Difference between revisions of "Hangar (Long War)"

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<div style="float:right">{{Header (Long War)}}__TOC__</div>
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{{Toc (Long War)|35}}
 +
 
 
{{Facilities Data Box (Long War)
 
{{Facilities Data Box (Long War)
 
|image=Wiki-facbox_hangar.png
 
|image=Wiki-facbox_hangar.png
 
|isize=256
 
|isize=256
|effect=Main staging ground for Xcom aircraft
+
|effect=Main staging ground for XCOM aircraft
 
|adjacency=None
 
|adjacency=None
 
|prerequisites=None
 
|prerequisites=None
Line 21: Line 22:
 
|}}
 
|}}
  
Located on the top left side of the Ant-Farm, this "Facilility" is the nerve center of all Aircraft operations.
+
The '''Hangar''' provides access to the management of XCOM air forces. Possible operations:
  
Every Skyranger launch & return from missions are shown in Videos designed around the 3D rendering of the Hangar.
+
*'''Order new Interceptors'''. Delivery time is 3 days.
Interceptions start with such Videos too. And if you look closely, the platforms are "embedded" into the very same sections of the Hangar as represented by the Ant-Farm.
+
*'''Distribution''' of your current ships by continent. There are 5 continents, each of which can have up to 6 ships. You can also transfer ships under repair, but those on rearmament cannot be moved. Transferring an aircraft from one continent to another takes 2 days.
 +
*Selecting a specific ship opens its menu, in which you can '''Re-equip''' and '''Rename''' it, see its performance characteristics and performance characteristics of available weapons. You can also '''Dismiss''' it through this menu. Remember that the installed weapon disappears.
  
Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger.
+
Firestorms are not bought, but are built in Engineering. A new Firestorm construction will appear on the continent where your base is located, and after its construction is finished it can be transferred to another continent.
  
As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they're mostly all displayed and parked in individual Bays up to a maximum of four.
+
==Aircraft==
 +
[[Air_Combat_(Long_War)#Aircraft|'''Interceptor''']] - the initial "Raven" aircraft designed to shoot down alien UFO craft once spotted.
 +
* The game starts with four of these aircraft.
 +
** Procurement cost: §200 (§150 with NA bonus).
 +
** Maintenance cost per month: §40 (§30 with NA bonus).
 +
*HP = 2500 (3500 with Armored Fighters upgrade).
 +
*Armor = 25%.
  
 +
[[Air_Combat_(Long_War)#Aircraft|'''Firestorm''']] - superior "Demon" aircraft available to Engineering after researching [[Research_(Long_War)#Materials_and_Aerospace|Alien Propulsion]].
 +
* Always starts on the continent with XCOM base - can then be transferred to another continent.
 +
** Available after researching [[Research (Long War)#Materials and Aerospace|Alien Propulsion]].
 +
** Build cost: §750 (§525 with NA bonus), 120 Elerium, 180 Alloys, 10 Meld, 4 UFO Power Sources, 8 UFO Flight Computers.
 +
** Maintenance cost per month: §50 (§35 with NA bonus).
 +
*HP = 4000 (5000 with Armored Fighters upgrade).
 +
*Armor = 125%.
 +
*Armor Penetration = 25%.
  
 +
[[Air_Combat_(Long_War)#Aircraft|'''Skyranger''']] - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game. 
 +
* You start the game with a single Skyranger and you may not build anymore.
 +
* Starting squad size: 6. May be increased to 8 through Officer Training School upgrades.
 +
** Covert Extraction missions: 4 soldiers plus covert operative.
 +
** Super Skyranger upgrade - allows additional soldiers on Alien Base Assaults (2), Exalt HQ Assault (2), and Temple Ship Assault (4).
 +
* Maintenance cost per month: §20 (§15 with NA bonus).
  
 +
==Pilots==
 +
In Long War aircraft pilots can be given randomized names and will gain experience as the war goes on. For every UFO shot down by an aircraft its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).
  
 +
Later on, experienced pilots can be essential when taking out difficult targets such as the Overseer.
  
 +
==Equipping==
 +
Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free. They come with Avalanche Missiles already equipped. Advanced systems must be manufactured before you can equip them. It takes 7 days to change the weapons on a fighter craft; changing between the two basic missile types only takes 12 hours though. [[Air_Combat_(Long_War)#Modules|Modules]] do not have to be equipped.
  
