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[[File:Air combat.png|thumb|400px|Air combat]]
[[File:Hangar view.png|thumb|300px|Aircraft hangar]]
The blue circle around a base indicates its radar range. If a UFO flies over a base's radar range it will be detected and can be attacked using interceptors. Shooting down a UFO will prevent it from causing Panic in the local region. Once a squadron reaches an UFO it will bring the following options:
[[File:Air combat.png|thumb|300px|Air combat]]
The blue circle around a base indicates its radar range. If a UFO flies over a base's radar range it will be detected and can be attacked using interceptors. Interceptor squadrons have a very small radar range themselves. If an UFO flies beyond base radar range the interceptor squadron will have the option to head to the UFO's last known position in hopes of finding it again.
 
Shooting down a UFO will prevent it from causing Panic in the local region. In addition, if an UFO is shot down over land it will enable a Crashed UFO mission that allows recovering valuable alien technology. Once a squadron reaches an UFO it will bring the following options:
* '''Commence Attack''': Starts an air battle between the interceptors and the UFO.
* '''Commence Attack''': Starts an air battle between the interceptors and the UFO.
* '''Autoresolve Attack''': Automatically resolves the air battle between the interceptors and the UFO. If the outcome is not desired the battle can be tried again as a regular air battle.
* '''Tail Target''': Interceptors will follow the UFO until they run out of fuel and can attack at any point.
* '''Tail Target''': Interceptors will follow the UFO until they run out of fuel and can attack at any point.
* '''Tail Until Over Land''': Interceptors will follow the UFO until it travels over land and then re-engage the UFO.
* '''Tail Until Over Land''': Interceptors will follow the UFO until it travels over land and then re-engage the UFO.
 
* '''Autoresolve Attack''': Automatically resolves the air battle between the interceptors and the UFO. If the outcome is not desired the battle can be tried again as a regular air battle. This option is only available if the Allow Autoresolve Air Combat option was selected in the campaign options.
If an UFO is shot down over land it will enable a Crashed UFO mission that allows recovering valuable alien technology.


== Air combat ==
== Air combat ==
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* '''Evasive Roll''': Interceptor attempts to dodge incoming weapons fire. Certain weapons prevent the interceptor from rolling.
* '''Evasive Roll''': Interceptor attempts to dodge incoming weapons fire. Certain weapons prevent the interceptor from rolling.
* '''Afterburners''': Increases movement speed but disables weapons and evasive rolls.
* '''Afterburners''': Increases movement speed but disables weapons and evasive rolls.
* '''Retreat''': Interceptor flies away from the UFO until it escapes the combat map.
* '''Retreat''': Interceptor flies away from the UFO until 3 in-game seconds have passed, ending the encounter.
 
 
Interceptors equipped with missiles or torpedos will display each missile beneath their portrait until they are deployed. By clicking one of these missiles, you can force the aircraft to hold fire on these missiles until re-enabled. This can be useful for ammo conservation, or for staggering the launch of missiles to reduce the risk of an enemy UFO evading an entire missile volley.
 
 
== Losing Aircraft ==
 
If an interceptor reaches 0 health during an encounter, it is immediately forced to disengage and return to base.
Afterwards it will need to be "overhauled" before being airworthy again. This takes 9 days, but is free of charge. If you wish, you can reduce the remaining repair time to 24 hours for a fee of $75,000.


