Savage X-COM UFOPaedia New Equipment

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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: 6

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: 9

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: 10

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: 4

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: 2

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: 1

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