Difference between revisions of "Facilities (Long War)"

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(Created page with " =HQ facilities= The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base's important strategic and research functi...")
 
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=HQ facilities=
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The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base's important strategic and research functions. The headquarters in Long War are mostly the same as in vanilla, with pretty much every facility performing the same or a similar function as in vanilla.
  
=HQ facilities=
+
When needed, facilities can be built more quickly than normal, by selecting the option when building the facility. This will cause the facility to cost considerably more cash and some Meld.
The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base's important strategic and research functions. The base building in Long War is mostly the same as vanilla, with pretty much every building doing what you'd expect it to from vanilla. Base facilities can optionally be built quickly by selecting the option when building the facility, which will make it cost considerably more cash and some Meld.
+
 
 +
The XCOM Headquarters, often referred to as the "Ant Farm", due to it's side view, is separated in two sections. The top half of the base consists of static facilities that are already available at the start of the game and are the same for every individual game. The bottom half of the base starts out mostly empty, with room to build various facilities, once enough space has been excavated.
  
==Static facilities==
+
=Static facilities=
Several crucial facilities are automatically available to player and their base locations remain static throughout the game.
+
The top half of the base contains several crucial facilities that are automatically available from the start of the game, and remain static throughout the game.
  
===[[Mission Control (Long War)|Mission Control]]===
+
==[[Mission Control (Long War)|Mission Control]]==
 
The focus of XCOM engagement. Features a rotating hologram of Earth (referred to by Bradford as a 'hologlobe'). In this room you can scan for incoming alien contacts through XCOM's satellite network (allowing for the passage of time), and missions can be launched from here.
 
The focus of XCOM engagement. Features a rotating hologram of Earth (referred to by Bradford as a 'hologlobe'). In this room you can scan for incoming alien contacts through XCOM's satellite network (allowing for the passage of time), and missions can be launched from here.
  
===[[Situation Room (Long War)|Situation Room]]===
+
==[[Research (Long War)|Research Labs]]==
The Situation Room has two primary uses. The first is monitoring the panic levels the individual nations of The Council and launching satellites to help mitigate that panic and provide additional coverage against alien UFOs. The second is managing XCOM's finances and resources; in the Situation Room you can see your monthly expenditures and incomes, sell items via the Gray Market, and review any Pending Requests from The Council.
+
The research team, headed by Dr. Vahlen, can be found in this location. The laboratory allows players to research upgrades and can be improved to increase research speed. In this room players can also peruse the research archives, detailing previously completed projects.
  
===[[Engineering (Long War)|Engineering]]===
+
==[[Engineering (Long War)|Engineering]]==
 
This facility, managed by Dr. Shen, allows players to build a wide variety of items that have been researched by the scientists in the labs or designed by the engineers in the Foundry.
 
This facility, managed by Dr. Shen, allows players to build a wide variety of items that have been researched by the scientists in the labs or designed by the engineers in the Foundry.
  
===[[Research (Long War)|Research Labs]]===
+
==[[Barracks (Long War)|Barracks]]==
The research team, headed by Dr. Vahlen, can be found in this location. The laboratory allows players to research upgrades and can be improved to increase research speed. In this room players can also peruse the research archives, detailing previously completed projects.
 
 
 
===[[Barracks (Long War)|Barracks]]===
 
 
In the Barracks, players can manage their soldiers, including equipping and customizing the troops, managing their skills and hiring new soldiers. There is also a Memorial Wall dedicated to those who have lost their lives in the line of duty. Players can also access the Officer Training School and the Psionic Labs through the Barracks.
 
In the Barracks, players can manage their soldiers, including equipping and customizing the troops, managing their skills and hiring new soldiers. There is also a Memorial Wall dedicated to those who have lost their lives in the line of duty. Players can also access the Officer Training School and the Psionic Labs through the Barracks.
  
===[[Hangar (Long War)|Hangar]]===
+
==[[Hangar (Long War)|Hangar]]==
 
The Hangar allows players to manage their aircraft, including purchasing new Interceptors, transferring craft between continents, and changing their weapon load-outs.
 
The Hangar allows players to manage their aircraft, including purchasing new Interceptors, transferring craft between continents, and changing their weapon load-outs.
  
