Link to Main ThreadLink to War RoomCurrently Researched Technology
Autogun: This rifle was chambered in a 6.7mm match grade cartridge for excellent ballistic performance.
Type: Basic Range: 100m RoF: S/3/10 Pen: 0 Damage: 1d10+3 I Clip: 30 Reload: full Special: - Weight: 3.5kg Availability: Average
Marksman's Rifle: A conversion of the X-COM Autogun, prioritizing range over rate of fire.
Type: Basic Range: 150m RoF: S/-/- Pen: 0 Damage: 1d10+3 I Clip: 10 Reload: full Special: Accurate Weight: 5 kg Availability: Average
Shotgun: The X-COM shotgun is a magazine fed, semi-automatic 12 gauge model.
Type: Basic Range: 30m RoF: S/-/- Pen: 0 Damage: 1d10+4 I Clip: 8 Reload: 2 full Special: Scatter, Reliable Weight: 5 kg Availability: Common
Assault Shotgun: A shotgun with a drum magazine. Doomguy wishes he had something this awesome.
Type:Basic Range: 30 M RoF S/3/- Pen: 0 Damage: 1d10+4 I Clip: 18 Reload: Full Special: Scatter Weight: 6 Kg Availability: Scarce
Autopistol: This automatic handgun is chambered in .32 ACP. Low powered, but easy to control on full automatic, even with oen hand, due to it's advanced design
Type: Pistol Range: 30m RoF: S/-/6 Pen: 0 Damage: 1d10+2 I Clip: 18 Reload: full Special: - Weight: 1.5kg Availability: Average
Stub Automatic: a basic semi-automatic handgun, firing a a 9mm +p round.
Type: Pistol Range: 30m RoF: S/3/- Pen: 0 Damage: 1d10+3 I Clip: 9 Reload: full Special: - Weight: 1.5kg Availability: Plentiful
Stub Revolver: A revolver variant of the previous gun, more reliable at the expense of ammo capacity and rate of fire.
Type: Pistol Range: 30m RoF: S/-/- Pen: 0 Damage: 1d10+3 I Clip: 6 Reload:2 full Special: Reliable Weight: 1.5kg Availability: Plentiful
Hand Cannon: Firing the mighty .50 AE round, this handgun imposes a -10 penalty on basllistic skill unless fired using both hands.
Type: Pistol Range: 35m RoF: S/-/- Pen: 2 Damage: 1d10+4 I Clip: 5 Reload: full Special: - Weight: 3kg Availability: Average
Heavy Stubber: A machine gun firing belted 7.62mm AP cartridges. It can optionally fire from a magaine, reducing clip size to 40, but reducing reload time to one full action.
Type: Heavy Range: 120m RoF: -/-/10 Pen: 3 Damage: 1d10+5 I Clip: 200 Reload: 2 full Special: - Weight: 35 kg Availability: Average
Rocket Launcher: *THOOM* *WOOSH* *KABOOM*
Type: Heavy Range: 300m RoF: S/-/10 Pen: Varies Damage: Varies Clip: 1 Reload: full Special:Varies Weight: 35 kg Availability: Average
Grenade Launcher: A simple grenade launcher that can fire any of X-COM's grenades a greater distance than normal.
Type: Basic. Range: 60m RoF: S/-/- Pen: Varies Damage: Varies Clip: 6 Reload: 2 full Special: Varies Weight: 12kg Availability: Average
Autocannon: An enormous weapon firing gigantic shells, the Autocannon is the largest man portable ballistic weapon. May cause severe awesomeness.
Type: Heavy Range: 300 m RoF: S/3/- Pen: 6 Damage: 3d10+8 I Clip: 20 Reload: 3 ful; Special: Mech Usable, Reliable Weight: 40 kg Avaliability: Very Rare
Bow: It's a stick and some string and it fires sharper sticks at people. This is true even if it's carbon fiber and firing the sharpest of steel darts. You can carry 10 arrows per "magazine" of space
Type: Basic Range 30m RoF S/-/- Pen 0 Damage 1d10 R Clip 1 Reload Half Special: Reliable Weight: 2kg. Availability: Plentiful
Scalpel Long Rifle: Cold loaded flechettes covered in biotoxin. DOsen't get better than this.
