Savage X-COM UFOPaedia New Equipment
SCOPE: A fully holographic gun sight, made possible by reverse engineering alien sights and targeting technology. It automatically adjusts for range and wind, and tracks hits and ballistic trajectories onto the user’s HUD.
Weight: 1
Location: Optics
Notes: +1 to shooting rolls at short and medium range. Fragile.
Quantity: 10
Proximity Grenade: Another upgrade to our weaponry using techniques derived from the alien targeting mechanisms. The proximity grenade is a standard fragmentation grenade, with a sensor that can detect when a humanoid moves close to it. X-COM operatives and aligned personnel have beacons in their armor, that will prevent the grenade from detonating as long as the beacon is within the blast radius. Note that civilians and other personnel will trigger the proximity sensor.
If the grenade does not detonate after one hour, it will automatically defuse itself. This feature can be disabled by a Hacking check.
Range: 5/10/20
Damage: 3d6
AP: 0
Weight: 1
Notes: Medium Burst Template, detonates when a creature the size of a dog or larger enters within one square of the grenade after being primed. X-COM operatives or anyone with an X-COM Ally beacon does not trigger the detonation.
Quantity: 24
Alloy Plating: Alloy plates, recovered hull material from UFOs, have been shaped and modified to be a replacement for ceramic plates in modern body armor. The boost is moderate, but it is lightweight, strong and will have no impact on soldier manoeuvrability. It’s very reliable against repeated hits.
Any given suit of armor can only take one armor mod
Weight: 4
Armor: +1
Quantity: 20
Alloy Knife: A straightforward construction, this is a combat knife constructed out of alien alloys. It’s ultra sharp, well balanced and the edge takes a long time to wear down.
Damage: 1d8+STR
AP: 2
Weight: 1
Notes: Throwable
Quantity: 15
Alloy Sword: Similar to the knife, this is a tactical blade, but constructed from alien alloys instead of from carbon steel.
Damage: 1d10+STR
AP: 3
Weight: 3
Notes: Parry +2
Quantity: 3
Alloy Hammer: A simple weapon, a variant of the breaching hammer; but with a head composed of pure alien alloys. It’s heavier than a regular hammer, but hits much harder.
Damage: 1d12+1d4+STR
AP: 6
Weight: 15
Min Str: 1d10
Notes: Double damage against structures and objects
Quantity: 2
EMP Grenades: A prototype weapon being used by the multinational count terrorist teams, the EMP grenades is an extremely powerful electromagnetic bomb that destroys electronics. Counterterrorist teams use them to destroy lights, wreck modern cars and disable electronically armed explosives in advance of an assault. Their efficacy on alien equipment is unknown. Electronic equipment caught in the radius of this blast will be destroyed, not turned off for a few minutes.
Range: 5/10/20
Damage: 2d12
AP: 2
Weight: 1
Notes: Large burst template, disables all electronics in the radius permanently. Only deals damage to robotic targets
Advanced Trauma Kit: A highly advanced medical kit containing the latest in development in healing gels and nano sized wound closures. Not only is it highly effecitve at stabilizing injured operatives; it can get a soldier back in fighting condition in the field. Three uses per kit, allows the user to treat wounds as a standard action instead of ten minutes.
Quantity: 6
Weight: 7
Walker Servos: An exoskeleton for the lower body, designed to increase speed and jumping distance through use of servos to increase the stride distance and lower body strength of the operator. Increases pace by +2. Takes the armor upgrade slot.
Quantity: 2
Weight: 15
Mark 5 Personal Combat Armor: Following a breakthrough by X-COM material engineers in studying recovered alien armors, lightweight and flexible ballistic plates have been created using recovered extraterrestrial alloys. These plates have been combined and overlapped to form a full body armor system that has almost no impact on mobility. Standard military camo can be applied on top of it. The armor, and all other personal combat armor variants, are compatible with armor inserts.
Armor: +8
Weight: 15
Notes: Full body coverage, -1 to enemy notice rolls in natural environments when configured with the correct camouflage, -1 to notice checks for hearing while wearing helmet. Increase strength for purposes of carrying capacity by one die type.
Quantity: 6
Mark 6 Personal Combat Armor; Kestrel Variant: The Kestrel suit is a variant on the Personal Combat Armor developed by X-COM, aimed at increasing mobility and speed on the battlefield. It sacrifices some armor but in exchange, has been equipped with a rapid retraction grappling hook.
