Sub Armaments

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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

Armament Damage Range (km) Accuracy Reload Time (s) Shots
Craft Gas Cannon15825%3200
AJAX603270%176
D.U.P. Head1105080%213
Gauss Cannon902035%450
Sonic Oscillator1505550%5100
P.W.T. Cannon20060100%282

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.