Difference between revisions of "Battleship"

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==General Information==
 
==General Information==
 
The battleship is the largest and most powerful [[UFOs|alien craft]]. It is normally the primary alien mission craft, equipped with powerful weapons and numerous crew members.
 
The battleship is the largest and most powerful [[UFOs|alien craft]]. It is normally the primary alien mission craft, equipped with powerful weapons and numerous crew members.
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This ship appears in ''[[X-COM|UFO: Enemy Unknown]]''. For the ''[[TFTD|Terror from the Deep]]'' equivalent, refer to the [[Dreadnought]].
  
 
==Statistics==
 
==Statistics==
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<th>Value</th></tr>
 
<th>Value</th></tr>
 
<tr><td align="left">Size</td><td>Very Large</td></tr>
 
<tr><td align="left">Size</td><td>Very Large</td></tr>
<tr><td align="left">Max Speed(km)</td><td>5,000</td></tr>
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<tr><td align="left">Max Speed(km/h)</td><td>5,000</td></tr>
<tr><td align="left">Weapon Power</td><td>148</tr>
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<tr><td align="left">Weapon Power</td><td>140</tr>
 
<tr><td align="left">Weapon Range(km)</td><td>65</td></tr>
 
<tr><td align="left">Weapon Range(km)</td><td>65</td></tr>
 
<tr><td align="left">Weapon Range(range units)</td><td>520</td></tr>
 
<tr><td align="left">Weapon Range(range units)</td><td>520</td></tr>
<tr><td align="left">Damage Capacity</td><td>3,200</td></tr>
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<tr><td align="left">Damage Capacity</td><td>3,000</td></tr>
 
<tr><td align="left">UFO Downed points</td><td>700</td></tr>
 
<tr><td align="left">UFO Downed points</td><td>700</td></tr>
 
<tr><td align="left">UFO Destroyed points</td><td>1,400</td></tr>
 
<tr><td align="left">UFO Destroyed points</td><td>1,400</td></tr>
 
</table><br />
 
</table><br />
  
==Additional Information==
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==Alien Missions==
Great care should be taken while engaging one - be it a ground assault or recovery, or aerial interception. Battleships always show up as Very Large on a radar profile, and often maintain very high cruising speeds.
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Battleships are normally associated with retaliation, base construction and Infiltration missions, however, unlike Terran Battleships the alien battleship can fulfill a very diverse set of mission profiles. Unlike [[Supply ship|Supply Ships]], [[Terror ship|Terror Ships]], [[Harvester]]s, or [[Abductor]]s, a Battleship's presence does not lend itself to one or two specific [[Alien Missions|alien missions]]. For an [[X-COM]] Commander tracking a Battleship using radar, he or she must observe the Battleship's movement patterns in order to guess its mission. The Commander must then take appropriate measures to deal with the battleship. He or she may even choose to ignore the Battleship, as their size and firepower require an extensive commitment of personnel and equipment that may not justify the attack. Though not often, Battleships can occasionally accomplish nothing, with no penalty aside from a slightly raised [[UFO Activity]] graph. (''See: Alien Retaliation'')
 
 
===TFTD Note===
 
[[TFTD]] also has Battleship. However in there it's not the strongest. The TFTD version of the Battleship is...the [[Dreadnought]].
 
 
 
===Statistics===
 
*Radar Profile: Very Large
 
*Maximum Speed: 5000 knots
 
*Damage Capacity: 3000 units
 
*Weapon Power: 140 units
 
*Weapon Range: 65 km
 
*Missions used in: Base, Infiltration, Retaliation, Harvest, Abduction
 
  
==Alien Missions==
 
Battleships are normally associated with retaliation, base construction and Infiltration missions, however, unlike Terran Battleships the alien battleship can fulfill a very diverse set of mission profiles. Unlike [[Supply ship|Supply Ships]], [[Terror ship|Terror Ships]], [[Harvester]]s, or [[Abductor]]s, a Battleship's presence does not lend itself to one or two specific [[Alien Missions|alien missions]]. For an [[X-COM]] Commander tracking a Battleship using radar, he or she must observe the Battleship's movement patterns in order to guess its mission. The Commander must then take appropriate measures to deal with the battleship. He or she may even choose to ignore the Battleship, as their size and firepower require an extensive commitment of personnel and equipment that may not justify the attack. Though not often, Battleships can occasionally accomplish nothing, with no penalty aside from a slightly raised [[UFO Activity]] graph. (''See: Alien Retaliation'')<br>
 
<br>
 
 
Battleships can be involved in the following missions:
 
Battleships can be involved in the following missions:
  
 
===Alien Base===
 
===Alien Base===
The construction of [[Alien Base Assault|alien bases]] are marked by heavy UFO activity in rural areas. In addition to the scouts and Supply Ships sent by the aliens to survey the potential base site, a Battleship is sent to construct the base after the new site has been determined, and also to transport the valuable alien commander. It is possible to capture the Battleship's commander at this time, while it is vulnerable.  
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The construction of [[Alien Base Assault|alien bases]] are marked by heavy UFO activity in rural areas. In addition to the scouts and Supply Ships sent by the aliens to survey the potential base site, a Battleship is sent to inaugurate the base as soon as the construction is completed. To be precise, the moment the battleship appears in orbit means that the base is fully operational.
Construction of the base will not stop even if the Battleship and its commander are captured. <br>
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So, if a Very Large UFO appears as part of a large force of Small and Large UFOs, then it is likely to be on an Alien Base mission, and is likely to make a landing. It is possible to capture the Battleship's commander and 4 power plants intact at this time. It is much easier to find the commander on the bridge of a Battleship than deep inside the maze of an Alien Base.
<br>
 
''[Alitorious: I've heard both that it works and doesn't work, so I'm not sure if you can interrogate these commanders or not. Maybe it depends on the version of the game?]''<br>
 
<br>
 
''[ [[user:NKF|NKF]]: Oh yes they will. A commander's a commander's a commander. The game doesn't distinguish. The problem only arises if you don't have the right prerequisites for the tech you want the commender to unlock.]''<br>
 
<br>
 
At any rate, it is much easier to find the commander on the bridge of a Battleship than inside the maze of an Alien Base.
 
