Combat Vehicles: Difference between revisions
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'''Combat Vehicles''' can be constructed on the Engineering screen once researched, and can be deployed on combat missions in the place of a soldier. They are fast, tough and carry heavy weapons, but are more expensive than soldiers and do not gain experience. There is a limit on the number of vehicles that can be deployed on each mission, but this is set by the dropship used (more advanced dropships can carry more vehicles). | |||
Robotic units: | |||
* are immune to stun, gas and morale effects | |||
* are vulnerable to EMP damage | |||
* cannot reload their weapons | |||
* do not require their weapons to be built seperately (all of their weapons are available in unlimited quantities). | |||
* if destroyed, can be rebuilt at half the normal cost if their "corpse" (wreckage) item is recovered after the mission | |||
== Vehicle Types== | == Vehicle Types== | ||
=== MARS Combat | === MARS Combat Platform === | ||
[[File: | [[File:research vehicle mars.png|thumb|250px|MARS Combat Platform]] | ||
MARS Combat | {| class="wikitable" | ||
! HP !! Armour !! TU !! Acc !! Str !! Reflexes !! Bravery !! Cost !! Upkeep | |||
|- | |||
| 100 || 15 / 25 || 80 / 68 || 50 || 100 || 25 || 100 || $250,000 || $5,000 | |||
|} | |||
The MARS Combat Platform is the intial combat vehicle, unlocked by the starting '''Combat Vehicles''' research project. It is much faster and tougher than the soldiers you have access to at the start of the game, and it has the useful ability to crush walls and cover by driving straight through them. | |||
MARS | The abysmal Reflexes of the MARS mean it is very effective at drawing out enemy reaction fire that would otherwise be aimed at your squishier soldiers. Bringing a MARS on the various timed Cleaner missions can be particularly helpful (especially with Heavy Armour) because Cleaners often lack the firepower to destroy it quickly. | ||
=== | Common loadouts for the MARS are rockets + autorifle, or the cannon + rangefinder. Heavy Armour should usually be enabled because it provides a significant boost to survivability. | ||
=== ARES Support Platform === | |||
[[File:research vehicle ares.png|thumb|250px|ARES Support Platform]] | |||
{| class="wikitable" | |||
! HP !! Armour !! TU !! Acc !! Str !! Reflexes !! Bravery !! Cost !! Upkeep | |||
|- | |||
| 100 || 20 / 30 || 90 / 78 || 55 || 50 || 40 || 100 || $250,000<br>20 Alenium<br>20 Alloys || $5,000 | |||
|} | |||
The ARES Support Platform is unlocked from the '''Antigravity Emitter''' research, and is an upgraded variant of the MARS that is equipped with an integrated jetpack and improved Armour, Time Units and Accuracy. You should switch to the ARES as soon as it becomes available, as it is a straightforward upgrade over the MARS - although there is no way of turning a MARS into an ARES, so you may want to continue running the older vehicle until it is destroyed. | |||
=== Sentry Gun === | |||
[[File:research vehicle sentry.png|thumb|250px|Sentry Gun]] | |||
{| class="wikitable" | |||
! HP !! Armour !! TU !! Acc !! Str !! Reflexes !! Bravery !! Cost !! Upkeep | |||
|- | |||
| 80 || 15 || 40 || 50 || 100 || 75 || 100 || $40,000 || $2,000 | |||
|} | |||
