Difference between revisions of "High Explosive"
Jump to navigation
Jump to search
MikeTheRed (talk | contribs) m (Standardized) |
MikeTheRed (talk | contribs) m (→See Also) |
||
Line 24: | Line 24: | ||
*[[Weapons (UFO Defense)|Weapons]] | *[[Weapons (UFO Defense)|Weapons]] | ||
− | *[[ | + | *[[Explosions]] |
*[[Throwing Accuracy#Throwing Distance|Throwing Distance]] | *[[Throwing Accuracy#Throwing Distance|Throwing Distance]] | ||
*[[Soldiers (UFO Defense)|Soldier Stats]] | *[[Soldiers (UFO Defense)|Soldier Stats]] |
Revision as of 17:17, 23 October 2005
Bang in a can. Bring one to UFO parties.
- Remember to run once lit.
Weapon Vital Statistics
- Power: 110 High Explosive
- Size: 1 high x 2 wide
- Weight: 6
- Priming Cost: 50% of base TUs
- Throw Cost: 25% of base TUs
- Buy Price: $1,500
- Sell Price: $1,200
- Cannot be manufactured
Usage Notes
The usual tactic is to set the timer, drop them on the ground, run away. However, they can be thrown a useful distance by a strong soldier, so throwing them is a worthy experiment to try.
Tip: If set next to a UFO's diagonal wall, the explosion will go into the UFO and detonate navigation consoles on the far side. Roast'em in the shell.
NB: The latest version of XCOMUTIL can nudge the power up to 200 where it can crack UFO outer hulls, like a poor man's blaster bomb.