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
Auto Cannon
|
- Size: 2 × 4
- Weight: 10
- ROF: 1.06 r/s
- Accuracy: 40%
- Manufacturer: Megapol
- 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
|
- 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
|
- 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
|
- Size: 1 × 1
- Weight: 2
- Power: 37
- Damage Type: Incendiary
- 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
- Flame Time Effective: 42seconds
- Flame Time Extingushed: 12seconds
- Unit On Fire: ~5seconds
|
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 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. 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.
Note:
- Flame Time Effective = burning well, will damage units, set fire to torso, spreads.
- Flame Time Extingushed" = Effective Time + flames dying down until no more (on non flammable terrain).
- On Fire Time = flames on torso (tested on civilians).