 +
Be aware that it is impossible to change an [[Air_Combat_(Long_War)#Interceptor_Weapons |aircraft's weaponry]] outside of the Hangar menu, which includes choosing which craft you want to send on a mission; make sure your ships are equipped with the correct weapons before launching an interception!
  
 +
==Ship Weapons==
 +
===Avalanche Missiles===
 +
A crash program and a couple of lucky experiments led to the Avalanche Missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestrial guided missile technology.
 +
*All aircraft start equipped with these missiles.
 +
*Slow firing, long range missiles with medium damage and no armor penetration.
 +
*Avalanche Missiles are free of cost and available without research or manufacturing.
  
 +
===Stingray Missiles===
 +
Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets.
 +
*Slow firing, long range missiles with low damage but medium armor penetration.
 +
*Stingray Missiles are free of cost and available without research or manufacturing.
  
 +
===Phoenix Cannon===
 +
Rapid fire magnetic cannon designed to shred fast moving targets.
 +
*Rapid firing, short range, low damage and low armor penetration.
 +
*Available to build after completing [[Research_(Long_War)#Materials_and_Aerospace|Alien Materials]] research.
 +
*Receives a significant upgrade after completing the [[Foundry_(Long_War)#Aerospace_Improvements|Phoenix Coilguns]] Foundry Project.
  
 +
===Laser Cannon===
 +
Frame mounted Laser Cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.
 +
*Medium fire rate, short range, medium damage and low armor penetration.
 +
*Available to build after completing [[Research_(Long_War)#Laser_and_Gauss_Weapons|Advanced Beam Weapons]] research.
 +
*Receives a significant upgrade after completing the [[Foundry_(Long_War)#Aerospace_Improvements|Supercapacitors]] Foundry project.
  
 +
===Plasma Cannon===
 +
The plasma projectile's extreme heat can melt almost anything. Lack of on-board guidance and unpredictable reactions to the atmosphere causes some inaccuracy.
 +
*Medium fire rate, long range, high damage and high armor penetration.
 +
*Available to build after completing [[Research_(Long_War)#Plasma_Weapons|Vehicular Plasma Weapons]] research.
 +
*Requires 1 Alien Rifle.
  
 +
===EMP Cannon===
 +
The EMP Cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.
 +
*Rapid firing, short range, medium damage and very high armor penetration.
 +
*Available to build after completing [[Research_(Long_War)#Laser_and_Gauss_Weapons|EMP Weapons]] research.
 +
*Requires 1 Sectopod Wreck.
  
 +
===Fusion Lance===
 +
The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.
 +
*Can only be loaded on a Firestorm.
 +
*Medium fire rate, long range, extreme damage and high armor penetration.
 +
*Available to build after completing [[Research_(Long_War)#Plasma_Weapons|Fusion Weapons]] research.
 +
*Requires 1 Fusion Core.
  
 +
==Modules==
 +
You can also build one-time use [[Air_Combat_(Long_War)#Modules|modules]] to use during interceptions to boost your craft's abilities:
  
 +
===Defense Matrix (Dodge)===
 +
*2 Cyberdisc Wrecks required
 +
*One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.
 +
*Avoid next two hits from enemy UFO's fire.
 +
*Can be activated at Balanced and Defensive stance.
 +
*Available to Engineering after researching [[Research_(Long_War)#Alien_Autopsies|Cyberdisc Autopsy]] and finishing the [[Foundry_(Long_War)#Aerospace_Improvements|Aircraft Boosters]] project in the Foundry.
  
 +
===UFO Tracking (Boost)===
 +
*2 Drone Wrecks required
 +
*One time use when interceptors are in combat with UFOs.
 +
*Provides a temporary boost to interceptor's speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking out UFOs. 
 +
*Available to Engineering after researching [[Research_(Long_War)#Materials_and_Aerospace|Alien Materials]] and completing the [[Foundry_(Long_War)#Aerospace_Improvements|Aircraft Boosters]] project in the Foundry.
  
 +
===Uplink Targeting (Aim)===
 +
*3 Floater Corpses required
 +
*One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to their accuracy.
 +
*Next two shots against enemy ship always hit.
 +
*Can be activated at Balanced and Aggressive stance.
 +
*Available to Engineering after researching [[Research_(Long_War)#Alien_Autopsies|Floater Autopsy]] and completing the [[Foundry_(Long_War)#Aerospace_Improvements|Aircraft Boosters]] project in the Foundry.
  