If a Battleship lands in a rural area as part of a large force, then it is likely to be on an Alien Base mission. If all ships of an Alien Base construction force are shot down or assaulted, then the Alien Base has no chance to be built.<br>
 
<br>
 
''[Alitorious: I might be wrong about that, actually.]''<br>
 
''[ [[user:NKF|NKF]]: Well, it's only the battleship that matters. You should be able to stop base construction if the battleship is shot down before it lands.]''
 
  
''[ [[user:Papa Legba|Papa Legba]]: Shooting down a battleship en route for base construction does not prevent the base from being constructed.  However, other ships may be sent out to scout the area prior to construction, and shooting these down will delay or prevent the construction ship being sent out.  The battleship can be sent out on either, or both, missions, so it's difficult or impossible to distinguish a scouting battleship from a constructing battleship. ]''
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Note that shooting down the Battleship will not prevent base construction, so if you see a Battleship on an Alien Base mission this is a signal to start looking for the base.
  
 
===Alien Infiltration===
 
===Alien Infiltration===
Two Battleships are always the primary component in the final phase of an infiltration. The Battleships are part of a large force of five ships sent, much like in Alien Base missions. However, ships involved in an Alien Infiltration mission will instead land in urban locations. Battleships contain the alien "diplomats" who will attempt to persuade one of Earth's countries to cease funding X-COM, and form a [[pact]] with the aliens. The alien "diplomats" leave the ship immediately after landing, however, and continue their goal of signing a pact with one of Earth's countries regardless of what happens to their base ship. This means that a ground assault on the UFO will not always prevent the aliens from accomplishing their mission. The only possible way to prevent a pact-signing would be to shoot down the Battleships before they can reach their target city.<br>
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Two Battleships are always the primary component in the final phase of an infiltration. The Battleships are part of a large force of five ships sent, much like in Alien Base missions. However, ships involved in an Alien Infiltration mission will instead land in urban locations. Battleships contain the alien "diplomats" who will persuade (with 100% success rate, best door to door salesman ever!) one of Earth's countries to cease funding X-COM, and form a [[pact]] with the aliens. The alien "diplomats" leave the ship immediately upon entering the Earth's atmosphere, presumably through teleportation or alien parachutes, however, and continue their goal of signing a pact with one of Earth's countries regardless of what happens to their base ship. This means that a ground assault on the UFO will not prevent the aliens from accomplishing their mission. In addition, this alien diplomat will then convince the nation he has just converted to build an alien base for their new allies, which will be completed in a matter of hours. Shooting down and/or assaulting alien craft during the main infiltration wave will merely delay the second battleship.
<br>
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Battleships are most often seen on this type of mission. When two Battleships, and usually a force of smaller craft, are in the same region, then it is most likely on an Alien Infiltration mission. This can be confirmed when the craft land near or in the cities and no [[Terror Mission]] begins.
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In effect, as soon as you see the Battleships appear (with Hyperwave Decoder informing you that it is) performing Alien Infiltration, you have lost 1 funding country, and an alien base has just appeared in or next to that country.
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Battleships are most often seen on this type of mission. When two Battleships follow the rapid appearance (in order) of a Large Scout, Terror Ship, and Supply Ship (this group of 5 UFOs is sometimes referred to as the Mass Infiltration Fleet), then it is very likely an Infiltration mission.
  
 
===Alien Retaliation===
 
===Alien Retaliation===
Alien Retaliation missions have two main components: Search, and Destroy. The Battleship quite often fulfills the "destroy" component for obvious reasons - it's the troop carrier. The heavy firepower of a Battleship is required to breach any barricaded underground [[Hangar]]s or [[Access Lift]]s, and they contain the troops, weapons, and terror units for the subsequent assault on any [[Base Defense|X-COM Base]] itself.<br>
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Alien Retaliation missions have two main components: Search, and Destroy. The Battleship quite often fulfills the "destroy" component for obvious reasons - it's the troop carrier. The heavy firepower of a Battleship is required to breach any barricaded underground [[Hangar]]s and [[Access Lift]]s, and they contain the troops, weapons, and terror units for the subsequent assault on any [[Base Defence|X-COM Base]] itself.
<br>
 
After unloading its troops, a Battleship on a retaliatory mission will return to space immediately. It is thus impossible to assault the Battleship itself after the base has been defended.<br>
 
<br>
 
Any Battleship that is going to attack your base will head on a direct path for the base at near-maximum speed. It is thus impossible to shoot down the Battleship except with the Avenger, or with base defenses. Even then, I sadly bemoaned once as an Avenger tried a close tail chase to stop one attacking a base. And failed. Intercept them from the front. If a Very Large craft is detected on a direct course for one of your bases, then start [[Base Defense|base defense]] preparations immediately.    <br><br>
 
<br>
 
If [[Craft|X-COM craft]] are successful at downing all alien scout craft on a retaliatory operation, then the Battleship itself must search for your base. Despite the Battleship's formidable strength, one thing it does seem to lack is scanning and sensing equipment. It is rare that a Battleship searching for your base will ever find it, so these Battleships can be safely ignored.<br>
 
<br>
 
''[ [[User:NKF|NKF]]: Not battleships. Other scouts are dispatched to scout. It is possible to mislead for a short time by shooting down the scouts further and further away from your base. I wouldn't count on it though. Also, not to forget, there will be a ceaseless stream of Battleships until one manages to break in.]''
 
  
''[Alitorious: Well, of course they send scouts in first. I've just noticed that if you keep downing all the scouts, then eventually they send the Battleship in anyways. This Battleship doesn't attack your base, though, and seems to be searching for your base just like the scouts.]''
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There are two theories on what occurs with the Battleship itself.
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1st theory: After unloading its troops, a Battleship on a retaliatory mission will return to space instantly, disappearing from our detection range instantaneously. Perhaps is engages some form of FTL drive.  
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2nd Theory: Based on how the Battleship comes from space, enters Earth's atmosphere at Very High altitude, very rapidly switches to Very Low altitude, does not decelerate from it's maximum speed at any point, and disappears from radar existance as soon as it makes contact with the Xcom Base... it seems highly possible that the aliens use a kamikaze ramming attack in order to create a direct insertion of troops into the Xcom Base, thus explaining why your forces perform an interior assault defence, instead of exterior. This also explains why your base defences only have time for 1 volley, unless you use the Grav Shield to repel the battleship.
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In any case, is thus impossible to assault the Battleship after the base has been defended.
  
