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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MestreLion</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T10:32:21Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Craft&amp;diff=57620</id>
		<title>Craft</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Craft&amp;diff=57620"/>
		<updated>2014-06-25T23:46:04Z</updated>

		<summary type="html">&lt;p&gt;MestreLion: /* Quick Comparison Table */ remove meaningless column &amp;quot;Acceleration&amp;quot;, since it has no in-game effect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;In other languages: [[항공기|한국어]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several different types of &#039;&#039;&#039;craft&#039;&#039;&#039; are available to X-COM Commanders, each has its own strengths and weaknesses. There are two basic roles any X-COM craft can fulfill, the ability to [[UFO Interception|intercept]] enemy [[UFOs]], which requires mounting points for [[Craft Armaments|craft weapons]]. The second potential role is for a troop transport which requires carrying space for [[soldiers]], [[Equipment (EU)|equipment]] (especially [[weapons]]) and potentially [[Heavy Weapons Platforms]]. A couple of the craft with can be [[research]]ed can fill both roles.&lt;br /&gt;
&lt;br /&gt;
=== Interception Craft ===&lt;br /&gt;
Interception Craft are used by X-COM to chase after and shoot down UFOs as they travel through Earth&#039;s atmosphere performing some [[Alien Missions|mission]]. They need to be fast enough to catch up to the UFO, have sufficient weaponry to take it down, and enough damage capacity to survive long enough to use that weaponry.&lt;br /&gt;
Note: All damaged craft are repaired at the rate of 1 HP per hour.&lt;br /&gt;
&lt;br /&gt;
*[[Interceptor]] - The only initial interception craft you can use, it is the best humans have at the time but it is comparatively slow and fragile.&lt;br /&gt;
*[[Firestorm]] - The first new hybrid of Human-Alien technology applied to craft design, it is a big step up from the interceptor in all but range.&lt;br /&gt;
&lt;br /&gt;
=== Troop Transporters ===&lt;br /&gt;
Troop Transporters are used to deliver soldiers to a remote mission location. Ideally they need as high a capacity as possible so that large squads can be sent out where a mission demands it, and sufficient range to get to all potential mission sites. High speed will also help for certain mission profiles, but is of lesser importance for most purposes.&lt;br /&gt;
&lt;br /&gt;
*[[Skyranger]] - A solid piece of equipment that gets the job done for most of the conflict, although it is slow when missions are required at all sorts of places around the world.&lt;br /&gt;
&lt;br /&gt;
===Multi-Role Interceptor/Transporters===&lt;br /&gt;
Later research will allow X-COM to field some multi-role craft that can fill both the interceptor and troop transport roles. These craft might supersede the other more specialist craft for general usage, although some commanders may prefer to use them more rigidly in one role or the other, or create entirely new roles that make use of all aspects of these craft.&lt;br /&gt;
&lt;br /&gt;
*[[Lightning]] - This design suffers a little from being too small to do both jobs well, but it can be useful in certain roles, mopping up smaller UFOs with it single weapon and then immediately being able to recover the resulting crash site if a small squad is enough.&lt;br /&gt;
*[[Avenger]] - The ultimate hybrid craft created - although its fuel is limited, its speed means it still retains an impressive range and gets there much faster than the Skyranger leading to faster mission turnarounds. It&#039;s only weakness is a very short airtime, like all hybrid craft, making it terrible at detecting alien bases.&lt;br /&gt;
&lt;br /&gt;
==Quick Comparison Table==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;110&amp;quot;&amp;gt;Craft&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Speed (knots)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;Range (nm) &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Air time&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Fuel&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Weapons&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Damage&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Cargo&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;HWPs&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;140&amp;quot;&amp;gt;Cost/Rent ($)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Time (h)&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Skyranger]]&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;760&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;13,500&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;35h40m / 83h20m&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1,500&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;500,000&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;72&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Interceptor]]&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2,100&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;8,050&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;7h50m / 