Sub Armaments

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X-COM flying subs would be useless if they had no means of neutralising enemy Alien Subs. 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

ArmamentDamage (D)Range (km) (R)Accuracy (A)Official
Reload
Time (gs) (RT)
Shots Official
Firepower
(D×A/RT)
Official
Firepower
x Range
Payload
(D×S×A)
Craft Gas Cannon15825%32001.2510.00750
AJAX603270%1762.4779.06252
D.U.P. Head1105080%2134.19209.52264
Gauss Cannon902035%4507.88157.501575
Sonic Oscillator1505550%510015.00825.007500
P.W.T. Cannon20060100%2827.14428.57400

As a general guide to the available weapons, 75km 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. Alien Subs for advice on which armaments to use against which Alien Subs. Note that the Official Reload Times are incorrect. Research suggests the actual Reload Time values are:

Gas Cannon 3gs
AJAX 24gs (Aggressive)
D.U.P. 36gs (Aggressive)
Gauss Cannon 18gs
Sonic Oscillator 18gs
P.W.T. Cannon 24gs (Aggressive)

See Also

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