''[[User:Papa Legba|Papa Legba]]: Battleships will be sent on scouting missions if you shoot down the smaller scouting craft.  I'm pretty sure this is a game-wide pattern-- when smaller ships are interdicted, a battleship will be sent to do their job.''
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Any Battleship that is going to attack your base will head on a direct path for the base at near-maximum speed. It is thus impossible to shoot down the Battleship except with the Avenger, or with base defenses. Even then, the chances of shooting down a battleship with an Avenger from the target base is very minimal. If a Very Large craft is detected on a direct course for one of your bases, then start [[Base Defence]] preparations immediately.  
  
<br>
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There are other Battleships that appear on Retaliation missions, however. In the final stages of a Retaliation mission in an area, two Battleships will be deployed to search for your base. However, Battleships do not appear to have any sensing equipment, so Battleships acting in this capacity will generally just fly around for a bit and then leave.
  
Battleship movement on an Alien Retaliation mission is characterized by either a fast, direct course for one of your bases, or a repeated "weaving" pattern around where many UFOs have been downed recently. They will only land to attack your base. A Battleship searching for your base will soon give up and head for space.
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An easy way to tell whether the battleship is a "searcher" or a "destroyer" is it's altitude. It always starts Very High, but if it almost immediately shifts to Very Low, your base has been found and it is going to head straight for your base and land at top speed. If it remains Very High, then it is merely searching.  
  
<br>
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Battleship movement on an Alien Retaliation mission is characterized by either a fast, direct course for one of your bases, or a repeated "weaving" pattern around where many UFOs have been downed recently. Often, a battleship which has not detected your base will make a fast direct course towards your base, but will then begin it's weaving pattern. They will only land to attack your base. A Battleship searching for your base will soon give up and head for space.
 
 
[[User:Jasonred|Jasonred]] : If, for some reason, you coincidentally decided to dismantle the base (possibly to relocate?), and there is a battleship actually enroute to attack your base, the battle ship will head for that base's ex-location anyhow. It will then realise it's been duped, BUT, after consulting it's alien masters, will simply head to the next closest base. In a straight line, top speed. HOWEVER, once it arrives there, it will realise that they only have the lift access codes to your old base, and will then simply hang there hovering over your base for ages and ages.
 
In fact, this is due to the nature of the code which sends out the scouts. If successful, it sets the "aliens know where base is" flag, and applies it to the next battleship launched on a retaliation mission. This flag is only removed after a battleship actually manages to land and send troops inside your base. This flag is not removed by base defence blowing up battleships, craft blowing up battleships (I think), or, as I just mentioned, by removing that base entirely. Nor is this flag restricted to that base in particular.
 
  
 
===Alien Harvest===
 
===Alien Harvest===
It seems that if X-COM forces are successful in downing or assaulting many [[Harvester]]s, then the aliens will send their glorious Battleships to do the dirty work in the hopes that X-COM does not have the resources to attack them. Or maybe they hope you just won't want to waste the effort.<br>
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Alien Harvest missions also include a Battleship in their final stages (after the Harvesters). The aliens' motivations for sending a Battleship to do this are unknown, but it performs the same function as a Harvester within these missions (lands several times, counting as a successful Alien Harvest each time).
<br>
 
Battleships on harvest missions will fly and land in rural areas. Sometimes they work in pairs.<br>
 
<br>
 
''[ [[User:NKF|NKF]]: To top it off, harvest missions are harmless in comparison to retaliation and infiltration missions.]''<br>
 
 
 
===Alien Abduction===
 
The Battleship will sometimes participate in Alien Abduction missions.  Like its participation in Harvest missions, this occurs only when X-Com has already been successful in preventing lesser craft from doing the job.
 
  
 
== Intercepting Battleships ==
 
== Intercepting Battleships ==
 
===Speed===
 
===Speed===
Despite being the largest class of ships, alien Battleships have four powerful [[Elerium-115]] [[UFO Power Source|power sources]], and as such can travel through Earth's atmosphere at a surprisingly high speed - they have been known to travel at over five thousand knots during atmospheric entry and exit. Because of this, it is very difficult for [[Craft|X-COM craft]] to intercept a Battleship during these phases of its flight. X-COM Commanders must usually wait for the Battleship to slow down as they approach their mission zone in order to intercept it.
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Despite being the largest class of ships, alien Battleships have four [[Elerium-115]] powered [[UFO Power Source|power sources]], and as such can travel through Earth's atmosphere at a surprisingly high speed - they have been known to travel at over five thousand knots during atmospheric entry and exit. Because of this, it is very difficult for standard [[Craft|X-COM craft]] to intercept a Battleship during these phases of its flight. X-COM Commanders must usually wait for the Battleship to slow down as they approach their mission zone in order to intercept it.
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===Weapon===
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When X-COM forces have engaged a Battleship, the commander and pilots must be extra cautious due to the powerful nature of the battleship's weapon. The battleship's weapon has a range of sixty-five kilometres - equal to the Fusion Ball Launcher, which mean it has a firing range greater than every other weapon. Battleships have a damage range of 74-148 damage per hit. The Battleship will just barely fire 3 times before X-COM craft can get within Plasma Beam range to return fire. 
 +
 
 +
To get a rough idea of how long the various aircraft can survive against direct hits from the Battleship weapon, refer to the following table.
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 +
<table {{StdCenterTable}}>
 +
<tr {{StdDescTable_Heading}}><th align="left">Ship(health)</th><th>Hits to destroy</th>
 +
<tr><td align="left">[[Interceptor]] (100)</td><td>1 ~ 2</td></tr>
 +
<tr><td align="left">[[Skyranger]] (150)</td><td>2 ~ 3</td></tr>
 +
<tr><td align="left">[[Firestorm]] (500)</td><td>3 ~ 6</td></tr>
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<tr><td align="left">[[Lightning]] (800)</td><td>5 ~ 10</td></tr>
 +
<tr><td align="left">[[Avenger]] (1200)</td><td>8 ~ 16</td></tr>
 +
</table>
 +
 
 +
From here we can see that the lighter class Terran [[Interceptor]]s must rely on luck to survive the initial barrage from the UFO before they can get within [[Plasma Beam]] range. This means they have the great risk of destruction when sent against a battleship.
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 +
Advanced ships are therefore recommended due to their greater hit point allotments, allowing them to withstand more attacks. Multiple aircraft will always improve the odds of survival no matter the aircraft setup.
 +
 