16h40m&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1,000&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;600,000&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;96&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Firestorm]]&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;4,200&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;7,000&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3h20m&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;20&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;400,000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;14,000&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Lightning]]&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3,100&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;7,750&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;5h&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;30&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;600,000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;18,000&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Avenger]]&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;5,400&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;27,000&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;10h&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;60&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1,200&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;900,000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;34,000&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This cost is paid upon ordering and also monthly as rental fee, charged at midnight on the first day of each month.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This is only the up-front cost. These craft also require a number of [[Alien Alloys]], [[UFO Navigation]] and [[UFO Power Source]] to build, as well as engineers time and workshop space.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Engineer man-hours to [[manufacture]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; Stationary (Patrolling) air time. Fuel consumption for conventional craft is decreased, allowing longer air time.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Elerium-based fuel: every fuel unit is worth 10 minutes of fly time, and 1 [[Elerium-115]] unit is consumed every 5 fuel units.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; Range is the maximum distance from base a given craft can reach before fuel (50%) requires it to come back. Thus, maximum &#039;&#039;travel length&#039;&#039; of a craft is actually &#039;&#039;twice&#039;&#039; its range.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ Costs of craftable aircrafts&lt;br /&gt;
|-&lt;br /&gt;
|           || cash || labour || alloys || power || navigation || total&lt;br /&gt;
|-&lt;br /&gt;
| Firestorm || 400k || 500k   || 423k   || 250k  || 80k        || 1653k&lt;br /&gt;
|-&lt;br /&gt;
| Lighting  || 600k || 630k   || 553k   || 250k  || 80k        || 2113k&lt;br /&gt;
|-&lt;br /&gt;
| Avenger   || 900k || 1250k  || 780k   || 500k  || 80k        || 3500k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This means that manufacturing a Firestorm and selling your Interceptor pays for itself in under 3 months. (an existing interceptor costs 600k a month= 1800k in 3 months)&lt;br /&gt;
However, if you do not already have an interceptor in the hangar, manufacturing a firestorm would effectively pay for itself in 2 months. (An new interceptor costs 600k+600k the first month, and 600k a month henceforth)&lt;br /&gt;
&lt;br /&gt;
A Lightning arguably pays for itself in 1-2 months (500+600...500+600) since 1 Lightning can  more or less do the job of 1 Interceptor + 1 Skyranger.&lt;br /&gt;
&lt;br /&gt;
In short, X-com saves a LOT of money by manufacturing craft. The only drawback is Hybrid craft cost a lot of Elerium... 100 Elerium a month is $500,000 a month. So if your ships are spending a lot of time in the air, an Interceptor might be better than a Firestorm after all.&lt;br /&gt;
&lt;br /&gt;
In terms of combat effectiveness, (vs Battleships) an Avenger has exactly the same damage output as a Firestorm, but has almost 2.5 times as much health. The Avenger also costs slightly over twice as much and almost 2.5 times as long to build. In actual combat with a Battleship, on average, 4 Avengers will receive exactly the same amount of damage as 4 Firestorms, aka they are equally effective in combat, when engaging with 4 craft at once. And 4 Firestorms will fare better than 2 Avengers.  In effect, this means that dollar for dollar, building 10 Firestorms is cheaper and more effective than building 4 Avengers. However, EACH avenger uses less fuel than 1 Firestorm, due to shorter airtime. Furthermore, 10 firestorms require 10 hangar.&lt;br /&gt;
&lt;br /&gt;
In short, if you have enough resources, the Avenger is the better choice, but if you are short on resources, and for some reason you feel an uncontrollable urge to shoot down battleships (I do not know why you would do so), a fleet of Firestorms is better.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Craft Navbar}}&lt;br /&gt;
*[[Repairs]]&lt;br /&gt;
*[[Refueling]]&lt;br /&gt;
*[[Rearming]]&lt;br /&gt;
*[[UFO Interception]]&lt;br /&gt;
*[[Aircraft Firepower Table]]&lt;br /&gt;
*[[Talk:UFO_Detection#Aircraft_vs_Radar_Detection_Efficiency_.28Table.29|Aircraft Detection and Duty Cycle Table]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Craft]]&lt;/div&gt;</summary>
		<author><name>MestreLion</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Craft&amp;diff=57619</id>
		<title>Craft</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Craft&amp;diff=57619"/>
		<updated>2014-06-25T23:43:40Z</updated>

