Mikiztli’s Nifty SMGs
Enables the Ballistic Submachine Gun+Machine Pistol for use directly at the start of the game, and enables the Laser Submachine Gun+Machine Pistol (Laser Weaponry), the Plasma Submachine Gun+Machine Pistol (Plasma Weaponry) and the MAG Submachine Gun+Machine Pistol (MAG Weaponry) for manufacture once they’ve been researched (might require a New Game to take effect).
Sounds for all of these weapons, and images for most of them, are derived from the original game (Xenonauts, by Goldhawk Interactive).
::::: ARTISTS :::::
Ballistic SMG: xenohunter (recolored by me)
Laser SMG: base game’s Laser Carbine (recolored by me)
Plasma SMG: Selig (given longer barrel by me)
MAG SMG: Selig
Ballistic MP: base game’s Pistol (slightly altered and recolored by me)
Laser MP: Selig
Plasma MP: base game’s Plasma Pistol
MAG MP: Selig
Submachine guns (SMGs) are burst firing assault weapons that are very similar to shotguns/carbines (basic TU costs, number of attacks before having to reload, weight, reaction modifiers and manufacture costs are exactly the same), but they are not entirely identical:
— SMGs have longer range (10, versus 8).
— SMGs have greater damage potential (240/375/540/825, versus 225/342/495/765)
— Shotguns/carbines have better base accuracy (38, versus 35).
— Shotguns/carbines are better at suppressing (50/58/64/72, versus 45/51/58/66).
— Shotguns/carbines have a bigger suppression radius (2, versus 1.5).
— Shotguns/carbines can spend additional TUs for better aim (SMGs can’t).
::::: SUBMACHINE GUN WEAPON TYPE DESCRIPTION :::::
Submachine guns are short range assault weapons capable of impressive burst fire. They have great damage potential, but are of limited use where there is little opportunity to close with the enemy.
::::: BALLISTIC SUBMACHINE GUN DATA :::::
RANGE: 10
DAMAGE: 16 Kinetic
SUPPRESSION: 45 Burst
SUPPRESSION RADIUS: 1.5
MITIGATION: 0
AMMO CAPACITY: 30 shots
REACTION MODIFIER: 1.5x
RELOAD COST: 30 TU
FIRING MODE: 28% TU for 35 Acc x 5 shots
::::: LASER SUBMACHINE GUN DATA :::::
RANGE: 10
DAMAGE: 25 Energy
SUPPRESSION: 51 Burst
SUPPRESSION RADIUS: 1.5
MITIGATION: 0
AMMO CAPACITY: 30 shots
REACTION MODIFIER: 1.5x
RELOAD COST: 30 TU
FIRING MODE: 28% TU for 35 Acc x 5 shots
::::: PLASMA SUBMACHINE GUN DATA :::::
RANGE: 10
DAMAGE: 36 Energy
SUPPRESSION: 58 Burst
SUPPRESSION RADIUS: 1.5
MITIGATION: 0
AMMO CAPACITY: 30 shots
REACTION MODIFIER: 1.5x
RELOAD COST: 30 TU
FIRING MODE: 28% TU for 35 Acc x 5 shots
::::: MAG SUBMACHINE GUN DATA :::::
RANGE: 10
DAMAGE: 55 Kinetic
SUPPRESSION: 66 Burst
SUPPRESSION RADIUS: 1.5
MITIGATION: 0
AMMO CAPACITY: 30 shots
REACTION MODIFIER: 1.5x
RELOAD COST: 30 TU
FIRING MODE: 28% TU for 35 Acc x 5 shots
Machine Pistols (MPs) are one-handed burst firing weapons that are similar to pistols (their basic TU costs, weight, range, reaction modifiers and manufacture costs are exactly the same), but they are not entirely identical:
— MPs have greater damage potential (135/210/315/480, versus 90/135/210/315).
— MPs are better at suppressing (30/35/41/48, versus 20/23/26/32).
— Pistols have better base accuracy (45, versus 30).
— Pistols can spend additional TUs for better aim (MPs can’t).
— Pistols don’t have to reload as often as MPs.
::::: MACHINE PISTOL WEAPON TYPE DESCRIPTION :::::
Machine pistols are smaller submachine guns, or pistols that are upgraded and/or modified for burst fire, usable with only one hand. They are primarily useful as a sidearm for units equipped with precision rifles or heavy weapons, or when a unit has only one hand free (e.g. if they are carrying a combat shield in the other hand).
::::: BALLISTIC MACHINE PISTOL DATA :::::
RANGE: 10
DAMAGE: 15 Kinetic
SUPPRESSION: 30 Burst
SUPPRESSION RADIUS: 1.5
MITIGATION: 0
AMMO CAPACITY: 15 shots
REACTION MODIFIER: 1.5x
RELOAD COST: 20 TU
FIRING MODE: 28% TU for 30 Acc x 3 shots
::::: LASER MACHINE PISTOL DATA :::::
RANGE: 10
DAMAGE: 23 Energy
SUPPRESSION: 35 Burst
SUPPRESSION RADIUS: 1.5
MITIGATION: 0
AMMO CAPACITY: 15 shots
REACTION MODIFIER: 1.5x
RELOAD COST: 20 TU
FIRING MODE: 28% TU for 30 Acc x 3 shots
::::: PLASMA MACHINE PISTOL DATA :::::
RANGE: 10
DAMAGE: 35 Energy
SUPPRESSION: 41 Burst
SUPPRESSION RADIUS: 1.5
MITIGATION: 0
AMMO CAPACITY: 15 shots
REACTION MODIFIER: 1.5x
RELOAD COST: 20 TU
FIRING MODE: 28% TU for 30 Acc x 3 shots
::::: MAG MACHINE PISTOL DATA :::::
RANGE: 10
DAMAGE: 53 Kinetic
SUPPRESSION: 48 Burst
SUPPRESSION RADIUS: 1.5
MITIGATION: 0
AMMO CAPACITY: 15 shots
REACTION MODIFIER: 1.5x
RELOAD COST: 20 TU
FIRING MODE: 28% TU for 30 Acc x 3 shots