Difference between revisions of "Hovertank/Plasma"

From UFOpaedia
Jump to navigation Jump to search
m
Line 62: Line 62:
 
* Unlike a [[Heavy Plasma]] gun, the turret's shots are incapable of destroying the internal bulkheads of alien craft.
 
* Unlike a [[Heavy Plasma]] gun, the turret's shots are incapable of destroying the internal bulkheads of alien craft.
 
*The hovertank, like all flying units, can avoid physical attacks like the [[Chryssalid]]'s or [[Reaper]]'s by staying above ground level.
 
*The hovertank, like all flying units, can avoid physical attacks like the [[Chryssalid]]'s or [[Reaper]]'s by staying above ground level.
**However, that means you're exposing the tanks' weakest armor--the under-armor-- to fire from other units.
 
  
 
== See Also ==
 
== See Also ==

Revision as of 14:47, 6 January 2006

General Information

The plasma hovertank leverages off Firestorm technology and vehicle-mounted plasma weapons to provide a small, airborne weapons platform of unsurpassed mobility.

The hovertank is superior in both armor and agility to the standard tracked chassis, while mounting a powerful plasma cannon in the turret. In addition to its ability to hover, it can move over 50% faster. The hovertank chassis's armor is stronger than the standard tank's, and more uniformly distributed. In fact, there is only one weak point on the chassis-- its underside-- and even this weak spot is more resilient than the main armor of the standard tank.

The elerium power source allows the cannon to fire indefinitely without power depletion. The weapon has its weaknesses, however. Primarily it lacks auto-fire capability, and furthermore the aimed-shot mode requires too much aiming time for too little accuracy. Finally, The weapon's unlimited firing capability comes at the cost of shot power. The plasma bolt is slightly weaker than man-portable Heavy Plasma-- 110 damage vs. 115 for a heavy plasma shot).

Like all tanks, its larger size precludes it from moving into confined spaces. However, its plasma weapon and generous ammunition supply allow it to blast open pathways when required.

The research requirements of the tank mean that, by the time the hovertank becomes available, commanders will typically have access to high-tech armor and alien weapons, making the hovertank less competitive with well-equipped soldiers. However, its benefits still compel most commanders to bring along at least one on each mission.

Vital Statistics

Cost:Manufacture only. $850,000
Manufacturing Requirements:1200 Engineer hours, 30 Elerium-115 and 5 Alien Alloys
Research Requirements:Plasma Cannon, New Fighter Craft


Hover Tank Specs
Time Units 100
Health 90
Energy 100
Bravery 110
Reactions 30
Firing Accuracy 60
Throwing Accuracy 0
Strength 60
Psionic Strength 100
Psionic Skill 0
Armour
Front 130
Left/Right 130
Rear 130
Under 100


Plasma Turret Specifications
Ammuntion
Weapon/Damage Type Plasma
Damage 110
Rounds 255
Purchase Price Free
Sale Price N/A
Firing Modes Accuracy Cost
Aimed 100% (60%) 60% (60 TU)
Snap 85% (51%) 30% (30 TU)
Auto n/a n/a
 
Numbers in parenthesis are the actual values after modified by the chassis' abilities.

Actual costs are in fixed Time Units

Notes

  • The plasma beam on the Hovertank/Plasma is not any more powerful than the laser on the tank/laser.
  • Unlike a Heavy Plasma gun, the turret's shots are incapable of destroying the internal bulkheads of alien craft.
  • The hovertank, like all flying units, can avoid physical attacks like the Chryssalid's or Reaper's by staying above ground level.

See Also

Hover Tank Stats