 +
==Permanent Aircraft Boosts==
 +
There are a number of permanent boosts to defense, offense, repair time etc available as [[Foundry_(Long_War)#Aerospace_Improvements|Foundry projects]] once the appropriate research has been done:
  
 +
===UFO Analysis===
 +
*Research of each of the UFO types gives a damage boost when fighting that type again.
 +
*Increases the amount of Alloys and Elerium salvaged from the UFO.
 +
*Available once Alien Materials has been researched.
  
 +
===UFO Tracking===
 +
*Improved detection and tracking UFOs. Detects suborbital UFO's regardless of Satellite coverage (8% chance of an UFO detection without a Satellite versus 4%). Reveals info about UFO on anti-satellite missions.
 +
*Available as a Foundry project once Alien Power Systems has been researched.
 +
*Aerospace research credit apply, reducing research time by 25%.
  
 +
===UFO Countermeasures===
 +
*Increased dodge (+15%)
 +
*Available as a Foundry project once Seeker Autopsy has been researched.
 +
*Aerospace research credit apply, reducing research time by 25%.
  
 +
===Armored Fighters===
 +
*Increased armor.
 +
*Available as a Foundry project once Advanced Aerospace Concepts has been researched.
 +
*Aerospace and Armor research credits apply, reducing research time by 25% each.
  
==Aircraft==
+
===Wingtip Sparrowhawks===
{{Col}}
+
*Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.
===Interceptors===
+
*Available as a Foundry project once Advanced Aerospace Concepts has been researched.
'''Raven''' - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted.  
+
*Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.
* The game starts with four of these aircraft.
 
** Procurement Cost:  §200 (§150 with NA bonus)
 
** Maintenance Cost per Month:  §40 (§30 with NA bonus)
 
*HP = 1500 (2500 with armored interceptors upgrade)
 
*Armor = 5
 
  
'''Firestorm''' - Superior interceptor available to Engineering after researching Alien Propulsion.
+
===Penetrator Weapons===
* An upgraded interceptor
+
*Increased weapon penetration.
** Available after researching Alien Propulsion.
+
*Available as a Foundry project once Advanced Aerospace Concepts has been researched.
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 4 UFO Power Source, 8 UFO Flight Computers
+
*Aerospace research credit apply, reducing research time by 25%.
** Maintenance Cost per Month:  §50 (§35 with NA bonus)
 
*HP = 3500 (4500 with armored interceptors upgrade)
 
*Armor = 25
 
  
{{ColBreak}}
+
===Improved Avionics===
 +
*Increases aim.
 +
*Available as a Foundry project once Advanced Aerospace Concepts has been researched.
 +
*Aerospace research credit apply, reducing research time by 25%.
  
===Transport===
+
===Elerium Afterburners===
'''Skyranger''' - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.   
+
*Increases interceptor combat time by 5 seconds.   
* You start the game with a single Skyranger and you may not build anymore.
+
*Available once Alien Propulsion has been researched.
* Starting Squad Size: 6. May be increased to 8 through Officer Training School upgrades.
+
*Aerospace research credit apply, reducing research time by 25%.
** Covert Extraction Missions: 4 soldiers plus covert operative.
 
** Super Skyranger upgrade - allows additional soldiers on Alien Base Assaults (2), Exalt HQ Assault (2), and Final Mission (4).
 
* Procurement Cost:  NA
 
* Maintenance Cost per Month:  §20 (§15 with NA bonus)
 
{{EndCol}}
 
  
==Pilots==
+
===Advanced Repair===
In Long War interceptor pilots can be given randomized names and will gain experience as the war goes on. For every ufo shot down by an interceptor its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).
+
*Faster repairs.
 
+
*Available as a Foundry project once Heavy Floater Autopsy has been researched.
Later on, experienced pilots can be essential when taking out difficult targets such as the overseer.
+
*Cybernetics research credit apply, reducing research time by 25%.
 
 
==Hangar Storage==
 
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.
 
 
 
==Equipping==
 
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under "View Craft".  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.
 
 
 
Be aware that it is impossible to change an interceptor's weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!
 
 
 
Interceptor Weapons
 
 
 
It takes 7 days to change the [[Air_Combat_(Long_War)#Interceptor_Weapons |weapons on an interceptor ]] craft; changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:
 
*'''Avalanche Missiles'''
 
**A crash program and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestrial guided missile technology.
 
***All interceptors start equipped with these missiles.
 
***Slow firing, long range missiles with medium damage and low armor penetration.
 
***Avalanche Missiles are free of cost and available without research or manufacturing.
 
 
 
*'''Stingray Missiles'''
 
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets.  
 
