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 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 unguided weapon 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 | 270d | |
Stasis Bomb Launcher | 2x4 | 130 | 80 | 0e | 250 | 0.4 | 24 | yes | 34 | 5 Stasis Bomb | 4760 / 2650 | 270d | |
Disruptor Multi-Bomb Launcher | 2x4 | 180 | 84 | 98/65f | 250 | 0.3 | 12 | yes | 24 | 12 Disruptor Multi-Bomb | 9260 / 4230 | 270d | |
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 |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
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.