Heavy Weapons Platforms

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There are five different HWP units available to you as an X-COM Commander.

General Information

With the exception of the Tank/Laser Cannon and the Hovertank/Plasma, you must have sufficient ammunition in your stores to load the tank onto a transport craft. However, if one of your bases is attacked and you do not have ammunition available, any tanks will be granted with a full payload of ammunition. Any rounds remaining after a successful base defense will be added to your stores.

Tanks are divided into two distinct chassis types, the standard miniature tracked tank and the hover tank, a hybrid of human and alien technologies. The tracked tank chassis is the weakest of the two, however it is relatively cheaper on materials and can thus be easily purchased off the market. Our engineers can also reproduce a replica of the tracked tank in the workshops for the purposes of mounting our propriety heavy laser turrets. The hovertank is the most expensive, especially on exotic resources, but it comes with superior internal and external subsystems, a generous amount of armour, and comes with the ability to hover in the air much like a Cyberdisc or Ethereal.

Tanks use turrets to fire. These turrets can turn independently of the tanks themselves. For example, if you tell a tank to fire behind itself, the turret will turn and not the tank. The turret will keep its new bearing relative to the tank until it is told to fire again. Moving the turret costs 1 TU per directional change. However, the turret itself does not contain any optical perception sensors, so it cannot see an enemy if the tank cannot see it.

Advantages

  • Tanks are very rarely affected by morale loss. In order for a tank to panic, your squad must take a severe amount of losses during a given turn.
  • Tanks are not affected by stun, nor can they receive fatal wounds.
  • Tanks are not affected by psi attacks.
  • They tend to have a greater amount of TUs then normal soldiers making them excellent for use as scouts.
  • They can take fairly heavy damage without being destroyed.
  • A damaged tank is instantly repaired at the end of a mission.
  • Other units can fire over the top of a tank without the tank getting hit in the crossfire.
  • Hovertank/Launchers carry more ammo than a soldier carrying Blaster Launcher+ Bombs can. More importantly, the ammo loaded in one does not count towards the 80 item limit, unlike the B Bombs! Same thing for Tank/ Rocket Launchers.
  • Tank/Heavy Lasers have the strongest Laser weapons in the game, and trust me when I say that having them makes all the difference on Ethereal Alien Base Attacks on Superhuman. My nemesis, Sectopod, goes down pretty easily here.

Disadvantages

  • Tanks are much more expensive then soldiers.
  • They do not gain experience during combat.
  • Their extra size makes it difficult to get them to certain areas - through most doorways, for example. Also, it's possible for a tank to be "halfway" (one square) past a wall and be visible to enemies, yet unable to spot those same enemies. And, needless to say, unable to return fire.
  • They take extra damage from explosives due to their size.
  • Tanks do not have high reactions.
  • Tanks do not have any Auto-Fire capability, a big liability in close combat.
  • Hovertank/Launchers are a LOT weaker than Blaster Bombs. 200 power vs 140.

Stats

Tank/Laser cannon Manufacturing cost: Cost: $(?) Man hours: (?) Materials used: (?) Ammo capacity/cost: 255(?)/(NA) Damage amount/type: (110)/Laser(?) Research requirements: (?)

Much the same as the Tank/Cannon, but with infinite shots and a LOT more damage. Quite a bit more powerful than the Heavy Laser.

Hovertank/Plasma Manufacturing cost: Cost: $(?) Man hours: (?) Materials used: (?) Ammo capacity/cost: 255/(NA) Damage amount/type: (110)/Plasma Research requirements: (?)

This HWP, due to it's speed, flying ability, hefty payload and high damage capability, is a nice bonus in the field. Most places it can't normally go can be accessed simply by blowing the obstructions away, with barely a dent to it's vast ammo supply. Unable to destroy certain walls that the Heavy Plasma can, due to it's lower damage.

Hovertank/Launcher Manufacturing cost: Cost: $(?) Man hours: (?) Materials used: (?) Ammo capacity/cost: (?)/(?) Damage amount/type: (140)/HE(?) Research requirements: (?)

This HWP must have ammo manufactured for it. It fires a weaker version of the Blaster Bomb, and is used in much the same way as the Blaster Launcher. Despite the slight lessening of damage, and the high costs involved to deploy it, the Hovertank/Launcher can clear any battlefield with ease.