== Interceptors ==
== Interceptors ==
[[File:Hangar view.png|thumb|400px|Aircraft hangar]]
Interceptors are used to attack UFOs. Up to 3 interceptors can be assigned on the same attack.
{| class="wikitable"
{| class="wikitable"
! Interceptor
! Interceptor !! Health !! Armor !! Speed [km/h] (improved) !! Acceleration [m/s²] !! Turn Rate [deg/sec] !! Range [km] (improved) !! Hardpoints !! Upkeep !! Cost
! Health
! Armor
! Top Speed (KM/H)
! Turn Rate (DEG/SEC)
! Range (KM)
! Cost
|-
|-
| [[File:Interceptor tier1.png|90px]] X-25 Angel || 100 || 0 || 2160 || 60 || 2232 || 350000 Funds
| [[File:Interceptor tier1.png|90px]]<br>X-25 Angel || 100 || 0 || 2,160<br>(3,300) || 0.25 || 60 || 10,275<br>(15,705) || 11 Payload<br>4x Weapon<br>1x Equip || $100,000 || $500,000
|-
|-
| [[File:Interceptor tier2.png|90px]] X-55 Phantom || 150 || 5 || 3600 || 90 || 12000 || 500000 Funds<br>40 Alien Alloys<br>40 Alenium
| [[File:Interceptor tier2.png|90px]]<br>X-55 Phantom || 150 || 5 || 3,600<br>(4,500) || 0.35 || 90 || 21,420<br>(26,775) || 13 Payload<br>4x Weapon<br>1x Equip || $150,000 || $750,000<br>20 Alenium<br>30 Alien Alloys
|-
| [[File: Interceptor tier3.png|90px]]<br>X-120 Gemini || 200 || 15 || 4,800 || 0.5 || 100 || 33,330 || 16 Payload<br>4x Weapon<br>2x Equip || $200,000 || $1,200,000<br>30 Alenium<br>45 Alien Alloys
|}
|}


=== Weapons ===
== Weapons ==
All interceptors have one cannon hardpoint and two equipment hardpoints. Cannon hardpoints can mount every weapon. Equipment hardpoints can only mount missile and torpedo weapons. Interceptors can be equipped with the following weapons:
Each cannon or lance occupies 2 weapon hardpoint slots, each missile or torpedo 1 slot.
=== Cannons and Lances ===
{| class="wikitable"
{| class="wikitable"
! Weapon
! Weapon
! Damage
! Damage
! Penetration (armor)
! Armor Destr
! Destruction (armor)
! Armor Pen
! Reload Time (sec)
! Reload Time [sec]
! Range
! Range
! Fire Arc
! Fire Arc
! Ammo
! Ammo
! Evasive Roll
! Weight
! Production cost
! Required research project
|-
| [[File:Cannon tier1.png|90px]]<br>Autocannon
| 4
| 0.5
| 1
| rowspan="3" | 0.25
| rowspan="3" | 3
| rowspan="3" | 20
| rowspan="3" | 200
| rowspan="3" | 5
|
|-
|-
| [[File:Cannon tier1.png|90px]] Autocannon
| [[File:Cannon tier2.png|90px]]<br>Accelerated Cannon
| 6
| 1
| 5
| 5
| 0
| Alien Magnetic Weapons
| -0.5
|-
| 0.25
| [[File:Cannon tier3.png|90px]]<br>Gauss Blaster
| 10
| 1.5
| 10
| Heavy Gauss Weaponry
|-
| [[File:Weapon lance tier1.png|90px]]<br>Laser Lance
| 12 - 18
| 3
| 3
| 30
| rowspan="3" | 0
| 100
| rowspan="2" | 1
| <span style="color:green;">'''Enabled'''</span>
| rowspan="3" | 6
| Free
| rowspan="3" | 12
| rowspan="3" | 100
| rowspan="3" | 6
| Heavy Lasers
|-
|-
| [[File:Missile tier1.png|90px]] Sidewinder Missile
| [[File:Fusion Lance.png|90px]]<br>Fusion Lance
| 25
| 35 - 45
| 0
| 8
| -1
| Heavy Fusion Weaponry
| 0.25
|}
| 20
=== Missiles and Torpedos ===
| 90
{| class="wikitable"
! Weapon
! Damage
! Armor Destr
! Armor Pen
! Speed
! Turn Rate [m/s]
! Reload Time [sec]
! Range
! Fire Arc
! Ammo
! Weight
! Required research project
|-
| [[File:Missile tier1.png|90px]]<br>Sidewinder Missile
| 15 - 25
| 1
| 1
| <span style="color:green;">'''Enabled'''</span>
| rowspan="3" | 0
| Free
| rowspan="3" | 3
| rowspan="3" | 180
| rowspan="3" | 3
| rowspan="3" | 12
| rowspan="3" | 75
| rowspan="3" | 2
| rowspan="3" | 2
| Aerial Warfare
|-
|-
| [[File:Torpedo tier1.png|90px]] Skylance Torpedo
| [[File:Missile tier2.png|90px]]<br>Alenium Missile
| 16
| 24 - 32
| 20
| 2
| -10
| Alenium Explosives
| 1
| 20
| 90
| 1
| <span style="color:red;">'''Disabled'''</span>
| Free
|-
|-
| [[File:Cannon tier2.png|90px]] Accelerated Cannon
| [[File:Fusion Missile.png|90px]]<br>Fusion Missile
| 7
| 35 - 45
| 1
| -0.5
| 0.25
| 3
| 3
| 20
| Fusion Explosives
| 40
| <span style="color:green;">'''Enabled'''</span>
| 120000 Funds<br>10 Alien Alloys
|-
|-
| [[File:Missile tier2.png|90px]] Alenium Missile
| [[File:Torpedo tier1.png|90px]]<br>Skylance Torpedo
| 40
| 35 - 55
| 0
| 5 - 15
| -2
| 15
| 0.25
| rowspan="3" | 4
| 5.5
| rowspan="3" | 7.5
| rowspan="3" | 1
| rowspan="3" | 12
| rowspan="3" | 75
| rowspan="3" | 1
| rowspan="3" | 4
| Aerial Warfare
|-
| [[File:Torpedo tier2.png|90px]]<br>Alenium Torpedo
| 60 - 76
| 15 - 25
| 25
| 25
| 4
| Alenium Explosives
| <span style="color:green;">'''Enabled'''</span>
|-
| 120000 Funds<br>8 Allenium
| [[File:Fusion Torpedo.png|90px]]<br>Fusion Torpedo
| 82 - 100
| 30 - 40
| 35
| Fusion Explosives
|-
|}
 
