Terror ship

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General Information

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.

This ship appears in UFO: Enemy Unknown. For the Terror from the Deep equivalent, refer to the Battleship.

Statistics

Statistic Value
SizeLarge
Max Speed(km)4,800
Weapon Power120
Weapon Range(km)42
Weapon Range(range units)336
Damage Capacity1,200
UFO Downed points500
UFO Destroyed points1,000

Additional Information

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.

Missions

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.

Air Combat

This ship has a powerful weapon with a long range, capable of destroying an Interceptor in two shots. They can be safely shot down using one or more Plasma Beams, however.

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.

Ship Layout

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.

Recoverable Components

Item Sell Price Quantity Value
UFO Power Source$250,0004$1,000,000
UFO Navigation$80,0008$640,000
Alien Food$5,0000$0
Alien Surgery$38,0000$0
Alien Entertainment$20,0008$160,000
Examination Room$9,0000$0
Alien Alloys$6,50092$598,000
Elerium-115$5,000200$1,000,000
Totals$3,398,000

Also see UFO Recovery Values.

Alien Deployment

Sectoids/Floaters
Rank Beg./Exp. Vet./Gen. Super.
Soldiers4-55-66-7
Navigators11*2
Medics111
Engineers11*2
Leaders111
Commanders000
Terrorists2-54-76-10
Totals10-1413-1718-23

Snakemen
Rank Beg./Exp. Vet./Gen. Super.
Soldiers5-66-77-8
Navigators11*2
Medics---
Engineers11*2
Leaders111
Commanders000
Terrorists2-54-76-10
Totals10-1413-1718-23

Mutons
Rank Beg./Exp. Vet./Gen. Super.
Soldiers6-77-88-9
Navigators11*2
Medics---
Engineers11*2
Leaders---
Commanders---
Terrorists2-54-76-10
Totals10-1413-1718-23

Ethereals
Rank Beg./Exp. Vet./Gen. Super.
Soldiers4-55-66-7
Navigators---
Medics---
Engineers---
Leaders44*6
Commanders000
Terrorists2-54-76-10
Totals10-1413-1718-23

* Needs testing to determine actual number.

Floor Plans

Terrain Maps

See Also

UFO Badge X-COM: Enemy Unknown/UFO Defense
UFOs:Small ScoutMedium ScoutLarge ScoutAbductorHarvesterTerror ShipBattleshipSupply Ship
UFO Components:UFO Power SourceElerium-115UFO NavigationAlien Alloys
UFO Facilities:Alien FoodAlien ReproductionAlien EntertainmentAlien SurgeryExamination RoomAlien HabitatUFO Construction