  
===Weapons===
 
When X-COM forces have engaged a Battleship, the commander and pilots must be extra cautious. The battleship's primary weapons have a range of sixty-five kilometres - greater than that of long-range [[Avalanche]]s or [[Plasma Beam]]s.<br>
 
<br>
 
Do not send [[Interceptor]]s to attack a Battleship or heavy losses will be expected. A direct hit from a Battleship's primary weapons are enough to incinerate an Interceptor in one or two hits. Even the very durable [[Skyranger]] will only survive a few hits. It is recommended that commanders only intercept Battleships using Alien-Terran Hybrid craft.<br>
 
<br>
 
''[ [[User:NKF|NKF]]: Or short of that, have interceptors attack in groups. This'll cut the Battleship rate of fire to 1/n-th its normal speed as it fires sequentially on each ship in range.'']<br>
 
''[ [[User:JellyfishGreen|JFG]]: It's possible. Have multiple fighters at standoff, then send in the Skyranger first as a damage soak, and follow him with Interceptors to dump their ordnance. (This is a surprisingly similar method to using a Journeyman and Berserkers to beat the final boss in Myth II.) I prefer the ground assault, though. ]''<br>
 
  
 
===Armour===
 
===Armour===
A Battleship is also incredibly well armoured. Native terran technology - [[Cannon]], [[Stingray]]s, and [[Avalanche]]s - have little chance of downing a battleship unless used in high quantity.  Anything less than an [[Avenger]] with twin [[Plasma Beam]]s is not recommended, and even an Avenger will sustain moderate damage when intercepting a Battleship.  [[Fusion Ball Launcher]]s may be effective, but only when intercepting with three or more craft.<Br>
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A Battleship is well armoured (3200 to be destroyed, 1600 to crash it). Native terran technology - [[Cannon]], [[Stingray]]s, and [[Avalanche]]s - have little chance of downing a battleship quickly unless used in high quantity.  Anything less than an [[Avenger]] with single or twin [[Plasma Beam]]s is not discouraged as even an Avenger will sustain moderate damage when intercepting a Battleship by itself.  [[Fusion Ball Launcher]]s may be effective, but only when intercepting with multiple craft or used in combination with a Plasma Beam.  
<br>
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''[ [[User:NKF|NKF]]: If you've gone absolutely mad, consider twin [[Cannon]]s on an Avenger!]''<br><br>
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If for what ever mad reason you suddenly decide to use cannons against the Battleship, four fully armed cannons are the absolute minimum, with some allowances given for multiple misses. The four cannons spread across two or more Avengers are required for any chance of success. 
''[ [[User:Jasonred|Jasonred]]: ... Next, tell us: how many Cannon Avengers does it take to down a battleship? ;)] ''<br><br>
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''[ [[User:NKF|NKF]]: Two - minimum. A single avenger will be down by 1/4th of its armour before it even gets its cannons in range.'']
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===Geoscape Engagement: Summary ===
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The Battleship is the fastest, strongest and most durable UFO in the alien fleet. Only the best available ships armed with powerful long ranged weapons should be used to engage it in air to air combat.  
 +
 
 +
Even with the best preparations, any ship can sustain heavy damage from a Battleship, resulting in long repair time. Engaging with multiple aircraft improves the efficiency of the interception and reduces overall damage received while allowing you to shoot down the Battleship sooner.  
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===General Conclusion===
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As a counterpoint to attacking a Battleship, because their appearance is often merely an obligatory gesture and is independent on the success rate of an Alien Base or Infiltration mission, there is no immediate benefit to shooting down a battleship to directly influence the effect of the mission. It may therefore be preferable to do an ordinary ground assault on a Battleship that has landed rather than attack it in the air.  
Although it may be possible to eventually design a hybrid craft that can go toe-to-toe with a Battleship, it is recommended that any aerial assault be undertaken with multiple craft , and with maximum available firepower.<br>
 
<br>
 
''Addendum: The Alien-Terran Hybrid craft class [[Avenger]] is capable of one-on-one engagement with a Battleship. However, very heavy damage will be inflicted on the Avenger, which must be repaired prior to further flights. Considering the complexity of the craft, however, repair times are extensive and border on the time taken to manufacture a new Avenger. Multiple Avengers, with [[Firestorm]]s or [[Lightning]]s as support if available, are still recommended in order to assault a Battleship. This has two major advantages. First, by using multiple crafts your firepower raises and the time the battleship has to inflict damage to your craft lowers, therefore also lowering the overall damage that has to be repaired. Second, repairing Avengers takes quite a time. However, if the damage is distributed to 4 Avengers they will be repaired all at a time. The overall damage will therefore be dealt with much faster. Only negative aspect, as mentioned below is the temporary loss of up to 4 Avengers.''
 
  
''Alternate opinion: There is a lot to be said for the "gang up on the Battleship" theory, but I prefer single-Avenger assaults.  If there are multiple Avengers available, I use only one to intercept, and suck up the long repair time. Rotate the damaged Avenger out of the high-activity regions, and rotate a fresh Avenger inI find this preferable to having multiple avengers knocked out for a shorter period of time, since if another Battleship comes along quickly, you'll have two or three Avengers out of commission, instead of just one.'' --[[User:Papa Legba|Papa Legba]] 13:19, 22 Nov 2005 (PST)
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Shooting down the Battleship also causes you to lose some of the power units, and consequently the elerium pods that come with them. Few aliens will be lost as between 0 to 1 engineer will be in any one of the Battleship's four struts. It must be noted however that Engineers on Battleships are armed with Blaster Bombs, making each engineer killed rather significantFurthermore, these struts are considered fairly good UFO entry points, and a blown up power source will usually result in busted walls in the strut.
  
'''In conclusion''', choosing aerial engagement of an alien battleship is a very high-risk. If a commander does not have sufficient or well-equipped craft to deal with this threat, it is recommended that he or she instead wait until the Battleship lands and assault it with ground forces if possible. The weapons systems of a Battleship are not activated while it is not in flight, so the transport faces little threat of return fire.
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The primary advantage of shooting down a Battleship is therefore to forcibly ground it for a few hours, allowing you to attack it when you are ready.
  
