Savage X-COM: Primary Weapons

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Light Assault Rifle: A 5.56 or lighter caliber assault rifle or carbine, which are usually standard issue in many militaries, equipped with selective fire options. A weapon that’s ideal for close and mid range encounters, with a fast firing rate and plenty of options for attachments. The mainstay of the modern infantryman. Examples: M16A1, M4, G36C, L85, AK-74, SCAR-L, XM-8, G11, OICW
Range: 20/40/80
Damage: 2d8
AP: 0
ROF: 3
Shots: 30
Min Str: d6
Weight: 10
Magazine Weight: 1
Notes: Three Round Burst, Auto

Heavy Assault Rifle: A high caliber assault or battle rifle with a heavier round, and a lower firing rate. It has a bit more punch than a light assault rifle, but it doesn’t fire as fast. Useful for medium range encounters. This class of weapon has been somewhat deprecated by modern militaries in favor of higher capacity lighter weapons, but dealing with aliens may require the concept to be revisited. Examples: M14, AKM, FN FAL, G3, SCAR-H
Range: 24/48/96
Damage: 2d8+1
AP: 0
ROF: 2
Shots: 20
Min Str: d6
Weight: 12
Magazine Weight: 1
Notes: Three Round Burst, Autp

Light Submachine Gun: A standard issue submachine gun firing pistol caliber ammo, used for close quarters and covert work. Easy to maneuver and conceal. X-COM prefers these for stealth operations, as they can be easily silenced. They’re also much handier to use in tight quarters. They’re also often found in vehicles, where their small size makes it easier for pilots and drivers to handle. Examples: MP5, FN P90, Uzi, MP7
Range: 12/24/48
Damage: 2d6
AP: 0
ROF: 3
Shots: 30
Min Str: d4
Weight: 8
Magazine Weight: 1
Notes: Three Round Burst, Auto, CQB

Heavy Submachine Gun: A slower firing but more powerful submachine gun, firing a heavy pistol round. Ideal for quiet, discreet interventions. Examples: MP5/10, UMP45, Vector, MAC-10 Range: 12/24/48
Damage: 2d6+1
AP: 0
ROF: 2
Shots: 20
Min Str: d4
Weight:
Magazine Weight: 1
Notes: Three Round Burst, Auto, CQB

Pump Action Shotgun: A close quarters weapon with a wide variety of ammunition choices. This weapon is ideal for close encounters and capable of dealing devastating amounts of tissue damage. The versatility of ammo and ease of use makes them ideal for pointmen and fast moving operatives expecting trouble at close quarters, however, the weapons range is poor in comparison to rifles. Example: Mossberg 590A1, Benelli M3, KSG, SPAS-12
Range: 8/16/32
Damage: 1-3d6
AP: 0
ROF: 1
Shots: 8
Min Str: d4
Weight: 8
Ammo Weight (8 shells): 2
Notes: Shotgun, CQB

Automatic Shotgun: A high powered assault shotgun that can fire much faster than a classic pump action, but with less versatility in its ammo and unfortunately, becomes less wieldy in tight quarters. However, very few things can withstand the raw firepower an automatic shotgun can put out. The large size of shotgun shells means they will burn through ammo very quickly, however, and the shape of the weapon makes them less wieldy in tight quarters. Examples: AA-12, Pancor Jackhammer, Striker, Saiga-12, SPAS-15
Range: 8/16/32
Damage: 1-3d6
AP: 0
ROF: 3
Shots: 20
Min Str: d8
Weight: 12
Magazine Weight: 5
Notes: Shotgun

Shotgun Ammo Types: Default shotgun stats use buckshot. The below ammo will list the rules they replace from the base statline
Slug
Range: 10/20/40
Damage: 2d8
AP: 2
Notes: None
Beanbag
Range: 6/12/24
Damage: 2d8+1
Notes: Nonlethal, affects biological targets only
Breaching
Range: 6/12/24
Damage: 2d8
Notes: Double damage against objects
Explosive
Range: 10/20/40
Damage: 2d8
Notes: Small Blast Template
Dragons's Breath
Range: COne
Damage: 2d8+1
Notes: Each shot increases the critical failure chance of the weapon by 1 (cumulative) until the barrel is fixed with a repair check, sets target on fire on a 5-6. Cannot be used in automatic shotguns

Light Machinegun: A support weapon that can be operated by a single soldier. Typically belt fed, with high ammo capacity. LMGS are heavy and unwieldy compares to rifles and submachine guns, but can provide significant volumes of fire with a huge amount of ammo in their boxes. This weapon is a standard part of most fire teams and is used to suppress enemy positions and provide cover for the rest of the unit. Examples: M249, L86, MG36, RPK
Range: 30/60/120
Damage: 2d8
AP: 0
ROF: 4
Shots: 200
Min Str: d8
Weight: 20
Magazine Weight: 6
Notes: Auto, Snapfire, Reload 3

