Difference between revisions of "Tank/Cannon"

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== General Information ==
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[[Image:tank_cannon.png|right|framed| Tank/Cannon]]
This is one of the first two [[:Category:Heavy Weapons Platforms|HWP]]s available to new [[X-COM]] Commanders, and also the least remarkable.
 
  
The Tank/Cannon carries (unsurprisingly) a cannon that fires powerful [[Weapons (UFO Defense)#Armour-Piercing|armour-piercing]] rounds. Up to 30 rounds can be loaded for a single mission.
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[[Image:BIGOBS40.GIF|right|framed|Tank Turret]]
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The Tank/Cannon is the first of two [[:Category:Heavy Weapons Platforms|HWP]]s available to new [[X-COM]] Commanders.  
  
While it is universally considered to be the least exceptional of all the [[:Category:Heavy Weapons Platforms|HWP]]s, the Tank/Cannon can still surpass the [[Tank/Rocket Launcher]] on occasion during the early stages of a campaign against enemy [[Terror Unit]]s that are resistant to [[High Explosive|high explosive]] attacks.  
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The Tank/Cannon carries a cannon that fires powerful [[Weapons#Armour_Piercing|armour-piercing]] rounds. Up to 30 rounds can be loaded for a single mission.
  
In particular, the heavily armoured [[Cyberdisc]]s and [[Chryssalid]]s. As the [[Tank/Rocket Launcher]] only carries a small supply of rockets, [[X-COM]] commanders tend to end up with rocket tanks stranded in the field with no means of defending itself. A single cannon tank can often deal with several [[Cyberdisc]]s or [[Chryssalid]]s without spending all of its cannon shells.  
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While it is universally considered to be the least exceptional of all the [[:Category:Heavy Weapons Platforms|HWP]]s, the Tank/Cannon can still surpass the [[Tank/Rocket Launcher]] for ammunition longevity. Particularly when combating [[Cyberdisc]]s. Where a Tank/Rocket Launcher will rapidly deplete its ammo after combating a few of these enemies, the Tank/Cannon will often have ample supplies of ammunition left over to take down several more.  
  
Unlike the [[Tank/Rocket Launcher]], which can still be useful in later stages of the campaign against most lightly armoured enemies, the Tank/Cannon is immediately outclassed by the [[Tank/Laser Cannon]] and the [[Hovertank/Plasma]]. Until then, its main function is to fill in any voids that the [[Tank/Rocket Launcher]] leaves behind.
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Unlike the [[Tank/Rocket Launcher]], which can still be useful in later stages of the campaign. This is due to its ability to be shipped rather than manufactured, which is often quicker than manufacturing one of the alternatives. It is a good option for bolstering a new bases defensive force. However, if the production capabilities exist in the new base then the Tank/Cannon is immediately outclassed by the [[Tank/Laser Cannon]] and the [[Hovertank/Plasma]]. Until then, its main function is to fill in any voids that the [[Tank/Rocket Launcher]] leaves behind or as a defensive option for new bases.
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This weapons system is used in ''[[X-COM|UFO: Enemy Unknown]]''. In ''[[TFTD|Terror from the Deep]]'', the [[Coelacanth/G. Cannon]] is the equivalent.
  
 
== Vital Statistics ==
 
== Vital Statistics ==
 
<table>
 
<table>
 
<tr><td>Cost:</td><td>$420,000</td></tr>
 
<tr><td>Cost:</td><td>$420,000</td></tr>
<tr><td>Time Units:</td><td>70</td></tr>
 