***Slow firing, long range missiles with low damage but medium armor penetration.
 
***Stingray Missiles are free of cost and available without research or manufacturing.
 
 
 
*'''Phoenix Cannon'''
 
**Rapid fire magnetic cannon designed to shred fast moving targets.
 
***Rapid firing, long range, low damage and low armor penetration.
 
***Available to build after completing Alien Materials research.
 
***Receives a significant upgrade after completing the Phoenix Coilguns Foundry Project.
 
 
 
*'''Laser Cannon'''
 
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.
 
***Medium fire rate, long range with medium damage and low armor penetration.
 
***Available to build after completing Advanced Beam Weapons research.
 
***Receives a significant upgrade after completing the Supercapacitors foundry project.
 
 
 
*'''Plasma Cannon'''
 
**The Plasma projectile's extreme heat can melt almost anything. Lack of on-board guidance and unpredictable reactions to the atmosphere causes some inaccuracy.
 
***Available to build after completing Vehicular Plasma Weapons research.
 
 
 
*'''EMP Cannon'''
 
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.
 
***Available to build after completing EMP Weapons research.
 
 
 
*'''Fusion Lance'''
 
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.
 
***Can only be loaded on a Firestorm Interceptor.
 
***Available to build after completing Fusion Weapons research.
 
 
 
==Modules==
 
You can also build one-time use modules to use during interceptions to boost your craft's abilities:
 
*'''Defense Matrix (Dodge)'''
 
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.
 
**Avoid next two hits from enemy ship's fire.
 
**Can be activated at Balanced and Defensive Stance.
 
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.
 
*'''UFO Tracking (Boost)'''
 
**One time use when interceptors are in combat with UFOs.
 
**Provides a temporary boost to interceptor's speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs. 
 
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.
 
*'''Uplink Targeting (Aim)'''
 
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.
 
**Next two shots against enemy ship always hit.
 
**Can be activated at Balanced and Aggresive Stance.
 
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.
 
 
 
==Permanent Aircraft Boosts==
 
There are a number of permanent boosts to defence, offence, repair time etc available as [[Foundry_(Long_War)#Aerospace_Improvements|Foundry projects]] once the appropriate research has been done:
 
  
*'''UFO tracking'''
+
===Super Skyranger===
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.
+
*Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.
**Available as a Foundry project once Alien Power Systems has been researched.
+
*Available as a Foundry project once Advanced Aerospace Concepts has been researched.
**Aerospace research credits apply, reducing research time by 25%.
+
*Aerospace research credit apply, reducing research time by 25%.
*'''UFO countermeasures'''
 
**Increased dodge (+15%)
 
**Available as a Foundry project once Seeker Autopsy has been researched.
 
*'''UFO analysis'''
 
**Research of each of the UFO types gives a damage boost when fighting that type again.
 
**Available once Alien Materials has been researched.
 
*'''Armored Fighter'''
 
**Increased armor.
 
**Available as a Foundry project once Advanced Aerospace Concept has been researched.
 
**Aerospace and Armor research credits apply, reducing research time by 25% each.
 
*'''Wingtip Sparrowhawks'''
 
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.
 
**Available as a Foundry project once Advanced Aerospace Concept has been researched.
 
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.
 
*'''Penetrator Weapons'''
 
**Increased weapon penetration.
 
**Available as a Foundry project once Advanced Aerospace Concept has been researched.
 
**Aerospace research credits apply, reducing research time by 25%.
 
*'''Improved Avionics'''
 
**Increases Aim
 
**Available as a Foundry project once Advanced Aerospace Concept has been researched.
 
*'''Advanced Repair'''
 
**Faster repairs.
 
**Available as a Foundry project once Heavy Floater Autopsy has been researched.
 
*'''Super Skyranger'''
 
**Available as a Foundry project once Advanced Aerospace Concept has been researched.
 
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.
 
  
==See Also==
+
==See also==
 
* [[Air Combat (Long War)|Air Combat]]
 
* [[Air Combat (Long War)|Air Combat]]
 +
* [[Foundry (Long War)#Aerospace Improvements|Aerospace Improvements]]
 
* [[UFOs (Long War)|UFOs]]
 
* [[UFOs (Long War)|UFOs]]
  

Revision as of 14:11, 14 October 2020

Wiki-facbox hangar.png
Effect Main staging ground for XCOM aircraft
Adjacency Bonus None
Prerequisites None
Other None
Build costs
Credits
|
Alien Alloys
|
Elerium
|
Meld
|
Days
Normal
§0 | 0 | 0 | 0 | 0
Quick
§0 | 0 | 0 | 0 | 0
Maintenance §0
Power 3


The Hangar provides access to the management of XCOM air forces. Possible operations:

  • Order new Interceptors. Delivery time is 3 days.
  • Distribution of your current ships by continent. There are 5 continents, each of which can have up to 6 ships. You can also transfer ships under repair, but those on rearmament cannot be moved. Transferring an aircraft from one continent to another takes 2 days.
  • Selecting a specific ship opens its menu, in which you can Re-equip and Rename it, see its performance characteristics and performance characteristics of available weapons. You can also Dismiss it through this menu. Remember that the installed weapon disappears.