==Additional facilities==
+
==[[Situation Room (Long War)|Situation Room]]==
 +
The Situation Room has two primary uses. The first is monitoring the panic levels the individual nations of The Council and launching satellites to help mitigate that panic and provide additional coverage against alien UFOs. The second is managing XCOM's finances and resources; in the Situation Room you can see your monthly expenditures and incomes, sell items via the Gray Market, and review any Pending Requests from The Council.
 +
 
 +
=Additional facilities=
 
Dozens of additional facilities can be purchased and built into player bases, bestowing certain benefits. These locations are housed in the base underneath the existing static locations. Most cave locations will require excavation before new facilities can be built in them.
 
Dozens of additional facilities can be purchased and built into player bases, bestowing certain benefits. These locations are housed in the base underneath the existing static locations. Most cave locations will require excavation before new facilities can be built in them.
  
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==Facilities==
 
==Facilities==
{| class="wikitable"
 
!colspan="8" | Xcom Base Facilities (Long War)
 
|-
 
! Name !! | Requirements !! | Materials !! | Upkeep !! | Power !! | Build Time !! | Synergy !! | Effect
 
|-
 
|[[Access Lift (Long War)|Access Lift]]|| None || §100 || §5 || -1 || 7 Days || None || Allows excavation and construction at each level of your base
 
|-
 
|[[Alien Containment (Long War)|Alien Containment]]|| Xenobiology || §200 <br/> 10 Alloys || §30 || -10 || 14 Days || None || Houses aliens for interrogation
 
|-
 
|[[Cybernetics Lab (Long War)|Cybernetics Lab]]|| Alien Biocybernetics || §300 || §35 || -6 || 21 Days || +5% adjacency bonus for workshop/foundry || Allows the conversion of soldiers to MEC Troopers
 
|-
 
|[[Fission Generator (Long War)|Fission Generator]]|| None || §120 || §20 || +8 || 10 Days || +3 power per adjacent Fission/Elerium/Thermo generator || +8 Power
 
|-
 
|[[Elerium Generator (Long War)|Elerium Generator]]|| Alien Power System || §400 <br/> 30 Elerium <br/> 30 Alloys || §25 || +35 || 25 Days || +3 power adjacency bonus for Fission/Elerium/Thermo generator || +35 Power
 
|-
 
|[[Thermo Generator (Long War)|Thermo Generator]]|| None || §350 || §35 || +25 || 21 Days || Must be built on a Steam Vent <br/> +3 power adjacency bonus for Fission/Elerium/Thermo generator || +25 Power
 
|-
 
|[[Foundry (Long War)|Foundry]]|| None || §200 || §25 || -6 || 18 Days || +5% adjacency bonus for workshop/cybernetics lab || Allows research of foundry projects
 
|-
 
|[[Gallop Chamber (Long War)|Gallop Chamber]]|| Deus Ex Tech || §1000 <br/> 30 Elerium <br/> 50 Alloys <br/> 1 Ethereal Device || §200 || -35 || 28 Days || None || Unlocks temple ship assault
 
|-
 
|[[Genetics Lab (Long War)|Genetics Lab]]|| Xenogenetics || §200 || §30 || -4 || 21 Days || +10% research bonus for each adjacent laboratory|| Allows genetic modification of soldiers
 
|-
 
|[[Hyperwave Relay (Long War)|Hyperwave Relay]]|| Alien Communication || §600 <br/> 30 Elerium <br/> 50 Alloys || §100 || -15 || 28 Days || None || Allows detection of special UFOs <br/> Shows UFO mission and crew composition upon detection.
 
