport vehicle
(which also prevents it from being used by someone under alien
control!). 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.
This version fires an explosive rocket, capable of
flattening half of a typical house with one shot! Note that since it
fires an explosive projectile it attacks an area, not individual
creatures (see Combat:
Attacking An Area), thus an attack roll vs. AC5 is normally
required.
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.
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