On the user's turn, he or she can use the grappling hook to target any space higher than his present position within eight hexes, and rapidly be pulled up to it (forfeiting her movement in the process). The winch has a one turn cooldown after being used, as the engine resets.
Armor: +7
Weight: 12
Notes:Full body coverage, Grappling Hook, -1 to enemy notice rolls in natural environments when configured with the correct camouflage, -1 to notice checks for hearing while wearing helmet. Increase strength for purposes of carrying capacity by one die type.
Quantity: 1
Mark 7 Personal Combat Armor; Incinerator Variant: With the notable usage of flamethrowers in the field by X-COM personnel in the Australian theatre of operations, a suit of armor has been designed to support its usage. Unlike the other variants of Personal Armor, the Incinerator suit is completely self contained, so as to protect its wearers from the flames of war. In addition, it contains a close quarters incineration system, that ignites everything around the armor.
Armor: +7
Weight: 22
Notes: Full body coverage, -2 to notice checks, immunity to fire and heat, doubles ammo capacity of equipped flamethrowers. Contains two charges of the CQI system, that centers a large blast template on the operator and ignites everything within for 2d10 a round until they put it out. Increase strength for purposes of carrying capacity by one die type.
Quantity: 1
Alloy Shield: Similar sized and weight to the standard ballistic shields we issue, this one has been constructed out of alien alloys, making it almost completely bullet proof.
Damage: 1d8+STR
AP: 0
Weight: 18
Notes: -1 to all fighting rolls, -1 to shooting with pistols, -2 to shooting with SMGs, -2 pace, +3 parry, provides +7 armor against attacks from the front
Quantity: 3
LM-1 Laser Pistol: Based off of our initial research into the aliens energy weapons, we've been able to take long standing theories about laser technology and weaponize them. Furthermore, our initial analysis of alien energy systems have given us some innovative ideas on how to upgrade existing battery technology. As a result, we’ve been able to combine the two concepts to create a small, hand held laser pistol firing a high powered beam that can cut through most targets quite easily. Initial testing shows that it has the equivalent punch to one of our assault weapons, and the incorporated bio-electric battery can fire twelve shots before needing a replacement.
The crystal oxide of elements found within alien weapons has the unique property of having an incredibly high gain saturation and low population inversion threshold, resulting in a powerful lasing storage medium. Optical pumping is provided with high-efficiency LEDs, powered with the latest in lithium-polymer. The weapon pulse emitted is a microsecond pulse of near-infrared radiation in the megawatt range.
Though the materials to manufacture laser weapons are relatively inexpensive, save for some alien weapons parts required for the power source, the chief problem is the lensing system. While we can manufacture a lens of appropriate clarity and stability, the slightest defect in the process will render it useless for the purposes of our weapon. We estimate that our current manufacturing processes will need to create over a hundred lenses to luck into having one of sufficient quality to use in the weapon.
Range: 12/24/48
Damage: 2d8
AP: 1
ROF: 1
Shots: 12
Min Str: d4
Weight: 2
Magazine Weight: 1
Notes: Laser, CQB
Quantity: 8
LM-2 Laser Rifle: With the success of the laser pistol, we moved on to developing a larger rifle for our troops. We have a similar lensing problem for manufacture, but were able to scale up the rest of the weapon appropriately. The high energy beam is long ranged, cohesive and slices through just about any personal armor on record.
The weapon can fire rapidly, similar to one of our assault rifles, and should occupy a similar role in the field.
Range: 20/40/80
Damage: 3d6+1
AP: 1
ROF: 3
Shots: 24
Min Str: d4
Weight: 8
Magazine Weight: 1
Notes: Three Round Burst, Auto, Laser
Quantity: 6
LM-3 Laser Stealth Carbine: We developed the carbine as a cut down, stealth version of the laser rifle, for CQB and stealth operations. By modulating the frequency of the beam, we were able to make the laser completely silent and invisible in standard air conditions. Unfortunately, this required cutting back on the power somewhat, though it’s still much more powerful than equivalent sized ballistic weapons.
Range: 12/24/48
Damage: 2d8
AP: 1
ROF: 3
Shots: 42
Min Str: d4
Weight: 5
Magazine Weight: 1
Notes: Three Round Burst, Auto, laser, silent, invisible beam
Quantity: 3
HWP Alloy Armor: We can strip the titanium armor off of an existing HWP and replace it with alloy plating, greatly increasing the survability of the drone, without impactings it's mobility or combat functionality
Notes: Increases the armor of an HWP by 5.
Quantity: 1