Heavy Machine Gun: A support weapon that is crew served and stationary (or vehicle mounted), firing high powered rounds with heavy armor penetration. Ideal for defensive positions. Absurdly brutal against tissue, and rip light vehicles and aircraft to pieces. These weapons are typically too heavy to be carried by a squad, and are usually mounted in fixed positions or on vehicles. Examples: Browning M2HB, XM312, Norinco Type 77, DShK
Range: 35/70/140
Damage: 2d10+2
AP: 4
ROF: 4
Shots: 200
Min Str: 1d12+3
Weight: 127
Magazine Weight: 30
Notes: Auto, Snapfire, Heavy Weapon, Reload 9

Sniper Rifle: A precision weapon, capable of placing highly accurate shots at extremely long ranges when used with a scope. Ideal for dealing with entrenched enemies in the hands of a designated marksman. Furthermore, the relative low weight of the weapon allows it to be used on the move. An excellent weapon for tight urban areas with frequent blocks on sightlines. Examples: H&K 417 DMR, PSG-1, Dragunov
Range: 35/70/140
Damage: 2d10
AP: 1
ROF: 1
Shots: 10
Min Str: d6
Weight: 10
Magazine Weight: 1
Notes: Semi-Auto

Anti-Material Rifle: A high powered sniper weapon firing armor piercing rounds capable of destroying light and medium vehicles. While much more powerful than the sniper rifle, their weight and size severely restrict mobility while the weapon is being used. Best used with a spotter and when the operator has time to set up a proper roost to shoot from.
Range: 50/100/200
Damage: 2d10+2
AP:
ROF: 1
Shots: 6
Min Str: d12
Weight: 35
Magazine Weight: 4
Notes: Semi-auto, snapfire, heavy weapon, -2 penalty to target's soak rolls

Rocket Launcher: A potent shoulder mounted anti-tank weapon capable of delivering a devastating payload. X-COM has supplies of high explosive and anti-tank rockets available, and there are suppliers capable of providing incendiary rockets as well. Examples: Panzerfaust-3, M72 LAW, AT4, RPG-7
Range: 24/48/96
Damage:
AP:
ROF: 1
Shots: 1
Min Str: d6
Weight: 20
Rocket Weight: 10
Notes:

Rocket types: The rocket launcher can carry several different rockets.
HE Rocket
Damage: 4d6
AP: 0
Notes: Large Burst Template, Snapfire
AT Rocket
Damage: 5d6
AP: 6
Notes: Small Burst Template, Snapfire, Heavy Weapon
Incendiary Rocket
Damage: 3d6
AP: 3
Notes: Large Burst Template, Snapfire, Heavy Weapon, ignites targets on fire on 4-6
Shredder Rocket
Damage: 3d6
AP: 10
Notes: Large Burst Template, Snapfire, Heavy Weapon, permanently reduces target's armor by 5

Personal Grenade Launcher: A rifle length, hand held grenade launcher, capable of rapidly firing multiple grenades and loading a variety of different explosives. Useful for squad support, and less destructive than rocket launchers, making them more ideal for urban operations. They weight less too. Examples: XM25, S&T Daewoo K11, Milkor MGL, RG-6
Range: 20/40/80
Damage: 3d6
AP: 2
ROF: 2
Shots: 6
Min Str: d6
Weight: 14
Magazine Weight: 5
Notes: Medium Burst Template, Only uses 2 shots when fired on ROF 2

Under barrel Grenade Launcher: An under barrel attachment for assault rifles, this weapon fires a single grenade; providing variety and devastation in one, lethal package. It can give an infantryman’s rifle a much needed explosive punch in a pinch. These stats can also be used a standalone, single shot grenade launcher: AG-36, M203, China Lake, M79
Range: 20/40/80
Damage: 3d6
AP: 0
ROF: 1
Shots: 1
Min Str: d4
Weight: 4
Magazine Weight: 1
Notes: Reload 2, Bulky 2, Medium Burst Template

Grenades: The listed grenades for the grenader launchers are standard HE grenades. Alternative grenades are listed below
Flare Grenade
Damage: 2
Notes: Light in a LBT
Incendiary Grenade
Damage: 3d6
Notes: Medium Burst Template, flammable objects in burst catch on fire on 5-6 on a d6
Smoke Grenade
Damage: 0
Notes: Large Burst Template, gives heavy cover for two turns and blocks vision

Flamethrower: A bulky weapon that sprays flammable gel over its targets, igniting them and everything surrounding them. It requires the user to wear a fuel tank on his or her back that, despite media beliefs, does not explode dramatically when shot. While these weapons have mostly been deprecated in recent years due to moral and technological concerns (fire is a horrific weapon, the increasing prevalence of urban combat where flamethrowers are worse than useless and the development of close in air support), aliens may be susceptible to fire, so X-COM is making a point of acquiring several samples for a prototype program. Use of this weapon is not recommended in an urban environment. Or near civilians. Or near anything you love or care about. Fire does not discriminate.
Range: Cone Template
Damage: 2d10
AP: 0
ROF: 1
Shots: 8
Min Str: d6
Weight: 35
Magazine Weight: 20
Notes: Ignites targets on fire on 4-6, Pace -1, Reload 6


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