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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 Platforms ===
=== MARS Combat Platform ===
[[File:MARS Combat Platform.png|thumb|350px|MARS Combat Platform]]
[[File:research vehicle mars.png|thumb|250px|MARS Combat Platform]]
MARS Combat Platforms can be constructed in Engineering once the required research project has been completed. They cost $250000 to produce and have an upkeep cost of $5000. Once constructed they can be used in place of regular soldiers. MARS Combat Platforms use their own loadout separate from human soldiers. Their armor is upgraded automatically. MARS Combat Platforms have the following stats:
{| class="wikitable"
* 80 Health
! HP !! Armour !! TU !! Acc !! Str !! Reflexes !! Bravery !! Cost !! Upkeep
* 80 Time Units
|-
* 45 Accuracy
| 100 || 15 / 25 || 80 / 68 || 50 || 100 || 25 || 100 || $250,000 || $5,000
* 60 Strength
|}
* 50 Reflexes
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.  
* 50 Bravery


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.


As they are robotic units, they are immune to stun damage, gas damage and morale effects but vulnerable to EMP damage.
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.


MARS Combat Platforms can be outfitted with heavy plating, increasing their Armor HP by 15 at the cost of 12 Time Units.
=== 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.


=== Sentry guns ===
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!
Sentry Guns can be constructed in Engineering once the Combat Vehicles research project has been completed and can only be used during base defense. Each one costs $40000 and has an upkeep cost of $2000. If a sentry gun is destroyed, it can be rebuilt at half of the cost. They are always equipped with the latest machine gun available. Sentry guns have the following stats:
* 80 Health
* 40 Time Units
* 50 Accuracy
* 100 Strength
* 75 Reflexes
* 100 Bravery


== Vehicle Weapons ==
== Vehicle Weapons ==
The following weapons can only be used by the MARS and ARES combat platforms.
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 34: Line 54:
! Capacity (shots)
! Capacity (shots)
! Fire Modes
! Fire Modes
! Type
! Required research
! Required research
|-
|-
| [[File:Vehicle cannon ballistic.png|90px]] Cannon
| [[File:Vehicle cannon ballistic.png|90px]] Cannon
| 70 Kinetic
| 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
| 30
| 24
| 1%
| 1%
| 20
| 20
| Normal Shot (100% Acc, 44% TU)<br>Aimed Shot (130% Acc, 54% TU)
| Normal Shot (80% Acc, 40% TU)<br>Aimed Shot (120% Acc, 54% TU)
| Primary
| 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 Kinetic
| 36 Explosive
| -10
| -10
| 25
| 25
Line 54: 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)
| Primary
| 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 64: 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)
| Secondary
| None; available at start
|
|-
| [[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)
| Secondary
|
|-
| [[File:Vehicle cannon laser.png|90px]] Laser Cannon
| 95 Thermal
| -10
| 30
| 1%
| 20
| Normal Shot (100% Acc, 44% TU)<br>Aimed Shot (130% Acc, 54% TU)
| Primary
| Heavy Lasers
|-
|-
| [[File:Vehicle smg laser.png|90px]] Laser Autorifle
| [[File:Vehicle smg laser.png|90px]] Laser Autorifle
| 40 Thermal
| 40 Energy
| -8
| -8
| 20
| 20
Line 94: 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)
| Secondary
| Heavy Lasers
| Heavy Lasers
|-
|-
| [[File:Vehicle rocket alenium.png|90px]] Alenium Rocket Turret
| [[File:Vehicle smg gauss.png|90px]] Gauss Autorifle
| 52 Thermal
| 60 Kinetic
| -15
| -4
| 25
| 1%
| 6
| Normal Shot (120% Acc, 50% TU)<br>Salvo Fire X3 (120% Acc, 60% TU)
| Primary
| Alenium Explosives
|-
| [[File:Vehicle cannon gauss.png|90px]] Gauss Cannon
| 120 Kinetic
| -10
| 30
| 1%
| 20
| 20
| Normal Shot (100% Acc, 44% TU)<br>Aimed Shot (130% Acc, 54% TU)
| 1.25%
| Primary
| 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 gauss.png|90px]] Gauss Autorifle
| [[File:Vehicle smg plasma.png|90px]] Fusion Autorifle
| 60 kinetic
| 77 Energy
| -4
| -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)
| Secondary
| Heavy Fusion Weaponry
| Heavy Gauss Weaponry
|}
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
|-
|-
| [[File:Vehicle rocket plasma.png|90px]] Plasma Rocket Turret
| Shielded Plating
| 80 Thermal
| 45 (70)
| -20
| 50 (75)
| 25
| 20
| 1%
| Ultradense Alloys
| 6
| Normal Shot (120% Acc, 50% TU)<br>Salvo Fire X3 (120% Acc, 60% TU)
| Primary
| Fusion Rockets
|}
|}

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

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

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

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

Weapon Damage Destruction (armor per hit) Range (tiles) Hit Bonus (per tile) Capacity (shots) Fire Modes Required research
Cannon 68 Kinetic -4 24 1% 20 Normal Shot (80% Acc, 40% TU)
Aimed Shot (120% Acc, 54% TU)
None; available at start
Laser Cannon 80 Energy -16 24 1% 20 Normal Shot (100% Acc, 44% TU)
Aimed Shot (130% Acc, 54% TU)
Heavy Lasers
Gauss Cannon 120 Kinetic -8 24 1% 20 Normal Shot (80% Acc, 40% TU)
Aimed Shot (120% Acc, 54% TU)
Heavy Gauss Weaponry
Fusion Cannon 144 Energy -10 24 1% 20 Normal Shot (80% Acc, 40% TU)
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

Weapon Damage Destruction (armor per hit) Range (tiles) Hit Bonus (per tile) Capacity (shots) Fire Modes Required research
Rocket Launcher Turret 36 Explosive -10 25 1% 6 Normal Shot (120% Acc, 50% TU)
Salvo Fire X3 (120% Acc, 60% TU)
None; available at start
Alenium Rocket Turret 52 Explosive -15 25 1% 6 Normal Shot (120% Acc, 50% TU)
Salvo Fire X3 (120% Acc, 60% TU)
Alenium Explosives
Plasma Rocket Turret 80 Explosive -20 25 1% 6 Normal Shot (120% Acc, 50% TU)
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

Weapon Damage Destruction (armor per hit) Range (tiles) Hit Bonus (per tile) Capacity (shots) Fire Modes Required research
Ballistic Autorifle 34 Kinetic -2 20 1.25% 100 Snap Shot (45% Acc, 24% TU)
Normal Shot (80% Acc, 36% TU)
Aimed Shot (120% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
None; available at start
Laser Autorifle 40 Energy -8 20 1.25% 100 Snap Shot (45% Acc, 24% TU)
Normal Shot (80% Acc, 36% TU)
Aimed Shot (120% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
Heavy Lasers
Gauss Autorifle 60 Kinetic -4 20 1.25% 100 Snap Shot (45% Acc, 24% TU)
Normal Shot (80% Acc, 36% TU)
Aimed Shot (120% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
Heavy Gauss Weaponry
Fusion Autorifle 77 Energy -5 20 1.25% 100 Snap Shot (45% Acc, 24% TU)
Normal Shot (80% Acc, 36% TU)
Aimed Shot (120% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
Heavy Fusion Weaponry

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

Weapon Damage Destruction (armor per hit) Range (tiles) Hit Bonus (per tile) Capacity (shots) Fire Modes Required research
Smoke Launcher None 0 12 12% 4 Normal Shot (45% Acc, 20% TU)
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.

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