 
== Assaulting/Recovering Battleships ==
 
== Assaulting/Recovering Battleships ==
 
===Mission Spoils===
 
===Mission Spoils===
Assaulting a landed or downed Battleship with ground forces is a dangerous operation. However, a success is well worth it. A Battleship has four [[UFO Power Source|power sources]], and two hundred units of [[Elerium-115]]. On top of that, Battleships carry many [[Alien Entertainment]] and [[UFO Navigation]] units, and vast quantities of [[Alien Alloys]]. Because the crew size is so large, one can find large amounts of alien [[Weapons|weapons]] and ammo, including deadly [[Blaster Bomb]]s. In addition, every rank of alien can be found on a Battleship, including the commanders X-COM needs to capture to end the war.
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 +
Assaulting a landed or downed Battleship with ground forces is a dangerous operation, and the rewards from a successful raid are equally proportionate to the difficulty.  
 +
 
 +
A Battleship has four [[UFO Power Source|power sources]], and two hundred units of [[Elerium-115]]. In addition, these Power Sources are far away from each other, which gives them vastly better survival rates compared to the Power Unit clusters found in Terror Ship. In short, the Battleship has the highest probability of any shot down UFO to have at least 1 surviving Power Source.
 +
 
 +
Battleships carry many [[Alien Entertainment]] and [[UFO Navigation]] units, and is constructed of vast quantities of [[Alien Alloys]].
 +
 
 +
Battleships are manned by a large crew comprising of every possible rank and alien combination in addition to their terror unit counterpart(s). From soldiers to the commanders X-COM needs to capture to end the war. Because the crew size is large, one can often find large amounts of alien [[Weapons|weapons]] and ammo. The Battleship is the *ONLY* UFO where it is possible to find and recover the Blaster Launcher and Blaster Launcher Bombs.
  
 
===Ground Threats===
 
===Ground Threats===
The Battleship carries a large crew complement. These are often equipped with [[Heavy Plasma]]s and [[Alien Grenade]]s, which pose a large threat. In addition to the regular alien species, their associated [[Terror Units]] accompany them on Battleships. Last but not least, some officers on a Battleship are armed with the dreaded [[Blaster Launcher]]. Squad leaders must be careful in their deployment of personnel on the battlefield.
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The Battleship carries a large crew complement. These are often equipped with [[Heavy Plasma]]s and [[Alien Grenade]]s, which pose a large threat. In addition to the regular alien species, their associated [[Terror Units]] accompany them on Battleships. Last but not least, high ranking officers on a Battleship are armed with the dreaded [[Blaster Launcher]]. Squad leaders must be careful in their deployment of personnel on the battlefield.
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===Entry===
 +
 
 +
Heavy Weapons Platforms can enter the central lift and navigate much of the second floor, however the lift on the third floor is closed off via small doorways. HWPs are very useful for opening the main doors on the bottom level and allowing soldiers to fire at any aliens inside, or to send a blaster bomb up into the interior of the UFO.
 +
 
 +
Forced entry using a Blaster Bomb is often used, as it also reduces the risk of succumbing to an alien ambush on the second or third floors. The four corner legs can be one entry point, although elerium may be damaged from such an entry. If [[Flying Suit]]s are available, then an entry from the top level is also an effective tactic that also minimizes the risk of damaging elerium. Entering via the top floor also gives a good chance of surprising and capturing alien officers. A pincer movement, with two or more fire teams working from multiple entry points, is a very effective tactic while storming a Battleship.
 +
 
 +
==Battleship Layout==
 +
 
 +
The Battleship consists of three layers. The ground level, mid section and the top level.
 +
 
 +
See [[#Terrain Maps|Terrain Maps and Floorpans]] for visuals of the various layers.
 +
 
 +
===Level 0: Ground Level===
 +
 
 +
The ground level has four "legs" one on each corner and a central leg that acts as the primary carriage way for the ship. lift shaft. The corner legs cannot be entered from the outside, as they house the power sources. The center leg or lift has two doors that give access to a wide lift.
 +
 
 +
Due to the compass orientation that the battleship always lands, the doors always open towards the south and west, the other directions are effectively blind. The doors are large enough to allow passage of large terror units and [[Heavy Weapons Platforms]] into the UFO. This pair of doors is the only formal access point in or out of the Battleship, therefore a siege is very effective here.  
  
===Battleship Layout===
+
Be warned that any groups of soldiers sieging the the Battleship will be vulnerable to hostile blaster bombs, so use the tactic with discretion and consider your troop spacing with care. Alien Engineers have been known to patrol the fields with their trusty blaster launchers, and most aliens will carry alien grenades.  
The Battleship itself consists of three levels. The ground level has five "legs," one on each corner and one in the center. The corner legs cannot be entered from the outside, as they house the valuable elerium power sources. The center leg has two doors that give accesss to a wide central lift. The doors are large enough to allow passage of [[Cyberdisc]]s, [[Reaper]]s, and [[Sectopod]]s, so they can also be used to allow [[Heavy Weapons Platforms]] access to the UFO. This pair of doors is the only access point in or out of the Battleship, therefore a siege is very effective here. However, a siege may attract hostile blaster bombs, so use the tactic with discretion. Alien Engineers can sometimes be found taking care of the power sources in one of the outer legs.<br>
+
 
<br>
+
=== Level 1: Middle Level ===
The second level has four major hallways (or two, if you look at it that way). Each leads to a small lift that accesses the four outer pods holding the Power Sources. There are three main rooms, two of which seem to be used for storage. One is filled with the red spheres and cylinders on blue support legs that we have not yet identified. The fourth room contains an alien entertainment complex.<br>
+
 
<br>
+
The second level has four major hallways (or two, if you look at it that way). Each leads to a small lift that accesses the four outer pods holding the Power Sources. There are three main rooms, two of which seem to be used for storage. One is filled with the red spheres and cylinders on blue support legs that we have not yet identified. The fourth room, constructed heavily out of alien entertainment walls, is best thought of as the recreation deck.
The central lift also extends to the third and topmost level of the Battleship. Unlike the level below it, the lift on this level is in a small room. This level of the UFO has lots of smaller rooms and tight corridors, making it very dangerous. There are two rooms which appear to be the navigation room, and bridge. Both rooms have the distinctive blue chairs, yet only one has any navigation modules. For some reason, the two rooms are on opposite sides of the ship. The third level is also where X-COM forces are most likely to find any Alien Navigators or Alien Leaders, or possibly even the commander if present.
+
 
 +
Note that there is a small access grav-lift in the north-western portion of this floor, which can allow you to enter the upper level indirectly.  
 +
 
 +
=== Level 2: Top Level ===
 +
 
 +
Unlike the level below it, the lift on this level is surrounded by strong walls. This level of the UFO has lots of smaller rooms and tight corridors, making it very dangerous. There are two major rooms which appear to be the navigation room, and bridge. Both rooms have the distinctive blue chairs, yet only one has any navigation modules. The two rooms are on opposite ends of the ship. The third level is also where X-COM forces are most likely to find any Alien Navigators or Alien Leaders, or possibly even the commander on non-Muton Battleships.
 +
 
 +
=== Level 3: Roof ===
 +
The roof is a flat surface and nothing much else. It is of no threat to anyone. Suitable entrances into the level underneath it can be made with the aid of Blaster Bombs.
 +
 
 +
As with any UFO, soldiers wearing flying suits can also land on the roof and provide support for troops that are storming the UFO from the ground entrance by operating a motion scanner.  
  
