Difference between revisions of "Hangar (Long War)"

From UFOpaedia
Jump to navigation Jump to search
(Updated the aerospace tables.)
(Merging Hangar and Air Combat)
Line 21: Line 21:
 
|power=3
 
|power=3
 
|}}
 
|}}
 
  
 
Located on the top left side of the Ant-Farm, this "Facilility" is the nerve center of all Aircraft operations.
 
Located on the top left side of the Ant-Farm, this "Facilility" is the nerve center of all Aircraft operations.
Line 183: Line 182:
 
**Available as a Foundry project once Advanced Aerospace Concept has been researched.
 
**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.
 
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.
 
==Tables==
 
===Aircraft===
 
{|class="wikitable" width="100%"
 
|-
 
!rowspan="2" {{Item name (Long War)}}!!rowspan="2"|Health!!rowspan="2"|Armor!!rowspan="2"|Penetration!!rowspan="2"|Speed!!colspan="2"|Prerequisites!!colspan="6"|Cost!!Maintenance
 
|-align="center"
 
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}||{{Maintenance cost (Long War)}}
 
|-align="center"
 
|[[File:Inv Skyranger.png|128px|link=Hangar (Long War)#Aircraft|Skyranger]]<br />'''[[Hangar (Long War)#Aircraft|Skyranger]]'''||colspan="4"|Can't be damaged or destroyed||colspan="8"|XCOM starts with one, unable to produce more||title="Cost in Credits"|20
 
|-align="center"
 
|[[File:Inv Satellite.png|128px|link=Hangar (Long War)#Aircraft|Satellite]]<br />'''[[Hangar (Long War)#Aircraft|Satellite]]'''||colspan="4"|Increases funding and provides unique bonuses|| ||10||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(7)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||
 
|-align="center"
 
|[[File:Inv Interceptor.png|128px|link=Hangar (Long War)#Aircraft|Interceptor]]<br />'''[[Hangar (Long War)#Aircraft|Interceptor]]'''||2500||5|| ||10|| || ||title="Cost in Credits"|200|| || || || ||title="Duration in days"|3&nbsp;days||title="Cost in Credits"|40
 
|-align="center"
 
|[[File:Inv Firestorm.png|128px|link=Hangar (Long War)#Aircraft|Firestorm]]<br />'''[[Hangar (Long War)#Aircraft|Firestorm]]'''||4000||25||5||15||[[Research (Long War)#Materials and Aerospace|Alien Propulsion]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|750<br />(1125)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|180<br />(270)||title="Cost in Elerium&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(30)||8 [[Alien Artifacts (Long War)#Alien Devices|UFO Flight Computers]]<br />4 [[Alien Artifacts (Long War)#Alien Devices|UFO Power Sources]]||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14.0&nbsp;days)||title="Cost in Credits"|50
 
|}
 
 
===Interceptor Weapons===
 
{|class="wikitable" width="100%"
 
|-
 
!rowspan="2" {{Item name (Long War)}}!!rowspan="2"|Hit chance!!rowspan="2"|Damage!!rowspan="2"|Penetration!!rowspan="2"|Firing<br />cooldown!!colspan="2"|Prerequisites!!colspan="6"|Cost
 
|-align="center"
 
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|[[File:Avalanche Missiles Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|Avalanche Missiles]]<br />'''[[Hangar (Long War)#Aerospace Weapons|Avalanche Missiles]]'''||25% / 40% / 55%||340<br />(170 per second)|| ||2.0 second||colspan="8"|XCOM starts with an unlimited supply
 
|-align="center"
 
|[[File:Stingray Missiles Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|Stingray Missiles]]<br />'''[[Hangar (Long War)#Aerospace Weapons|Stingray Missiles]]'''||25% / 40% / 55%||200<br />(133 per second)||10||1.5 second||colspan="8"|XCOM starts with an unlimited supply
 
|-align="center"
 
|[[File:Phoenix Coilgun Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|Phoenix Cannon]]<br />'''[[Hangar (Long War)#Aerospace Weapons|Phoenix Cannon]]'''||25% / 40% / 55%||140<br />(183 per second)||5||0.75 second||[[Research (Long War)#Materials and Aerospace|Alien Materials]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|12<br />(18)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)
 
|-align="center"
 
|[[File:Laser Cannon Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|Laser Cannon]]<br />'''[[Hangar (Long War)#Aerospace Weapons|Laser Cannon]]'''||25% / 40% / 55%||290<br />(290 per second)||5||1.0 second||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|160<br />(240)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(6)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)
 
|-align="center"
 
|[[File:Plasma Cannon Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|Plasma Cannon]]<br />'''[[Hangar (Long War)#Aerospace Weapons|Plasma Cannon]]'''||25% / 40% / 55%||650<br />(650 per second)||22||1.0 second||[[Research (Long War)#Plasma Weapons|Vehicular Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|500<br />(750)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(19)||1 [[Alien Artifacts (Long War)#Alien Weaponry|Alien Rifle]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)
 
|-align="center"
 
