Pistol (Hardmode)

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A close range sidearm, the Pistol is available to purchase from the start of the conflict.

Compared to the vanilla Pistol this variant is almost virtually unchanged, it has received an auto-fire mode, expending 54% of the soldiers time units to fire three shots at the same level of accuracy as a snap shot, the time units expended is functionally identical if the soldier fired three snap shots.

Its relative light weight makes it viable as a sidearm for specialist soldiers or even as a standard issue weapon, it has comparable snapshot and auto-fire accuracy to that of a rifle, however it suffers from a lower magazine size, lower aimed accuracy and slightly lower damage potential. However its low time unit cost for aimed shots could be considered an advantage. The weapons auto-fire ability is only useful in close quarter circumstances where the ability to fire three shots before the enemy has a chance to initiate reaction fire is appreciated, otherwise it is better to use snapshot.

Once researched, the Pistol can be loaded with alloy ammunition, this increases its damage output by +10 and helps provide an early game boost to the weapons lethality.

Statistics

Pistol Hardmode.png
  • Power: Dependent
  • Size: 3 high x 1 wide
  • Weight: 5
  • TUs:
    • Auto: 54% (Accuracy 60%)
    • Snap: 18% (Accuracy 60%)
    • Aimed: 30% (Accuracy 78%)
  • Price: $800
  • Sell Price: $600

Ammo

BIGOBS04.GIF

Regular Clip

  • Power: 26 Armor Piercing
  • Capacity: 12 Rounds
  • Size: 1 high x 1 wide
  • Weight: 3
  • Price: $70
  • Sell Price: $52
Alloy Pistol Clip.png

Alloy Ammo Clip

  • Power: 36 Armor Piercing
  • Capacity: 12 Rounds
  • Size: 1 high x 1 wide
  • Weight: 3
  • Manufacturing: $1,000 for parts, 1 Alien Alloy, 20 Engineering Hours, Produces 3x Clips
  • Sell Price: $300


Firing Time Unit Notes

The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot.

  • Aimed 3 shots, 10% remaining TUs
  • Snap: 5 shots, 10% remaining TUs
  • Auto: 1 salvo of 3 shots, 46% remaining TUs (enough for 2 Snap shots, or 1 Aimed shot)

See Also

UFO Badge OpenXCOM Hardmode: Equipment
Armour: CoverallsArmoured VestAlloy Vest Personal Armour Power Suit (Reinforced) • Flying Suit (Reinforced)
Weapons: PistolTaser RifleShotgunSniper RifleHeavy CannonAuto-CannonGrenade LauncherRocket Launcher
Laser PistolScatter Laser Laser RifleHeavy Laser/AutoHeavy Laser/Sniper
Plasma PistolPlasma Shotgun Plasma Rifle Heavy PlasmaPlasma Sniper Small Launcher Blaster Launcher
Equipment: Smoke GrenadeMotion ScannerMedi-KitElectro-flarePsi-AmpMind ProbeElerium-115
GrenadeProximity Grenade Incendiary GrenadeFlashbang GrenadeHigh ExplosiveAlien GrenadeStun GrenadeFire Grenade
HWPs: Tracked ChassisAlloy Tracked ChassisHover ChassisWalker Chassis
Drones: DroneAlloy Drone