Firestorms are not bought, but are built in Engineering. A new Firestorm construction will appear on the continent where your base is located, and after its construction is finished it can be transferred to another continent.

Aircraft

Interceptor - the initial "Raven" aircraft designed to shoot down alien UFO craft once spotted.

  • The game starts with four of these aircraft.
    • Procurement cost: §200 (§150 with NA bonus).
    • Maintenance cost per month: §40 (§30 with NA bonus).
  • HP = 2500 (3500 with Armored Fighters upgrade).
  • Armor = 25%.

Firestorm - superior "Demon" aircraft available to Engineering after researching Alien Propulsion.

  • Always starts on the continent with XCOM base - can then be transferred to another continent.
    • Available after researching Alien Propulsion.
    • Build cost: §750 (§525 with NA bonus), 120 Elerium, 180 Alloys, 10 Meld, 4 UFO Power Sources, 8 UFO Flight Computers.
    • Maintenance cost per month: §50 (§35 with NA bonus).
  • HP = 4000 (5000 with Armored Fighters upgrade).
  • Armor = 125%.
  • Armor Penetration = 25%.

Skyranger - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.

  • You start the game with a single Skyranger and you may not build anymore.
  • Starting squad size: 6. May be increased to 8 through Officer Training School upgrades.
    • Covert Extraction missions: 4 soldiers plus covert operative.
    • Super Skyranger upgrade - allows additional soldiers on Alien Base Assaults (2), Exalt HQ Assault (2), and Temple Ship Assault (4).
  • Maintenance cost per month: §20 (§15 with NA bonus).

Pilots

In Long War aircraft pilots can be given randomized names and will gain experience as the war goes on. For every UFO shot down by an aircraft its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).

Later on, experienced pilots can be essential when taking out difficult targets such as the Overseer.

Equipping

Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free. They come with Avalanche Missiles already equipped. Advanced systems must be manufactured before you can equip them. It takes 7 days to change the weapons on a fighter craft; changing between the two basic missile types only takes 12 hours though. Modules do not have to be equipped.

Be aware that it is impossible to change an aircraft's weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; make sure your ships are equipped with the correct weapons before launching an interception!

Ship Weapons

Avalanche Missiles

A crash program and a couple of lucky experiments led to the Avalanche Missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestrial guided missile technology.

  • All aircraft start equipped with these missiles.
  • Slow firing, long range missiles with medium damage and no armor penetration.
  • Avalanche Missiles are free of cost and available without research or manufacturing.

Stingray Missiles

Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets.

  • Slow firing, long range missiles with low damage but medium armor penetration.
  • Stingray Missiles are free of cost and available without research or manufacturing.

Phoenix Cannon

Rapid fire magnetic cannon designed to shred fast moving targets.

  • Rapid firing, short range, low damage and low armor penetration.
  • Available to build after completing Alien Materials research.
  • Receives a significant upgrade after completing the Phoenix Coilguns Foundry Project.

Laser Cannon

Frame mounted Laser Cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.

  • Medium fire rate, short range, medium damage and low armor penetration.
  • Available to build after completing Advanced Beam Weapons research.
  • Receives a significant upgrade after completing the Supercapacitors Foundry project.

Plasma Cannon

The plasma projectile's extreme heat can melt almost anything. Lack of on-board guidance and unpredictable reactions to the atmosphere causes some inaccuracy.

  • Medium fire rate, long range, high damage and high armor penetration.
  • Available to build after completing Vehicular Plasma Weapons research.
  • Requires 1 Alien Rifle.

EMP Cannon

The EMP Cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.

  • Rapid firing, short range, medium damage and very high armor penetration.
  • Available to build after completing EMP Weapons research.
  • Requires 1 Sectopod Wreck.

Fusion Lance

The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.