|[[File:EMP Cannon Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|EMP Cannon]]<br />'''[[Hangar (Long War)#Aerospace Weapons|EMP Cannon]]'''||15% / 30% / 45%||310<br />(563 per second)||30||0.55 second||[[Research (Long War)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|575<br />(862)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|160<br />(240)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(16)||1 [[Alien Artifacts (Long War)#Corpses|Sectopod Wreck]]||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10.0&nbsp;days)
 
|-align="center"
 
|[[File:Fusion Lance Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|Fusion Lance]]<br />'''[[Hangar (Long War)#Aerospace Weapons|Fusion Lance]]'''||15% / 30% / 45%||1200<br />(960 per second)||26||1.25 second||[[Research (Long War)#Plasma Weapons|Fusion Weapons]]||120||title="Cost in Credits&#10;(Cost when building quickly)"|800<br />(1200)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Elerium&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Meld&#10;(Cost when building quickly)"|40<br />(62)||1 [[Alien Artifacts (Long War)#Alien Devices|Fusion Core]]||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)
 
|}
 
 
===Modules===
 
{|class="wikitable" width="100%"
 
|-
 
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost
 
|-align="center"
 
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}
 
|-align="center"
 
|[[File:UFO Tracking Long War.png|128px|link=Hangar (Long War)#Aerospace Modules|UFO Tracking (Boost)]]<br />'''[[Hangar (Long War)#Aerospace Modules|UFO Tracking (Boost)]]'''||Increases the duration of this air combat||[[Research (Long War)#Materials and Aerospace|Alien Materials]]<br />[[Foundry (Long War)|Aircraft Boosters]]||12||title="Cost in Credits&#10;(Cost when building quickly)"|15<br />(22)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|1<br />(3)||2 [[Alien Artifacts (Long War)#Corpses|Drone Wrecks]]||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)
 
|-align="center"
 
|[[File:Defense Matrix Long War.png|128px|link=Hangar (Long War)#Aerospace Modules|Defense Matrix (Dodge)]]<br />'''[[Hangar (Long War)#Aerospace Modules|Defense Matrix (Dodge)]]'''||Dodges the next two incoming attacks||[[Research (Long War)#Alien Autopsies|Cyberdisc Autopsy]]<br />[[Foundry (Long War)|Aircraft Boosters]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(37)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Meld&#10;(Cost when building quickly)"|1<br />(3)||2 [[Alien Artifacts (Long War)#Corpses|Cyberdisc Wrecks]]||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)
 
|-align="center"
 
|[[File:Uplink Targeting Long War.png|128px|link=Hangar (Long War)#Aerospace Modules|Uplink Targeting (Aim)]]<br />'''[[Hangar (Long War)#Aerospace Modules|Uplink Targeting (Aim)]]'''||Automatically hits the next two attacks||[[Research (Long War)#Alien Autopsies|Floater Autopsy]]<br />[[Foundry (Long War)|Aircraft Boosters]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|1<br />(3)||3 [[Alien Artifacts (Long War)#Corpses|Floater Corpses]]||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)
 
|}
 
 
===Permanent Upgrades (Foundry Projects)===
 
(Version Long War Beta 15d2)
 
{| class="wikitable" width="100%"
 
|-
 
!rowspan="2" | Name !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost
 
|-align="center"
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
 
|- align="center"
 
| Advanced Repair
 
| Increases interceptor, SHIV, and item repair speed.
 
| 45
 
| Heavy Floater Autopsy
 
| §500
 
| 100
 
| 0
 
| 0
 
| 80
 
| 21
 
| 4x Heavy Floater Corpse
 
 
|-align="center"
 
| Aircraft Boosters
 
| Allows production of one-time 'boosters' for interception.
 
| 10
 
| Alien Materials
 
| §50
 
| 0
 
| 10
 
| 0
 
| 10
 
| 7
 
| -
 
 
|-align="center"
 
| Armored Fighters
 
| Increases all interceptor HP by 1000.
 
| 30
 
| Advanced Aerospace Concepts
 
| §400
 
| 200
 
| 0
 
| 60
 
| 70
 
| 14
 
| 30x Floater Corpse
 
 
|-align="center"
 
| Elerium Afterburners
 
| Increases interceptor combat time by 5 seconds.
 
| 45
 
| Alien Propulsion
 
| §200
 
| 30
 
| 0
 
| 30
 
| 0
 
| 14
 
| 2x UFO Power Source
 
 
|-align="center"
 
| Improved Avionics
 
| Increases interceptor aim by 10.
 
| 40
 
| Advanced Aerospace Concepts
 
| §400
 
| 10
 
| 50
 
| 0
 
| 0
 
| 14
 
| 3x UFO Flight Computer
 
 
|-align="center"
 
| Penetrator Weapons
 
| Increases armor penetration of air weapons by 5.
 
| 35
 
| Advanced Aerospace Concepts
 
| §300
 
| 80
 
| 45
 
| 0
 
| 0
 
| 14
 
| 3x Cyberdisc Wreck,<br /> 3x UFO Flight Computer
 
 
|-align="center"
 
| Phoenix Coilguns
 
| Increases the phoenix cannon's damage by 90 and armor penetration by 13.
 