|-
 
|[[Laboratory (Long War)|Laboratory]]|| None <br/> Capped by Scientists || §200 || §30 || -4 || 21 Days || +10% bonus for each adjacent laboratory/genetics lab/Psionic Lab || Speeds up research by 20%
 
|-
 
|[[Officer Training School (Long War)|Officer Training School]]|| Soldier at Corporal rank || §200 || §10 || -1 || 7 Days || None || Allows you to upgrade various aspects of your squad
 
|-
 
|[[Psionic Labs (Long War)|Psionic Labs]]|| Xenopsionics || §250 <br/> 10 Elerium || §30 || -6 || 18 Days || +10% bonus for each adjacent laboratory/genetics lab/Psionic Lab || Allows soldiers to train psionic abilities
 
|-
 
|[[Satellite Nexus (Long War)|Satellite Nexus]]|| Alien Computer <br/> Capped by Engineers || §300 <br/> 10 Elerium <br/> 25 Alloys <br/> 2 UFO Flight Computers || §30 || -12 || 21 Days || +1 additional satellite per adjacent uplink/nexus || +2 maximum satellites
 
|-
 
|[[Satellite Uplink (Long War)|Satellite Uplink]]|| None <br/> Capped by Engineers || §200 || §30 || -8 || 21 Days || +1 additional satellite for adjacent uplink/nexus || +1 maximum satellites
 
|-
 
|[[Workshop (Long War)|Workshop]]|| None <br/> Capped by Engineers || §200 || §30 || -4 || 21 Days || +5% adjacency bonus for workshop/cybernetics lab/foundry || 10% cash discount on items <br/> 10% refund of materials used
 
|-
 
  
  
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<br>'''Upkeep''' : §30
 
<br>'''Upkeep''' : §30
 
<br>'''Power''' : -4
 
<br>'''Power''' : -4
 +
 +
{| class="wikitable"
 +
! colspan="12" | Base Facilities (Long War)
 +
|-
 +
! rowspan="2" | Image !! rowspan="2" | Name !! rowspan="2" | Effect !! rowspan="2" | Adjacency type !! rowspan="2" | Prerequisites !! colspan="5" | Cost !! colspan="2" | Upkeep
 +
|-align=center
 +
| {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || Other || {{Time Icon}} || {{Credits Icon}} || Power
 +
|-
 +
| [[File:Access Lift (EU2012).png|150px]] | [[Access Lift (Long War)|Access Lift]] | Allows excavation and construction at that base level. | None | None
 +
| 100 | 0 | 0 | None | 7 | 5 | 1
 +
|-
 +
| [[File:Alien Containment (EU2012).png|150px]] | [[Alien Containment (Long War)|Alien Containment]] | Houses captured live aliens for interrogation. | None | Xenobiology
 +
| 200 | 10 | 0 | None | 14 | 30 | 10
 +
|-
 +
| [[File:Officer Training School (EU2012).png|150px]] | [[Officer Training School (Long War)|Officer Training School]] | Allows the purchase of [[Officer Training School (Long War)|Officer upgrades]]. | None | Corporal rank Soldier
 +
| 200 | 0 | 0 | None | 7 | 10 | 1
 +
|-
 +
| [[File:Laboratory (EU2012).png|150px]] | [[Laboratory (Long War)|Laboratory]] | Increases research speed by 20%. | Laboratory (+10% research speed) | Certain number of Scientists.
 +
| 200 | 0 | 0 | None | 21 | 30 | 4
 +
|-
 +
| [[File:Genetics Lab (EU2012).png|150px]] | [[Genetics Lab (Long War)|Genetics Lab]] | Allows [[Soldiers (Long War)|Soldiers]] to be enhanced with [[Gene Mods (Long War)|Gene Mods]]. | Laboratory (+10% research speed) | Xenogenetics
 +
| 200 | 0 | 0 | None | 18 | 30 | 4
 +
|-
 +
| [[File:Psionic Lab (EU2012).png|150px]] | [[Psionic Lab (Long War)|Psionic Lab]] | Allows [[Soldiers (Long War)|Soldiers]] to train [[Psionic (Long War)|Psionic abilities]]. | Laboratory (+10% research speed) | Xenopsionics
 +
| 250 | 0 | 10 | None | 18 | 25 | 6
 +
|-
 +
| [[File:Workshop (EU2012).png|150px]] | [[Workshop (Long War)|Workshop]] | 10% cash discount on equipment.<br />10% refund of materials used. | Workshop (+5% discount/refund) | Certain number of Engineers.
 +
| 200 | 0 | 0 | None | 21 | 30 | 4
 +
|-
 +
| [[File:Foundry (EU2012).png|150px]] | [[Foundry (Long War)|Foundry]] | Allows the research of [[Foundry (Long War)|Foundry projects]]. | Workshop (+5% discount/refund) | None
 +
| 200 | 0 | 0 | None | 18 | 25 | 6
 +
|-
 +
| [[File:Cybernetics Lab (EU2012).png|150px]] | [[Cybernetics Lab (Long War)|Cybernetics Lab]] | Allows [[Soldiers (Long War)|Soldiers]] to be augmented to [[MEC Troopers (Long War)|MEC Troopers]]. | Workshop (+5% discount/refund) | Alien Biocybernetics
 +
| 300 | 0 | 0 | None | 21 | 35 | 6
 +
|-
 +
| [[File:Power Generator (EU2012).png|150px]] | [[Fission Generator (Long War)|Fission Generator]] | Provides 8 power. | Generator (+3 power) | None
 +
| 120 | 0 | 0 | None | 10 | 20 | 0
 +
|-
 +
| [[File:Thermal Power Generator (EU2012).png|150px]] | [[Thermo Generator (Long War)|Thermo Generator]] | Provides 25 power. | Generator (+3 power) | Must be build on Steam Vents.
 +
| 350 | 0 | 0 | None | 21 | 35 | 0
 +
|-
 +
| [[File:Elerium Generator (EU2012).png|150px]] | [[Elerium Generator (Long War)|Elerium Generator]] | Provides 35 power. | Generator (+3 power) | Alien Power Systems
 +
| 400 | 30 | 30 | None | 25 | 25 | 0
 +
|-
 +
| [[File:Satellite Uplink (EU2012).png|150px]] | [[Satellite Uplink (Long War)|Satellite Uplink]] | Allows 1 satellite to be launched. | Uplink (+1 maximum satellites) | Certain number of Engineers.
 +
| 200 | 0 | 0 | None | 21 | 20 | 8
 +
|-
 +
| [[File:Satellite Nexus (EU2012).png|150px]] | [[Satellite Nexus (Long War)|Satellite Nexus]] | Allows 2 satellites to be launched. | Uplink (+1 maximum satellites) | Alien Computers<br />Certain number of Engineers.
 +
| 300 | 25 | 10 | 2 UFO Flight Computers | 21 | 30 | 12
 +
|-
 +
| [[File:Hyperwave Relay (EU2012).png|150px]] | [[Hyperwave Relay (Long War)| Hyperwave Relay]] | Allows detection of special UFOs.<br />Shows UFO mission and crew composition upon detection. | None | Alien Communications
 +
| 600 | 50 | 30 | None | 28 | 100 | 15
 +
|-
 +
| [[File:Gollop Chamber (EU2012).png|150px]] | [[Gollop Chamber (Long War)| Gollop Chamber]] | Unlocks the [[Missions (Long War)#Temple Ship Assault|Temple Ship Assault] mission. | None | Alien Command and Control
 +
| 1000 | 50 | 30 | 1 Ethereal Device | 28 | 200 | 35
 +
|}
  
