Combat Vehicles: Difference between revisions

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'''Combat Vehicles''' are machines that can be constructed by engineering (once the appropriate research has been completed) that can be deployed in place of soldiers on the battlefield.  
'''Combat Vehicles''' are machines that can be constructed by engineering (once the appropriate research has been completed) that can be deployed in place of soldiers on the battlefield.


All robotic units:
All robotic units:
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=== ARES Support Platform ===
=== ARES Support Platform ===
ARES Support Platforms can be constructed upon completion of the Antigravity Emitter research project {{Verify||may have other prerequisites}} and are generally upgrade versions of the MARS. They share the same construction cost and upkeep as the MARS, but also requires 20 Alenium and 20 Alloys each to construct. They have the following stats:
ARES Support Platforms can be constructed upon completion of the Antigravity Emitter research project (in addition to the Combat Vehicles project) and are generally upgrade versions of the MARS. They share the same construction cost and upkeep as the MARS, but also require 20 Alenium and 20 Alloys each to construct. They have the following stats:
* 100 Health
* 100 Health
* 90 Time Units
* 90 Time Units
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== Vehicle Weapons ==
== Vehicle Weapons ==
The following weapons can only be used by the MARS and ARES combat platforms.
The following weapons can only be used by the MARS and ARES combat platforms. Damage type follows the in-game labels: Kinetic, Energy (laser/fusion) and Explosive (rockets).
{| class="wikitable"
{| class="wikitable"
! Weapon
! Weapon
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|-
|-
| [[File:Vehicle cannon ballistic.png|90px]] Cannon
| [[File:Vehicle cannon ballistic.png|90px]] Cannon
| 70 Kinetic
| 68 Kinetic
| -10
| -4
| 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
| Primary
| None; available at start
| None; available at start
|-
|-
| [[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
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|-
|-
| [[File:Vehicle cannon laser.png|90px]] Laser Cannon
| [[File:Vehicle cannon laser.png|90px]] Laser Cannon
| 95 Thermal
| 80 Energy
| -10
| -16
| 30
| 24
| 1%
| 1%
| 20
| 20
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|-
|-
| [[File:Vehicle smg laser.png|90px]] Laser Autorifle
| [[File:Vehicle smg laser.png|90px]] Laser Autorifle
| 40 Thermal
| 40 Energy
| -8
| -8
| 20
| 20
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|-
|-
| [[File:Vehicle rocket alenium.png|90px]] Alenium Rocket Turret
| [[File:Vehicle rocket alenium.png|90px]] Alenium Rocket Turret
| 52 Thermal
| 52 Explosive
| -15
| -15
| 25
| 25
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| [[File:Vehicle cannon gauss.png|90px]] Gauss Cannon
| [[File:Vehicle cannon gauss.png|90px]] Gauss Cannon
| 120 Kinetic
| 120 Kinetic
| -10
| -8
| 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
| Primary
| Heavy Gauss Weaponry
| Heavy Gauss Weaponry
|-
|-
| [[File:Vehicle smg gauss.png|90px]] Gauss Autorifle
| [[File:Vehicle smg gauss.png|90px]] Gauss Autorifle
| 60 kinetic
| 60 Kinetic
| -4
| -4
| 20
| 20
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|-
|-
| [[File:Vehicle rocket plasma.png|90px]] Plasma Rocket Turret
| [[File:Vehicle rocket plasma.png|90px]] Plasma Rocket Turret
| 80 Thermal
| 80 Explosive
| -20
| -20
| 25
| 25
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| 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
| Primary
| Fusion Rockets
| Fusion Explosives
|-
| [[File:Vehicle cannon plasma.png|90px]] Fusion Cannon
| 144 Energy
| -10
| 24
| 1%
| 20
| Normal Shot (80% Acc, 40% TU)<br>Aimed Shot (120% Acc, 54% TU)
| Primary
| Heavy Fusion Weaponry
|-
| [[File:Vehicle smg plasma.png|90px]] Fusion Autorifle
| 77 Energy
| -5
| 20
| 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)
| Secondary
| Heavy Fusion Weaponry
|}
|}


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These are armors available for the MARS and ARES to use in combat. Armor Penetration Reduction is a property of the armor that reduces the amount of shredding that armor will receive when taking damage. The research topic specified in this table shows the topic that reveals the upgrade project in Engineering. After this upgrade project, all vehicles will begin to use the upgraded armor at no cost.
These are armors available for the MARS and ARES to use in combat. Armor Penetration Reduction is a property of the armor that reduces the amount of shredding that armor will receive when taking damage. The research topic specified in this table shows the topic that reveals the upgrade project in Engineering. After this upgrade project, all vehicles will begin to use the upgraded armor at no cost.


It is worth mentioning that the ARES is more effective with armor - the same armor on the ARES will have a higher rating relative to the other two.
It is worth mentioning that the ARES is more effective with armor - the same armor on the ARES has a higher rating relative to the MARS and Sentry.
Sentry turrets cannot use the heavy armor option.
 