== Equipment ==
 
{| class="wikitable"
! Equipment
! Effect
! Weight
|-
|-
| [[File:Torpedo tier2.png|90px]] Alenium Torpedo
| [[File:Fuel Pod.png|60px]]<br>Fuel Pod
| 50
| +20% Range
| 25
| -15
| 1
| 1
| 7
| 12
| 2
| <span style="color:red;">'''Disabled'''</span>
| 120000 Funds<br>10 Allenium
|-
|-
| [[File:Cannon tier3.png|90px]] Gauss Cannon
| [[File:Ablative Plating.png|60px]]<br>Ablative Plating
| 15
| +6 Armour
| 1
| 3
| -3
|-
| 0.25
| [[File:Reinforced Plating.png|60px]]<br>Reinforced Plating
| +18 Armour
| 3
|-
| [[File:Shielded Plating.png|60px]]<br>Shielded Plating
| +25 Armour
| 3
| 3
| 20
|-
| 40
| <span style="color:green;">'''Enabled'''</span>
| 150000 Funds<br>12 Alien Alloys<br>12 Allenium
|}
|}

Latest revision as of 17:50, 15 April 2026

Aircraft hangar
Air combat

The blue circle around a base indicates its radar range. If a UFO flies over a base's radar range it will be detected and can be attacked using interceptors. Interceptor squadrons have a very small radar range themselves. If an UFO flies beyond base radar range the interceptor squadron will have the option to head to the UFO's last known position in hopes of finding it again.

