Weapons (TFTD)

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Weapon Information

Weapons have a number of properties. Here we have two examples, the Sonic Blaster Rifle and the Harpoon Clip.

Sonic-Blasta Rifle
Size
(h x w)
3 x 1 Sonic-Blasta Rifle
Weight
D. Threshold
Grip 2 Handed
TU Cost Accuracy
Auto -% -%
Snapshot 40% 75%
Aimed 60% 110%
Sale Price $126,500
Research
Manufacture
Cost $88,000
Technician Hours 820
Workspace 4
Materials 1 Aqua Plastics
Harpoon Clip
Size
(h x w)
1 × 1
Weight
D. Threshold
Damage 32 Armour Piercing
Capacity 10
Sale Price $
Research -
Purchase Price $200

Most weapons are some form of projectile weapon and will require ammo, the Harpoon Clip for example works with the Jet Harpoon gun. Things to note about these objects are:

  • Size - Describing how many inventory tiles the object takes up
  • Image - Giving a visual description of the object if possible
  • Weight - Which accumulates on troopers as encumberance and affects movement speed.
  • D. Threshold - Item Destruction Threshold, the amount of damage the object can take before being destroyed
  • Grip - 1 Handed or 2 Handed which influences accuracy
  • Firing Modes - Time Unit costs and Accuracy at a given firing mode. Dashed if inapplicable.
  • Damage - Amount and type of damage inflicted when loaded.
  • Capacity - Maximum number of shots that may be fired with full ammunition.
  • Sale Price - Price when sold.
  • Research - Researched required to use the object.
  • Acquisition - Either Manufactured or Purchased with associated costs.

Standard Weapons

Once again, X-COM is supplied with a diverse selection of standard weapons to wield in its war against the watery alien menace. However, unlike the first alien war, the new line of weapons are mainly geared towards fighting underwater.
Dart Gun
Jet Harpoon
Gas Cannon
Hydro-Jet Cannon
Torpedo Launcher

Thermal Tazer

Magna-Blast Grenade
Magna-Pack Explosive
Particle Disturbance Grenade
Dye Grenade

Gauss Technology

The line of weapons X-COM technicians have developed to combat the alien menace offer improved damage over the more conventional harpoon weapons. The earlier models of Gauss weapons offer high capacity ammunition magazines. They work well on land and at sea.

Gauss Pistol
Gauss Rifle
Heavy Gauss

Sonic Technology

The bulk of the weapons used by the alien invaders make use of ultra powerful and highly concentrated sonic waves that literally shatters matter in an instant. They are powered by a Zrbite power source. The amount of damage caused by sonic weapons completely outclasses everything in X-COM's diverse but meager arsenal.

Sonic Pistol
Sonic-Blasta Rifle
Sonic Cannon
Sonic Pulser

Disruptor Pulse Launcher
Thermal Shok Launcher

Melee Weapons

The deadly Lobsterman threat was finally countered by a desperate but effective strategy: melee combat with power tools.
Vibro Blade
Thermic Lance
Heavy Thermic Lance

Weapons By Ammunition Types

Ammunition types and the weapons that utilise them.

Armor-Piercing

Armor piercing rounds are standard rounds that specialize in piercing enemy armor. These come in the form of darts and shells propelled with compressed gas.

Dart Gun
Jet Harpoon
Gas Cannon

High Explosive

High Explosive (HE) is an area-effecting ammunition. Any unit or object within the blast radius will receive some amount of damage.

Gas Cannon
Hydro-Jet Cannon
Torpedo Launcher
Magna-Blast Grenade
Magna-Pack Explosive
Particle Disturbance Grenade
Sonic Pulser

Phosphor

Also known as Incendiary. Phosphor ammunition creates an area-effect fire. The bonus of this form of ammunition is that it will continue to cause damage per turn until the fire dies out in addition to providing illumination. Phosphor rounds are half as effective underwater as they are on land.

Gas Cannon
Hydro-Jet Cannon
Torpedo Launcher

Gauss

Gauss ammunition fires is a high energy bolt at enemy targets with the same speed in or out of water. Gauss ammunition is relatively cheap high-end ammo and can be produced very quickly.

Gauss Pistol
Gauss Rifle
Heavy Gauss


Sonic

Sonic Ammunition is an alien based technology. It encapsulate a small amount of Zrbite to power the sonic weapons. Scientists are able to easily reverse engineer them for production.

Sonic Pistol
Sonic-Blasta Rifle
Sonic Cannon

Stun

Unlike the other forms of ammunition, Stun ammunition doesn't actually inflict damage to its target. Instead, it will cause them to fall unconscious until the stun effect has "worn off".

Thermal Tazer
Thermal Shok Launcher

Melee

The alien-based drills carry a chip of Zrbite, which provide a tremendous amount of energy that'll last the operational lifetime of any drill. They do not need any additional ammunition.

Vibro Blade
Thermic Lance
Heavy Thermic Lance

See Also

Weapons Summaries (TFTD)

TFTD Badge Terror From The Deep: Equipment (TFTD)
Armor Diving SuitPlastic Aqua ArmorIon ArmorMagnetic Ion Armor
Weapons Dart GunJet HarpoonGas CannonHydro-Jet CannonTorpedo LauncherThermal Tazer

Magna-Blast GrenadeParticle Disturbance GrenadeMagna-Pack Explosive
Gauss PistolGauss RifleHeavy Gauss
Sonic PistolSonic-Blasta RifleSonic CannonSonic PulserThermal Shok LauncherDisruptor Pulse Launcher
Vibro BladeThermic LanceHeavy Thermic Lance

Portable Equipment Dye GrenadeParticle Disturbance SensorMedi-KitChemical-flareM.C. DisruptorM.C. ReaderZrbite
SWS Coelacanth/G. CannonCoelacanth/Aqua JetCoelacanth/GaussDisplacer/SonicDisplacer/PWT
Data Weapon Summaries • SWS/Terror Unit Innate Weapons