Type: Basic Range 150 m RoF S/-/- Damage 1d10+4 R Penetration 2 Clip 4 Reload: Full Special: Accurate, Felling (2), Toxic (0) weight: 3 kg Availability: Scarce
(Incomplete, more will be added shortly)
Flamer: Spray hot, flaming death over a wide area. A fan favourite. A backpack fuel source can be attached at no additional cost, doubling the clip size and weight. Popular amoung bad shots- you don't even need to aim!
Type: Basic Range: 20m RoF: S/-/- Pen: 2 Damage: 1d10+4 E Clip: 6 Reload: 2 full Special: Spray, Flame Weight: 6 kg Availability: Scarce
Heavy Flamer: I love the smell of napalm in the morning.
Type: Heavy Range: 30m RoF: S/-/- Pen: 4 Damage: 1d10+5 E Clip: 12 Reload: 2 full Special: Flame Spray Weight: 45 kg Availability: Rare
A case of six grenades counts as one unit
Frag grenade: A misnomer, this grenade wounds by force of blast alone, to minimise risk of team-injury via shrapnel
Type:Grenade Range: Strengh Bonus X3 RoF: S Pen: 0 Damage: 2d10X Special: Blast (3) Mech Usable Weight 0.5 KG Availability: Infinite Quantity
Krak Grenade: Designed to "Crack" open fortifications, the Krak grenade has a smaller blast radius, but deals more damage. You may carry one in place of a frag grenade
Type:Grenade Range: Strengh Bonus X3 RoF: S Pen: 6 Damage: 2d10X+4 Special: Mech Usable Weight 0.5 KG Availability: Infinite Quantity
Bloodfire Grenade: This grenade reacts with alien biochemistry to cause sustained spontaneous combustion of the tissues, cooking them from the inside out. This grenade ignores armour and toughness
Type: Grenade Range: strength Bonus x 3 RoF S Pen: NA Damage: 1d10+3 E Special: Toxic (2), Blast (5) Weight 0.5 KG Availibility: Scarce
Rocket: A basic munition for Rocket Launchers. Make the bad alien fall down go boom.
Pen: 3 Damage: 2d10+2 X. Blast 5, Weight .5 kg. Availability: Average
Crystaloid Shardcaster: This strange weapon is wielded by Crystaloid warriors, and seems to function similarly to a shotgun, producing large quantities of immensely sharp crystal.
Type: Basic Range: 40 m RoF S/3/- Damage: 1d10+4 R Penetration: 4 Clip: 60 Reload: 6 full Special: Scatter, Tearing. Weight: 5kg Availability: N/A
Longshot Rifle: this variant of the Marksman's rifle gains the High Impact, Crippling (2), and Overheats qualities. It is one grade more rare due to it's specialized ammunition
Model C Incinerator: This variant uses a cheap, heavy design. It can be used be MEC's, is an effective club, and has 10 meters additional range, in addition to being easier to acquire in high quality versions. It weighs an extra 2 kilograms, and Common Quality versions count as Poor due to leaky hoses.
Cybernetic limbs: These replace a missing or existing limb. They add 2 to your toughness bonus at that location, and adequately fufill all functions of the original. Higher craftsmanship ones grant bonuses to agility and strength. Availability: Scarce
X-COM Jumpsuit-This basic, light jumpsuit provides 1 armour in all locations
Medi Kit: A wide variety of painkillers, stimulants, cortisteroids, anti-venoms, astringents, anti-toxins, coagulants, sprayskin, and other useful checmicals grant +20 to medicae tests. Availability: Ubiquitous
Combat Knife: Basically a machete. A diamond edged, stabby machete.
