A sophisticated single handed missile launcher. Although the guided missiles are small they are quite destructive.
Marsec Mini Launcher
MiniLauncher
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- Size: 2 × 3
- Weight: 5
- Fire Rate: 0.5 r/s
- Tracking Turn Rate: 35
- Manufacturer: Marsec
- Available: Week 3
- Base Price: $900
- Minimum Weekly Stock: 2
- Maximum Weekly Stock: 6
- Battlescape Score: 4
- Style: one-handed
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Ammunition Types
Mini Launcher HE Missile
High Explosive
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- Size: 1 × 2
- Weight: 2
- Power: 40
- Damage Type: Explosive
- Blast Radius: 7
- Ammo: 5
- Range: 37m
- Manufacturer: Marsec
- Base Price: $35
- Minimum Weekly Stock: 10
- Maximum Weekly Stock: 30
- Battlescape Score: 1
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Mini Launcher IN Missile
Incendiary
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- Size: 1 × 2
- Weight: 2
- Power: 40
- Damage Type: Incendiary
- Blast Radius: 3
- Ammo: 5
- Range: 37m
- Manufacturer: Marsec
- Base Price: $35
- Minimum Weekly Stock: 10
- Maximum Weekly Stock: 30
- Battlescape Score: 1
- Total Time: ~55seconds
- Flame Time Effective: 42seconds
- Flame Time Extingushed: 12seconds
- Unit On Fire: ~5seconds
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Mini Launcher AG Missile
Anti-Alien Gas
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- Size: 1 × 2
- Weight: 2
- Power: 40
- Damage Type: Alien Gas
- Blast Radius: 4
- Ammo: 1
- Range: 37m
- Manufacturer: Marsec
- Base Price: $900
- Battlescape Score: 1
- Effective Gas Time: 1second
- Gas Dissipation Time: 16seconds all trace.
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A small versatile missile launcher delivering three types light rockets with good homing ability at medium range. Ammunition is light with five missiles per unit which enables one agent to carry up to seventy missiles. Market availabilty is not an issue since ammunition quantities are acceptable if an agent is used in a support role and not dual-wielded. Homing ability tracks all targets well due to it high turning rate.
Note: accuracy is irrelevant since all weapons with homing ability track their target.
Explosive ammunition is weak and comparable to autocannon high explosive damage with added target homing.
Incendiary (IN) ammunition for engulfing a small group 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) ammunition for killing very small groups of alien lifeforms located in movement-restrictive areas (ie: the gas cloud is so small that they easily escape). Missiles are manufactured by X-Com.
Effective Gas Time = thickest and most effective gas cloud.
Note: Anti-alien gas mini launcher missiles are only manufactured by X-Com. Marsec as the manufacturer is an error.