| 50
 
| Advanced Aerospace Concepts
 
| §300
 
| 120
 
| 100
 
| 60
 
| 40
 
| 14
 
| 2x UFO Power Source
 
 
|-align="center"
 
| Stealth Satellites
 
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).
 
| 115
 
| Stealth Systems
 
| §1200
 
| 200
 
| 0
 
| 200
 
| 0
 
| 28
 
| 10x UFO Flight Computer
 
 
|-align="center"
 
| Supercapacitors
 
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.
 
| 70
 
| Advanced Pulse Lasers
 
| §800
 
| 200
 
| 100
 
| 200
 
| 100
 
| 21
 
| 6x UFO Power Source
 
 
|-align="center"
 
| Super Skyranger
 
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.
 
| 35
 
| Advanced Aerospace Concepts
 
| §200
 
| 60
 
| 0
 
| 0
 
| 0
 
| 14
 
| -
 
 
|-align="center"
 
| UFO Countermeasures
 
| Increases interceptor dodge chance by +15%.
 
| 50
 
| Seeker Autopsy
 
| §350
 
| 10
 
| 40
 
| 60
 
| 0
 
| 14
 
| 4x Seeker Wrecks,<br /> 4x UFO Flight Computer
 
 
|-align="center"
 
| UFO Scanners
 
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.
 
| 40
 
| Advanced Aerospace Concepts
 
| §200
 
| 10
 
| 0
 
| 10
 
| 0
 
| 14
 
| 4x UFO Flight Computer
 
 
|-align="center"
 
| UFO Tracking
 
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.
 
| 40
 
| Alien Power Systems
 
| §300
 
| 20
 
| 0
 
| 40
 
| 0
 
| 28
 
| 2x UFO Flight Computer
 
 
|-align="center"
 
| Wingtip Sparrowhawks
 
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.
 
| 50
 
| Advanced Aerospace Concepts
 
| §400
 
| 80
 
| 40
 
| 20
 
| 40
 
| 21
 
| -
 
 
|}
 
 
==Damage Calculations==
 
*Armor Mitigation = 0.05 * ( Target Armor - Armor Penetration)
 
**0 is the minimum Armor Mitigation and 0.95 is the maximum
 
*Base Damage = Weapon Damage * ( 1 - Armor Mitigation)
 
*Crit Chance = ( Armor Penetration - Target Armor) / 2
 
**5% is the minimum Crit Chance and 25% is the maximum
 
*A successful Crit multiplies damage by 2
 
*total damage is then randomized to between 50% and 150% of its current value.
 
*For XCOM Aircraft:
 
**If the appropriate UFO analysis has been researched, total damage is multiplied by 1.1
 
**total damage is also multiplied by ( Pilot Kills / 100 ) + 1
 
 
Examples:
 
 
* Avalanche missile (340 damage, 0 armor penetration) vs figher (armor 12): no armor is penetrated, so 12×5=60% of damage is blocked, and the avalanche has an effective damage of 136.
 
* Laser cannon (290 damage, 5 armor penetration) vs figher (armor 12): armor mitigation value of 12-5=8. Consequently, 8×5=40% of the damage is blocked, and the cannon has an effective damage of 174.
 
* Stingray missile (200 damage, 10 armor penetration) vs figher (armor 12): armor mitigation value of 12-10=2. Only 10% of damage is blocked, the strinray has an effective damage of 180.
 
 
Note that in the above example while the laser cannon and stingray misiles are about equal on a per-hit basis, the laser cannon is more effective in combat due to its higher rate of fire and higher accuracy.
 
  
 
==See Also==
 
==See Also==

Revision as of 23:28, 30 June 2015

This page may be outdated. It is up-to-date for version b14. The latest version is 1.0.
Long War Main Page
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


Located on the top left side of the Ant-Farm, this "Facilility" is the nerve center of all Aircraft operations.

Every Skyranger launch & return from missions are shown in Videos designed around the 3D rendering of the Hangar. 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.

Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger.

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

Interceptors

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

  • The game starts with four of these aircraft.
    • Procurement Cost: §200 (§140 with NA bonus)
    • Maintenance Cost per Month: §40 (§28 with NA bonus)
  • HP = 1500 (2500 with armored interceptors upgrade)
  • Armor = 5

Firestorm - Superior interceptor available to Engineering after researching Alien Propulsion.

  • An upgraded interceptor
    • Available after researching Alien Propulsion.
    • Build Cost: §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 4 UFO Power Source, 8 UFO Flight Computers
    • Maintenance Cost per Month: §50 (§35 with NA bonus)
  • HP = 3500 (4500 with armored interceptors upgrade)
  • Armor = 25


Transport

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.
    • Procurement Cost: NA
    • Maintenance Cost per Month: §20 (§14 with NA bonus)

Pilots

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).

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

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 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 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 progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial 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 Quenchguns 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 onboard 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 projects once the appropriate research has been done:

  • UFO tracking
    • 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.
    • Available as a Foundry project once Alien Power Systems has been researched.
    • Aerospace research credits 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

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