		<summary type="html">&lt;p&gt;MestreLion: /* Quick Comparison Table */ note on range&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;In other languages: [[항공기|한국어]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several different types of &#039;&#039;&#039;craft&#039;&#039;&#039; are available to X-COM Commanders, each has its own strengths and weaknesses. There are two basic roles any X-COM craft can fulfill, the ability to [[UFO Interception|intercept]] enemy [[UFOs]], which requires mounting points for [[Craft Armaments|craft weapons]]. The second potential role is for a troop transport which requires carrying space for [[soldiers]], [[Equipment (EU)|equipment]] (especially [[weapons]]) and potentially [[Heavy Weapons Platforms]]. A couple of the craft with can be [[research]]ed can fill both roles.&lt;br /&gt;
&lt;br /&gt;
=== Interception Craft ===&lt;br /&gt;
Interception Craft are used by X-COM to chase after and shoot down UFOs as they travel through Earth&#039;s atmosphere performing some [[Alien Missions|mission]]. They need to be fast enough to catch up to the UFO, have sufficient weaponry to take it down, and enough damage capacity to survive long enough to use that weaponry.&lt;br /&gt;
Note: All damaged craft are repaired at the rate of 1 HP per hour.&lt;br /&gt;
&lt;br /&gt;
*[[Interceptor]] - The only initial interception craft you can use, it is the best humans have at the time but it is comparatively slow and fragile.&lt;br /&gt;
*[[Firestorm]] - The first new hybrid of Human-Alien technology applied to craft design, it is a big step up from the interceptor in all but range.&lt;br /&gt;
&lt;br /&gt;
=== Troop Transporters ===&lt;br /&gt;
Troop Transporters are used to deliver soldiers to a remote mission location. Ideally they need as high a capacity as possible so that large squads can be sent out where a mission demands it, and sufficient range to get to all potential mission sites. High speed will also help for certain mission profiles, but is of lesser importance for most purposes.&lt;br /&gt;
&lt;br /&gt;
*[[Skyranger]] - A solid piece of equipment that gets the job done for most of the conflict, although it is slow when missions are required at all sorts of places around the world.&lt;br /&gt;
&lt;br /&gt;
===Multi-Role Interceptor/Transporters===&lt;br /&gt;
Later research will allow X-COM to field some multi-role craft that can fill both the interceptor and troop transport roles. These craft might supersede the other more specialist craft for general usage, although some commanders may prefer to use them more rigidly in one role or the other, or create entirely new roles that make use of all aspects of these craft.&lt;br /&gt;
&lt;br /&gt;
*[[Lightning]] - This design suffers a little from being too small to do both jobs well, but it can be useful in certain roles, mopping up smaller UFOs with it single weapon and then immediately being able to recover the resulting crash site if a small squad is enough.&lt;br /&gt;
*[[Avenger]] - The ultimate hybrid craft created - although its fuel is limited, its speed means it still retains an impressive range and gets there much faster than the Skyranger leading to faster mission turnarounds. It&#039;s only weakness is a very short airtime, like all hybrid craft, making it terrible at detecting alien bases.&lt;br /&gt;
&lt;br /&gt;
==Quick Comparison Table==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;110&amp;quot;&amp;gt;Craft&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Speed (knots)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;Range (nm) &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Air time&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Accel.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Fuel&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Weapons&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Damage&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Cargo&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;HWPs&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;140&amp;quot;&amp;gt;Cost/Rent ($)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Time (h)&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Skyranger]]&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;760&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;13,500&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;35h40m / 83h20m&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1,500&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;500,000&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;72&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Interceptor]]&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2,100&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;8,050&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;7h50m / 