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Template:Artillery Cannons (TJ)

From UFOpaedia
Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
HEAT Shells
HEAT Shells
HEDP Shells
HEDP Shells
HE Shells
HE Shells
HESH Shells
HESH Shells
Shrapnel Shells
Shrapnel Shells
Flechette Shells
Flechette Shells
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Artillery Cannon
Artillery Cannon
8-11 +4 1 24 3-4 (AoE)
3 Armor Pierce*
+1 Crit Damage
5-6 (AoE)
3 Armor Pierce*
+1 Crit Damage
6-7 (AoE)
+2 Crit Damage
8-9 (Center)
6-7 (AoE)
+2 Crit Damage
5-8
+2 Crit Damage
5-8
+2 Crit Damage
5 Armor Pierce vs. Organics
Squadsight
2 Actions to Shoot
Mechanized Warfare XCOM starts with an unlimited supply
Mag Artillery Cannon
Mag Artillery Cannon
10-14 +6 1 24 4-5 (AoE)
4 Armor Pierce*
+2 Crit Damage
6-7 (AoE)
4 Armor Pierce*
+2 Crit Damage
8-9 (AoE)
+3 Crit Damage
10-11 (Center)
8-9 (AoE)
+3 Crit Damage
7-10
+3 Crit Damage
7-10
+3 Crit Damage
5 Armor Pierce vs. Organics
Squadsight
2 Actions to Shoot
Mechanized Warfare
&
Advanced Magnetic Weaponry
30 3 2 - 15
Plasma Artillery Cannon
Plasma Artillery Cannon
12-17 +8 1 24 5-6 (AoE)
5 Armor Pierce*
+3 Crit Damage
7-8 (AoE)
3 Armor Pierce*
+3 Crit Damage
10-11 (AoE)
+4 Crit Damage
12-13 (Center)
10-11 (AoE)
+4 Crit Damage
9-12
+4 Crit Damage
9-12
+2 Crit Damage
5 Armor Pierce vs. Organics
Squadsight
2 Actions to Shoot
1 Rupture**
Mechanized Warfare
&
Beam Cannon
60 6 10 1 30