Difference between revisions of "Megapol Auto Cannon"
(clari on flame ammo diffs) |
m (rate fo fire does not need such precision) |
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* Size: 2 × 4 | * Size: 2 × 4 | ||
* Weight: 10 | * Weight: 10 | ||
− | * ROF: 1. | + | * ROF: 1.0 r/s |
* Accuracy: 40% | * Accuracy: 40% | ||
* Manufacturer: [[Megapol]] | * Manufacturer: [[Megapol]] | ||
Line 24: | Line 24: | ||
* Ammo: 24 | * Ammo: 24 | ||
* Range: 56m | * Range: 56m | ||
− | * Manufacturer: | + | * Manufacturer: Megapol |
* Base Price: $30 | * Base Price: $30 | ||
* Minimum Weekly Stock: 20 | * Minimum Weekly Stock: 20 | ||
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* Ammo: 24 | * Ammo: 24 | ||
* Range: 56m | * Range: 56m | ||
− | * Manufacturer: | + | * Manufacturer: Megapol |
* Base Price: $40 | * Base Price: $40 | ||
* Minimum Weekly Stock: 20 | * Minimum Weekly Stock: 20 | ||
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* Ammo: 24 | * Ammo: 24 | ||
* Range: 56m | * Range: 56m | ||
− | * Manufacturer: | + | * Manufacturer: Megapol |
* Base Price: $30 | * Base Price: $30 | ||
* Minimum Weekly Stock: 20 | * Minimum Weekly Stock: 20 |
Revision as of 19:55, 6 May 2022
The Megapol Auto Cannon is a bulky but versatile weapon. It can fire armor piercing rounds, high explosive shells or incendiary shells. It is best used at medium range with explosive or incendiary ammunition, or at close range with armor piercing rounds.
Auto Cannon
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Ammunition Types
Armor Piercing
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High Explosive
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Incendiary
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A heavy, powerful, versatile weapon usually the first choice when equipping troops for combat against the alien menace. The weapon's ability to fire three types of projectiles will keep this weapon in use on the front line until better exotic equipment is acquired. The market has limited ammunition stock levels, so a mix of other weapons will be necessary on the battlescape.
Armor Piercing (AP) ammunition is the most powerful round of any standard weaponry available on the market, even surpassing the Plasma Gun. A heavy hitter that can punch holes in stronger aliens only limited by its rate of fire. Dual wielding autocannons with AP ammo offsets the slow firing rate but should be limited to strong agents in close quarters combat to offset its now lower accuracy. If this type of ammuntion can be 'found' elsewhere, this weapon and ammo could be used up until it is devastatingly out classed. Will detonate Poppers.
Explosive (HE) ammunition is the weakest of any high explosive available to X-Com, commonly used against weak aliens like Brainsuckers and Hyperworms when face-to-face so long as the agent is wearing armor. The advantage of such explosive power is the capacity of the ammunition drum - essentially 24 weak grenades - doing minimal damage to bulding internals but causing injury to groups of hostiles up to eigth cells away from impact point. An agent with low accuracy but reasonable strength would be best suited for this weapon and ammunition combination from a medium range, used carefully to avoid friendly fire. Any unit hit with the projectile will also suffer impact damage equal to the explosive damage. Will detonate Poppers if it is the kill shot.
Incendiary (IN) ammunition for engulfing small groups of hostiles in flames and to cause anyone on fire to flee in all directions. The effect is identical to other incendiary effects except that the ammuntion only starts a small fire which is initially easier to control. 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. Any unit hit with the projectile will also suffer impact damage equal to the incendiary damage. 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.