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Innate Weapons (Apocalypse): Difference between revisions

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EsTeR (talk | contribs)
WIP alien weap done, sec-facs next.
EsTeR (talk | contribs)
security done and tested - weapons are indentical to handheld
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Visual range of any unit is 24 cells maximum. If any alien visually detects a target, others out of visual range, but within (their individual <u>in-game</u>) weapon range may also engage if there is clear line to fire. A targeted entity does not need to be seen by all since others beyond visual range will know where to aim.
Visual range of any unit is 24 cells maximum. If any alien visually detects a target, others out of visual range, but within (their individual <u>in-game</u>) weapon range may also engage if there is clear line to fire. A targeted entity does not need to be seen by all since others beyond visual range will know where to aim.


=Built-In WeaponsSECURITY STATIONS=
==Built-In Weapons==
Weapons within the turrets of the two facilities: ...testing
Security Stations have four turrets each with a single weapon built in. The weapon used is identical to the hand-held option provided to X-Com agents.<br>
<!--
* A basic [[Security_Station_(Apocalypse)|Security Station]] uses a [[Megapol_Plasma_Gun|Megapol Plasma Gun]] (and two clips) in each turret.
* [[Security_Station_(Apocalypse)|Security Station]]: [[Megapol_Plasma_Gun|Megapol Plasma Gun]]
* An [[Advanced_Security_Station_(Apocalypse)|Advanced Security Station]] uses a [[Disruptor_Gun|Disruptor Gun]] (recharging) in each turret.<br>
<table><tr><td>'''Queenspawn'''</td>
[[Image:GrownIn-Turretv3L-(Apocalypse).png|center]]
<td>[[Image:GrownIn-Spitter-(Apocalypse).png|left]]</td><td>
A single turret is mounted on a pedestal and if destroyed, the turret can remain in the air. Any weapon attributes (accuracy, rate of fire, range etc.) is identical to the hand held weapon with the turret mechanism being classed as an autonomous entity (Real-Time) which has its own health/constitution of '''500'''.
* Power: 255
* Damage Type: '''Enzyme'''
* Range (stated): 56.25 cells
* Range (in-game): 36 cells
* Projectile Speed: 4
* Fire Rate (seconds): 64 (0.6)
* Accuracy: 100%</td></tr></table>
<br clear="all">
* [[Advanced_Security_Station_(Apocalypse)|Advanced Security Station]]: [[Disruptor_Gun|Disruptor Gun]]
<table><tr><td>'''Queenspawn'''</td>
<td>[[Image:GrownIn-Spitter-(Apocalypse).png|left]]</td><td>
* Power: 255
* Damage Type: '''Enzyme'''
* Range (stated): 56.25 cells
* Range (in-game): 36 cells
* Projectile Speed: 4
* Fire Rate (seconds): 64 (0.6)
* Accuracy: 100%</td></tr></table>
<br clear="all">
TO BE TESTED SOON: '''&otimes; The plasma gun does not have unlimited ammunition. -->





Revision as of 21:35, 31 October 2023

Innate or Grown-In or Built-In weapons are permanently attached to certain alien lifeforms or security stations. They cannot be picked up or recovererd for research.

Grown-In Weapons

These weapon icons are seen if an alien is mind-controlled.

  • The stated range of these grown-in weapons does not match the actual tested in-game range.
  • Fire Rate is approximated to the nearest 0.1second. [{36 ÷ fire rate} = how many shots per second]
  • Accuracy is for the weapon only.
  • All weapons, besides the Popper's explosive butt-bomb, recharge.
  • The Popper will detonate when it is next to its target (normal behaviour) or LMB on its weapon for instant explosion (mind controlled). It is a one-shot effect.
  • The alien's Mind Bender when used, is identical to the actual Marsec Mind Bender.
  • The Spitter and Queenspawn use the same weapon icon but have different weapon attributes.


