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Vehicle Weapons (Apocalypse)

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Revision as of 09:49, 19 October 2019 by Magic9mushroom (talk | contribs) (fixed multibomb)

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 Projectile Speed3 Guided4 Seeking Turn Rate5 Ammo Base Price
Weapon / Ammo
Firing Arc 6
Bolter 4000 Laser Gun 1x3 50 55 12 200 3.0 38 No N/A Recharges 1000 / 0 90
Lancer 7000 Laser Gun 1x4 80 60 16 300 3.0 38 No N/A Recharges 1500 / 0 90
Rendor Plasma Gun 1x2 70 64 20 250 3.0 38 No N/A 140 Elerium-115 2500 / 20 90
Lineage Plasma Cannon 1x3 95 66 25 400 3.0 38 No N/A 110 Elerium-115 6000 / 20 90
Plasma Multi-System 2x2 65 62 14 175 6.0 38 No N/A 90 Elerium-115 5000 / 20 180
Light Disruptor Beam 2x2 50 50 20 150 2.4 28 No N/A Recharges 5600 / 0 180
Medium Disruptor Beam 2x3 90 60 40 300 2.12 30 No N/A Recharges 10500 / 0 180
Heavy Disruptor Beam 4x4 130 70 80 600 1.8 32 No N/A Recharges 20500 / 0 180
40mm Auto Cannon 1x2 60 70 10 175 6.0 20 No N/A 300 Multi-Cannon Round 500 / 5 90
Janitor Missile Array 1x3 70 76 22 250 1.0 16 Yes 24 24 Janitor Missile 1200 / 110 135
Justice Missile Launcher 1x3 80 74 50 1000 0.51 10 Yes 12 1 Justice Missile 800 / 330 135
Prophet Missile Array 1x3 70 76 26 350 0.86 18 Yes 32 8 Prophet Missile 1500 / 200 270
Retribution Missile Launcher 1x4 55 78 68 1150 0.4 10 Yes 10 1 Retribution Missile 1100 / 420 135
Disruptor Bomb Launcher 2x3 120 82 94 450 0.4 16 Yes 34 32 Disruptor Bomb 7000 / 3500 270 7
Stasis Bomb Launcher 2x4 130 80 0* 250 0.4 24 Yes 34 5 Stasis Bomb 4760 / 2650 270 7
Disruptor Multi-Bomb Launcher 2x4 180 84 98/65** 250 0.3 12 Yes 24 12 Disruptor Multi-Bomb 9260 / 4230 270 7
Laser Defense Array 2x2 50 88 8 64 9.0 38 No N/A Recharges 1700 / 0 360
Plasma Defense Array 2x2 45 92 12 84 9.0 38 No N/A Recharges 2300 0 360


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

** The main missile of the Disruptor Multi-Bomb Launcher does 98 damage. If it separates, each of the four submunitions does 65 damage.

Ground Vehicle Weapons

Image Name Size Weight Accuracy (%) Damage Range (m)1 Fire Rate (s)2 Projectile Speed3 Guided4 Seeking Turn Rate5 Ammo Base Price
Weapon / Ammo
Firing Arc
40mm Auto Cannon Turret 2x2 20 70 14 150 6.0 20 No N/A 500 40mm Cannon 300 / 6 360
Airguard Anti-Air Cannon 2x2 25 72 16 180 2.0 15 No N/A 600 52mm Cannon 400 / 8 360
GLM Array 2x2 30 76 26 225 1.50 16 Yes 12 12 Ground Launched Missile 600 / 100 360
Plasma Turret Cannon 4x4 140 85 30 400 4.50 38 No N/A 130 Elerium-115 1800 / 20 360
GLM Air Defense 4x4 140 75 28 325 1.06 17 Yes 14 16 Air Defense Missile 2100 / 180 360
Rumble Cannon 4x4 140 75 34 250 5.14 20 No N/A Recharges 1000 / 0 90


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.

6 Firing arcs are a cone in front of the vehicle, with the full angle measured in degrees.

7 Alien missiles all fire from the rear of the vehicle and curve around to the front.


See Also