Sentry Guns are cheap vehicles that can only be used on Xenonaut Base Defence missions. They are inexpensive to produce and do not require Living Space, and benefit from always having free access to high-tier infantry Machinegun weapons (these do not need to be manufactured seperately) - towards the end of the game building the infantry LMG seperately costs significantly more than the sentry gun does. Note that Sentry Guns are not immobile; they have wheels that allow them to move normally. | |||
They are therefore cheap and expendable fodder that can bulk out (or replace) the defensive garrison of a Xenonaut base. Unlike the MARS, they have high Reflexes - making them surprisingly good at overwatch fire! | |||
== Vehicle Weapons == | == Vehicle Weapons == | ||
The following weapons | The following weapons are fitted to the MARS and ARES platforms, which carry one primary (Cannon or Rocket Turret) and one secondary (Autorifle or Smoke Launcher). | ||
=== Cannons === | |||
{| class="wikitable" | {| class="wikitable" | ||
! Weapon | ! Weapon | ||
| Line 32: | Line 54: | ||
! Capacity (shots) | ! Capacity (shots) | ||
! Fire Modes | ! Fire Modes | ||
! Required research | ! Required research | ||
|- | |- | ||
| [[File:Vehicle cannon ballistic.png|90px]] Cannon | | [[File:Vehicle cannon ballistic.png|90px]] Cannon | ||
| | | 68 Kinetic | ||
| -4 | |||
| 24 | |||
| 1% | |||
| 20 | |||
| Normal Shot (80% Acc, 40% TU)<br>Aimed Shot (120% Acc, 54% TU) | |||
| None; available at start | |||
|- | |||
| [[File:Vehicle cannon laser.png|90px]] Laser Cannon | |||
| 80 Energy | |||
| -16 | |||
| 24 | |||
| 1% | |||
| 20 | |||
| Normal Shot (100% Acc, 44% TU)<br>Aimed Shot (130% Acc, 54% TU) | |||
| Heavy Lasers | |||
|- | |||
| [[File:Vehicle cannon gauss.png|90px]] Gauss Cannon | |||
| 120 Kinetic | |||
| -8 | |||
| 24 | |||
| 1% | |||
| 20 | |||
| Normal Shot (80% Acc, 40% TU)<br>Aimed Shot (120% Acc, 54% TU) | |||
| Heavy Gauss Weaponry | |||
|- | |||
| [[File:Vehicle cannon plasma.png|90px]] Fusion Cannon | |||
| 144 Energy | |||
| -10 | | -10 | ||
| | | 24 | ||
| 1% | | 1% | ||
| 20 | | 20 | ||
| Normal Shot ( | | Normal Shot (80% Acc, 40% TU)<br>Aimed Shot (120% Acc, 54% TU) | ||
| | | Heavy Fusion Weaponry | ||
| | |} | ||
Cannons are powerful weapons that usually only fire one shot per turn. Due to the relatively low Accuracy of the MARS, they are usually paired with the Rangefinder to ensure they can hit reliably - and when they do hit, they tend to inflict a lot of damage. Most enemies can be one-shotted in the early game! | |||
=== Rocket Turrets === | |||
{| class="wikitable" | |||
! Weapon | |||
! Damage | |||
! Destruction (armor per hit) | |||
! Range (tiles) | |||
! Hit Bonus (per tile) | |||
! Capacity (shots) | |||
! Fire Modes | |||
! Required research | |||
|- | |- | ||
| [[File:Vehicle rocket standard.png|90px]] Rocket Launcher Turret | | [[File:Vehicle rocket standard.png|90px]] Rocket Launcher Turret | ||
| 36 | | 36 Explosive | ||
| -10 | | -10 | ||
| 25 | | 25 | ||
| Line 52: | Line 112: | ||
| 6 | | 6 | ||
| Normal Shot (120% Acc, 50% TU)<br>Salvo Fire X3 (120% Acc, 60% TU) | | Normal Shot (120% Acc, 50% TU)<br>Salvo Fire X3 (120% Acc, 60% TU) | ||
| | | None; available at start | ||
| | |- | ||
| [[File:Vehicle rocket alenium.png|90px]] Alenium Rocket Turret | |||
| 52 Explosive | |||
| -15 | |||
| 25 | |||
| 1% | |||
| 6 | |||
| Normal Shot (120% Acc, 50% TU)<br>Salvo Fire X3 (120% Acc, 60% TU) | |||
| Alenium Explosives | |||
|- | |||
| [[File:Vehicle rocket plasma.png|90px]] Plasma Rocket Turret | |||
| 80 Explosive | |||
| -20 | |||
| 25 | |||
| 1% | |||
| 6 | |||
| Normal Shot (120% Acc, 50% TU)<br>Salvo Fire X3 (120% Acc, 60% TU) | |||