16h40m&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1,000&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;600,000&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;96&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Firestorm]]&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;4,200&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;7,000&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3h20m&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;20&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;400,000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;14,000&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Lightning]]&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3,100&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;7,750&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;5h&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;30&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;600,000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;18,000&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Avenger]]&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;5,400&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;27,000&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;10h&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;60&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1,200&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;900,000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;34,000&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This cost is paid upon ordering and also monthly as rental fee, charged at midnight on the first day of each month.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This is only the up-front cost. These craft also require a number of [[Alien Alloys]], [[UFO Navigation]] and [[UFO Power Source]] to build, as well as engineers time and workshop space.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Engineer man-hours to [[manufacture]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; Stationary (Patrolling) air time. Fuel consumption for conventional craft is decreased, allowing longer air time.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Elerium-based fuel: every fuel unit is worth 10 minutes of fly time, and 1 [[Elerium-115]] unit is consumed every 5 fuel units.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; Range is the maximum distance from base a given craft can reach before fuel (50%) requires it to come back. Thus, maximum &#039;&#039;travel length&#039;&#039; of a craft is actually &#039;&#039;twice&#039;&#039; its range.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ Costs of craftable aircrafts&lt;br /&gt;
|-&lt;br /&gt;
|           || cash || labour || alloys || power || navigation || total&lt;br /&gt;
|-&lt;br /&gt;
| Firestorm || 400k || 500k   || 423k   || 250k  || 80k        || 1653k&lt;br /&gt;
|-&lt;br /&gt;
| Lighting  || 600k || 630k   || 553k   || 250k  || 80k        || 2113k&lt;br /&gt;
|-&lt;br /&gt;
| Avenger   || 900k || 1250k  || 780k   || 500k  || 80k        || 3500k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This means that manufacturing a Firestorm and selling your Interceptor pays for itself in under 3 months. (an existing interceptor costs 600k a month= 1800k in 3 months)&lt;br /&gt;
However, if you do not already have an interceptor in the hangar, manufacturing a firestorm would effectively pay for itself in 2 months. (An new interceptor costs 600k+600k the first month, and 600k a month henceforth)&lt;br /&gt;
&lt;br /&gt;
A Lightning arguably pays for itself in 1-2 months (500+600...500+600) since 1 Lightning can  more or less do the job of 1 Interceptor + 1 Skyranger.&lt;br /&gt;
&lt;br /&gt;
In short, X-com saves a LOT of money by manufacturing craft. The only drawback is Hybrid craft cost a lot of Elerium... 100 Elerium a month is $500,000 a month. So if your ships are spending a lot of time in the air, an Interceptor might be better than a Firestorm after all.&lt;br /&gt;
&lt;br /&gt;
In terms of combat effectiveness, (vs Battleships) an Avenger has exactly the same damage output as a Firestorm, but has almost 2.5 times as much health. The Avenger also costs slightly over twice as much and almost 2.5 times as long to build. In actual combat with a Battleship, on average, 4 Avengers will receive exactly the same amount of damage as 4 Firestorms, aka they are equally effective in combat, when engaging with 4 craft at once. And 4 Firestorms will fare better than 2 Avengers.  In effect, this means that dollar for dollar, building 10 Firestorms is cheaper and more effective than building 4 Avengers. However, EACH avenger uses less fuel than 1 Firestorm, due to shorter airtime. Furthermore, 10 firestorms require 10 hangar.&lt;br /&gt;
&lt;br /&gt;
In short, if you have enough resources, the Avenger is the better choice, but if you are short on resources, and for some reason you feel an uncontrollable urge to shoot down battleships (I do not know why you would do so), a fleet of Firestorms is better.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Craft Navbar}}&lt;br /&gt;
*[[Repairs]]&lt;br /&gt;
*[[Refueling]]&lt;br /&gt;
*[[Rearming]]&lt;br /&gt;
*[[UFO Interception]]&lt;br /&gt;
*[[Aircraft Firepower Table]]&lt;br /&gt;
*[[Talk:UFO_Detection#Aircraft_vs_Radar_Detection_Efficiency_.28Table.29|Aircraft Detection and Duty Cycle Table]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Craft]]&lt;/div&gt;</summary>
		<author><name>MestreLion</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Craft&amp;diff=57617</id>
		<title>Craft</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Craft&amp;diff=57617"/>
		<updated>2014-06-25T21:22:13Z</updated>

		<summary type="html">&lt;p&gt;MestreLion: /* Quick Comparison Table */ add &amp;quot;Autonomy&amp;quot; column&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;In other languages: [[항공기|한국어]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several different types of &#039;&#039;&#039;craft&#039;&#039;&#039; are available to X-COM Commanders, each has its own strengths and weaknesses. There are two basic roles any X-COM craft can fulfill, the ability to [[UFO Interception|intercept]] enemy [[UFOs]], which requires mounting points for [[Craft Armaments|craft weapons]]. The second potential role is for a troop transport which requires carrying space for [[soldiers]], [[Equipment (EU)|equipment]] (especially [[weapons]]) and potentially [[Heavy Weapons Platforms]]. A couple of the craft with can be [[research]]ed can fill both roles.&lt;br /&gt;
