A guided missile launcher that can fire explosive or incendiary missles. It is an extremely devastating device and should be used with extreme caution. It is unwieldy because of its bulk and Agents with heavy launchers should at least be equipped with a supplementary weapon such as the Megapol Lawpistol.
Heavy Launcher
Heavy Launcher
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- Size: 3 x 5
- Weight: 9
- ROF: 0.45 r/s
- Accuracy: 10%
- Manufacturer: Marsec
- Available: Week 2
- Base Price: $800
- Minimum Weekly Stock: 2
- Maximum Weekly Stock: 4
- Battlescape Score: 4
- Style: two-handed
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Ammunition
Heavy Launcher HE Missile
Heavy Launcher HE Missile
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- Size: 1 × 3
- Weight: 4
- Power: 90
- Damage Type: Explosive
- Blast Radius: 8
- Ammo: 1
- Range: 75m
- Manufacturer: Marsec
- Base Price: $40
- Minimum Weekly Stock: 5
- Maximum Weekly Stock: 20
- Battlescape Score: 1
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Heavy Launcher IN Missile
Heavy Launcher IN Missile
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- Size: 1 × 3
- Weight: 4
- Power: 90
- Damage Type: Incendiary
- Blast Radius: 5
- Ammo: 1
- Range: 75m
- Manufacturer: Marsec
- Base Price: $40
- Minimum Weekly Stock: 5
- Maximum Weekly Stock: 20
- Battlescape Score: 1
- Total Time: ~55seconds
- Flame Time Effective: 42seconds
- Flame Time Extingushed: 12seconds
- Unit On Fire: ~5seconds
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Heavy Launcher AG Missile
Heavy Launcher AG Missile
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- Size: 1 × 3
- Weight: 4
- Power: 90
- Damage Type: Alien Gas
- Blast Radius: 8
- Ammo: 1
- Range: 75m
- Manufacturer: X-Com
- Base Price: $700
- Battlescape Score: 1
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A large, heavy versatile missile launcher delivering three types large, heavy rockets with homing ability. Ammunition is also large and heavy and should be carried by other agents in a support role of the launcher-unit. The launcher itself is very limited on the market but is not an issue since it is carried by, at most, two X-Com agents. Homing ability tracks large targets well but may be unable to follow quicker hostile units.
Explosive (HE) the strongest explosive available to X-Com which is used often, only surpassed in power only by the High Explosive demolition charge. Used to clear large areas of ground cover, severely damage hostiles from long distance and able to destroy building internals easily. High explosive missiles may be limited depending on the style of battlefield combat. Will detonate Poppers if it is the kill shot.
Incendiary (IN) ammunition for engulfing large groups of hostiles in flames and to cause anyone on fire to flee in all directions. The effect is identical to other incendiary effects. Ammunition quantity is rarely an issue since hostiles on fire will be injured over time and only need to set on fire once their torso flames die down. Keep them burning! Extinguish flames with gas effect grenades or explosives. Will detonate Poppers if they die inside any fire.
Flame Time Effective = burning well, will damage units, set fire to torso, spreads if possible.
Flame Time Extingushed = flames are dying down until no more.
On Fire Time = flames on torso.
Alien Gas (AG) Alien Gas missiles are manufactured to easily kill off large squads of aliens when a thrown Alien Gas grenade cannot reach.