| Fusion Explosives | |||
|} | |||
Rocket turrets hold six large rockets that inflict significant damage in a large blast area. These weapons inflict Explosive damage, so are extremely effective at removing cover and terrain. They also cause significant armour shred on any units caught within the blast. | |||
Although a 3-rocket burst will usually outright delete any early-game threat, the rockets usually serve a support role - they will injure any enemies in the blast area, strip their armour, and remove their cover (making them easy to finish off with other weapons). They are effective at long range due to their large blast radius, and can also be used to demolish buildings or cover that the player wishes to remove (such as the front hatch of a UFO). | |||
The main downside of the rocket turret is that they only hold six rockets. Players therefore usually pair this weapon with an Autorifle, giving the MARS a secondary weapon with a large magazine that it can fall back on if the rockets run dry. | |||
=== Autorifles === | |||
{| class="wikitable" | |||
! Weapon | |||
! Damage | |||
! Destruction (armor per hit) | |||
! Range (tiles) | |||
! Hit Bonus (per tile) | |||
! Capacity (shots) | |||
! Fire Modes | |||
! Required research | |||
|- | |- | ||
| [[File:Vehicle smg ballistic.png|90px]] Ballistic Autorifle | | [[File:Vehicle smg ballistic.png|90px]] Ballistic Autorifle | ||
| Line 62: | Line 156: | ||
| 100 | | 100 | ||
| Snap Shot (45% Acc, 24% TU)<br>Normal Shot (80% Acc, 36% TU)<br>Aimed Shot (120% Acc, 48% TU)<br>Burst Shot X3 (40% Acc, 50% TU) | | Snap Shot (45% Acc, 24% TU)<br>Normal Shot (80% Acc, 36% TU)<br>Aimed Shot (120% Acc, 48% TU)<br>Burst Shot X3 (40% Acc, 50% TU) | ||
| None; available at start | |||
| None | |||
|- | |- | ||
| [[File:Vehicle smg laser.png|90px]] Laser Autorifle | | [[File:Vehicle smg laser.png|90px]] Laser Autorifle | ||
| 40 | | 40 Energy | ||
| -8 | | -8 | ||
| 20 | | 20 | ||
| Line 92: | Line 165: | ||
| 100 | | 100 | ||
| Snap Shot (45% Acc, 24% TU)<br>Normal Shot (80% Acc, 36% TU)<br>Aimed Shot (120% Acc, 48% TU)<br>Burst Shot X3 (40% Acc, 50% TU) | | Snap Shot (45% Acc, 24% TU)<br>Normal Shot (80% Acc, 36% TU)<br>Aimed Shot (120% Acc, 48% TU)<br>Burst Shot X3 (40% Acc, 50% TU) | ||
| Heavy Lasers | | Heavy Lasers | ||
|- | |- | ||
| [[File:Vehicle | | [[File:Vehicle smg gauss.png|90px]] Gauss Autorifle | ||
| 60 Kinetic | |||
| -4 | |||
| | |||
| - | |||
| 20 | | 20 | ||
| Normal Shot ( | | 1.25% | ||
| 100 | |||
| Snap Shot (45% Acc, 24% TU)<br>Normal Shot (80% Acc, 36% TU)<br>Aimed Shot (120% Acc, 48% TU)<br>Burst Shot X3 (40% Acc, 50% TU) | |||
| Heavy Gauss Weaponry | | Heavy Gauss Weaponry | ||
|- | |- | ||
| [[File:Vehicle smg | | [[File:Vehicle smg plasma.png|90px]] Fusion Autorifle | ||
| | | 77 Energy | ||
| - | | -5 | ||
| 20 | | 20 | ||
| 1.25% | | 1.25% | ||
| 100 | | 100 | ||
| Snap Shot (45% Acc, 24% TU)<br>Normal Shot (80% Acc, 36% TU)<br>Aimed Shot (120% Acc, 48% TU)<br>Burst Shot X3 (40% Acc, 50% TU) | | Snap Shot (45% Acc, 24% TU)<br>Normal Shot (80% Acc, 36% TU)<br>Aimed Shot (120% Acc, 48% TU)<br>Burst Shot X3 (40% Acc, 50% TU) | ||
| | | Heavy Fusion Weaponry | ||
| Heavy | |} | ||
Autorifles have similar stats to an infantry Rifle of the same weapon tier, so make effective secondary weapons. However due to the relatively low Accuracy of the MARS they are not particularly useful for long range sniping. | |||
=== Support === | |||
