Difference between revisions of "Subs"
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==Manufacturing Requirements== | ==Manufacturing Requirements== | ||
− | + | {| align = "center" width = "100%" {{StdCenterTable}} | |
− | '''Submarine | + | |- {{StdDescTable_Heading}} |
− | Start Cost | + | | align = "left" | '''Submarine''' |
− | Tech Hrs | + | | align = "left" | '''Hammerhead''' |
− | Workspace | + | | align = "left" | '''Manta''' |
− | Aqua Plastics 65 | + | | align = "left" | '''Leviathan''' |
− | + | |- style = "text-align:right;" | |
− | + | | align = "left" | Start Cost | |
+ | | $400,000 | ||
+ | | $600,000 | ||
+ | | $900,000 | ||
+ | |- style = "text-align:right;" | ||
+ | | align = "left" | Tech Hrs | ||
+ | | 14000 | ||
+ | | 18000 | ||
+ | | 34000 | ||
+ | |- style = "text-align:right;" | ||
+ | | align = "left" | Workspace | ||
+ | | 30 | ||
+ | | 34 | ||
+ | | 36 | ||
+ | |- style = "text-align:right;" | ||
+ | | align = "left" | Aqua Plastics | ||
+ | | 65 | ||
+ | | 85 | ||
+ | | 120 | ||
+ | |- style = "text-align:right;" | ||
+ | | align = "left"| Ion Beam Accelerators | ||
+ | | 1 | ||
+ | | 1 | ||
+ | | 2 | ||
+ | |- style = "text-align:right;" | ||
+ | | align = "left" | Magnetic Navigation | ||
+ | | 1 | ||
+ | | 1 | ||
+ | | 1 | ||
+ | |} | ||
==See Also== | ==See Also== |
Revision as of 20:29, 27 October 2010
During the second alien war, X-COM made use of amphibious flying ships that were capable of intercepting enemy ships and transporting troops around the world. These flying-subs are as quick and versatile as the ships used in the first alien war, but can also operate underwater.
Due to various reasons, X-COM flying-subs are forbidden from engaging enemy ships in air-to-air combat while flying over dry land.
Grouping by role
Interception Submarines
- Barracuda -- your first combat sub.
- Manta -- first hybrid craft.
- Hammerhead -- hybrid fighter/transporter craft, thought it doesn't excel in either roles.
- Leviathan -- the best craft in the game.
Troop Transporters
- Triton -- your first transporter.
- Hammerhead
- Leviathan
Grouping by availability
Starting subs
Researched subs
Glitch Subs
- Ammunition A.K.A Transformer
Quick Comparision Table
Craft | Max Speed | Range (nm) | Acceleration | Fuel Capacity | Weapon Pods | Damage Capacity | Cargo Space | SWS Capacity | Cost/Rent ($) |
---|---|---|---|---|---|---|---|---|---|
Triton | 790 | ? | 2 | 1,400 | None | 160 | 14 | 3 | 500,000* |
Hammerhead | 4,030 | ? | 9 | 60 | 1 | 960 | 12 | None | 400,000** |
Leviathan | 5,800 | ? | 9 | 50 | 2 | 1,250 | 26 | 4 | 900,000** |
Barracuda | 2,400 | ? | 3 | 800 | 2 | 120 | None | None | 600,000* |
Manta | 4,600 | ? | 10 | 30 | 2 | 400 | None | None | 600,000** |
* This cost is paid upon ordering, and also at midnight on the first of every month once delivered as a craft rental fee.
** These craft also require a number of Aqua Plastics, Magnetic Navigations and Ion-Beam Accelerators to build as well as this price, and take a substantial time to manufacture. See the table below:
Manufacturing Requirements
Submarine | Hammerhead | Manta | Leviathan |
Start Cost | $400,000 | $600,000 | $900,000 |
Tech Hrs | 14000 | 18000 | 34000 |
Workspace | 30 | 34 | 36 |
Aqua Plastics | 65 | 85 | 120 |
Ion Beam Accelerators | 1 | 1 | 2 |
Magnetic Navigation | 1 | 1 | 1 |
See Also
Terror From The Deep | |
Subs: | Triton • Hammerhead • Leviathan • Barracuda • Manta |
Sub Armaments: | Craft Gas Cannon • Ajax • D.U.P. Head • Gauss Cannon • Sonic Oscillator • P.W.T. Cannon |