Aircraft armaments are advanced weapons and modules that can be equipped on or used by interceptors in XCOM: Enemy Unknown.
All aircraft armaments manufactured in Engineering are immediately produced upon purchase and will benefit from any discounts available there.
XCOM Database[]
“ | Once fabricated by Engineering, advanced aircraft weapon systems can be installed within the Hangar. When viewing the Ship List and highlighting an available interceptor, selecting 'Details' will bring up a report specific to that aircraft. From this screen, selecting 'Edit Loadout' will provide you the opportunity to change the weapons currently equipped. | ” |
– XCOM Database, XCOM: Enemy Unknown |
Aircraft Weaponry[]
Changing an interceptor's weapon loadout takes 24 hours, grounding the aircraft for that time.
Avalanche Missiles[]
Default weaponry on all interceptors
Research Required: | None |
Production Cost: | None |
Hit Chance: | 70% |
Range: | Long |
Fire Rate: | Slow |
Damage: | Low |
Armor Penetration: | Low |
Phoenix Cannon[]
Research Required: | Experimental Warfare |
Production Cost: | §35, 5 Engineers |
Hit Chance: | 95% |
Range: | Short |
Fire Rate: | Rapid |
Damage: | Low |
Armor Penetration: | Low |
Laser Cannon[]
Research Required: | Heavy Lasers |
Production Cost: | §35, 25 Alloys, 10 Engineers |
Hit Chance: | 85% |
Range: | Short |
Fire Rate: | Rapid |
Damage: | Low |
Armor Penetration: | Medium |
Plasma Cannon[]
Research Required: | Plasma Cannon |
Production Cost: | §100, 20 Elerium, 20 Alloys, 20 Engineers |
Hit Chance: | 85% |
Range: | Long |
Fire Rate: | Medium |
Damage: | Medium |
Armor Penetration: | High |
EMP Cannon[]
Research Required: | EMP Cannon |
Production Cost: | §200, 20 Elerium, 30 Alloys, 30 Engineers |
Hit Chance: | 100% |
Range: | Short |
Fire Rate: | Medium |
Damage: | High |
Armor Penetration: | High |
Fusion Lance[]
Available exclusively for the Firestorm
Research Required: | Fusion Lance |
Production Cost: | §150, 20 Elerium, 30 Alloys, 35 Engineers |
Hit Chance: | 90% |
Range: | Long |
Fire Rate: | Slow |
Damage: | High |
Armor Penetration: | High |
Aircraft Modules[]
Aircraft modules provide temporary combat bonuses for an interceptor pursuing a UFO; only one of each module can be used per aerial engagement. They are consumed upon use.
Inspired by information gathered by studying alien corpses, these modules become available following select alien autopsy research.
Uplink Targeting (Aim)[]
Research Required: | Sectoid Autopsy |
Production Cost: | §10, 3 Sectoid Corpses, 5 Engineers |
Available: | Month 1 (March) |
Defense Matrix (Dodge)[]
Research Required: | Floater Autopsy |
Production Cost: | §50, 3 Floater Corpse, 10 Engineers |
Available: | Month 2 (April) |
UFO Tracking (Boost)[]
Research Required: | Cyberdisc Autopsy |
Production Cost: | §20, 2 Cyberdisc Wreck, 10 Engineers |
Available: | Month 4 (June) |
Armament Comparison[]
Tactical Info[]
Weapon | Hit Chance | Range | Fire Rate | Damage | Armor Penetration |
Avalanche Missiles | 70% | Long | Slow | Low | None |
Phoenix Cannon | 95% | Short | Rapid | Low | Low |
Laser Cannon | 85% | Short | Rapid | Low | Medium |
Plasma Cannon | 85% | Long | Medium | Medium | High |
EMP Cannon | 100% | Short | Medium | High | High |
Fusion Lance | 90% | Long | Slow | High | High |
Stats[]
Weapon | Range | Damage * | Armor Penetration * |
Avalanche Missiles | 100 | 400 | 0 |
Phoenix Cannon | 85 | 350 | 11 / 11 / 6 / 6 |
Laser Cannon | 85 | 400 | 25 / 25 / 25 / 28 |
Plasma Cannon | 100 | 800 / 800 / 700 / 700 | 48 / 48 / 33 / 33 |
EMP Cannon | 85 | 1200 | 44 |
Fusion Lance | 100 | 1400 | 44 |
* Easy / Normal / Classic / Impossible game difficulty
There are three types of UFO armaments, all of which have a range slightly beyond XCOM's maximum: 101. They inflict 300 to 1625 damage with 0 to 25 armor penetration. Both XCOM and alien craft have a base armor penetration value that is added to the armament's.