&lt;br /&gt;
=== Interception Craft ===&lt;br /&gt;
Interception Craft are used by X-COM to chase after and shoot down UFOs as they travel through Earth&#039;s atmosphere performing some [[Alien Missions|mission]]. They need to be fast enough to catch up to the UFO, have sufficient weaponry to take it down, and enough damage capacity to survive long enough to use that weaponry.&lt;br /&gt;
Note: All damaged craft are repaired at the rate of 1 HP per hour.&lt;br /&gt;
&lt;br /&gt;
*[[Interceptor]] - The only initial interception craft you can use, it is the best humans have at the time but it is comparatively slow and fragile.&lt;br /&gt;
*[[Firestorm]] - The first new hybrid of Human-Alien technology applied to craft design, it is a big step up from the interceptor in all but range.&lt;br /&gt;
&lt;br /&gt;
=== Troop Transporters ===&lt;br /&gt;
Troop Transporters are used to deliver soldiers to a remote mission location. Ideally they need as high a capacity as possible so that large squads can be sent out where a mission demands it, and sufficient range to get to all potential mission sites. High speed will also help for certain mission profiles, but is of lesser importance for most purposes.&lt;br /&gt;
&lt;br /&gt;
*[[Skyranger]] - A solid piece of equipment that gets the job done for most of the conflict, although it is slow when missions are required at all sorts of places around the world.&lt;br /&gt;
&lt;br /&gt;
===Multi-Role Interceptor/Transporters===&lt;br /&gt;
Later research will allow X-COM to field some multi-role craft that can fill both the interceptor and troop transport roles. These craft might supersede the other more specialist craft for general usage, although some commanders may prefer to use them more rigidly in one role or the other, or create entirely new roles that make use of all aspects of these craft.&lt;br /&gt;
&lt;br /&gt;
*[[Lightning]] - This design suffers a little from being too small to do both jobs well, but it can be useful in certain roles, mopping up smaller UFOs with it single weapon and then immediately being able to recover the resulting crash site if a small squad is enough.&lt;br /&gt;
*[[Avenger]] - The ultimate hybrid craft created - although its fuel is limited, its speed means it still retains an impressive range and gets there much faster than the Skyranger leading to faster mission turnarounds. It&#039;s only weakness is a very short airtime, like all hybrid craft, making it terrible at detecting alien bases.&lt;br /&gt;
&lt;br /&gt;
==Quick Comparison Table==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;110&amp;quot;&amp;gt;Craft&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;Speed (knots)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;Range (nm)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Autonomy (fly hours)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Accel.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Fuel&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Weapons&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Damage&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Cargo&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;HWPs&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;140&amp;quot;&amp;gt;Cost/Rent ($)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Time (h)&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Skyranger]]&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;760&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;13,500&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;35h40m / 83h20m&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1,500&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;500,000&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;72&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Interceptor]]&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2,100&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;8,050&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;7h50m / 16h40m&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1,000&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;600,000&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;96&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Firestorm]]&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;4,200&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;7,000&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3h20m&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;20&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;400,000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;14,000&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Lightning]]&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3,100&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;7,750&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;5h&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;30&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;600,000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;18,000&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Avenger]]&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;5,400&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;27,000&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;10h&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;60&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1,200&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;900,000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;34,000&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This cost is paid upon ordering and also monthly as rental fee, charged at midnight on the first day of each month.