Difference between revisions of "Megapol Auto Cannon"

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Megapol's Auto Cannon is a powerful weapon that mimics and combines the versatility of its older cousins the [[Autocannon]] from the [[First Alien War]]. It can take AP, HE and Incendiary ammo drums that allow the weapon to change how the weapon will behave in combat.  
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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.  ''From: Apocalypse Ufopaedia''
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[[Image:Megapol Auto Cannon (UFOpaedia).png|frame|Auto Cannon]]
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===Auto Cannon===
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<table><tr><td>[[Image:Equip-Weapon-ACan-(Apocalypse).png|left]]</td><td>
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* Size: 2 × 4
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* Weight: 10
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* Fire Rate: 1.0/sec
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* Accuracy: 40%
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* Manufacturer: [[Megapol]]
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* Available: Week 1
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* Base Price: $1,200
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* Minimum Weekly Stock: 3
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* Maximum Weekly Stock: 8
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* Battlescape Score: 3
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* Style: two-handed</td></tr></table>
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====Ammunition Types====
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[[Image:Megapol AP Clip (UFOpaedia).png|frame|Auto Cannon AP Clip]]
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=====Armor Piercing=====
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<table><tr><td>[[Image:Equip-Weapon-ACAP-(Apocalypse).png|left]]</td><td>
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* Size: 1 × 1
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* Weight: 2
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* Power: 40
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* Damage Type: '''Armor Piercing'''
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* Ammo: 24
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* Range: 56m
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* Manufacturer: Megapol
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* Base Price: $30
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* Minimum Weekly Stock: 20
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* Maximum Weekly Stock: 40
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* Battlescape Score: 0</td></tr></table>
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[[Image:Megapol HE Clip (UFOpaedia).png|frame|Auto Cannon HE Clip]]
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=====High Explosive=====
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<table><tr><td>[[Image:Equip-Weapon-ACHE-(Apocalypse).png|left]]</td><td>
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* Size: 1 × 1
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* Weight: 2
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* Power: 33
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* Damage Type: '''Explosive'''
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* Blast Radius: 8
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* Ammo: 24
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* Range: 56m
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* Manufacturer: Megapol
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* Base Price: $40
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* Minimum Weekly Stock: 20
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* Maximum Weekly Stock: 40
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* Battlescape Score: 0</td></tr></table>
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[[Image:Megapol IN Clip (UFOpaedia).png|frame|Auto Cannon IN Clip]]
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=====Incendiary=====
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<table><tr><td>[[Image:Equip-Weapon-ACIN-(Apocalypse).png|left]]</td><td>
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* Size: 1 × 1
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* Weight: 2
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* Power: 37
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* Damage Type: '''lncendiary'''
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* Blast Radius: 2.5 (area on fire 5x5 cells)
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* Ammo: 24
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* Range: 56m
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* Manufacturer: Megapol
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* Base Price: $30
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* Minimum Weekly Stock: 20
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* Maximum Weekly Stock: 40
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* Battlescape Score: 0</td></tr></table>
  
;Armor Piercing Ammo
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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 fire rate is quite slow for a weapon with multiple barrels and is only slightly better than the Megapol Laser Sniper Gun. The market has limited ammunition stock levels, so a mix of other weapons may be necessary on the battlescape.<br>
:Armor Piercing are very powerful and even give the [[Megapol Plasma Gun]] a good run for its money. This is where the Megapol Autocannon and the old favourite [[Autocannon]] differ greatly. Where the older Armour Piercing rounds were used sparingly due to their unreliability (Note: This was due to a difference in weapon speed), the Megapol Armor Piercing rounds are very reliable and may see a lot of use in combat.  
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<br>
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'''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.<br>
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<br>
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'''Explosive''' (HE) ammunition is the weakest of any high explosive available to X-Com. It is 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 eight cells away from the impact point. An agent with low accuracy but reasonable strength would be best suited for this weapon and ammunition combination, from a medium range, and used carefully to avoid friendly fire. Any unit hit with the projectile will also suffer impact damage equal to the explosive damage.<br>
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<br>
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'''Incendiary''' (IN) ammunition for engulfing small groups of hostiles in flames. Ammunition quantity is adequate. Any unit hit with the projectile will also suffer impact damage equal to the incendiary damage.<br>
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<br>
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Note: All effects based on incendiary damage are [[Incendiary_Grenade|identical]].
  
;High Explosive Ammo
 
:The high explosive rounds fire powerful explosive rounds that make it very difficult to miss enemies at short ranges. It completely obliterates small mobs of weak enemies like hyperworms and brainsuckers.
 
