The terror ship has a containment facility for large alien terror weapons or creatures. It is used to transport these alien terrorists into populated areas.
|Weapon Range(range units)||336|
|UFO Downed points||500|
|UFO Destroyed points||1,000|
The Terror Ship is one of the most feared of all alien UFOs. It is fast, has weapons second only to a Battleship in power and range, but worst of all transports the deadly Terror Units that accompany aliens. As its name implies, the appearance of a Terror Ship usually bodes ill - a Terror Site is usually soon to occur, but it may be on an equally devastating Alien Infiltration mission.
Terror Ships mostly engage in Terror Missions, but they have been seen participating in Alien Infiltration missions as well. In both cases, the Large-class ship will be seen descending upon a city. However, a Terror Ship en route to terrorize a city acts alone. When the Terror Ship is part of a large flotilla, all of which are targeting urban centers, then it is likely part of an infiltration attempt. Perhaps the aliens use the threat of terrorizing a city to swing the deal in their favour.
Needless to say, commanders should shoot down any Terror Ships immediately.
Terror ships are also extremely fast, and can outrun every X-COM craft except the Avenger at its maximum speed. Prior to landing in a city, they will slow down, at which time they can be engaged by any craft, including Interceptors.
It is possible to down a Terror Ship using two Interceptors each armed with twin Avalanche missiles, although you must hit with nearly every missile they carry. Unfortunately, when firing your last salvo of ammunition, your craft will automatically retreat to "standoff" distance, causing the missiles you just fired to go out of range and miss. To hit a UFO with your last salvo, you must switch to "Aggressive" attack shortly before it is fired. After the missiles are released, you can retreat again. If you manage to hit a Terror Ship with at least five out of six salvos of Avalanches, it will generally be shot down.
The ship has two large doors. These are needed to allow the larger alien Terror Units to get out, but they also allow X-COM's HWPs to get in. There are two small rooms in the upper level with no way out for large units, except for a 2x2 hole in the floor. How the aliens get their Reapers and Sectopods up there is unknown. Exercise extreme caution here, as Chryssalids will often hide out of sight until your troops pass by, and then drop down and attack from behind with devastating results. Flying Suits are useful here. Throwing grenades and firing explosives up there is usually a good idea.
The ship contains 8 navigation units, 8 entertainments and 4 power sources. Unfortunately, the power sources are very close to each other. If one power source is destroyed, it generally takes the other three with it, along with some of the surrounding walls and bits of the ceiling. This sometimes has the nasty side-effect of leaving the bridge inaccessible without a Flying Suit. The only solution in this case is to use the exploit to fire explosives/ throw grenades through the floor/ceiling.
|UFO Power Source||$250,000||4||$1,000,000|
Also see UFO Recovery Values.
* Needs testing to determine actual number.