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Vehicle Weapons (Apocalypse): Difference between revisions

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Added hint about rearming
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==Aircraft Weapons==
==Aircraft Weapons==
There is no reloading / rearming time. Instead all vehicles at base get rearmed every 5 minutes, regardless of ammo quantity missing. This makes using weapons with low ammo capacity rare.
There is no reloading / rearming time. Instead all vehicles at base get rearmed every 5 minute interval (always X:00, X:05, X:10 etc), regardless of ammo quantity missing. This makes using weapons with low ammo capacity rare.<br>
'''Hint''': It is possible to manually rearm your vehicle(s) without waiting for the next 5 minute interval. Simply remove the weapon(s) to rearm and attach them again to gain maximum possible ammo from base storage instantaneously.


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Revision as of 18:57, 24 October 2014

Welcome to the Vehicle Weapons Listings! Here we have listed every weapon made for vehicles in X-COM: Apocalypse.

Aircraft Weapons

There is no reloading / rearming time. Instead all vehicles at base get rearmed every 5 minute interval (always X:00, X:05, X:10 etc), regardless of ammo quantity missing. This makes using weapons with low ammo capacity rare.
Hint: It is possible to manually rearm your vehicle(s) without waiting for the next 5 minute interval. Simply remove the weapon(s) to rearm and attach them again to gain maximum possible ammo from base storage instantaneously.

Image Name Size Weight Accuracy (%) Damage Range (m)1 Fire Rate (s)2 Speed3 Guided4 Turn Rate5 Ammo Base Price
Weapon / Ammo
Damage per Second
(Damage * Rate)
Avg Damage
(DpS * Accuracy)
Bolter 4000 Laser Gun 1x3 50 55 12 200 3.0 38 No N/A Recharges 1000 / 0 36 19.8
Lancer 7000 Laser Gun 1x4 80 60 16 300 3.0 38 No N/A Recharges 1500 / 0 48 28.8
Rendor Plasma Gun 1x2 70 64 20 250 3.0 38 No N/A 140 Elerium-115 2500 / 20 60 38.4
Lineage Plasma Cannon 1x3 95 66 25 400 3.0 38 No N/A 110 Elerium-115 6000 / 20 75 49.5
Plasma Multi-System 2x2 65 62 14 175 6.0 38 No N/A 90 Elerium-115 5000 / 20 84 52.08
Light Disruptor Beam 2x2 50 50 20 150 2.4 28 No N/A Recharges 5600 / 0 48 24
Medium Disruptor Beam 2x3 90 60 40 300 2.12 30 No N/A Recharges 10500 / 0 84.7 50.82
Heavy Disruptor Beam 4x4 130 70 80 600 1.8 32 No N/A Recharges 20500 / 0 144 100.8
40mm Auto Cannon 1x2 60 70 10 175 6.0 20 No N/A 300 Multi-Cannon Round 500 / 5 60 42
Janitor Missile Array 1x3 70 76 22 250 1.0 16 Yes 24 24 Janitor Missile 1200 / 110 22 16.72
Justice Missile Launcher 1x3 80 74 50 1000 0.51 10 Yes 12 1 Justice Missile 800 / 330 25.7 19.03
Prophet Missile Array 1x3 70 76 26 350 0.86 18 Yes 32 8 Prophet Missile 1500 / 200 22.29 16.94
Retribution Missile Launcher 1x4 55 78 68 1150 0.4 10 Yes 10 1 Retribution Missile 1100 / 420 27.2 21.22
Disruptor Bomb Launcher 2x3 120 82 94 450 0.4 16 Yes 34 32 Disruptor Bomb 7000 / 3500 37.6 30.83
Stasis Bomb Launcher 2x4 130 80 0* 250 0.4 24 Yes 34 5 Stasis Bomb 4760 / 2650 0 0
Disruptor Multi-Bomb Launcher 2x4 180 84 98 250 0.3 12 Yes 24 12 Disruptor Multi-Bomb 9260 / 4230 29.4 24.7
Laser Defense Array 2x2 50 88 8 64 9.0 38 No N/A Recharges 1700 / 0 72 63.36
Plasma Defense Array 2x2 45 92 12 84 9.0 38 No N/A Recharges 2300 0 108 99.36

1 Divide range value by 16 to get cell distance.

2 Source files use "Fire Delay". The formula to convert into "Fire Rate" is: 36 (frame rate per second) / delay

3 Likely linked to frame rate, but unsure how.

4 "Yes" means weapon projectile can be jammed.

5 Not sure how works, but it has something to do with a projectile tracking its target movements.

* While doing no damage, it immobilizes the target for few seconds making it very vulnerable to incoming fire since the target cannot move.

Ground Vehicle Weapons

* 40mm Auto Cannon Turret

* Airguard Anti-Air Cannon

* GLM Array

* Plasma Turret Cannon

* GLM Air Defense

* Rumble Cannon

See Also