Rifle

From UFOpaedia
Revision as of 14:06, 28 March 2005 by NKF (talk | contribs) (→‎Rifle)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

General Information

Spearheading the front lines of the X-COM vanguard at the start of the first alien invasion is the X-COM regulation issue rifle - the best earth supposedly has to offer - a rifle combining assault and sniper capabilities.

Unfortunately it is also built by the lowest bidder.

It offers a miniscule improvement over the standard X-Com pistol in terms of damage, has a few more bullets than the pistol, all that and little more on top of a heftier bill. Being slightly more complex than the pistol, it is also slower to fire and slightly heavier on top of requiring both hands to properly operate.

Luckily, what it does offer is superb semi automatic three round burst mode, making it excellent for close range combat. It also has a built in scope to allow highly accurate aimed shots. The rifle takes quite a long time to aim, but it allows the user to achieve accuracies that are equal to the alien Heavy Plasma and Small Launcher. This is regrettably let down by the rifle's low stopping power.

The rifle makes an excellent compliment to the regulation pistol - and suffers the same limitations as the regulation pistol. The aliens that the rifle will continue to remain effective against throughout the war are Sectoids, Snakemen and Floaters.

See also: Pistol

Weapon Vital Statistics

Rifle

  • Firing Cost:
    • Auto: 35%
    • Snap: 25%
    • Aimed: 80%
  • Firing Accuracy:
    • Auto: 35%
    • Snap: 60%
    • Aimed: 110%


  • Weight: 8
  • Width: 1
  • Height: 3
  • Cost: $3000
  • Selling Cost: $2250
  • Production Costs: Nil

Ammo Vital Statistics

Rifle Clip Type: Armour Piercing Stopping Power: 30 Capacity: 20 Weight: 3 Width: 1 Height: 1

  • Cost: $200
  • Selling Cost: $150
  • Production Costs: Nil

Usage 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: 1 Shot, 20% Remaining TUs
  • Snap: 4 Shots, 0% Remaining TUs
  • Auto: 2 Bursts, 30% Remaining TUs