Difference between revisions of "Megapol Auto Cannon"
(worth noting that the HE rounds aren't actually weaker than AP) |
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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. | |
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[[Image:Megapol Auto Cannon (UFOpaedia).png|frame|Auto Cannon]] | [[Image:Megapol Auto Cannon (UFOpaedia).png|frame|Auto Cannon]] | ||
− | === Auto Cannon === | + | ===Auto Cannon=== |
<table><tr><td>[[Image:Megapol Auto Cannon.png|left]]</td><td> | <table><tr><td>[[Image:Megapol Auto Cannon.png|left]]</td><td> | ||
* Size: 2 × 4 | * Size: 2 × 4 | ||
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* Minimum Weekly Stock: 3 | * Minimum Weekly Stock: 3 | ||
* Maximum Weekly Stock: 8 | * Maximum Weekly Stock: 8 | ||
− | * Battlescape Score: 3</td></tr></table> | + | * Battlescape Score: 3 |
− | + | * Style: two-handed</td></tr></table> | |
− | + | ====Ammunition==== | |
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− | == Ammunition == | ||
[[Image:Megapol AP Clip (UFOpaedia).png|frame|Auto Cannon AP Clip]] | [[Image:Megapol AP Clip (UFOpaedia).png|frame|Auto Cannon AP Clip]] | ||
− | === | + | =====Armor Piercing===== |
<table><tr><td>[[Image:Megapol AP Clip.png|left]]</td><td> | <table><tr><td>[[Image:Megapol AP Clip.png|left]]</td><td> | ||
* Size: 1 × 1 | * Size: 1 × 1 | ||
* Weight: 2 | * Weight: 2 | ||
* Power: 40 | * Power: 40 | ||
− | * Damage Type: Armor Piercing | + | * Damage Type: '''Armor Piercing''' |
* Ammo: 24 | * Ammo: 24 | ||
* Range: 56m | * Range: 56m | ||
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* Maximum Weekly Stock: 40 | * Maximum Weekly Stock: 40 | ||
* Battlescape Score: 0</td></tr></table> | * Battlescape Score: 0</td></tr></table> | ||
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[[Image:Megapol HE Clip (UFOpaedia).png|frame|Auto Cannon HE Clip]] | [[Image:Megapol HE Clip (UFOpaedia).png|frame|Auto Cannon HE Clip]] | ||
− | === | + | =====High Explosive===== |
<table><tr><td>[[Image:Megapol HE Clip.png|left]]</td><td> | <table><tr><td>[[Image:Megapol HE Clip.png|left]]</td><td> | ||
* Size: 1 × 1 | * Size: 1 × 1 | ||
* Weight: 2 | * Weight: 2 | ||
* Power: 33 | * Power: 33 | ||
− | * Damage Type: Explosive | + | * Damage Type: '''Explosive''' |
* Blast Radius: 8 | * Blast Radius: 8 | ||
* Ammo: 24 | * Ammo: 24 | ||
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* Maximum Weekly Stock: 40 | * Maximum Weekly Stock: 40 | ||
* Battlescape Score: 0</td></tr></table> | * Battlescape Score: 0</td></tr></table> | ||
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[[Image:Megapol IN Clip (UFOpaedia).png|frame|Auto Cannon IN Clip]] | [[Image:Megapol IN Clip (UFOpaedia).png|frame|Auto Cannon IN Clip]] | ||
− | === | + | =====Incendiary===== |
<table><tr><td>[[Image:Megapol IN Clip.png|left]]</td><td> | <table><tr><td>[[Image:Megapol IN Clip.png|left]]</td><td> | ||
* Size: 1 × 1 | * Size: 1 × 1 | ||
* Weight: 2 | * Weight: 2 | ||
* Power: 37 | * Power: 37 | ||
− | * Damage Type: Incendiary | + | * Damage Type:''' Incendiary''' |
* Blast Radius: 7 (or 2? I'm not sure how to check this, but that's how far the fire goes.) | * Blast Radius: 7 (or 2? I'm not sure how to check this, but that's how far the fire goes.) | ||
* Ammo: 24 | * Ammo: 24 | ||
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* Battlescape Score: 0</td></tr></table> | * Battlescape Score: 0</td></tr></table> | ||
− | + | 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.<br> | |
− | + | '''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 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.<br> | |
+ | '''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. 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. Will detonate Poppers if it is the kill shot.<br> | ||
+ | <!-- TESTING THIS SOON | ||
+ | fired explosives in Apocalypse deal damage twice if they hit (once for the hit and one for the explosion), so these are generally more lethal than the AP rounds. --> | ||
+ | '''Incendiary''' (IN) ammunition is ideal for engulfing hostiles in flames and cause groups on fire to flee in all directions. As the fire is burning over time, ammuniton and explosives on the ground may cook-off, causing more injury to any entity nearby. Ammunition quantity is rarely an issue since hostiles on fire will be injured over a (short) period of time. Keep them burning! Fire inside a building may spread far and wide and may affect relations if damage is extensive. Extinguish flames with gas effect grenades. Explosives will work also by destroying the burning item, but will cause even more damage. Will detonate Poppers if they die inside a fire. | ||
{{Equipment (Apocalypse) Navbar}} | {{Equipment (Apocalypse) Navbar}} |
Revision as of 10:56, 29 April 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
|
Ammunition
Armor Piercing
|
High Explosive
|
Incendiary
|
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 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. 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. Will detonate Poppers if it is the kill shot.
Incendiary (IN) ammunition is ideal for engulfing hostiles in flames and cause groups on fire to flee in all directions. As the fire is burning over time, ammuniton and explosives on the ground may cook-off, causing more injury to any entity nearby. Ammunition quantity is rarely an issue since hostiles on fire will be injured over a (short) period of time. Keep them burning! Fire inside a building may spread far and wide and may affect relations if damage is extensive. Extinguish flames with gas effect grenades. Explosives will work also by destroying the burning item, but will cause even more damage. Will detonate Poppers if they die inside a fire.