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Savage X-COM: Primary Weapons
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[[Savage_X-COM | Back to Main Page]] '''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<br> Range: 20/40/80<br> Damage: 2d8<br> AP: 0<br> ROF: 3<br> Shots: 30<br> Min Str: d6<br> Weight: 10<br> Magazine Weight: 1<br> Notes: Three Round Burst, Auto<br> <br> '''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<br> Range: 24/48/96<br> Damage: 2d8+1<br> AP: 0<br> ROF: 2<br> Shots: 20<br> Min Str: d6<br> Weight: 12<br> Magazine Weight: 1<br> Notes: Three Round Burst, Auto<br> <br> '''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<br> Range: 12/24/48<br> Damage: 2d6<br> AP: 0<br> ROF: 3<br> Shots: 30<br> Min Str: d4<br> Weight: 8<br> Magazine Weight: 1<br> Notes: Three Round Burst, Auto, CQB<br> <br> '''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.<br> The weapon can fire rapidly, similar to one of our assault rifles, and should occupy a similar role in the field.<br> Range: 20/40/80<br> Damage: 3d6+1<br> AP: 1<br> ROF: 3<br> Shots: 24<br> Min Str: d4<br> Weight: 8<br> Magazine Weight: 1<br> Notes: Three Round Burst, Auto, Laser<br> <br> '''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<br> Damage: 2d6+1<br> AP: 0<br> ROF: 2<br> Shots: 20<br> Min Str: d4<br> Weight: <br> Magazine Weight: 1<br> Notes: Three Round Burst, Auto, CQB<br> <br> '''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.<br> Range: 12/24/48<br> Damage: 2d8<br> AP: 1<br> ROF: 3<br> Shots: 42<br> Min Str: d4<br> Weight: 5<br> Magazine Weight: 1<br> Notes: Three Round Burst, Auto, laser, silent, invisible beam<br> <br> '''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<br> Range: 8/16/32<br> Damage: 1-3d6<br> AP: 0<br> ROF: 1<br> Shots: 8<br> Min Str: d4<br> Weight: 8<br> Ammo Weight (8 shells): 2<br> Notes: Shotgun, CQB<br> <br> '''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<br> Range: 8/16/32<br> Damage: 1-3d6<br> AP: 0<br> ROF: 3<br> Shots: 20<br> Min Str: d8<br> Weight: 12<br> Magazine Weight: 5<br> Notes: Shotgun<br> '''Shotgun Ammo Types:''' Default shotgun stats use buckshot. The below ammo will list the rules they replace from the base statline<br> '''Slug'''<br> Range: 10/20/40<br> Damage: 2d8<br> AP: 2<br> Notes: None<br> '''Beanbag'''<br> Range: 6/12/24<br> Damage: 2d8+1<br> Notes: Nonlethal, affects biological targets only<br> '''Breaching'''<br> Range: 6/12/24<br> Damage: 2d8<br> Notes: Double damage against objects<br> '''Explosive'''<br> Range: 10/20/40<br> Damage: 2d8<br> Notes: Small Blast Template<br> '''Dragons's Breath'''<br> Range: COne<br> Damage: 2d8+1<br> 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<br> <br> '''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<br> Range: 30/60/120<br> Damage: 2d8<br> AP: 0<br> ROF: 4<br> Shots: 200<br> Min Str: d8<br> Weight: 20<br> Magazine Weight: 6<br> Notes: Auto, Snapfire, Reload 3<br> <br> '''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<br> Range: 35/70/140<br> Damage: 2d10+2<br> AP: 4<br> ROF: 4<br> Shots: 200<br> Min Str: 1d12+3<br> Weight: 127<br> Magazine Weight: 30<br> Notes: Auto, Snapfire, Heavy Weapon, Reload 9<br> <br> '''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<br> Range: 35/70/140<br> Damage: 2d10<br> AP: 1<br> ROF: 1<br> Shots: 10<br> Min Str: d6<br> Weight: 10<br> Magazine Weight: 1<br> Notes: Semi-Auto<br> <br> '''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.<br> Range: 50/100/200<br> Damage: 2d10+2<br> AP: <br> ROF: 1<br> Shots: 6<br> Min Str: d12<br> Weight: 35<br> Magazine Weight: 4<br> Notes: Semi-auto, snapfire, heavy weapon, -2 penalty to target's soak rolls<br> <br> '''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<br> Range: 24/48/96<br> Damage: <br> AP: <br> ROF: 1<br> Shots: 1<br> Min Str: d6<br> Weight: 20<br> Rocket Weight: 10<br> Notes: <br> <br> '''Rocket types:''' The rocket launcher can carry several different rockets.<br> '''HE Rocket'''<br> Damage: 4d6<br> AP: 0<br> Notes: Large Burst Template, Snapfire<br> '''AT Rocket'''<br> Damage: 5d6<br> AP: 6<br> Notes: Small Burst Template, Snapfire, Heavy Weapon<br> '''Incendiary Rocket'''<br> Damage: 3d6<br> AP: 3<br> Notes: Large Burst Template, Snapfire, Heavy Weapon, ignites targets on fire on 4-6<br> '''Shredder Rocket'''<br> Damage: 3d6<br> AP: 10<br> Notes: Large Burst Template, Snapfire, Heavy Weapon, permanently reduces target's armor by 5<br> <br> '''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<br> Range: 20/40/80<br> Damage: 3d6<br> AP: 2<br> ROF: 2<br> Shots: 6<br> Min Str: d6<br> Weight: 14<br> Magazine Weight: 5<br> Notes: Medium Burst Template, Only uses 2 shots when fired on ROF 2<br> <br> '''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<br> Range: 20/40/80<br> Damage: 3d6<br> AP: 0<br> ROF: 1<br> Shots: 1<br> Min Str: d4<br> Weight: 4<br> Magazine Weight: 1<br> Notes: Reload 2, Bulky 2, Medium Burst Template<br> <br> '''Grenades:''' The listed grenades for the grenader launchers are standard HE grenades. Alternative grenades are listed below<br> '''Flare Grenade'''<br> Damage: 2<br> Notes: Light in a LBT<br> '''Incendiary Grenade'''<br> Damage: 3d6<br> Notes: Medium Burst Template, flammable objects in burst catch on fire on 5-6 on a d6<br> '''Smoke Grenade'''<br> Damage: 0<br> Notes: Large Burst Template, gives heavy cover for two turns and blocks vision<br> <br> '''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.<br> Range: Cone Template<br> Damage: 2d10<br> AP: 0<br> ROF: 1<br> Shots: 8<br> Min Str: d6<br> Weight: 35<br> Magazine Weight: 20<br> Notes: Ignites targets on fire on 4-6, Pace -1, Reload 6<br> Range: <br> Damage: <br> AP: 0<br> ROF: <br> Shots: <br> Min Str: <br> Weight: <br> Magazine Weight: <br> Notes: <br>
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