 
[[Category: Long War]]
 
[[Category: Long War]]
 
[[Category: Facilities (Long War)]]
 
[[Category: Facilities (Long War)]]

Revision as of 12:04, 10 November 2014

HQ facilities

The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base's important strategic and research functions. The headquarters in Long War are mostly the same as in vanilla, with pretty much every facility performing the same or a similar function as in vanilla.

When needed, facilities can be built more quickly than normal, by selecting the option when building the facility. This will cause the facility to cost considerably more cash and some Meld.

The XCOM Headquarters, often referred to as the "Ant Farm", due to it's side view, is separated in two sections. The top half of the base consists of static facilities that are already available at the start of the game and are the same for every individual game. The bottom half of the base starts out mostly empty, with room to build various facilities, once enough space has been excavated.

Static facilities

The top half of the base contains several crucial facilities that are automatically available from the start of the game, and remain static throughout the game.

Mission Control

The focus of XCOM engagement. Features a rotating hologram of Earth (referred to by Bradford as a 'hologlobe'). In this room you can scan for incoming alien contacts through XCOM's satellite network (allowing for the passage of time), and missions can be launched from here.

Research Labs

The research team, headed by Dr. Vahlen, can be found in this location. The laboratory allows players to research upgrades and can be improved to increase research speed. In this room players can also peruse the research archives, detailing previously completed projects.

