First I will define what seperates a pistol from other weapons and equipment.
One-Handed Weapons - Pistols can be held in one hand while the other operates, reloads, or balances the pistol hand.
Push Shoot - You can push a rolling cart or other mobile object while shooting with the other hand.
Pistol Whip - You can hack someone with a pistol to try and knock them out.
I then seperate the pistols into light, medium and heavy classes. These do not affect game-play abilities, but make discussion more focussed. Light pistols are usually designed for operatives on recon or infiltration duty. Meidum pistols are the standard sidearm of most troops. Heavy pistols are for specialist soldiers or special functions.
Weapons are listed in this format:
Weapon Name - Required Resources - Ammo accepted
X-COM Stilleto - Alien Alloy - Stilleto Darts
This is the Terran version of the best stealth weapon ever devised. Stilleto pistols use magnetic induction to noiselessly fire a Stilleto dart at high speeds. The Stilleto Dart is shaped to barely make a whisper of noise, yet have high armour penetration.
Alien Stilleto - Alien Alloy,Elerium-115 - Stilleto Darts
This is the best stealth weapon in the game. It uses Elerium to increase the power of the magnetic induction launcher. It causes about 50% more damage then the Terran Stilleto. Very few aliens use the weapons and only in situations where stealth is a must.
Glock .22 - None - .22 Clip,.22A Clip
The Glock .22 is the first stealth pistol avaliable to X-Com. It is pretty low damage, but will still knock out Sectoids silently with a head shot.
Glock .22A - Alien Alloys - .22 Clip,.22A Clip
The Glock .22A uses Alien Alloys to increase silence and accuracy. Benefits include that it can be produced by arms manufacturers and requires less research then the Terran Stilleto.
Light Pistol Ammo
Stilleto Darts - Alien Alloy - 6 Darts
These darts are designed to sail efficiently and noiselessly through most fluid mediums. Most importantly they are very efficient at armour piercing. Shots will pentrate so critical hits only really matter.
.22 Clip - None - 8 Bullets
Not much penetration and stopping power describes these clips. They are pretty quiet with a silencer however.
.22A Clip - Alien Alloy - 10 Bullets
These bullets gain a decent amount of penetration ability versus the Terran version. They will penetrate Muton helmets, but do not rely on them in a firefight.
Colt .45 - None - .45 Clips, .45A Clips
The Colt .45 is the standard X-COM issue pistol. Decent penetration but weak compared to most serious alien armour.
Colt .45A - Alien Alloy - .45 Clips, .45A Clips, .45AE Clips
The Colt .45A combines Terran reliability with the benefits of Alien Alloys. It is a decent pistol that sees use with militaries and police forces around the world.
X1 Laser Pistol - None - None
The X1 Laser Pistol is the first laser weaponary avaliable to X-COM. It is outclassed by further developements, but is more powerful then most Terran rifles.
X2 Laser Pistol - Alien Alloys - None
The X2 Laser Pistol utilizes Alien Alloys for faster cooling, higher recycle rate, and greater beam focus. Aliens have knowledge of these weapons, but abandoned them because of the abundance of Elerium.
Light Plasma Pistol - Alien Alloys - Type A Clip
This is the plasma pistol carried by non-soldiers. It is less powerful but still deadly to most human foes.
Plasma Pistol - Alien Alloys - Type A Clip, Type B Clip
This is the standard issue pistol of alien soldiers. It accepts both the standard and military grade clips for versatility in low ammo situations.
Medium Pistol Ammo
.45 Clip - None - 12 Bullets
Standard .45 shells are decent but not good against aliens.
.45A Clip - Alien Alloy - 16 Bullets
These improved shells are more plentiful and cause way more damage. Although Plasma and Laser technology are better, this works well for national and police forces.
.45AE Clip - Alien Alloy, Elerium-115 - 10 Bullets
These bullets are designed as a long distance shotgun. During flight the Elerium explodes causing the bullet to fragment, accelerate, and superheat. This kind of flak is powerful both against organic and robotic enemies.
Type A Clip - Elerium-115 - 20 Rounds
Type A rounds are underpowered compared to most other plasma rounds. It is cheap to make and fine for the non-soldier aliens.
Type B Clip - Elerium-115 - 15 Rounds
Type B rounds have a lot of stopping power considering their size. Soldier aliens use these as the primary clips for their Plasma Pistols.
Desert Eagle .50 - None - .50 Clip, .50A Clip
The Desert Eagle has a ton of stopping power and penetration but is very loud. A shot will kill but alert anyone who is not already dead.
Desert Eagle .50A - Alien Alloys - .50 Clip, .50A Clip,.50E Clip
Imagine the power of the Desert Eagle combined with Alien Alloy technology. Same issues, more bang.
Flare Gun - None - Flare,Napalm
This simple weapon lets you fire flares to illuminate night missions. It must be loaded for each shot.
Small Launcher - Alien Alloys - Flare,Beacon,Glow-Paint,Small-Stun,Small-Smoke,Napalm
This alien weapon is a flexible cannister launcher. It is favored by the non-Muton species because of its size and three cannister capacity.
Heavy Pistol Ammo
.50 Clip - None - 7 Bullets
Its a bit of a short clip, but each bullet has tremendous power. Make sure you have a good shot.
.50A Clip - Alien Alloy - 12 Bullets
The biggest improvement is clip size, which makes the Desert Eagle a possible standard issue weapon.
.50E Clip - Elerium-115 - 8 Bullets
These bullets use a special core of Elerium-115 to create a neutron emitter once the bullet has penetrated a target. Organic targets will be poisoned very quickly from the inside if penetration is achieved.
Flare - None - Cannister
Flares activate once they hit the ground, creating light for about five meters around them.
Beacon - None - Cannister
Once you have the appropriate targetting systems on ships, you can launch a cannister to paint a target. Then the ship can try to fire near the cannister with the ship weapons.
Glow-Paint - Alien Alloy - Cannister
This is one of the more unusual uses of alien alloy. It is a material that glows for several minutes. The cannister releases at the target point and sprays an area around it with the substance. Aliens hit by it are walking around with bright paint on.
Small Stun - None - Cannister
Stun bombs use a combination of gases that are known to cause unconciousness to many species. They are less powerful then the rifle sized cannisters.
Small Smoke - None - Cannister
Launching this mini-smoke grenades is faster and easier then primeing and throwing grenades. Very useful for creating a path to retreat on.
Napalm - None - Cannister
The kind of ammo that counts when preserving the battlefield does not. Napalm burns at high temperature, light emission, and sound emission. Just do not try to walk across it or near it.
Edited by sir_schwick, 28 November 2004 - 10:50 PM.