<tr><td>Health:</td><td>90</td></tr>
 
<tr><td>Front Armour:</td><td>90</td></tr>
 
<tr><td>Left/Right Armour:</td><td>75</td></tr>
 
<tr><td>Rear Armour:</td><td>60</td></tr>
 
<tr><td>Under Armour:</td><td>60</td></tr>
 
 
</table>
 
</table>
  
{| style = "border-collapse: collapse; border: 1px gray solid;"
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|- style = "background: gray; color:white;"
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| colspan = "3" | '''Cannon Turret Specifications'''
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{{Tracked Tank Stats}}
|-
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| colspan = "3" style = "background:silver; color:white" | '''Ammunition'''
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|-
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{{HWPturret
| Type || '''HWP Cannon Shells'''
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| type=Cannon
|-
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| ammo=HWP Cannon Shells
| Damage || '''60 Armour Piercing'''
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| damage=60 Armour Piercing
|-
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| stowage=30
| Rounds || '''30'''
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| acquisition=Purchase
|-
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| buyprice=200
| Purchase Price || '''$200'''
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| sellprice=100
|-
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| aimedaccuracy=90
| Sale Price || '''$100'''
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| adjaimedaccuracy=54
|- style = "background:silver; color:white"
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| aimedcost=80
| '''Firing Modes'''
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| aimedTU=56
| Accuracy
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| snapaccuracy=60
| Cost
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| adjsnapaccuracy=36
|-
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| snapcost=33
| Aimed
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| snapTU=23
| '''90%'''(54%)
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}}
| '''80%'''(56)
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|-
 
| Snap
 
| '''60%'''(36%)
 
| '''33%'''(23)
 
|-
 
| Auto || '''n/a''' || '''n/a'''
 
|-
 
| &nbsp;
 
|-
 
| colspan = "3" | <small>Numbers in parenthesis are the actual values after modified by the chassis' abilities. <br />Actual costs are in fixed [[TU|Time Unit]]s</small>
 
|}
 
  
 
== See Also ==
 
== See Also ==
[[Tracked Tank Stats]]
 
  
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{{Equipment (UFO Defense) Navbar}}
 
[[Category:Heavy Weapons Platforms]]
 
[[Category:Heavy Weapons Platforms]]
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[[Category:Enemy Unknown/UFO Defense]]

Latest revision as of 07:25, 25 April 2015

Tank/Cannon
Tank Turret

The Tank/Cannon is the first of two HWPs available to new X-COM Commanders.

The Tank/Cannon carries a cannon that fires powerful armour-piercing rounds. Up to 30 rounds can be loaded for a single mission.

While it is universally considered to be the least exceptional of all the HWPs, the Tank/Cannon can still surpass the Tank/Rocket Launcher for ammunition longevity. Particularly when combating Cyberdiscs. Where a Tank/Rocket Launcher will rapidly deplete its ammo after combating a few of these enemies, the Tank/Cannon will often have ample supplies of ammunition left over to take down several more.

Unlike the Tank/Rocket Launcher, which can still be useful in later stages of the campaign. This is due to its ability to be shipped rather than manufactured, which is often quicker than manufacturing one of the alternatives. It is a good option for bolstering a new bases defensive force. However, if the production capabilities exist in the new base then the Tank/Cannon is immediately outclassed by the Tank/Laser Cannon and the Hovertank/Plasma. Until then, its main function is to fill in any voids that the Tank/Rocket Launcher leaves behind or as a defensive option for new bases.

This weapons system is used in UFO: Enemy Unknown. In Terror from the Deep, the Coelacanth/G. Cannon is the equivalent.

Vital Statistics

Cost:$420,000


Tracked Tank Specs
Time Units 70
Health 90
Energy 100
Bravery 110
Reactions 20
Firing Accuracy 60
Throwing Accuracy 0
Strength 60
Psionic Strength 100
Psionic Skill 0
Armour
Front 90
Left/Right 75
Rear 60
Under 60


Cannon Turret Specifications
Ammunition
Type HWP Cannon Shells
Damage 60 Armour Piercing
Rounds 30
Purchase Price $200
Sale Price $100
Firing Modes Accuracy Cost
Aimed 90%(54%) 80%(56)
Snap 60%(36%) 33%(23)
Numbers in parenthesis are the actual values after modified by the chassis' abilities.
Actual costs are in fixed Time Units


See Also

UFO Badge X-COM: Enemy Unknown/UFO Defense: Equipment
Armour: CoverallsPersonal ArmourPower SuitFlying Suit
Weapons: PistolRifleHeavy CannonAuto-CannonRocket LauncherStun Rod
GrenadeProximity GrenadeHigh ExplosiveLaser PistolLaser RifleHeavy Laser
Plasma PistolPlasma RifleHeavy PlasmaAlien GrenadeSmall LauncherBlaster Launcher
Equipment: Smoke GrenadeMotion ScannerMedi-KitElectro-flarePsi-AmpMind ProbeElerium-115
HWPs: Tank/CannonTank/Rocket LauncherTank/Laser CannonHovertank/PlasmaHovertank/Launcher
Data Item WeightsAlien Weapon Loadouts • Armour Damage Modifiers