Engineering

This facility, managed by Dr. Shen, allows players to build a wide variety of items that have been researched by the scientists in the labs or designed by the engineers in the Foundry.

Barracks

In the Barracks, players can manage their soldiers, including equipping and customizing the troops, managing their skills and hiring new soldiers. There is also a Memorial Wall dedicated to those who have lost their lives in the line of duty. Players can also access the Officer Training School and the Psionic Labs through the Barracks.

Hangar

The Hangar allows players to manage their aircraft, including purchasing new Interceptors, transferring craft between continents, and changing their weapon load-outs.

Situation Room

The Situation Room has two primary uses. The first is monitoring the panic levels the individual nations of The Council and launching satellites to help mitigate that panic and provide additional coverage against alien UFOs. The second is managing XCOM's finances and resources; in the Situation Room you can see your monthly expenditures and incomes, sell items via the Gray Market, and review any Pending Requests from The Council.

Additional facilities

Dozens of additional facilities can be purchased and built into player bases, bestowing certain benefits. These locations are housed in the base underneath the existing static locations. Most cave locations will require excavation before new facilities can be built in them.

Most of these facilities grant an adjacency bonus, giving nearby rooms of the same type particular benefits, such as rebates on building materials or increased power from power generators. Rooms in the same category give these bonuses, so placing a Satellite Nexus next to a Satellite Uplink will grant a bonus. It's also worth noting that these bonuses go both left and right and up and down, so the most efficient placement for four facilities that can grant bonuses with each other would be putting them into a square shape.

Each of these additional facilities require maintenance, which costs a fixed amount each month. The maintenance cost can be reduced by employing additional engineers. With limited resources, players will be unable to build all available facilities simultaneously.

Facilities

Access Lift

An Elevator

Construction : §100 for 7 days.
Upkeep : §5
Power : -1

Alien Containment

Houses aliens for interrogation. Requires Xenobiology to construct.

Construction : §200 + 10 alloys for 14 days.
Upkeep : §30
Power : -10

Cybernetics Lab

Allows the conversion of soldiers to MEC Troopers.

Construction : §300 for 21 days.
Upkeep : $35
Power : -6

Fission Generator

Provides power and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator.

Construction : §120 for 10 days. Or §180 + 10 meld for 5 days.
Upkeep : $20
Power : +8

Elerium Generator

Provides power and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator.

Construction : §400 + 30 elerium + 30 alloys for 25 days.
Upkeep : §25
Power : +35

Thermo Generator

Provides power (but must be built on a steam vent) and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator.

Construction : §350 for 21 days.
Upkeep : §35
Power : +25

Foundry

Allows research of foundry projects.

Construction : §200 for 18 days.
Upkeep : §25
Power : -6

Gallop Chamber

Unlocks Final mission

Construction : §1000 + 30 elerium + 50 alloys for 28 days.
Upkeep : §200
Power : -35

Genetics Lab

Allows genetic modification of soldiers.

Construction : §200 for 21 days.
Upkeep : §30
Power : -4

Hyperwave Relay

Allows detection of special UFOs, and shows extended information about UFOs when they are detected.

Construction : §600 + 30 elerium + 50 alloys for 28 days.
Upkeep : §100
Power : -15

Laboratory

Speeds up research by 20%, +10% bonus for each adjacent laboratories or genetics lab.

Construction : §200 for 21 days. Or §300 + 10 meld for 11 days.
Upkeep : §30
Power : -4

Officer Training School

Allows you to upgrade different aspects of your squad. This building becomes available to build after a squad member reaches the rank of Corporal.

Construction : §200 for 7 days.
Upkeep : §10
Power : -1

Psionic Labs

Allow soldiers to train psionic abilities.

Construction : §250 + 10 elerium for 21 days.
Upkeep : §30
Power : -6

Satellite Nexus

A Satellite Nexus is a direct upgrade to the Satellite Uplink, providing communication to 2 satellites with similar adjacency bonus of one additional satellite per adjacency. Sharing the engineers requirement of the Satellite Uplink.

