Vehicle Weapons (Apocalypse)
Bullets, Beams, Bombs ...and big booms!
Armaments: Road And Air
A fighting vehicle should have a strong offense to quickly destroy any threat. The longer the time of an engagement, the more opportunity for a hostile to return fire. Select the best weapon for the chassis when matched with the best engine. Weight of the weapons mounted will influence the final acceleration value.
Weapon Reloads
Ammunition is loaded to full capacity when a weapon is first placed into the suitable slot and will be rearmed automatically when returning to home base.
- If no ammuntion is stored (it is 'used up'), a message if enabled, will inform the player of "not enough ammo to rearm vehicle" when any vehicle returns to any base.
- The vehicle-equip screen will have an dark-orange-boxed-online on any weapon not mounted to highlight that there is no more stored ammunition remaining.
- Forced reloads of ammuntion, if available, are instant on a mounted weapon if LMB click. (don't need to LMB-hold, just perform a quick LMB click)
- If suitable ammunition is available at multiple X-Com bases, a vehicle can be given a destination to land/park at a nearby base and if using a forced reload, it can return to battle immediately (without having to traverse long distance to a home base for a weapons reload).
- If no other bases have spare ammo/fuel, leave the vehicle to return to their home base.
Note: automatic reloads are timed to complete at five minute intervals for each vehicle irrelevant of ammunition capacity.
Chart Deinitions
wip - making pictures
Weapon Firing Arcs
Projectiles will exit the vehicle only in certain locations. The ejection location is determined from the centerline of the vehicle in top view and simultaneously from the side view.
- 90° = a spread of 45° left/right and up/downfrom the center
linepoint of the vehicle.
Weapons: AIR
Image | Name | Size | Weight | Accuracy (%) | Damage | Range (m)1 | Fire Rate (s)2 | Projectile Speed3 | Guided4 | Seeking Turn Rate5 | Ammo | Base Price Weapon / Ammo |
Firing Arc 6 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bolter 4000 Laser Gun | 1x3 | 50 | 55 | 12 | 200 | 3.0 | 38 | No | N/A | Recharges | 1000 / 0 | 90 | |
Lancer 7000 Laser Gun | 1x4 | 80 | 60 | 16 | 300 | 3.0 | 38 | No | N/A | Recharges | 1500 / 0 | 90 | |
Rendor Plasma Gun | 1x2 | 70 | 64 | 20 | 250 | 3.0 | 38 | No | N/A | 140 Elerium-115 | 2500 / 20 | 90 | |
Lineage Plasma Cannon | 1x3 | 95 | 66 | 25 | 400 | 3.0 | 38 | No | N/A | 110 Elerium-115 | 6000 / 20 | 90 | |
Plasma Multi-System | 2x2 | 65 | 62 | 14 | 175 | 6.0 | 38 | No | N/A | 90 Elerium-115 | 5000 / 20 | 180 | |
Light Disruptor Beam | 2x2 | 50 | 50 | 20 | 150 | 2.4 | 28 | No | N/A | Recharges | 5600 / 0 | 180 | |
Medium Disruptor Beam | 2x3 | 90 | 60 | 40 | 300 | 2.12 | 30 | No | N/A | Recharges | 10500 / 0 | 180 | |
Heavy Disruptor Beam | 4x4 | 130 | 70 | 80 | 600 | 1.8 | 32 | No | N/A | Recharges | 20500 / 0 | 180 | |
40mm Auto Cannon | 1x2 | 60 | 70 | 10 | 175 | 6.0 | 20 | No | N/A | 300 Multi-Cannon Round | 500 / 5 | 90 | |
Janitor Missile Array | 1x3 | 70 | 76 | 22 | 250 | 1.0 | 16 | Yes | 24 | 24 Janitor Missile | 1200 / 110 | 135 | |
Justice Missile Launcher | 1x3 | 80 | 74 | 50 | 1000 | 0.51 | 10 | Yes | 12 | 1 Justice Missile | 800 / 330 | 135 | |
Prophet Missile Array | 1x3 | 70 | 76 | 26 | 350 | 0.86 | 18 | Yes | 32 | 8 Prophet Missile | 1500 / 200 | 270 | |
Retribution Missile Launcher | 1x4 | 55 | 78 | 68 | 1150 | 0.4 | 10 | Yes | 10 | 1 Retribution Missile | 1100 / 420 | 135 | |
Disruptor Bomb Launcher | 2x3 | 120 | 82 | 94 | 450 | 0.4 | 16 | Yes | 34 | 32 Disruptor Bomb | 7000 / 3500 | 270 7 | |
Stasis Bomb Launcher | 2x4 | 130 | 80 | 0* | 250 | 0.4 | 24 | Yes | 34 | 5 Stasis Bomb | 4760 / 2650 | 270 7 | |
Disruptor Multi-Bomb Launcher | 2x4 | 180 | 84 | 98/65** | 250 | 0.3 | 12 | Yes | 24 | 12 Disruptor Multi-Bomb | 9260 / 4230 | 270 7 | |
Laser Defense Array | 2x2 | 50 | 88 | 8 | 64 | 9.0 | 38 | No | N/A | Recharges | 1700 / 0 | 360 | |
Plasma Defense Array | 2x2 | 45 | 92 | 12 | 84 | 9.0 | 38 | No | N/A | Recharges | 2300 0 | 360 |
* While doing no damage, it immobilizes the target for few seconds making it very vulnerable to incoming fire since the target cannot move.
** The main missile of the Disruptor Multi-Bomb Launcher does 98 damage. If it separates, each of the four submunitions does 65 damage.
Weapons: ROAD
Image | Name | Size | Weight | Accuracy (%) | Damage | Range (m)1 | Fire Rate (s)2 | Projectile Speed3 | Guided4 | Seeking Turn Rate5 | Ammo | Base Price Weapon / Ammo |
Firing Arc |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
40mm Auto Cannon Turret | 2x2 | 20 | 70 | 14 | 150 | 6.0 | 20 | No | N/A | 500 40mm Cannon | 300 / 6 | 360 | |
Airguard Anti-Air Cannon | 2x2 | 25 | 72 | 16 | 180 | 2.0 | 15 | No | N/A | 600 52mm Cannon | 400 / 8 | 360 | |
GLM Array | 2x2 | 30 | 76 | 26 | 225 | 1.50 | 16 | Yes | 12 | 12 Ground Launched Missile | 600 / 100 | 360 | |
Plasma Turret Cannon | 4x4 | 140 | 85 | 30 | 400 | 4.50 | 38 | No | N/A | 130 Elerium-115 | 1800 / 20 | 360 | |
GLM Air Defense | 4x4 | 140 | 75 | 28 | 325 | 1.06 | 17 | Yes | 14 | 16 Air Defense Missile | 2100 / 180 | 360 | |
Rumble Cannon | 4x4 | 140 | 75 | 34 | 250 | 5.14 | 20 | No | N/A | Recharges | 1000 / 0 | 90 |
1 Divide range value by 16 to get cell distance.
2 Source files use "Fire Delay". The formula to convert into "Fire Rate" is: 36 (frame rate per second) / delay
3 Likely linked to frame rate, but unsure how.
4 "Yes" means weapon projectile can be jammed.
5 Not sure how works, but it has something to do with a projectile tracking its target movements.
6 Firing arcs are a cone in front of the vehicle, with the full angle measured in degrees.
7 Alien missiles all fire from the rear of the vehicle and curve around to the front.