There are two sets of 10 special weapons available for X-Bomber and Dai-X, which occur in the game as follows:
■ Yellow - ADEN Cannons
The ADEN cannon pod contains 4 x 90mm, 8-barrel rotary gauss cannons that fire depleted-uranium penetrators. The cannons fire from a 6,000,000 round magazine, sufficient for 69 seconds of continuous fire
■ Blue - Homing Missiles 250 » 500 » 1,000 rounds
- Track any thermal or LIDAR signature, defined as a hostile by X-Bomber's CMS. Each high-agility missile has an undeterrable guidance system and a powerful anti-ship warhead.
■ Orange - Rotator Spreadgun
This pulse weapon features an oscillating muzzle with four diverging barrels, which are offset at 45' from the bow of the ship. Two barrels fire at any given time to release a diverging, cyclical pattern of fire that covers a wide area. The weapon also fires behind the ship between brief cool-down intervals. Planned upgrades to the weapon include increases in firing rate and muzzle velocity as well as allowing simultaneous fire with other ship's weapons when the rotator spreadgun is unselected.
■ Green - Plasma Cannons
Plasma weapons were once the reserve of space stations and planetary defence arrays. This miniaturised quad plasma cannon discharges 20 rounds per second per barrel. The weapon can blast through the toughest targets but has a steady energy consumption.
An improved, multi-stage helium-3 pulse cooling system is planned to allow uninterrupted, sustained fire.
■ Aqua - Scalar Mass Driver energy » 50 » 75 rounds
Fires 6-metre, cylindrical neutronium munitions at multiples of lightspeed using scalar energy. The weapon has a 1 metre deviation over a range of 100,000 militons. Hold [Z] to charge. Release to fire.
■ Red - EM. Napalm 3,000 » 4,500 litres
Works on same principal as Laser Torpedoes but bombards a wide area, dissipating after a distance. Stream is guided by an EM field, making it snake and curve according to X-Bomber's movement. It sets targets alight, damaging them even after you stop shooting them.
■ Grey - Converging Laser Torpedoes
Removed in accordance with treaty signed with the Simetran Government. The converging mode can be re-installed as a special weapon. The mode requires more power but creates extensive damage.
■ Purple - GunBoys
These stationary sentry drones engage the opposition with two beam Vulcans that deploy from behind extending panels whenever enemies are in range. The gunboys are heavily armoured for their size and hold a lethal surprise for the enemy should they be destroyed. They can be deployed anywhere by pressing Z. The gunboy container holds 6 units initially. An upgraded container is planned which will contain 8 gunboy units. Further planned upgrades include higher calibre anti-ship pulse guns.
■ Magenta - Laser Sabre
A rotating turret emits three diverging beams that damage and reflect off enemies. The beams cause greater damage the more times they reflect.
■ Lime - Booster
The Booster docks with X-Bomber and adds two phased plasma beam cannons as well as two 24-tube rocket pods with 1,000 rockets each to its arsenal. The beam cannons fire only when the Booster is selected and do not consume X-Bomber's energy. The rocket pods fire regardless of whether the Booster is selected until the rockets are depleted. When unselected, the Booster also charges X-Bomber's shields, weapons and X-Impulse systems and repairs the armour. The Booster can be damaged and destroyed by enemy weapons fire. As the Booster sustains damage, its cannons become less effective.
Dai-X Special Weapons
■ Yellow - Wildfire Missiles
Two 16-tube shoulder-mounted launchers release a swarm of semi-guided missiles from a 500-round magazine.
■ Blue - WingBlade 60 › 90 › 120 seconds
WingBlade is an independent ship and an augmentative weapon for Dai-X. When unselected, it flies alongside the Dai-X, attacking the enemy independently.
■ Orange - Rapid-fire SpreadGun Energy
A back-pack-mounted weapon that projects two streams of pulse lasers ahead as well as four smaller calibre streams to either side at a high rate of fire.
■ Green - Plasma Grenades 1,000 rounds
The plasma grenades are fired from two 3-barrel launchers on the shoulders.
The plasma grenades have no on-board propulsion. That means a larger warhead and more shots per magazine.
The 1,000 round magazine should last a while.
■ Aqua - DRAGOON Pack 6 › 12 › 24 units
The 'Six-Shooter' backpack stores and launches six 'remote weapon' attack drones; each with a beam cannon, that attack the enemy independently.
■ Red - Homing Lasers
A magazine of shielded nano-robots guide a series of high-explosive plasma missiles to their targets.
Grey - Point Singularity Bomb
■ Purple - Quantum Blaster
The quantum blaster is made up of two beam rifles that combine to fire a quantum particle blast that can be charged up for increased power.
When unselected, the two rifles will fire independent particle beams in rapid succession.
The quantum blast charges to maximum power after about a second and its power increases exponentially as it charges.
The quantum blast travels through small-medium targets. If the blast hits a large target, it explodes, creating a damage sphere that spreads out causing heavy damage to that target and those nearby.
■ Magenta - Classified
I'm still thinking this one up.
■ Lime - THOR - Tactical Heavy Ordnance Reinforcement
Works as a Booster for Dai-X, providing two phased plasma beam cannons as well as two guided missile launchers and two beam cannons. When not selected, THOR charges Dai-X's shields and weapons; reloads the missiles and repairs the armour.
RFUP: Rapid-fire Underwater Penetrator
This site and content is unofficial; © 2002-2020 Piers Bell and other authors.
Star Fleet, X-Bomber et al. © Enoki Films.