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![]() ![]() ![]() ![]() Weapons
![]() Heavy Plasma Rifle
![]() ![]() This is a devastatingly powerful weapon based on accelerating particles from within a minute anti-gravity field.
This compact device is used as ammunition for a Heavy Plasma Gun. It contains a small quantity of Elerium.
Power: 115
Power type: Plasma Beam
![]() Plasma Rifle
![]() ![]() This is a devastatingly powerful weapon based on accelerating particles from within a minute anti-gravity field.
This small object is used as a power source for a plasma rifle - a medium powered alien weapon. Contains a small quantity of Elerium.
Power: 52
Power type: Plasma Beam
![]() Plasma Pistol
![]() ![]() Plasma pistols are a lethal alien weapon based on accelerating particles from within a minute anti-gravity field.
Power source for the small alien plasma pistol. Contains Elerium - the source of all alien power.
Power: 52
Power type: Plasma Beam
![]() Blaster Launcher
![]() ![]() This is an alien guided missile launcher which fires powerful 'blaster bombs'. When you click to fire the weapon it will generate 'way points' for the blaster bomb to follow. When you have positioned enough way points click on the special launch icon.
This device is a highly explosive missile that has an intelligent guidance system. It is fired from a blaster launcher.
Power: 200
Power type: High Explosive
![]() Small Launcher
![]() ![]() A small launcher which fires stun bombs. Very useful for capturing live aliens.
The Stun bomb is used for capturing live human specimens, but it can also be used against most alien races. It is fired from a small launcher.
Power: 90
Power type: Stun
![]() Alien Grenade
![]() This device works in the same way as a terrestrial grenade - except that it is more powerful.
Power: 90
Power type: High Explosive
Pistol
![]() The standard issue XCom pistol is a high powered semi-automatic with a 12 round capacity.
Power: 26
Power type: Armour Piercing
![]() Rifle
![]() This highly accurate sniper rifle has laser guided sights and takes 6.7mm ammunition in 20 round clips.
Power: 30
Power type: Armour Piercing
![]() Heavy Cannon
![]() The heavy cannon is a devastating, but cumbersome, weapon. Its versatility comes from the fact that it can take three types of ammunition - armour piercing, incendiary and high explosive.
Power: Armour Piercing = 56, High Explosive = 52, Incendiary = 60
Power type: Armour Piercing, High Explosive, Incendiary
![]() Auto-Cannon
![]() The auto-cannon combines the versatility and power of a heavy cannon with a faster fire rate.
Power: Armour Piercing = 42, High Explosive = 44, Incendiary = 48
Power type: Armour Piercing, High Explosive, Incendiary
![]() Rocket Launcher
![]() The rocket launcher is a laser guided system which can fire three different sizes of missile.
Power: High Explosive = 75, High Explosive = 100, Incendiary = 90
Power type: High Explosive, Incendiary
![]() Laser Pistol
![]() The laser pistol is an effective implementation of new technology. It has the convenience of a pistol with faster and more accurate firing.
Power: 46
Power type: Laser Beam
![]() Laser Rifle
![]() The laser rifle is a more powerful and accurate version of the earlier pistol design.
Power: 60
Power type: Laser Beam
![]() Heavy Laser
![]() The heavy laser is cumbersome, but extremely effective.
Power: 85
Power type: Laser Beam
![]() Grenade
![]() This standard issue grenade has an accurate and sophisticated timer for precision control.
Power: 50
Power type: High Explosive
Smoke Grenade
![]() Smoke grenades are useful for providing cover in exposed combat situations. Use with care because they can benefit the enemy as well.
Power: 60 (special)
Power type: High Explosive
Proximity Grenade
![]() A proximity grenade can be thrown like an ordinary grenade but is triggered by nearby movement after it lands. Great skill and care is required to use these devices properly.
Power: 70
Power type: High Explosive
High Explosive
![]() This explosive should only be used for demolition purposes. Keep personnel clear of demolition sites.
Power: 110
Power type: High Explosive
Motion Scanner
![]() This sophisticated device uses a variety of detectors and advanced computer algorithms to identify moving enemy units. However, it requires some practice to use effectively. Click on the motion scanner icon on the tactical display. Select 'Use Scanner' from the menu. The Scanner display shows an arrow in the centre which is the direction the soldier is facing (North is at the top). The flashing blobs show units which have moved recently. Large units, or fast moving units, will produce larger blobs. Static units will not be detected.
Medi-Kit
![]() The medi-kit combines a healing facility with pain killers and stimulants. In order to use the medi-kit you must face towards the soldier requiring treatment. If the soldier is stunned you must stand over the body. Click on the medi-kit icon and select 'use medi-kit' from the menu.
HEALING> Red body parts show fatal wounds. Click on a body part that is wounded. Click on the 'Heal' button. One fatal wound will be cured and some health restored.
STIMULANT> This will restore energy and revive unconscious (stunned) soldiers. In order to revive an unconscious soldier you must stand directly over the body.
PAIN KILLER> This will restore the morale of wounded soldiers up to an amount equivalent to the soldier's lost health.
Psi-Amp
![]() The Psi-amp can only be used by soldiers with psionic skill. During combat, click on the Psi-amp, select the type of attack, and select a target unit with the cursor. There are two types of psionic attack:
PANIC UNIT> If the attack is successful it will reduce the target's morale and may cause it to panic.
MIND CONTROL> If this is successful then you will gain immediate control of the enemy unit as if it was one of your own (except that you cannot access the object screen). It is more difficult to be successful with this type of attack.
Stun Rod
![]() This device can only be used in close combat, but will stun a living organism without killing it by using electric shocks.
Electro-Flare
![]() This compact device produces a bright flare light when it is thrown. This will highlight enemy units in the vicinity of the electro-flare during night time missions
Elerium-115
![]() This element has the unusual property of generating anti-matter power when bombarded with certain particles. This creates gravity waves and other forms of energy. It is not naturally found in our solar system and cannot be reproduced.
Mind Probe
![]() The mind probe is an alien communication device which is used to take information directly from brain waves. XCom units can use this device in combat to display an alien's characteristics. Click on the mind probe and the 'use' option. Then click on an alien with the cursor.
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