  • Can only be loaded on a Firestorm.
  • Medium fire rate, long range, extreme damage and high armor penetration.
  • Available to build after completing Fusion Weapons research.
  • Requires 1 Fusion Core.

Modules

You can also build one-time use modules to use during interceptions to boost your craft's abilities:

Defense Matrix (Dodge)

  • 2 Cyberdisc Wrecks required
  • One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.
  • Avoid next two hits from enemy UFO's fire.
  • Can be activated at Balanced and Defensive stance.
  • Available to Engineering after researching Cyberdisc Autopsy and finishing the Aircraft Boosters project in the Foundry.

UFO Tracking (Boost)

  • 2 Drone Wrecks required
  • One time use when interceptors are in combat with UFOs.
  • Provides a temporary boost to interceptor's speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking out UFOs.
  • Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.

Uplink Targeting (Aim)

  • 3 Floater Corpses required
  • One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to their accuracy.
  • Next two shots against enemy ship always hit.
  • Can be activated at Balanced and Aggressive stance.
  • Available to Engineering after researching Floater Autopsy and completing the Aircraft Boosters project in the Foundry.

Permanent Aircraft Boosts

There are a number of permanent boosts to defense, offense, repair time etc available as Foundry projects once the appropriate research has been done:

UFO Analysis

  • Research of each of the UFO types gives a damage boost when fighting that type again.
  • Increases the amount of Alloys and Elerium salvaged from the UFO.
  • Available once Alien Materials has been researched.

UFO Tracking

  • Improved detection and tracking UFOs. Detects suborbital UFO's regardless of Satellite coverage (8% chance of an UFO detection without a Satellite versus 4%). Reveals info about UFO on anti-satellite missions.
  • Available as a Foundry project once Alien Power Systems has been researched.
  • Aerospace research credit apply, reducing research time by 25%.

UFO Countermeasures

  • Increased dodge (+15%)
  • Available as a Foundry project once Seeker Autopsy has been researched.
  • Aerospace research credit apply, reducing research time by 25%.

Armored Fighters

  • Increased armor.
  • Available as a Foundry project once Advanced Aerospace Concepts has been researched.
  • Aerospace and Armor research credits apply, reducing research time by 25% each.

Wingtip Sparrowhawks

  • Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.
  • Available as a Foundry project once Advanced Aerospace Concepts has been researched.
  • Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.

Penetrator Weapons

  • Increased weapon penetration.
  • Available as a Foundry project once Advanced Aerospace Concepts has been researched.
  • Aerospace research credit apply, reducing research time by 25%.

Improved Avionics

  • Increases aim.
  • Available as a Foundry project once Advanced Aerospace Concepts has been researched.
  • Aerospace research credit apply, reducing research time by 25%.

Elerium Afterburners

  • Increases interceptor combat time by 5 seconds.
  • Available once Alien Propulsion has been researched.
  • Aerospace research credit apply, reducing research time by 25%.

Advanced Repair

  • Faster repairs.
  • Available as a Foundry project once Heavy Floater Autopsy has been researched.
  • Cybernetics research credit apply, reducing research time by 25%.

Super Skyranger

  • Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.
  • Available as a Foundry project once Advanced Aerospace Concepts has been researched.
  • Aerospace research credit apply, reducing research time by 25%.

See also

Vigilo Confido black.png Long War: XCOM Facilities 
Static Facilities
Facilities background Long War.jpg
Overview
Mission Control (EU2012).png
Mission Control
Research (EU2012).png
Research
Engineering (EU2012).png
Engineering
Barracks (EU2012).png
Barracks
Hangar (EU2012).png
Hangar
Situation Room (EU2012).png
Situation Room
Constructible Facilities
Access Lift (EU2012).png
Access Lift
Alien Containment (EU2012).png
Alien Containment
Elerium Generator (EU2012).png
Elerium Generator
Foundry (EU2012).png
Foundry
Power Generator (EU2012).png
Fission Generator
Genetics Lab (EU2012).png
Genetics Lab
Gollop Chamber (EU2012).png
Gollop Chamber
Hyperwave Relay (EU2012).png
Hyperwave Relay
Laboratory (EU2012).png
Laboratory
Officer Training School (EU2012).png
Officer Training School
Psionic Lab (EU2012).png
Psionic Lab
Cybernetics Lab (EU2012).png
Repair Bay
Satellite Nexus (EU2012).png
Satellite Nexus
Satellite Uplink (EU2012).png
Satellite Uplink
Thermal Power Generator (EU2012).png
Thermo Generator
Workshop (EU2012).png
Workshop