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This is only the up-front cost. These craft also require a number of [[Alien Alloys]], [[UFO Navigation]] and [[UFO Power Source]] to build, as well as engineers time and workshop space.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Engineer man-hours to [[manufacture]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; Stationary (Patrolling) autonomy.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Elerium-based fuel: every fuel unit is worth 10 minutes of fly time, and 1 [[Elerium-115]] unit is consumed every 5 fuel units.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ Costs of craftable aircrafts&lt;br /&gt;
|-&lt;br /&gt;
|           || cash || labour || alloys || power || navigation || total&lt;br /&gt;
|-&lt;br /&gt;
| Firestorm || 400k || 500k   || 423k   || 250k  || 80k        || 1653k&lt;br /&gt;
|-&lt;br /&gt;
| Lighting  || 600k || 630k   || 553k   || 250k  || 80k        || 2113k&lt;br /&gt;
|-&lt;br /&gt;
| Avenger   || 900k || 1250k  || 780k   || 500k  || 80k        || 3500k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This means that manufacturing a Firestorm and selling your Interceptor pays for itself in under 3 months. (an existing interceptor costs 600k a month= 1800k in 3 months)&lt;br /&gt;
However, if you do not already have an interceptor in the hangar, manufacturing a firestorm would effectively pay for itself in 2 months. (An new interceptor costs 600k+600k the first month, and 600k a month henceforth)&lt;br /&gt;
&lt;br /&gt;
A Lightning arguably pays for itself in 1-2 months (500+600...500+600) since 1 Lightning can  more or less do the job of 1 Interceptor + 1 Skyranger.&lt;br /&gt;
&lt;br /&gt;
In short, X-com saves a LOT of money by manufacturing craft. The only drawback is Hybrid craft cost a lot of Elerium... 100 Elerium a month is $500,000 a month. So if your ships are spending a lot of time in the air, an Interceptor might be better than a Firestorm after all.&lt;br /&gt;
&lt;br /&gt;
In terms of combat effectiveness, (vs Battleships) an Avenger has exactly the same damage output as a Firestorm, but has almost 2.5 times as much health. The Avenger also costs slightly over twice as much and almost 2.5 times as long to build. In actual combat with a Battleship, on average, 4 Avengers will receive exactly the same amount of damage as 4 Firestorms, aka they are equally effective in combat, when engaging with 4 craft at once. And 4 Firestorms will fare better than 2 Avengers.  In effect, this means that dollar for dollar, building 10 Firestorms is cheaper and more effective than building 4 Avengers. However, EACH avenger uses less fuel than 1 Firestorm, due to shorter airtime. Furthermore, 10 firestorms require 10 hangar.&lt;br /&gt;
&lt;br /&gt;
In short, if you have enough resources, the Avenger is the better choice, but if you are short on resources, and for some reason you feel an uncontrollable urge to shoot down battleships (I do not know why you would do so), a fleet of Firestorms is better.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Craft Navbar}}&lt;br /&gt;
*[[Repairs]]&lt;br /&gt;
*[[Refueling]]&lt;br /&gt;
*[[Rearming]]&lt;br /&gt;
*[[UFO Interception]]&lt;br /&gt;
*[[Aircraft Firepower Table]]&lt;br /&gt;
*[[Talk:UFO_Detection#Aircraft_vs_Radar_Detection_Efficiency_.28Table.29|Aircraft Detection and Duty Cycle Table]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Craft]]&lt;/div&gt;</summary>
		<author><name>MestreLion</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Craft&amp;diff=57616</id>
		<title>Craft</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Craft&amp;diff=57616"/>
		<updated>2014-06-25T20:53:51Z</updated>

		<summary type="html">&lt;p&gt;MestreLion: /* Quick Comparison Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;In other languages: [[항공기|한국어]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several different types of &#039;&#039;&#039;craft&#039;&#039;&#039; are available to X-COM Commanders, each has its own strengths and weaknesses. There are two basic roles any X-COM craft can fulfill, the ability to [[UFO Interception|intercept]] enemy [[UFOs]], which requires mounting points for [[Craft Armaments|craft weapons]]. The second potential role is for a troop transport which requires carrying space for [[soldiers]], [[Equipment (EU)|equipment]] (especially [[weapons]]) and potentially [[Heavy Weapons Platforms]]. A couple of the craft with can be [[research]]ed can fill both roles.&lt;br /&gt;
&lt;br /&gt;
=== Interception Craft ===&lt;br /&gt;
Interception Craft are used by X-COM to chase after and shoot down UFOs as they travel through Earth&#039;s atmosphere performing some [[Alien Missions|mission]]. They need to be fast enough to catch up to the UFO, have sufficient weaponry to take it down, and enough damage capacity to survive long enough to use that weaponry.&lt;br /&gt;
