Difference between revisions of "Innate Weapons (Apocalypse)"
(WIP alien weap done, sec-facs next.) |
(security done and tested - weapons are indentical to handheld) |
||
Line 125: | Line 125: | ||
Visual range of any unit is 24 cells maximum. If any alien visually detects a target, others out of visual range, but within (their individual <u>in-game</u>) weapon range may also engage if there is clear line to fire. A targeted entity does not need to be seen by all since others beyond visual range will know where to aim. | Visual range of any unit is 24 cells maximum. If any alien visually detects a target, others out of visual range, but within (their individual <u>in-game</u>) weapon range may also engage if there is clear line to fire. A targeted entity does not need to be seen by all since others beyond visual range will know where to aim. | ||
− | =Built-In | + | ==Built-In Weapons== |
− | + | Security Stations have four turrets each with a single weapon built in. The weapon used is identical to the hand-held option provided to X-Com agents.<br> | |
− | < | + | * A basic [[Security_Station_(Apocalypse)|Security Station]] uses a [[Megapol_Plasma_Gun|Megapol Plasma Gun]] (and two clips) in each turret. |
− | * [[Security_Station_(Apocalypse)|Security Station]] | + | * An [[Advanced_Security_Station_(Apocalypse)|Advanced Security Station]] uses a [[Disruptor_Gun|Disruptor Gun]] (recharging) in each turret.<br> |
− | + | [[Image:GrownIn-Turretv3L-(Apocalypse).png|center]] | |
− | + | A single turret is mounted on a pedestal and if destroyed, the turret can remain in the air. Any weapon attributes (accuracy, rate of fire, range etc.) is identical to the hand held weapon with the turret mechanism being classed as an autonomous entity (Real-Time) which has its own health/constitution of '''500'''. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | * [[Advanced_Security_Station_(Apocalypse)|Advanced Security Station]] | ||
− | < | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
Revision as of 21:35, 31 October 2023
Innate or Grown-In or Built-In weapons are permanently attached to certain alien lifeforms or security stations. They cannot be picked up or recovererd for research.
Grown-In Weapons
These weapon icons are seen if an alien is mind-controlled.
- The stated range of these grown-in weapons does not match the actual tested in-game range.
- Fire Rate is approximated to the nearest 0.1second. [{36 ÷ fire rate} = how many shots per second]
- Accuracy is for the weapon only.
- All weapons, besides the Popper's explosive butt-bomb, recharge.
- The Popper will detonate when it is next to its target (normal behaviour) or LMB on its weapon for instant explosion (mind controlled). It is a one-shot effect.
- The alien's Mind Bender when used, is identical to the actual Marsec Mind Bender.
- The Spitter and Queenspawn use the same weapon icon but have different weapon attributes.
Entropy Enzyme Damage Icon |
Multiworm Egg |
|
Multiworm |
|
Hyperworm |
|
Spitter |
|
Popper |
|
Megaspawn |
|
Megaspawn |
|
Micronoid Aggregate Psimorph |
|
Queenspawn |
|
Error: the Hyperworms "Bite" is a short ranged projectile.
Mis-match: the Megaspawn's disruptor appears to be larger than the launcher.
Range Discrepancy
Visual range of any unit is 24 cells maximum. If any alien visually detects a target, others out of visual range, but within (their individual in-game) weapon range may also engage if there is clear line to fire. A targeted entity does not need to be seen by all since others beyond visual range will know where to aim.
Built-In Weapons
Security Stations have four turrets each with a single weapon built in. The weapon used is identical to the hand-held option provided to X-Com agents.
- A basic Security Station uses a Megapol Plasma Gun (and two clips) in each turret.
- An Advanced Security Station uses a Disruptor Gun (recharging) in each turret.
A single turret is mounted on a pedestal and if destroyed, the turret can remain in the air. Any weapon attributes (accuracy, rate of fire, range etc.) is identical to the hand held weapon with the turret mechanism being classed as an autonomous entity (Real-Time) which has its own health/constitution of 500.