Difference between revisions of "Sub Armaments"

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<th width="150" align="left">Armament</th><th width="90">Damage</th><th width="120">Range (km)</th><th width="100">Accuracy</th><th width="160">Reload Time (s)</th><th width="80">Shots</th></tr>
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<th width="150" align="left">Armament</th><th width="90">Damage</th><th width="120">Range (km)</th><th width="100">Accuracy</th><th width="160">Reload Time (s)</th><th width="80">Shots</th>
 
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<th width="80">D&times;A/RT</th>
<tr><td align="left">Craft Gas Cannon</td><td>15</td><td>8</td><td>25%</td><td>3</td><td>200</td></tr>
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<th width="100">D&times;A/RT&times;Rg</th>
<tr><td align="left">AJAX</td><td>60</td><td>32</td><td>70%</td><td>17</td><td>6</td></tr>
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</tr>
<tr><td align="left">D.U.P. Head</td><td>110</td><td>50</td><td>80%</td><td>21</td><td>3</td></tr>
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<tr><td align="left">Craft Gas Cannon</td><td>15</td><td>8</td><td>25%</td><td>3</td><td>200</td><td>1.25</td><td>10.00</td></tr>
<tr><td align="left">Gauss Cannon</td><td>90</td><td>20</td><td>35%</td><td>4</td><td>50</td></tr>
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<tr><td align="left">AJAX</td><td>60</td><td>32</td><td>70%</td><td>17</td><td>6</td><td>2.47</td><td>79.06</td></tr>
<tr><td align="left">Sonic Oscillator</td><td>150</td><td>55</td><td>50%</td><td>5</td><td>100</td></tr>
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<tr><td align="left">D.U.P. Head</td><td>110</td><td>50</td><td>80%</td><td>21</td><td>3</td><td>4.19</td><td>209.52</td></tr>
<tr><td align="left">P.W.T. Cannon</td><td>200</td><td>60</td><td>100%</td><td>28</td><td>2</td></tr>
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<tr><td align="left">Gauss Cannon</td><td>90</td><td>20</td><td>35%</td><td>4</td><td>50</td><td>7.88</td><td>157.50</td></tr>
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<tr><td align="left">Sonic Oscillator</td><td>150</td><td>55</td><td>50%</td><td>5</td><td>100</td><td>15.00</td><td>825.00</td></tr>
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<tr><td align="left">P.W.T. Cannon</td><td>200</td><td>60</td><td>100%</td><td>28</td><td>2</td><td>7.14</td><td>428.57</td></tr>
 
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Revision as of 16:50, 6 April 2009

X-Com flying subs would be useless if they had no means of neutralising enemy USOs. To this end, there are a number of craft armaments, or craft weapons, that you can be fit to interception craft for use in combat. Some of these weapons are immediately available to you to purchase, others have to be researched and manufactured in your workshops.

The weapons systems that can be purchased throughout the course of your conflict with the alien menace are:

The weapons that can be manufactured after you have researched them are:


Quick Comparision Table

ArmamentDamageRange (km)AccuracyReload Time (s)Shots D×A/RT D×A/RT×Rg
Craft Gas Cannon15825%32001.2510.00
AJAX603270%1762.4779.06
D.U.P. Head1105080%2134.19209.52
Gauss Cannon902035%4507.88157.50
Sonic Oscillator1505550%510015.00825.00
P.W.T. Cannon20060100%2827.14428.57

As a general guide to the available weapons, 70km is the standoff range you first get the dogfight screen. If a weapon has close to 70km range the weapon will start firing soon after you press cautious attack, where weapons with around 30km range will require you to close in quite a lot. These ranges are also shown graphically on the interception screen.

See Weapons vs. USOs for advice on which armaments to use against which USOs.

See Also

TFTD Badge Terror From The Deep
Subs:TritonHammerheadLeviathanBarracudaManta
Sub Armaments:Craft Gas CannonAjaxD.U.P. HeadGauss CannonSonic OscillatorP.W.T. Cannon