Hangar (Long War)
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Crafts
InterceptorsRaven - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted.
Firestorm - Superior interceptor available to Engineering after researching Alien Propulsion.
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TransportSkyranger - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.
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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!
Aircraft Weapons
It takes 7 days to change the weapons on an interceptor craft. 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.
- 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.
- 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 costavailable without research or manufacturing.
- 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.
- 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.
- Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.
- Phoenix Coilgun
- Rapid fire magnetic coilgun designed to shred fast moving targets.
- Rapid firing,long range,low damage and medium armor penetration.
- Available to build after completing Gauss Weapons research.
- Rapid fire magnetic coilgun designed to shred fast moving targets.
- Plasma Cannon
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- Available to build after completing Vehicular Plasma Weapons research.
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- EMP Cannon
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- Available to build after completing EMP Weapons research.
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- Fusion Lance
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- Available to build after completing Fusion Weapons research.
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One-Time Use Boosts
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.
- Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.
- Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.
- 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.
- Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.
- 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.
- Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.
- Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.
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. Reveals info about UFO on anti-satellite missions.
- Available as a Foundry project once Alien Power Systems has been researched.
- Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer
- Aerospace research credits apply, reducing research time by 25%.
- UFO countermeasures
- Increased dodge
- 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.
- Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld
- 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.
- Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.
- 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.
- Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers
- 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.
Tables
- NOTE: TABLE NOT UPDATED FOR LONG WAR
Item | Hit Chance | Range | Fire Rate | Damage | Armor Pen. | Credits | Alien Alloys | Elerium | Extra Costs | Min. Engineer |
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Avalanche Missiles | 25/40/55% | Long | Slow | Medium | Low | 0 | 0 | 0 | None | 0 |
Stingray Missiles | 25/40/55% | Long | Slow | Low | Medium | 0 | 0 | 0 | None | 0 |
Laser Cannon | % | Long | Medium | Medium | Low | xx | xx | xx | xx | xx |
Phoenix Coilgun | % | Long | Rapid | Low | Medium | xx | xx | xx | xx | xx |
Plasma Cannon | % | xx | xx | xx | xx | xx | xx | xx | xx | xx |
EMP Cannon | % | xx | xx | xx | xx | xx | xx | xx | xx | xx |
Fusion Lance | % | xx | xx | xx | xx | xx | xx | xx | xx | xx |
Defense Matrix | N/A | N/A | N/A | N/A | N/A | xx | xx | xx | 2 Cyberdisc Wrecks | xx |
UFO Tracking | N/A | N/A | N/A | N/A | N/A | xx | xx | xx | 2 Drone Wrecks | xx |
Uplink Targeting | N/A | N/A | N/A | N/A | N/A | xx | xx | xx | 3 Floater Corpses | xx |