Construction : §300 + 10 elerium + 25 alloys + 2 UFO flight computers for 21 days.
Upkeep : §30
Power : -12

Satellite Uplink

A Satellite Uplink provides communication to 1 satellite. The Satellite Uplink also provides an adjacency bonus of one additional satellite per adjacency when connecting to another Satellite Uplink or Satellite Nexus. To build a Satellite Uplink, one must have 5/10/20/30/40/?? engineers on staff.

Construction : §200 for 21 days. Or §300 + 10 meld for 11 days.
Upkeep : §20
Power : -8

Workshop

A Workshop gives the player a direct 10% cash discount on items from the Engineering department, as well as a 10% refund of materials used ; plus an adjacency bonus of 5% with workshops/foundy/cybernetic lab. The total discount cannot exceed 50%. Requires 10/? engineers.

Construction : §200 for 21 days.
Upkeep : §30
Power : -4

Base Facilities (Long War)
Image Name Effect Adjacency type Prerequisites Cost Upkeep
Credits
Alien Alloys
Elerium
Other
Days
Credits
Power
Access Lift (EU2012).png | Access Lift | Allows excavation and construction at that base level. | None | None 0 | 0 | None | 7 | 5 | 1
Alien Containment (EU2012).png | Alien Containment | Houses captured live aliens for interrogation. | None | Xenobiology 10 | 0 | None | 14 | 30 | 10
Officer Training School (EU2012).png | Officer Training School | Allows the purchase of Officer upgrades. | None | Corporal rank Soldier 0 | 0 | None | 7 | 10 | 1
Laboratory (EU2012).png | Laboratory | Increases research speed by 20%. | Laboratory (+10% research speed) | Certain number of Scientists. 0 | 0 | None | 21 | 30 | 4
Genetics Lab (EU2012).png | Genetics Lab | Allows Soldiers to be enhanced with Gene Mods. | Laboratory (+10% research speed) | Xenogenetics 0 | 0 | None | 18 | 30 | 4
Psionic Lab (EU2012).png | Psionic Lab | Allows Soldiers to train Psionic abilities. | Laboratory (+10% research speed) | Xenopsionics 0 | 10 | None | 18 | 25 | 6
Workshop (EU2012).png | Workshop | 10% cash discount on equipment.
10% refund of materials used. | Workshop (+5% discount/refund) | Certain number of Engineers.
0 | 0 | None | 21 | 30 | 4
Foundry (EU2012).png | Foundry | Allows the research of Foundry projects. | Workshop (+5% discount/refund) | None 0 | 0 | None | 18 | 25 | 6
Cybernetics Lab (EU2012).png | Cybernetics Lab | Allows Soldiers to be augmented to MEC Troopers. | Workshop (+5% discount/refund) | Alien Biocybernetics 0 | 0 | None | 21 | 35 | 6
Power Generator (EU2012).png | Fission Generator | Provides 8 power. | Generator (+3 power) | None 0 | 0 | None | 10 | 20 | 0
Thermal Power Generator (EU2012).png | Thermo Generator | Provides 25 power. | Generator (+3 power) | Must be build on Steam Vents. 0 | 0 | None | 21 | 35 | 0
Elerium Generator (EU2012).png | Elerium Generator | Provides 35 power. | Generator (+3 power) | Alien Power Systems 30 | 30 | None | 25 | 25 | 0
Satellite Uplink (EU2012).png | Satellite Uplink | Allows 1 satellite to be launched. | Uplink (+1 maximum satellites) | Certain number of Engineers. 0 | 0 | None | 21 | 20 | 8
Satellite Nexus (EU2012).png | Satellite Nexus | Allows 2 satellites to be launched. | Uplink (+1 maximum satellites) | Alien Computers
Certain number of Engineers.
25 | 10 | 2 UFO Flight Computers | 21 | 30 | 12
Hyperwave Relay (EU2012).png | Hyperwave Relay | Allows detection of special UFOs.
Shows UFO mission and crew composition upon detection. | None | Alien Communications
50 | 30 | None | 28 | 100 | 15
Gollop Chamber (EU2012).png | Gollop Chamber | Unlocks the [[Missions (Long War)#Temple Ship Assault|Temple Ship Assault] mission. | None | Alien Command and Control 50 | 30 | 1 Ethereal Device | 28 | 200 | 35