===Entry===
 
Heavy Weapons Platforms can enter the central lift and navigate much of the second floor, however the lift on the third floor is closed off via small doorways. HWPs are very useful for opening the main doors on the bottom level and allowing soldiers to fire at any aliens inside, or to send a blaster bomb up into the interior of the UFO.<br>
 
<br>
 
Forced entry using a Blaster Bomb is often used, as it also reduces the risk of succumbing to an alien ambush on the second or third floors. The four corner legs can be one entry point, although elerium may be damaged from such an entry. If [[Flying Suit]]s are avaliable, then an entry from the third level is also an effective tactic that also minimizes the risk of damaging elerium. Entering via the top floor also gives a good chance of surprising and capturing alien officers. A pincer movement, with two or more fireteams working from multiple entry points, is a very effective tactic while storming a Battleship.<br>
 
<br>
 
 
==Recoverable Components==
 
==Recoverable Components==
 
<table {{StdCenterTable}}>
 
<table {{StdCenterTable}}>
Line 219: Line 230:
 
<nowiki>*</nowiki> Needs testing to determine actual number.
 
<nowiki>*</nowiki> Needs testing to determine actual number.
  
==Floor Plans==
 
<gallery>
 
Image:Battleship_0.gif|Level 0
 
Image:Battleship_1.gif|Level 1
 
Image:Battleship_2.gif|Level 2
 
</gallery>
 
  
 
==Terrain Maps==
 
==Terrain Maps==
Line 233: Line 238:
 
Image:UFO_160MAP.JPG|Level 3
 
Image:UFO_160MAP.JPG|Level 3
 
</gallery>
 
</gallery>
 +
 +
 +
==Floor Plans==
 +
 +
<gallery>
 +
Image:Battleship_0.gif|Level 0
 +
Image:Battleship_1.gif|Level 1
 +
Image:Battleship_2.gif|Level 2
 +
</gallery>
 +
 +
==TFTD Note==
 +
[[TFTD]] also has "[[Battleship (TFTD)|Battleship]]" as a craft title.
 +
However, it is relegated to the place of TFTD's version of the [[Terror Ship]].
 +
TFTD's direct Battleship parallel is the [[Dreadnought]].
  
 
==See Also==
 
==See Also==
[[Small Scout]]<br>
+
{{UFO Navbar}}
[[Medium Scout]]<br>
 
[[Large Scout]]<br>
 
[[Abductor]]<br>
 
[[Harvester]]<br>
 
[[Supply ship|Supply Ship]]<br>
 
[[Terror ship|Terror Ship]]<br>
 
  
[[Category: UFO (UFO Defense)]]
+
[[Category: UFOs (EU)]][[Category: Research (EU)]][[Category:Tactics]]
[[Category: Tactics]]
+
[[Category:Enemy Unknown/UFO Defense]]

Revision as of 13:13, 18 July 2018

General Information

The battleship is the largest and most powerful alien craft. It is normally the primary alien mission craft, equipped with powerful weapons and numerous crew members.

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

Statistics

Statistic Value
SizeVery Large
Max Speed(km/h)5,000
Weapon Power140
Weapon Range(km)65
Weapon Range(range units)520
Damage Capacity3,000
UFO Downed points700
UFO Destroyed points1,400


Alien Missions

Battleships are normally associated with retaliation, base construction and Infiltration missions, however, unlike Terran Battleships the alien battleship can fulfill a very diverse set of mission profiles. Unlike Supply Ships, Terror Ships, Harvesters, or Abductors, a Battleship's presence does not lend itself to one or two specific alien missions. For an X-COM Commander tracking a Battleship using radar, he or she must observe the Battleship's movement patterns in order to guess its mission. The Commander must then take appropriate measures to deal with the battleship. He or she may even choose to ignore the Battleship, as their size and firepower require an extensive commitment of personnel and equipment that may not justify the attack. Though not often, Battleships can occasionally accomplish nothing, with no penalty aside from a slightly raised UFO Activity graph. (See: Alien Retaliation)

Battleships can be involved in the following missions:

Alien Base

The construction of alien bases are marked by heavy UFO activity in rural areas. In addition to the scouts and Supply Ships sent by the aliens to survey the potential base site, a Battleship is sent to inaugurate the base as soon as the construction is completed. To be precise, the moment the battleship appears in orbit means that the base is fully operational. So, if a Very Large UFO appears as part of a large force of Small and Large UFOs, then it is likely to be on an Alien Base mission, and is likely to make a landing. It is possible to capture the Battleship's commander and 4 power plants intact at this time. It is much easier to find the commander on the bridge of a Battleship than deep inside the maze of an Alien Base.

Note that shooting down the Battleship will not prevent base construction, so if you see a Battleship on an Alien Base mission this is a signal to start looking for the base.

Alien Infiltration

Two Battleships are always the primary component in the final phase of an infiltration. The Battleships are part of a large force of five ships sent, much like in Alien Base missions. However, ships involved in an Alien Infiltration mission will instead land in urban locations. Battleships contain the alien "diplomats" who will persuade (with 100% success rate, best door to door salesman ever!) one of Earth's countries to cease funding X-COM, and form a pact with the aliens. The alien "diplomats" leave the ship immediately upon entering the Earth's atmosphere, presumably through teleportation or alien parachutes, however, and continue their goal of signing a pact with one of Earth's countries regardless of what happens to their base ship. This means that a ground assault on the UFO will not prevent the aliens from accomplishing their mission. In addition, this alien diplomat will then convince the nation he has just converted to build an alien base for their new allies, which will be completed in a matter of hours. Shooting down and/or assaulting alien craft during the main infiltration wave will merely delay the second battleship.