{| class="wikitable" | |||
! Weapon | |||
! Damage | |||
! Destruction (armor per hit) | |||
! Range (tiles) | |||
! Hit Bonus (per tile) | |||
! Capacity (shots) | |||
! Fire Modes | |||
! Required research | |||
|- | |||
| [[File:Vehicle smokelauncher.png|90px]] Smoke Launcher | |||
| None | |||
| 0 | |||
| 12 | |||
| 12% | |||
| 4 | |||
| Normal Shot (45% Acc, 20% TU)<br>Aimed Shot (80% Acc, 28% TU) | |||
| None; available at start | |||
|} | |||
The Smoke Launcher is a utility secondary that fires smoke grenades (and can do so over quite some distance). Smoke is an extremely valuable tool for keeping your units alive, but the extra defensive utility has to be weighed against the offensive benefits of the Rangefinder or Autorifle. | |||
== Vehicle Armors == | |||
Armour can also be fitted with '''Heavy Plating''', an optional module that raises the armour value (shown in brackets below) by +10 / +15 / +20 / +25 by tier, at the cost of -12 Time Units. Sentry turrets cannot use the heavy armor option. | |||
{| class="wikitable" | |||
! Armor | |||
! MARS/Sentry Armor (Heavy) | |||
! ARES Armor (Heavy) | |||
! Armor Penetration Reduction | |||
! Required Research | |||
|- | |||
| Steel Plating | |||
| 15 (25) | |||
| 20 (30) | |||
| 0 | |||
| None; available at start | |||
|- | |||
| Alloy Plating | |||
| 25 (40) | |||
| 30 (45) | |||
| 5 | |||
| UFO Hull Plating | |||
|- | |||
| Ceramite Plating | |||
| 35 (55) | |||
| 40 (60) | |||
| 10 | |||
| Advanced Alloys | |||
|- | |- | ||
| | | Shielded Plating | ||
| | | 45 (70) | ||
| 50 (75) | |||
| 20 | |||
| | | Ultradense Alloys | ||
| | |||
| | |||
|} | |} | ||
Latest revision as of 11:49, 23 June 2026
Combat Vehicles can be constructed on the Engineering screen once researched, and can be deployed on combat missions in the place of a soldier. They are fast, tough and carry heavy weapons, but are more expensive than soldiers and do not gain experience. There is a limit on the number of vehicles that can be deployed on each mission, but this is set by the dropship used (more advanced dropships can carry more vehicles).
Robotic units:
- are immune to stun, gas and morale effects
- are vulnerable to EMP damage
- cannot reload their weapons
- do not require their weapons to be built seperately (all of their weapons are available in unlimited quantities).
- if destroyed, can be rebuilt at half the normal cost if their "corpse" (wreckage) item is recovered after the mission
Vehicle Types
MARS Combat Platform

| HP | Armour | TU | Acc | Str | Reflexes | Bravery | Cost | Upkeep |
|---|---|---|---|---|---|---|---|---|
| 100 | 15 / 25 | 80 / 68 | 50 | 100 | 25 | 100 | $250,000 | $5,000 |
The MARS Combat Platform is the intial combat vehicle, unlocked by the starting Combat Vehicles research project. It is much faster and tougher than the soldiers you have access to at the start of the game, and it has the useful ability to crush walls and cover by driving straight through them.
The abysmal Reflexes of the MARS mean it is very effective at drawing out enemy reaction fire that would otherwise be aimed at your squishier soldiers. Bringing a MARS on the various timed Cleaner missions can be particularly helpful (especially with Heavy Armour) because Cleaners often lack the firepower to destroy it quickly.
Common loadouts for the MARS are rockets + autorifle, or the cannon + rangefinder. Heavy Armour should usually be enabled because it provides a significant boost to survivability.
