Difference between revisions of "Vehicle Weapons (Apocalypse)"
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<sup>5</sup> Not sure how works, but it has something to do with a projectile tracking its target movements. | <sup>5</sup> Not sure how works, but it has something to do with a projectile tracking its target movements. | ||
− | * While doing no damage, it immobilizes the target for few seconds making it very vulnerable to incoming fire since the target cannot move. | + | <nowiki>*</nowiki> While doing no damage, it immobilizes the target for few seconds making it very vulnerable to incoming fire since the target cannot move. |
==Ground Vehicle Weapons== | ==Ground Vehicle Weapons== |
Revision as of 10:14, 19 October 2014
Welcome to the Vehicle Weapons Listings! Here we have listed every weapon made for vehicles in X-COM: Apocalypse.
Aircraft Weapons
Image | Name | Size | Weight | Accuracy (%) | Damage | Range (m)1 | Fire Rate (s)2 | Speed3 | Guided4 | Turn Rate5 | Ammo | Base Price |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Bolter 4000 Laser Gun | 1x3 | 50 | 55 | 12 | 200 | 3.0 | 38 | No | N/A | Recharges | 1000 / 0 | |
Lancer 7000 Laser Gun | 1x4 | 80 | 60 | 16 | 300 | 3.0 | 38 | No | N/A | Recharges | 1500 / 0 | |
Rendor Plasma Gun | 1x2 | 70 | 64 | 20 | 250 | 3.0 | 38 | No | N/A | 140 Elerium-115 | 2500 / 20 | |
Lineage Plasma Cannon | 1x3 | 95 | 66 | 25 | 400 | 3.0 | 38 | No | N/A | 110 Elerium-115 | 6000 / 20 | |
Plasma Multi-System | 2x2 | 65 | 62 | 14 | 175 | 6.0 | 38 | No | N/A | 90 Elerium-115 | 5000 / 20 | |
Light Disruptor Beam | 2x2 | 50 | 50 | 20 | 150 | 2.4 | 28 | No | N/A | Recharges | 5600 / 0 | |
Medium Disruptor Beam | 2x3 | 90 | 60 | 40 | 300 | 2.12 | 30 | No | N/A | Recharges | 10500 / 0 | |
Heavy Disruptor Beam | 4x4 | 130 | 70 | 80 | 600 | 1.8 | 32 | No | N/A | Recharges | 20500 / 0 | |
40mm Auto Cannon | 1x2 | 60 | 70 | 10 | 175 | 6.0 | 20 | No | N/A | 300 Multi-Cannon Round | 500 / 5 | |
Janitor Missile Array | 1x3 | 70 | 76 | 22 | 250 | 1.0 | 16 | Yes | 24 | 24 Janitor Missile | 1200 / 110 | |
Justice Missile Launcher | 1x3 | 80 | 74 | 50 | 1000 | 0.51 | 10 | Yes | 12 | 1 Justice Missile | 800 / 330 | |
Prophet Missile Array | 1x3 | 70 | 76 | 26 | 350 | 0.86 | 18 | Yes | 32 | 8 Prophet Missile | 1500 / 200 | |
Retribution Missile Launcher | 1x4 | 55 | 78 | 68 | 1150 | 0.4 | 10 | Yes | 10 | 1 Retribution Missile | 1100 / 420 | |
Disruptor Bomb Launcher | 2x3 | 120 | 82 | 94 | 450 | 0.4 | 16 | Yes | 34 | 32 Disruptor Bomb | 7000 / 3500 | |
Stasis Bomb Launcher | 2x4 | 130 | 80 | 0* | 250 | 0.4 | 24 | Yes | 34 | 5 Stasis Bomb | 4760 / 2650 | |
Disruptor Multi-Bomb Launcher | 2x4 | 180 | 84 | 98 | 250 | 0.3 | 12 | Yes | 24 | 12 Disruptor Multi-Bomb | 9260 / 4230 | |
Laser Defense Array | 2x2 | 50 | 88 | 8 | 64 | 9.0 | 38 | No | N/A | Recharges | 1700 / 0 | |
Plasma Defense Array | 2x2 | 45 | 92 | 12 | 84 | 9.0 | 38 | No | N/A | Recharges | 2300 0 |
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.
* While doing no damage, it immobilizes the target for few seconds making it very vulnerable to incoming fire since the target cannot move.