Dive Shot - Sargeants and above could fire a single pistol in one direction/target while diving in the same or another direction. Diving can go throw doors, windows, or shooting before diving behind cover.
Move Shoot - Sargeants and above could fire a single pistol in one direction or at a specific target while running in the same direction or a different direction.
Hang Shoot - You could hang from a window or ledge or pipe and shoot with a pistol. Inaccurate, but if you hanging two feet above an unsuspecting Muton it doesn't matter.
Pistol Whip - Cold clock those alien deviants in the back of the head. Front will not work so well.
Push Shoot - Aim with one hand, push a covering object with the other. Works well when combined with crouch.
Sensory Suppresion - Pistols can easily be fitted with sensory suppresion gear, once that gear is purchased or researched.
Partial Two-Handed - You cannot hold a rifle and another object at the same time. However, you can temporarily balance the riflewhile loading grenades, changing equipment, or operating machinery one-handed.
Rifle Integration - Engineers can modify non-Earth rifles to hold small items such as Motion Sensors, Flashlights, and Psi-Amps. Terran rifles naturally have these slots on them. Items on a rifle usually take less TUs then holding them in a hand.
Grenade Launcher - Engineers can modify non-Earth rifles to have an integrated greande launcher. Earth rifles inherently are equipped with grenade launchers that can load alien and Terran models that can be launched farther and more accurately for less TUs.
Bayonets - Any rifle can be fitted with a variety of melee weapons. The predominant types are Stun, Stabbing, and Energy Lance(alien). A charge attack can be made over distances of two to three squares with most troops. This attack can curve around corners or hit someone on either side after opening a door or even hit over hedges and through windows.
Dual Clips- With the appropriate research, any rifle can be designed to be modified to load dual clips. This means when the first clip is empty it starts feeding from the second clip. Clips can be replaced independently.
Rifle Melee - If you choose not to use a bayonet on your rifle, you can also swing it into an efficient stroke that will knock all but the most stout Muton out cold.
Run and Gun - Sargeants and above and aim at an area in their front 270 degree arc while moving in any direction. Accuracy is down, but you fire snap shots as you move at the rate the TUs are used for movement.
Door Bash - Troopers with a certain minimum strength or power armour can do a door bash. The door will come down while an auto-shot is fired simeoultaneously. This is usually a good way to get the guy hiding behind the door. Captain's and above can aim to start shooting at a specific area as the door goes down.
Prone Shot - Troopers can fire the rifle at highly increased accuracy from a prone position. While prone all non-firing actions take extra TUs.
Dive Shots - Captains and above can dive and shoot an auto-shot in their 90 degree forward arc. Highly inaccurate but might force an alien to duck for a moment while you get behind cover.
Two-Handed Weapon - Heavy weapons are too combersome to balance them with one arm while working with the other arm. Manual reloading of ammo and grenades, or any other functions that requires a free arm is impossible. The Heavy Weapons must be set down before they can be used.
Ammo Loaders - Most Heavy Weapons go through ammo so quickly they have ammo-loading equipment attached. Often this attaches to a backpack or belt. Backpack units can be loaded with additional clips from another trooper.
Wall/Door Bash - Very strong creatures(Mutons) or power armoured individuals can use a ramming motion to bring down walls and doors. This is somewhat effective against creatures, but the Vertical Bash works much better.
Vertical Bash - Strong troopers and power armoured individuals can hold a heavy weapon above their head and then bring it down upon the head of an opponent. Because of its slow speed, best used from behind. Gauranteed kill or knock-out.
Braceing - Heavy weapons usually have a nasty recoil and are very inaccurate unless fired at low frequency on the move. If a trooper braces they can also fire very accurately at 'full automatic'.
Launching Tube - All launched munitions come out of some kind of launching tube. Some are those that compose certain heavy weapons. Another common type is the shoulder mounted launching tube. These come in the one use and loaded variety.
Preloaded Tubes - These are very powerful and usually equipped with more electronics and options. However, they are expensive and disappear after one shot.
Reuseable Tubes - These are reloaded with varying munitions. Munition can vary from dumb-fire to guided. Damage types are much more variant, including stun and poison gas as well as HE and Incendiary.
Unguided Munitions - Unguided munition can be fired at a low trajectory for greater accuracy, or high trajectory to seek out targets behind cover. A low and high shot can be fired at the same target so they arrive at the same time.
Guided Munitions - The most powerful guidance system is the Blaster Bomb's guidance system. Other ones can be aimed and will adjust themselves in flight, even trying for specific manuevers.
Tubes - Rocket tubes are self-contained units that are disposed of once they are used.
Racks - Rocket racks are a collection of tubes arranged in a fashion that they can be fired simeoultaneously.
Remote Firing/Tripods - Rocket racks or tubes can be set up on tripods and remotely fired.
Tube/Racks - SS(Surface to Surface) missles are usually fired out of tubes or missle racks. Some HWPs use open-air firing.
Remote Firing/Tripods - Missles can be set up on the same kind of platform and fired remotely like rockets.
Wire Guided Missles - When these are fired you direct them as they move along. Of course there are considerable constraints in terms of turning and how often you can make adjustments.
Laser Guided Missles - With certain alien technology laser guided missles have very good collision detection and have better maneuverability then the wire guided missles.
Alien Guidance - Alien guidance systems can give missles nearly the same maneuverability of the Blaster Bomb.
Edited by sir_schwick, 27 November 2004 - 01:07 AM.