In effect, as soon as you see the Battleships appear (with Hyperwave Decoder informing you that it is) performing Alien Infiltration, you have lost 1 funding country, and an alien base has just appeared in or next to that country.

Battleships are most often seen on this type of mission. When two Battleships follow the rapid appearance (in order) of a Large Scout, Terror Ship, and Supply Ship (this group of 5 UFOs is sometimes referred to as the Mass Infiltration Fleet), then it is very likely an Infiltration mission.

Alien Retaliation

Alien Retaliation missions have two main components: Search, and Destroy. The Battleship quite often fulfills the "destroy" component for obvious reasons - it's the troop carrier. The heavy firepower of a Battleship is required to breach any barricaded underground Hangars and Access Lifts, and they contain the troops, weapons, and terror units for the subsequent assault on any X-COM Base itself.

There are two theories on what occurs with the Battleship itself. 1st theory: After unloading its troops, a Battleship on a retaliatory mission will return to space instantly, disappearing from our detection range instantaneously. Perhaps is engages some form of FTL drive. 2nd Theory: Based on how the Battleship comes from space, enters Earth's atmosphere at Very High altitude, very rapidly switches to Very Low altitude, does not decelerate from it's maximum speed at any point, and disappears from radar existance as soon as it makes contact with the Xcom Base... it seems highly possible that the aliens use a kamikaze ramming attack in order to create a direct insertion of troops into the Xcom Base, thus explaining why your forces perform an interior assault defence, instead of exterior. This also explains why your base defences only have time for 1 volley, unless you use the Grav Shield to repel the battleship. In any case, is thus impossible to assault the Battleship after the base has been defended.

Any Battleship that is going to attack your base will head on a direct path for the base at near-maximum speed. It is thus impossible to shoot down the Battleship except with the Avenger, or with base defenses. Even then, the chances of shooting down a battleship with an Avenger from the target base is very minimal. If a Very Large craft is detected on a direct course for one of your bases, then start Base Defence preparations immediately.

There are other Battleships that appear on Retaliation missions, however. In the final stages of a Retaliation mission in an area, two Battleships will be deployed to search for your base. However, Battleships do not appear to have any sensing equipment, so Battleships acting in this capacity will generally just fly around for a bit and then leave.

An easy way to tell whether the battleship is a "searcher" or a "destroyer" is it's altitude. It always starts Very High, but if it almost immediately shifts to Very Low, your base has been found and it is going to head straight for your base and land at top speed. If it remains Very High, then it is merely searching.

Battleship movement on an Alien Retaliation mission is characterized by either a fast, direct course for one of your bases, or a repeated "weaving" pattern around where many UFOs have been downed recently. Often, a battleship which has not detected your base will make a fast direct course towards your base, but will then begin it's weaving pattern. They will only land to attack your base. A Battleship searching for your base will soon give up and head for space.

Alien Harvest

Alien Harvest missions also include a Battleship in their final stages (after the Harvesters). The aliens' motivations for sending a Battleship to do this are unknown, but it performs the same function as a Harvester within these missions (lands several times, counting as a successful Alien Harvest each time).

Intercepting Battleships

Speed

Despite being the largest class of ships, alien Battleships have four Elerium-115 powered power sources, and as such can travel through Earth's atmosphere at a surprisingly high speed - they have been known to travel at over five thousand knots during atmospheric entry and exit. Because of this, it is very difficult for standard X-COM craft to intercept a Battleship during these phases of its flight. X-COM Commanders must usually wait for the Battleship to slow down as they approach their mission zone in order to intercept it.

Weapon

When X-COM forces have engaged a Battleship, the commander and pilots must be extra cautious due to the powerful nature of the battleship's weapon. The battleship's weapon has a range of sixty-five kilometres - equal to the Fusion Ball Launcher, which mean it has a firing range greater than every other weapon. Battleships have a damage range of 74-148 damage per hit. The Battleship will just barely fire 3 times before X-COM craft can get within Plasma Beam range to return fire.

To get a rough idea of how long the various aircraft can survive against direct hits from the Battleship weapon, refer to the following table.

Ship(health)Hits to destroy
Interceptor (100)1 ~ 2
Skyranger (150)2 ~ 3
Firestorm (500)3 ~ 6
Lightning (800)5 ~ 10
Avenger (1200)8 ~ 16

From here we can see that the lighter class Terran Interceptors must rely on luck to survive the initial barrage from the UFO before they can get within Plasma Beam range. This means they have the great risk of destruction when sent against a battleship.

Advanced ships are therefore recommended due to their greater hit point allotments, allowing them to withstand more attacks. Multiple aircraft will always improve the odds of survival no matter the aircraft setup.


Armour

A Battleship is well armoured (3200 to be destroyed, 1600 to crash it). Native terran technology - Cannon, Stingrays, and Avalanches - have little chance of downing a battleship quickly unless used in high quantity. Anything less than an Avenger with single or twin Plasma Beams is not discouraged as even an Avenger will sustain moderate damage when intercepting a Battleship by itself. Fusion Ball Launchers may be effective, but only when intercepting with multiple craft or used in combination with a Plasma Beam.

If for what ever mad reason you suddenly decide to use cannons against the Battleship, four fully armed cannons are the absolute minimum, with some allowances given for multiple misses. The four cannons spread across two or more Avengers are required for any chance of success.

Geoscape Engagement: Summary

The Battleship is the fastest, strongest and most durable UFO in the alien fleet. Only the best available ships armed with powerful long ranged weapons should be used to engage it in air to air combat.

Even with the best preparations, any ship can sustain heavy damage from a Battleship, resulting in long repair time. Engaging with multiple aircraft improves the efficiency of the interception and reduces overall damage received while allowing you to shoot down the Battleship sooner.


As a counterpoint to attacking a Battleship, because their appearance is often merely an obligatory gesture and is independent on the success rate of an Alien Base or Infiltration mission, there is no immediate benefit to shooting down a battleship to directly influence the effect of the mission. It may therefore be preferable to do an ordinary ground assault on a Battleship that has landed rather than attack it in the air.

