Savage X-COM UFOPaedia Alien Artifacts
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Plasma: Ignores heavy armor trait from human based equipment
AW-1 Plasma Pistol: A standard alien sidearm that fires highly charged plasma particles. They've somehow found a way to make these plasma particles stabilize and remain coherent beyond the barrel, possibly with a magnetic or gravitic field. This weapon is absurdly brutal to human flesh and cuts through our armor like a knife through butter.
Range: 15/30/60
Damage: 2d10+1
AP: 3
ROF: 2
Shots: 12
Min Str: d4
Weight: 3
Magazine Weight: 1
Notes: Plasma
AW-2 Stun Launcher: The second recovered weapon, this appears to be an alien live capture device. It fires a small, purple shell by an unknown mechanism. The shell does not contain a conventional explosive. Instead, it unleashes a field that seems to trigger the sleep section of biological brains in some fashion; making it very effective at capturing live targets.
Range: 20/40/80
Damage: 4d6
AP: 0
ROF: 1
Shots: 1
Min Str: d4
Weight: 9
Magazine Weight: 1
Notes: Medium burst, non-lethal, biological targets only
AW-3 Plasma Carbine: A submachine gun sized weapon. Larger than the plasma pistol, it fires correspondingly more powerful plasma particles. Seen in the hands of Sectoid officers and Floater soldiers, be wary of enemy troops equipped with it.
Range: 20/40/80
Damage: 3d6+1
AP: 3
ROF: 2
Shots: 25
Min Str: d4
Weight: 6
Magazine Weight: 1
Notes: Plasma, 3 Round Burst
AX-1 Plasma Grenade: This purple object is the size and shape of a conventional human grenade, and occupies much the same roll; except instead of explosives and fragments, it contains a micro elerium charge that unleashes a blast of devastating plasma
Range: 5/1/20
Damage: 3d8
AP: 0
Min Str: d4
Weight: 1
Notes: Small Burst Template, heavy weapon