ARES Support Platform

| HP | Armour | TU | Acc | Str | Reflexes | Bravery | Cost | Upkeep |
|---|---|---|---|---|---|---|---|---|
| 100 | 20 / 30 | 90 / 78 | 55 | 50 | 40 | 100 | $250,000 20 Alenium 20 Alloys |
$5,000 |
The ARES Support Platform is unlocked from the Antigravity Emitter research, and is an upgraded variant of the MARS that is equipped with an integrated jetpack and improved Armour, Time Units and Accuracy. You should switch to the ARES as soon as it becomes available, as it is a straightforward upgrade over the MARS - although there is no way of turning a MARS into an ARES, so you may want to continue running the older vehicle until it is destroyed.
Sentry Gun

| HP | Armour | TU | Acc | Str | Reflexes | Bravery | Cost | Upkeep |
|---|---|---|---|---|---|---|---|---|
| 80 | 15 | 40 | 50 | 100 | 75 | 100 | $40,000 | $2,000 |
Sentry Guns are cheap vehicles that can only be used on Xenonaut Base Defence missions. They are inexpensive to produce and do not require Living Space, and benefit from always having free access to high-tier infantry Machinegun weapons (these do not need to be manufactured seperately) - towards the end of the game building the infantry LMG seperately costs significantly more than the sentry gun does. Note that Sentry Guns are not immobile; they have wheels that allow them to move normally.
They are therefore cheap and expendable fodder that can bulk out (or replace) the defensive garrison of a Xenonaut base. Unlike the MARS, they have high Reflexes - making them surprisingly good at overwatch fire!
Vehicle Weapons
The following weapons are fitted to the MARS and ARES platforms, which carry one primary (Cannon or Rocket Turret) and one secondary (Autorifle or Smoke Launcher).
Cannons
Cannons are powerful weapons that usually only fire one shot per turn. Due to the relatively low Accuracy of the MARS, they are usually paired with the Rangefinder to ensure they can hit reliably - and when they do hit, they tend to inflict a lot of damage. Most enemies can be one-shotted in the early game!
Rocket Turrets
Rocket turrets hold six large rockets that inflict significant damage in a large blast area. These weapons inflict Explosive damage, so are extremely effective at removing cover and terrain. They also cause significant armour shred on any units caught within the blast.
Although a 3-rocket burst will usually outright delete any early-game threat, the rockets usually serve a support role - they will injure any enemies in the blast area, strip their armour, and remove their cover (making them easy to finish off with other weapons). They are effective at long range due to their large blast radius, and can also be used to demolish buildings or cover that the player wishes to remove (such as the front hatch of a UFO).
The main downside of the rocket turret is that they only hold six rockets. Players therefore usually pair this weapon with an Autorifle, giving the MARS a secondary weapon with a large magazine that it can fall back on if the rockets run dry.
Autorifles
Autorifles have similar stats to an infantry Rifle of the same weapon tier, so make effective secondary weapons. However due to the relatively low Accuracy of the MARS they are not particularly useful for long range sniping.
Support
The Smoke Launcher is a utility secondary that fires smoke grenades (and can do so over quite some distance). Smoke is an extremely valuable tool for keeping your units alive, but the extra defensive utility has to be weighed against the offensive benefits of the Rangefinder or Autorifle.
Vehicle Armors
Armour can also be fitted with Heavy Plating, an optional module that raises the armour value (shown in brackets below) by +10 / +15 / +20 / +25 by tier, at the cost of -12 Time Units. Sentry turrets cannot use the heavy armor option.
| Armor | MARS/Sentry Armor (Heavy) | ARES Armor (Heavy) | Armor Penetration Reduction | Required Research |
|---|---|---|---|---|
| Steel Plating | 15 (25) | 20 (30) | 0 | None; available at start |
| Alloy Plating | 25 (40) | 30 (45) | 5 | UFO Hull Plating |
| Ceramite Plating | 35 (55) | 40 (60) | 10 | Advanced Alloys |
| Shielded Plating | 45 (70) | 50 (75) | 20 | Ultradense Alloys |