Shooting down the Battleship also causes you to lose some of the power units, and consequently the elerium pods that come with them. Few aliens will be lost as between 0 to 1 engineer will be in any one of the Battleship's four struts. It must be noted however that Engineers on Battleships are armed with Blaster Bombs, making each engineer killed rather significant. Furthermore, these struts are considered fairly good UFO entry points, and a blown up power source will usually result in busted walls in the strut.

The primary advantage of shooting down a Battleship is therefore to forcibly ground it for a few hours, allowing you to attack it when you are ready.

Assaulting/Recovering Battleships

Mission Spoils

Assaulting a landed or downed Battleship with ground forces is a dangerous operation, and the rewards from a successful raid are equally proportionate to the difficulty.

A Battleship has four power sources, and two hundred units of Elerium-115. In addition, these Power Sources are far away from each other, which gives them vastly better survival rates compared to the Power Unit clusters found in Terror Ship. In short, the Battleship has the highest probability of any shot down UFO to have at least 1 surviving Power Source.

Battleships carry many Alien Entertainment and UFO Navigation units, and is constructed of vast quantities of Alien Alloys.

Battleships are manned by a large crew comprising of every possible rank and alien combination in addition to their terror unit counterpart(s). From soldiers to the commanders X-COM needs to capture to end the war. Because the crew size is large, one can often find large amounts of alien weapons and ammo. The Battleship is the *ONLY* UFO where it is possible to find and recover the Blaster Launcher and Blaster Launcher Bombs.

Ground Threats

The Battleship carries a large crew complement. These are often equipped with Heavy Plasmas and Alien Grenades, which pose a large threat. In addition to the regular alien species, their associated Terror Units accompany them on Battleships. Last but not least, high ranking officers on a Battleship are armed with the dreaded Blaster Launcher. Squad leaders must be careful in their deployment of personnel on the battlefield.

Entry

Heavy Weapons Platforms can enter the central lift and navigate much of the second floor, however the lift on the third floor is closed off via small doorways. HWPs are very useful for opening the main doors on the bottom level and allowing soldiers to fire at any aliens inside, or to send a blaster bomb up into the interior of the UFO.

Forced entry using a Blaster Bomb is often used, as it also reduces the risk of succumbing to an alien ambush on the second or third floors. The four corner legs can be one entry point, although elerium may be damaged from such an entry. If Flying Suits are available, then an entry from the top level is also an effective tactic that also minimizes the risk of damaging elerium. Entering via the top floor also gives a good chance of surprising and capturing alien officers. A pincer movement, with two or more fire teams working from multiple entry points, is a very effective tactic while storming a Battleship.

Battleship Layout

The Battleship consists of three layers. The ground level, mid section and the top level.

See Terrain Maps and Floorpans for visuals of the various layers.

Level 0: Ground Level

The ground level has four "legs" one on each corner and a central leg that acts as the primary carriage way for the ship. lift shaft. The corner legs cannot be entered from the outside, as they house the power sources. The center leg or lift has two doors that give access to a wide lift.

Due to the compass orientation that the battleship always lands, the doors always open towards the south and west, the other directions are effectively blind. The doors are large enough to allow passage of large terror units and Heavy Weapons Platforms into the UFO. This pair of doors is the only formal access point in or out of the Battleship, therefore a siege is very effective here.

Be warned that any groups of soldiers sieging the the Battleship will be vulnerable to hostile blaster bombs, so use the tactic with discretion and consider your troop spacing with care. Alien Engineers have been known to patrol the fields with their trusty blaster launchers, and most aliens will carry alien grenades.

Level 1: Middle Level

The second level has four major hallways (or two, if you look at it that way). Each leads to a small lift that accesses the four outer pods holding the Power Sources. There are three main rooms, two of which seem to be used for storage. One is filled with the red spheres and cylinders on blue support legs that we have not yet identified. The fourth room, constructed heavily out of alien entertainment walls, is best thought of as the recreation deck.

Note that there is a small access grav-lift in the north-western portion of this floor, which can allow you to enter the upper level indirectly.

Level 2: Top Level

Unlike the level below it, the lift on this level is surrounded by strong walls. This level of the UFO has lots of smaller rooms and tight corridors, making it very dangerous. There are two major rooms which appear to be the navigation room, and bridge. Both rooms have the distinctive blue chairs, yet only one has any navigation modules. The two rooms are on opposite ends of the ship. The third level is also where X-COM forces are most likely to find any Alien Navigators or Alien Leaders, or possibly even the commander on non-Muton Battleships.

Level 3: Roof

The roof is a flat surface and nothing much else. It is of no threat to anyone. Suitable entrances into the level underneath it can be made with the aid of Blaster Bombs.

As with any UFO, soldiers wearing flying suits can also land on the roof and provide support for troops that are storming the UFO from the ground entrance by operating a motion scanner.

Recoverable Components

Item Sell Price Quantity Value
UFO Power Source$250,0004$1,000,000
UFO Navigation$80,0004$320,000
Alien Food$5,0000$0
Alien Surgery$38,0000$0
Alien Entertainment$20,00024$480,000
Examination Room$9,0000$0
Alien Alloys$6,500231$1,501,500
Elerium-115$5,000200$1,000,000
Totals$4,301,500


Also see UFO Recovery Values.

Alien Deployment

Sectoids/Floaters
Rank Beg./Exp. Vet./Gen. Super.
Soldiers4-86-108-12
Navigators11*2
Medics11*2
Engineers11*2
Leaders123
Commanders111
Terrorists0-22-44-6
Totals9-1514-2022-28
Snakemen
Rank Beg./Exp. Vet./Gen. Super.
Soldiers5-97-11*10-14
Navigators11*2
Medics---
Engineers11*2
Leaders123
Commanders111
Terrorists0-22-44-6
Totals9-1514-2022-28
Mutons
Rank Beg./Exp. Vet./Gen. Super.
Soldiers7-1110-14*14-18
Navigators11*2
Medics---
Engineers11*2
Leaders---
Commanders---
Terrorists0-22-44-6
Totals9-1514-2022-28
Ethereals
Rank Beg./Exp. Vet./Gen. Super.
Soldiers4-86-108-12
Navigators---
Medics---
Engineers---
Leaders45*9
Commanders111
Terrorists0-22-44-6
Totals9-1514-2022-28

* Needs testing to determine actual number.


Terrain Maps


Floor Plans

TFTD Note

TFTD also has "Battleship" as a craft title. However, it is relegated to the place of TFTD's version of the Terror Ship. TFTD's direct Battleship parallel is the Dreadnought.

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