Shooting down a UFO will prevent it from causing Panic in the local region. In addition, if an UFO is shot down over land it will enable a Crashed UFO mission that allows recovering valuable alien technology. Once a squadron reaches an UFO it will bring the following options:

  • Commence Attack: Starts an air battle between the interceptors and the UFO.
  • Tail Target: Interceptors will follow the UFO until they run out of fuel and can attack at any point.
  • Tail Until Over Land: Interceptors will follow the UFO until it travels over land and then re-engage the UFO.
  • Autoresolve Attack: Automatically resolves the air battle between the interceptors and the UFO. If the outcome is not desired the battle can be tried again as a regular air battle. This option is only available if the Allow Autoresolve Air Combat option was selected in the campaign options.

Air combat

Air combat takes place in real-time. Interceptors can execute the following maneuvers.

  • Evasive Roll: Interceptor attempts to dodge incoming weapons fire. Certain weapons prevent the interceptor from rolling.
  • Afterburners: Increases movement speed but disables weapons and evasive rolls.
  • Retreat: Interceptor flies away from the UFO until 3 in-game seconds have passed, ending the encounter.


Interceptors equipped with missiles or torpedos will display each missile beneath their portrait until they are deployed. By clicking one of these missiles, you can force the aircraft to hold fire on these missiles until re-enabled. This can be useful for ammo conservation, or for staggering the launch of missiles to reduce the risk of an enemy UFO evading an entire missile volley.


Losing Aircraft

If an interceptor reaches 0 health during an encounter, it is immediately forced to disengage and return to base. Afterwards it will need to be "overhauled" before being airworthy again. This takes 9 days, but is free of charge. If you wish, you can reduce the remaining repair time to 24 hours for a fee of $75,000.

Interceptors

Interceptor Health Armor Speed [km/h] (improved) Acceleration [m/s²] Turn Rate [deg/sec] Range [km] (improved) Hardpoints Upkeep Cost

X-25 Angel
100 0 2,160
(3,300)
0.25 60 10,275
(15,705)
11 Payload
4x Weapon
1x Equip
$100,000 $500,000

X-55 Phantom
150 5 3,600
(4,500)
0.35 90 21,420
(26,775)
13 Payload
4x Weapon
1x Equip
$150,000 $750,000
20 Alenium
30 Alien Alloys

X-120 Gemini
200 15 4,800 0.5 100 33,330 16 Payload
4x Weapon
2x Equip
$200,000 $1,200,000
30 Alenium
45 Alien Alloys

Weapons

Each cannon or lance occupies 2 weapon hardpoint slots, each missile or torpedo 1 slot.

Cannons and Lances

Weapon Damage Armor Destr Armor Pen Reload Time [sec] Range Fire Arc Ammo Weight Required research project

Autocannon
4 0.5 1 0.25 3 20 200 5

Accelerated Cannon
6 1 5 Alien Magnetic Weapons

Gauss Blaster
10 1.5 10 Heavy Gauss Weaponry

Laser Lance
12 - 18 3 0 1 6 12 100 6 Heavy Lasers

Fusion Lance
35 - 45 8 Heavy Fusion Weaponry

Missiles and Torpedos

Weapon Damage Armor Destr Armor Pen Speed Turn Rate [m/s] Reload Time [sec] Range Fire Arc Ammo Weight Required research project

Sidewinder Missile
15 - 25 1 0 3 180 3 12 75 2 2 Aerial Warfare

Alenium Missile
24 - 32 2 Alenium Explosives

Fusion Missile
35 - 45 3 Fusion Explosives

Skylance Torpedo
35 - 55 5 - 15 15 4 7.5 1 12 75 1 4 Aerial Warfare

Alenium Torpedo
60 - 76 15 - 25 25 Alenium Explosives

Fusion Torpedo
82 - 100 30 - 40 35 Fusion Explosives

Equipment

Equipment Effect Weight

Fuel Pod
+20% Range 1

Ablative Plating
+6 Armour 3

Reinforced Plating
+18 Armour 3

Shielded Plating
+25 Armour 3