Entropy Enzyme
Damage Icon


Multiworm Egg
  • Power: 30
  • Damage Type: Enzyme
  • Range (stated): 11.25 cells
  • Range (in-game): 7 cells
  • Projectile Speed: 12
  • Fire Rate (seconds): 40 (0.9)
  • Accuracy: 88%


Multiworm
  • Power: 36
  • Damage Type: Enzyme
  • Range: (stated) 16.25 cells
  • Range (in-game): 11 cells
  • Projectile Speed: 12
  • Fire Rate (seconds): 28 (1.3)
  • Accuracy: 88%


Hyperworm
  • Power: 40
  • Damage Type: Armor Piercing Bite
  • Range (stated): 3.125 cells
  • Range (in-game): 3 cells
  • Projectile Speed: 12
  • Fire Rate (seconds): 35 (1)
  • Accuracy: 90%


Spitter
  • Power: 34
  • Damage Type: Enzyme
  • Range (stated): 24 cells
  • Range (in-game): 16 cells
  • Projectile Speed: 12
  • Fire Rate (seconds): 52 (0.7)
  • Accuracy: 75%


Popper
  • Power: 130
  • Damage Type: Explosive
  • Blast Radius: 5 cells
  • Projectile Speed: 4
  • Fire Rate: one-shot only


Megaspawn
  • Power: 70
  • Damage Type: Disruptor Beam
  • Range (stated): 62.5 cells
  • Range (in-game): 41 cells
  • Projectile Speed: 26
  • Fire Rate (seconds): 60 (0.6)
  • Accuracy: 75%


Megaspawn
  • Power: 100
  • Damage Type: Explosive
  • Damage Radius: 7 cells
  • Range (stated): 87.5 cells
  • Range (in-game): 59 cells
  • Projectile Speed: 15
  • Tracking Turn Rate: 30º/sec
  • Fire Rate (seconds): 110 (0.3)
  • Accuracy: 85%


Micronoid Aggregate
Psimorph


Queenspawn
  • Power: 255
  • Damage Type: Enzyme
  • Range (stated): 56.25 cells
  • Range (in-game): 36 cells
  • Projectile Speed: 4
  • Fire Rate (seconds): 64 (0.6)
  • Accuracy: 100%



Error: the Hyperworms "Bite" is a short ranged projectile.
Mis-match: the Megaspawn's disruptor appears to be larger than the launcher.

Range Discrepancy

Visual range of any unit is 24 cells maximum. If any alien visually detects a target, others out of visual range, but within (their individual in-game) weapon range may also engage if there is clear line to fire. A targeted entity does not need to be seen by all since others beyond visual range will know where to aim.

Built-In Weapons

Security Stations have four turrets each with a single weapon built in. The weapon used is identical to the hand-held option provided to X-Com agents.

A single turret is mounted on a pedestal and if destroyed, the turret can remain in the air. Any weapon attributes (accuracy, rate of fire, range etc.) is identical to the hand held weapon with the turret mechanism being classed as an autonomous entity (Real-Time) which has its own health/constitution of 500.


Apocalypse Insignia X-Com: Apocalypse: Equipment
Weapons:Megapol LawpistolMarsec M4000 Machine GunMegapol Laser Sniper GunMegapol Auto CannonMegapol Plasma GunMarsec Heavy LauncherMarsec MinilauncherMegapol Stun GrapplePower Sword
Megapol AP GrenadeMegapol Stun GrenadeMegapol Smoke GrenadeMarsec Proximity MineMarsec High ExplosiveDiablo Incendiary Grenade
ToxigunAlien Gas Grenade
Equipment:ArmorMind ShieldMind BenderMedi-KitMotion ScannerPsicloneElerium
Alien Artifacts:Disruptor GunDevastator CannonBoomeroidBrainsucker LauncherEntropy LauncherDimension Missile LauncherVortex MinePersonal Disruptor ShieldPersonal TeleporterPersonal Cloaking Field
Other:Innate/Grown-In Weapons