  
;Incendiary Ammo
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{{Equipment (Apocalypse) Navbar}}
:Incendiary rounds are ideal for roasting enemies and terrain. As usaul, fire can quickly incite tight packs of enemies to flee from the flames. They are more compact than [[Incendiary Grenade]], but require a cannon to operate. Therefore it is sensible to only use these if the agent is armed with a Megapol Auto Cannon. 
 
  
Although it's a two-handed weapon, commanders will gladly arm agents with two Megapol Auto Cannons for close range combat. The increased output is very impressive and the close proximity negates the loss in accuracy. Pairs of aimed Megapol Auto Cannons are also ideal for mid to long range combat.
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[[Category: Apocalypse]]

Latest revision as of 11:20, 28 November 2023

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.  From: Apocalypse Ufopaedia
Auto Cannon

Auto Cannon

Equip-Weapon-ACan-(Apocalypse).png
  • Size: 2 × 4
  • Weight: 10
  • Fire Rate: 1.0/sec
  • Accuracy: 40%
  • Manufacturer: Megapol
  • Available: Week 1
  • Base Price: $1,200
  • Minimum Weekly Stock: 3
  • Maximum Weekly Stock: 8
  • Battlescape Score: 3
  • Style: two-handed

Ammunition Types

Auto Cannon AP Clip
Armor Piercing
Equip-Weapon-ACAP-(Apocalypse).png
  • Size: 1 × 1
  • Weight: 2
  • Power: 40
  • Damage Type: Armor Piercing
  • Ammo: 24
  • Range: 56m
  • Manufacturer: Megapol
  • Base Price: $30
  • Minimum Weekly Stock: 20
  • Maximum Weekly Stock: 40
  • Battlescape Score: 0
Auto Cannon HE Clip
High Explosive
Equip-Weapon-ACHE-(Apocalypse).png
  • Size: 1 × 1
  • Weight: 2
  • Power: 33
  • Damage Type: Explosive
  • Blast Radius: 8
  • Ammo: 24
  • Range: 56m
  • Manufacturer: Megapol
  • Base Price: $40
  • Minimum Weekly Stock: 20
  • Maximum Weekly Stock: 40
  • Battlescape Score: 0
Auto Cannon IN Clip
Incendiary
Equip-Weapon-ACIN-(Apocalypse).png
  • Size: 1 × 1
  • Weight: 2
  • Power: 37
  • Damage Type: lncendiary
  • Blast Radius: 2.5 (area on fire 5x5 cells)
  • Ammo: 24
  • Range: 56m
  • Manufacturer: Megapol
  • Base Price: $30
  • Minimum Weekly Stock: 20
  • Maximum Weekly Stock: 40
  • Battlescape Score: 0

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 fire rate is quite slow for a weapon with multiple barrels and is only slightly better than the Megapol Laser Sniper Gun. The market has limited ammunition stock levels, so a mix of other weapons may 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.

Explosive (HE) ammunition is the weakest of any high explosive available to X-Com. It is 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 eight cells away from the impact point. An agent with low accuracy but reasonable strength would be best suited for this weapon and ammunition combination, from a medium range, and used carefully to avoid friendly fire. Any unit hit with the projectile will also suffer impact damage equal to the explosive damage.

Incendiary (IN) ammunition for engulfing small groups of hostiles in flames. Ammunition quantity is adequate. Any unit hit with the projectile will also suffer impact damage equal to the incendiary damage.

Note: All effects based on incendiary damage are identical.


Apocalypse Insignia X-Com: Apocalypse: Equipment
Weapons:Megapol LawpistolMarsec M4000 Machine GunMegapol Laser Sniper GunMegapol Auto CannonMegapol Plasma GunMarsec Heavy LauncherMarsec MinilauncherMegapol Stun GrapplePower Sword
Megapol AP GrenadeMegapol Stun GrenadeMegapol Smoke GrenadeMarsec Proximity MineMarsec High ExplosiveDiablo Incendiary Grenade
ToxigunAlien Gas Grenade
Equipment:ArmorMind ShieldMind BenderMedi-KitMotion ScannerPsicloneElerium
Alien Artifacts:Disruptor GunDevastator CannonBoomeroidBrainsucker LauncherEntropy LauncherDimension Missile LauncherVortex MinePersonal Disruptor ShieldPersonal TeleporterPersonal Cloaking Field
Other:Innate/Grown-In Weapons