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"
{| class="wikitable"
! Armor
! Armor
! MARS/Sentry Armor (value if Heavy)
! MARS/Sentry Armor (Heavy)
! ARES Armor (value if Heavy)
! ARES Armor (Heavy)
! Armor Penetration Reduction
! Armor Penetration Reduction
! Required Research
! Required Research
|-
|-
| Steel Plating
| Steel Plating
| 15 (25)<sup>[verify]</sup>
| 15 (25)
| 20 (30)
| 20 (30)
| 0
| 0
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|-
|-
| Alloy Plating
| Alloy Plating
| 25 (40)<sup>[verify]</sup>
| 25 (40)
| 30 (45)
| 30 (45)
| 5
| 5
| UFO Hull Plating<sup>[verify]</sup>
| UFO Hull Plating
|-
|-
| Ceramite Plating
| Ceramite Plating
| 35 (55)<sup>[verify]</sup>
| 35 (55)
| 40 (60)
| 40 (60)
| 10
| 10
| Advanced Alloys<sup>[verify]</sup>
| Advanced Alloys
|-
|-
| Shielded Plating
| Shielded Plating
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| 50 (75)
| 50 (75)
| 20
| 20
| {{MI|check research}}
| Ultradense Alloys
|}
|}

Revision as of 10:08, 23 June 2026

Combat Vehicles are machines that can be constructed by engineering (once the appropriate research has been completed) that can be deployed in place of soldiers on the battlefield.

All robotic units:

  • are immune to stun, gas and morale effects
  • are vulnerable to EMP damage
  • always begin missions with fully loaded weapons (but cannot reload)
  • do not require weapon manufacturing (engineering can upgrade their weapons, which is a one-time topic that permanently upgrades their weapons).
  • have a shared limit on how many can be deployed on a ship (1 for the Phantom, 2 for the Dragonfly and 3 for the Pegasus).

They are a versatile alternative to soldiers that fulfill the roles of frontlines, demolitionists or utility supports, depending on the choice of equipment and weapons.


Vehicle Types

MARS Combat Platforms

MARS Combat Platform

MARS Combat Platforms can be constructed in Engineering once the Combat Vehicles research project has been completed. They cost $250,000 to produce and have an upkeep cost of $5,000. MARS Combat Platforms have the following stats:

  • 100 Health
  • 80 Time Units
  • 50 Accuracy
  • 100 Strength
  • 25 Reflexes
  • 100 Bravery

Sentry Guns

Sentry Guns can be constructed in Engineering once the Combat Vehicles research project has been completed. They are usable during base defense, and act as cheap fodder units that carry respectable firepower. 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

ARES Support Platform

ARES Support Platforms can be constructed upon completion of the Antigravity Emitter research project (in addition to the Combat Vehicles project) and are generally upgrade versions of the MARS. They share the same construction cost and upkeep as the MARS, but also require 20 Alenium and 20 Alloys each to construct. They have the following stats:

  • 100 Health
  • 90 Time Units
  • 55 Accuracy
  • 50 Strength
  • 40 Reflexes
  • 100 Bravery

ARES uniquely have jetpack capabilities, giving them the same mobility as soldiers for flying over terrain. They additionally have more armor points (see below) for the same tier of armor compared to MARS, giving them an edge in durability.

Vehicle Weapons

The following weapons can only be used by the MARS and ARES combat platforms. Damage type follows the in-game labels: Kinetic, Energy (laser/fusion) and Explosive (rockets).

Weapon Damage Destruction (armor per hit) Range (tiles) Hit Bonus (per tile) Capacity (shots) Fire Modes Type Required research
Cannon 68 Kinetic -4 24 1% 20 Normal Shot (80% Acc, 40% TU)
Aimed Shot (120% Acc, 54% TU)
Primary None; available at start
Rocket Launcher Turret 36 Explosive -10 25 1% 6 Normal Shot (120% Acc, 50% TU)
Salvo Fire X3 (120% Acc, 60% TU)
Primary None; available at start
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)
Secondary None; available at start
Smoke Launcher None 0 12 12% 4 Normal Shot (45% Acc, 20% TU)
Aimed Shot (80% Acc, 28% TU)
Secondary None; available at start
Laser Cannon 80 Energy -16 24 1% 20 Normal Shot (100% Acc, 44% TU)
Aimed Shot (130% Acc, 54% TU)
Primary Heavy Lasers
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)
Secondary Heavy Lasers
Alenium Rocket Turret 52 Explosive -15 25 1% 6 Normal Shot (120% Acc, 50% TU)
Salvo Fire X3 (120% Acc, 60% TU)
Primary Alenium Explosives
Gauss Cannon 120 Kinetic -8 24 1% 20 Normal Shot (80% Acc, 40% TU)
Aimed Shot (120% Acc, 54% TU)
Primary Heavy Gauss Weaponry
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)
Secondary Heavy Gauss Weaponry
Plasma Rocket Turret 80 Explosive -20 25 1% 6 Normal Shot (120% Acc, 50% TU)
Salvo Fire X3 (120% Acc, 60% TU)
Primary Fusion Explosives
Fusion Cannon 144 Energy -10 24 1% 20 Normal Shot (80% Acc, 40% TU)
Aimed Shot (120% Acc, 54% TU)
Primary Heavy Fusion 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)
Secondary Heavy Fusion Weaponry

Vehicle Armors

These are armors available for the MARS and ARES to use in combat. Armor Penetration Reduction is a property of the armor that reduces the amount of shredding that armor will receive when taking damage. The research topic specified in this table shows the topic that reveals the upgrade project in Engineering. After this upgrade project, all vehicles will begin to use the upgraded armor at no cost.

It is worth mentioning that the ARES is more effective with armor - the same armor on the ARES has a higher rating relative to the MARS and Sentry.

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