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Sub Armaments: Difference between revisions

From UFOpaedia
Added magazine sizes, cost for gauss cannon ammo
Turned the weapons into their own seperate pages; they aren't needed here anymore
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== AJAX Torpedo==
X-Com flying subs would be useless if they had no means of neutralising enemy USOs. To this end, there are a number of craft armaments, or craft weapons, that you can be fit to interception craft for use in combat. Some of these weapons are immediately available to you to purchase, others have to be researched and manufactured in your workshops.
   
[[Image:Ajax.gif|right]]
The AJAX Torpedo is the standard weapon of undersea combat the world over. Employed as an accurate and powerful deterrent.


Damage: 60
The weapons systems that can be purchased throughout the course of your conflict with the alien menace are:


Range: 32 Km
*[[Craft Gas Cannon]]
*[[AJAX Torpedo]]
*[[D.U.P. Head Torpedo]]


Accuracy: 70%
The weapons that can be manufactured after you have researched them are:


Re-load time: 17 seconds
*[[Gauss Cannon]]
*[[Sonic Oscillator]]
*[[P.W.T. Cannon]]


Availabile at game start, purchasable.


Shots: 6
==Quick Comparision Table==
<center>
<table {{StdCenterTable}} width="80%">
<tr {{StdDescTable_Heading}}><th>Armament</th>
<th>Damage</th>
<th>Range (km)</th>
<th>Accuracy</th>
<th>Reload Time (s)</th>
<th>Shots</th></tr>


Cost: $3000 each
<tr><td>Craft Gas Cannon</td><td>15</td><td>8</td><td>25%</td><td>3</td><td>200</td></tr>
<tr><td>AJAX</td><td>60</td><td>32</td><td>70%</td><td>17</td><td>6</td></tr>
<tr><td>D.U.P. Head</td><td>110</td><td>50</td><td>80%</td><td>21</td><td>3</td></tr>
<tr><td>Gauss Cannon</td><td>90</td><td>20</td><td>35%</td><td>4</td><td>50</td></tr>
<tr><td>Sonic Oscillator</td><td>150</td><td>55</td><td>50%</td><td>5</td><td>100</td></tr>
<tr><td>P.W.T. Cannon</td><td>200</td><td>60</td><td>100%</td><td>28</td><td>2</td></tr>
</table>
</center>


The AJAX Torpedo Launcher costs $16,000, delivery time from purchase is 48 game hours.
As a general guide to the available weapons, 70km is the standoff range you first get the dogfight screen. If a weapon has close to 70km range the weapon will start firing soon after you press cautious attack, where weapons with around 30km range will require you to close in quite a lot. These ranges are also shown graphically on the interception screen.


== D.U.P Head==
See [[USO_(Tftd)#Weapons vs. USOs|Weapons vs. USOs]] for advice on which armaments to use against which USOs.
 
[[Image:DUPHead.gif|right]]
Depleted uranium pellet headed weapon technology is relatively new, and this is the first commercial aquatic weapon system to employ it fully.
 
Damage: 110
 
Range: 50 Km
 
Accuracy: 80%
 
Re-load time: 21 seconds
 
Availabile at game start, purchasable.
 
Shots: 3
 
Cost: $9000 each
 
The D.U.P. Head Launcher costs $17,000, delivery time from purchase is 48 game hours.
 
== Craft Gas Cannon ==
 
[[Image:CraftGasCannon.gif|right]]
A compressed gas powered cannon system firing solid bolts with high armour piercing capability.
 
Damage: 15
 
Range: 8 Km
 
Accuracy: 25%
 
Re-load time: 3 seconds
 
Availabile at game start, purchasable.
 
Shots: 200
 
Cost: $1,240 per 50 shells
 
The Craft Gas Cannon costs $30,000, delivery time from purchase is 48 game hours.
 
== Gauss Cannon ==
 
[[Image:GaussCannon.gif|right]]
The gauss weapon is newly developed X-COM technology. This system's particle accelerator is powered by a compact, liquid nitrogen cooled, fusion reactor.
 
Damage: 90
 
Range: 20 Km
 
Accuracy: 35%
 
Re-load time: 4 seconds
 
Shots: 50
 
Cost: 5 engineer hours, $200 per shell
 
== Sonic Oscillator ==
 
[[Image:SonicOscillator.gif|right]]
A powerful auditory oscillator creates waves of sonic force. Destroying the target by vibrating its molecular bonds apart.
 
Damage: 150
 
Range: 55 Km
 
Accuracy: 50%
 
Re-load time: 5 seconds
 
Shots: 100
 
== P.W.T Cannon ==
 
[[Image:PWTCannon.gif|right]]
The pulse wave torpedo utilises a superheated fuel system and an extremely dense warhead which can punch through most alloys.
 
Damage: 200
 
Range: 60 km
 
Accuracy: 100 %
 
Reload time: 28 seconds
 
Shots: 2

Revision as of 17:58, 7 June 2007

X-Com flying subs would be useless if they had no means of neutralising enemy USOs. To this end, there are a number of craft armaments, or craft weapons, that you can be fit to interception craft for use in combat. Some of these weapons are immediately available to you to purchase, others have to be researched and manufactured in your workshops.

The weapons systems that can be purchased throughout the course of your conflict with the alien menace are:

The weapons that can be manufactured after you have researched them are:


Quick Comparision Table

Armament Damage Range (km) Accuracy Reload Time (s) Shots
Craft Gas Cannon15825%3200
AJAX603270%176
D.U.P. Head1105080%213
Gauss Cannon902035%450
Sonic Oscillator1505550%5100
P.W.T. Cannon20060100%282

As a general guide to the available weapons, 70km is the standoff range you first get the dogfight screen. If a weapon has close to 70km range the weapon will start firing soon after you press cautious attack, where weapons with around 30km range will require you to close in quite a lot. These ranges are also shown graphically on the interception screen.

See Weapons vs. USOs for advice on which armaments to use against which USOs.