Type: Melee/Thrown Range: 5m thrown Damage: 1d5+3+SB R Special - Weight 1kg Availability: Plentiful
Sentinel Scout Walker: A heavily armoured combat walker, with attached heavy weapon. Availibility: very rare
Envenomed Arrows: These arrows have the Toxic (2) quality. They come in Quivers of 20. Availability: Plentiful
Expander: These rounds expand inside their targets. Simple, but lethal. They add +1 to both damage and penetration, and can fit in any slug firing weapon. Availability: Scarce
man-Stopper: These rounds penetrate armour. So really, more like tank stopper. Adds 3 pen, and can fit on any existing bullet firing weapon. Availability:Scarce
Slug: a simple self rifeling lead chunk. Adds +1 to shotgun damage and penetration, but looses the scatter quality. May replace buckshot on a 1-1 basis.
Inferno: Shells of white phosphorous and napalm. Shotguns inflict energy damage with the flame quality while armed. Availability: Common
Explosive arrow: Arrows that Bloody explode. They do explosive instead of rending damage, and gain +3 to damage and penetration.
Tracer: Tipped with illuminating chemicals, these add 1/2 extra degrees of sucess on a full auto attack(rounded up), and gain the flame quality at point blank range. Availability: Common
Research projects:
Begin research into primitive energy weapons, to better oppose the enemy
Punch through armour, with electromagnetic projectiles.
We have ways of making them talk.
It's a spear that injures tanks!
It's a handgun, and it cut off both of a man's arms
Deadly, Shard Spitting menaces
The boys at the lab have taken to calling them "Crystal-lids"
After today's field performance, it has become clear that manipulation of morale can sustain us in the worst of times
Make armour form the UFO hull
Move beyond the possible to kick reality to the curb. Augment the human flesh
Research sharper knives that penetrate alien flesh better.
Guns that fires /missles/. Can't get better than that.
Research new and improved ways to set the world on fire
Fix that pesky thermal degredation issue.
Select an existing weapon. The boys at the lab will do their best to make it kill people faster. Can be done in addition to any othr research project. Repeatable.
Research upgrades that can be applied to weapons. Funny how that works
The Cavemen bow and arrow'd them to death. Why not us?
An Assortment of gear suited to fighting opponents underwater or in space
Current Funding: 42
Funding is an abstract represenation of how likely the X-COM Council is to approve expenditures. You can increase it by performing well, or lose it by not responding to alien threats. A d100 roll is made, and rolling under your funding gets you the requesition. Their are modifiers to this roll, as follows:
Availability
Ubiquitous +70
Abundant +50
Plentiful +30
Common +20
Average +10
Scarce +0
Rare -10
Very Rare -20
Extremely Rare -30
Near Unique -50
Unique -70
Avalibility is also modified by how much you request
One +30
2-9 +20
10-30 +10
31-100 +0
This is further modified by craftsmanship
Poor +10
Common +0
Good -10
Best -30
Craftsmanship has the following effects:
Poor Quality guns are Unreliable, and poor melee weapons are at -10 to hit
Common Quality has no bonus or penalty
Good Quality are reliable, or if a melee weapon, +5 to hit
Best Quality never jam or misfire, or +10 to hit and +1 damage
2 Hand Cannons
1 Auto Pistol
Flamer
2 Common Quality Crystaloid Shardcaster
4 Unknown Crystal grenade
1 Unknown Crystal weapon
Alien metal
10 Shardcaster Ammunition blocks
6 Unknown Alien Pistol
10 Unknown Alien grenade
6 Unknown Alien Rifle
6 Crystaloid Corpses
1 Unknown Collosal Crystalline Anthropod Corpse
3 Unknown Alien Blade
3 Unknown Alien Polearm
24 Alien Pistol Ammo
36 Alien Rifle Ammo