Vehicle Weapons (Apocalypse)

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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 will influence the final acceleration value.

Weapon: Rearm / Reload

Ammunition is loaded to full capacity when a weapon is first placed into a suitable slot and will be reloaded/rearmed automatically if possible when returning from a battle.

  • If no ammuntion is available to rearm or there has been only a partially reload, a message (if enabled) will inform the player of "not enough ammo to rearm vehicle", for each vehicle affected.
  • When installing weapons in the vehicle-equip screen, if the ammuntion for the weapon has 'run out', any weapon yet to be mounted will have an dark-orange-box outline.
  • Forced reloads are possible by LMB clicking on any mounted weapon which needs more ammunition. (don't LMB-hold, just perform a quick LMB click)
  • If suitable ammunition is stored 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 rearmament).
  • If no other bases have spare ammo or fuel, allow the vehicle to return to their home base.
  • Automatic reloads are timed to complete at five minute intervals for each vehicle irrelevant of ammunition capacity. Eg: ten vehicles will need fifty minutes to reload weapons.

Tedious List

  • Vehicles shown within the Vehicle Equip Screen cannot be multiple-selected as with agents within their screen when using the CTRL-LMB method. Each vehicle can only be acessed individually.
  • The list of vehicles shown cannot be changed unless selling the 'out-of-order' vehicle and getting another. This re-bought vehicle may appear at the bottom of the list or back in the exact same position. Renaming vehicles does not solve this design error.

Chart Definitions

Weight
Ammunition is weightless. A vehicle will not become lighter if has run out of ammo.
Accuracy
A percentage chance of an unguilded weapon (not projectile) being aimed directly at the target (its current position) when fired. An successful impact will depend on the maneuvers of the target and speed of the projectile. No weapons are aimed as to lead the target
Range
A projectile's active-time measured in metres (m).
Speed
A projectile will only be active until its maximum range has been reached. A fast projectile will expire sooner than a slow one if they have the same range value.
Tracking Turn Rate
Guided projectiles will turn at n° per second. The higher the rate, the sharper the turn.
eg: A tracking turn rate of 96 will allow a missile to turn in a circle smaller than a launch tube.
Firing Arc
Projectiles will exit the vehicle in certain locations. The ejection location is determined from the centerline of the vehicle in top view and simultaneously from the side view.
eg: 90° = a maximum firing spread of 45° left/right and up/down from the centerline of the vehicle.

Weapons: AIR

Image Name Size Weight Accuracy (%) Damage Range (m)a Fire Rate (s)b Speed Guidedc Tracking Turn Rate Ammo Base Price
Weapon / Ammo
Firing Arcd
Apoc bolter laser gun.png Bolter 4000 Laser Gun 1x3 50 55 12 200 3.0 38 no N/A Recharges 1000 / 0 90
Apoc lancer laser gun.png Lancer 7000 Laser Gun 1x4 80 60 16 300 3.0 38 no N/A Recharges 1500 / 0 90
Apoc rendor plasma gun.png Rendor Plasma Gun 1x2 70 64 20 250 3.0 38 no N/A 140 Elerium-115 2500 / 20 90
Apoc lineage plasma cannon.png Lineage Plasma Cannon 1x3 95 66 25 400 3.0 38 no N/A 110 Elerium-115 6000 / 20 90
Apoc plasma multi system.png Plasma Multi-System 2x2 65 62 14 175 6.0 38 no N/A 90 Elerium-115 5000 / 20 180
Apoc light disruptor beam.png Light Disruptor Beam 2x2 50 50 20 150 2.4 28 no N/A Recharges 5600 / 0 180
Apoc medium disruptor beam.png Medium Disruptor Beam 2x3 90 60 40 300 2.12 30 no N/A Recharges 10500 / 0 180
Apoc heavy disruptor beam.png Heavy Disruptor Beam 4x4 130 70 80 600 1.8 32 no N/A Recharges 20500 / 0 180
Apoc 40mm auto cannon.png 40mm Auto Cannon 1x2 60 70 10 175 6.0 20 no N/A 300 Multi-Cannon Round 500 / 5 90
Apoc janitor missile array.png Janitor Missile Array 1x3 70 76 22 250 1.0 16 yes 24 24 Janitor Missile 1200 / 110 135
Apoc justice missile launcher.png Justice Missile Launcher 1x3 80 74 50 1000 0.51 10 yes 12 1 Justice Missile 800 / 330 135
Apoc prophet missile launcher.png Prophet Missile Array 1x3 70 76 26 350 0.86 18 yes 32 8 Prophet Missile 1500 / 200 270
Apoc retribution missile launcher.png Retribution Missile Launcher 1x4 55 78 68 1150 0.4 10 yes 10 1 Retribution Missile 1100 / 420 135
Apoc disruptor bomb launcher.png Disruptor Bomb Launcher 2x3 120 82 94 450 0.4 16 yes 34 32 Disruptor Bomb 7000 / 3500 270d
Apoc stasis bomb launcher.png Stasis Bomb Launcher 2x4 130 80 0e 250 0.4 24 yes 34 5 Stasis Bomb 4760 / 2650 270d
Apoc disruptor multi bomb launcher.png Disruptor Multi-Bomb Launcher 2x4 180 84 98/65f 250 0.3 12 yes 24 12 Disruptor Multi-Bomb 9260 / 4230 270d
Apoc laser defense array.png Laser Defense Array 2x2 50 88 8 64 9.0 38 no N/A Recharges 1700 / 0 360
Apoc plasma defense array.png Plasma Defense Array 2x2 45 92 12 84 9.0 38 no N/A Recharges 2300 0 360

Weapons: ROAD

Image Name Size Weight Accuracy (%) Damage Range (m)a Fire Rate (s)b Projectile Speed Guidedc Tracking Turn Rate Ammo Base Price
Weapon / Ammo
Firing Arc
Apoc 40mm auto cannon turret.png
40mm Auto Cannon Turret 2x2 20 70 14 150 6.0 20 no N/A 500 40mm Cannon 300 / 6 360
Apoc airguard anti air cannon.png
Airguard Anti-Air Cannon 2x2 25 72 16 180 2.0 15 no N/A 600 52mm Cannon 400 / 8 360
Apoc glm array.png
GLM Array 2x2 30 76 26 225 1.50 16 yes 12 12 Ground Launched Missile 600 / 100 360
Apoc plasma turret cannon.png
Plasma Turret Cannon 4x4 140 85 30 400 4.50 38 no N/A 130 Elerium-115 1800 / 20 360
Apoc glm air defense.png
GLM Air Defense 4x4 140 75 28 325 1.06 17 yes 14 16 Air Defense Missile 2100 / 180 360
Apoc rumble cannon.png
Rumble Cannon 4x4 140 75 34 250 5.14 20 no N/A Recharges 1000 / 0 90


a Divide value by 16 to get in-game cell distance.
b Visible projectile production is calculated as Fire Rate = {(36 × frame rate per second) ÷ weapon's fire delay}
c A guilded projectile can be jammed or may lose tracking against a cloaked target.
d All UFOs fire missiles from the rear of the craft.
e Immobilises a target only and does no damage.
f Second value is damage of each bomblet once main projectile has split.

See Also