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Craft Armaments (EU2012): Difference between revisions

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===LASER CANNON===
===LASER CANNON===


The super cooled laser cannons have high armor penetration but interceptors must be within short range to use them putting them at high risk.


===PLASMA CANNON===
Plasma Cannons are the most effective solution to removing UFO threats from the sky. It has long range, decent fire rate, and high armor penetration.
===EMP CANNON===
The EMP cannon is a perfect weapon for retrieving the maximum amount of supplies from downed Alien craft. When using this weapon on ships, expect to encounter all its crew since the ship is mostly intact.


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Revision as of 12:55, 6 October 2012

AVALANCHE MISSILES

This air to air weapon has unprecidented precision. All interceptors start equipped with these missiles.

PHOENIX CANNON

The Phoenix Cannon has very limited range but is capable of dealing out massive burst damage to any alien craft.

LASER CANNON

The super cooled laser cannons have high armor penetration but interceptors must be within short range to use them putting them at high risk.

PLASMA CANNON

Plasma Cannons are the most effective solution to removing UFO threats from the sky. It has long range, decent fire rate, and high armor penetration.

EMP CANNON

The EMP cannon is a perfect weapon for retrieving the maximum amount of supplies from downed Alien craft. When using this weapon on ships, expect to encounter all its crew since the ship is mostly intact.

Interceptor Upgrades
Item Hit Chance Range Fire Rate Damage Armor Pen. Credits Alien Alloys Elerium Extra Costs Min. Engineer
Avalanche Missiles 70% Long Slow Low Low 0 0 0 None 0
Phoenix Cannon 95% Short Rapid Low Low 35 0 0 None 5
Laser Cannon 85% Short Rapid Low Medium 40 25 0 None 10
Plasma Cannon 85% Long Medium Medium High 135 25 25 None 20
EMP Cannon 100% Short Medium High High 150 25 15 None 30
Fusion Lance 90% Long Slow High High 100 20 15 None 30
Defense Matrix 50 3 Floater Corpses 5
UFO Tracking 20 2 Cyberdisc Wrecks 10
Uplink Tracking 10 3 Sectoid Corpses 5