Note: All damaged craft are repaired at the rate of 1 HP per hour.&lt;br /&gt;
&lt;br /&gt;
*[[Interceptor]] - The only initial interception craft you can use, it is the best humans have at the time but it is comparatively slow and fragile.&lt;br /&gt;
*[[Firestorm]] - The first new hybrid of Human-Alien technology applied to craft design, it is a big step up from the interceptor in all but range.&lt;br /&gt;
&lt;br /&gt;
=== Troop Transporters ===&lt;br /&gt;
Troop Transporters are used to deliver soldiers to a remote mission location. Ideally they need as high a capacity as possible so that large squads can be sent out where a mission demands it, and sufficient range to get to all potential mission sites. High speed will also help for certain mission profiles, but is of lesser importance for most purposes.&lt;br /&gt;
&lt;br /&gt;
*[[Skyranger]] - A solid piece of equipment that gets the job done for most of the conflict, although it is slow when missions are required at all sorts of places around the world.&lt;br /&gt;
&lt;br /&gt;
===Multi-Role Interceptor/Transporters===&lt;br /&gt;
Later research will allow X-COM to field some multi-role craft that can fill both the interceptor and troop transport roles. These craft might supersede the other more specialist craft for general usage, although some commanders may prefer to use them more rigidly in one role or the other, or create entirely new roles that make use of all aspects of these craft.&lt;br /&gt;
&lt;br /&gt;
*[[Lightning]] - This design suffers a little from being too small to do both jobs well, but it can be useful in certain roles, mopping up smaller UFOs with it single weapon and then immediately being able to recover the resulting crash site if a small squad is enough.&lt;br /&gt;
*[[Avenger]] - The ultimate hybrid craft created - although its fuel is limited, its speed means it still retains an impressive range and gets there much faster than the Skyranger leading to faster mission turnarounds. It&#039;s only weakness is a very short airtime, like all hybrid craft, making it terrible at detecting alien bases.&lt;br /&gt;
&lt;br /&gt;
==Quick Comparison Table==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;Craft&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;Speed (kts)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;Range (nm)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Accel.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Fuel&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Weapons&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Damage&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Cargo&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;HWPs&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;140&amp;quot;&amp;gt;Cost/Rent ($)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;140&amp;quot;&amp;gt;Time (h)&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Skyranger]]&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;760&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;13,500&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1,500&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;500,000&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;72&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Interceptor]]&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2,100&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;8,050&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1,000&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;600,000&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;96&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Firestorm]]&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;4,200&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;7,000&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;400,000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;14,000&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Lightning]]&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;3,100&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;7,750&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;600,000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;18,000&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&lt;br /&gt;
		&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Avenger]]&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;5,400&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;27,000&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;1,200&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;900,000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;td&amp;gt;34,000&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
	&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This cost is paid upon ordering and also monthly as rental fee, charged at midnight on the first day of each month.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This is only the up-front cost. These craft also require a number of [[Alien Alloys]], [[UFO Navigation]] and [[UFO Power Source]] to build, as well as engineers time and workshop space.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Engineer man-hours to [[manufacture]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ Costs of craftable aircrafts&lt;br /&gt;
|-&lt;br /&gt;
|           || cash || labour || alloys || power || navigation || total&lt;br /&gt;
|-&lt;br /&gt;
| Firestorm || 400k || 500k   || 423k   || 250k  || 80k        || 1653k&lt;br /&gt;
|-&lt;br /&gt;
| Lighting  || 600k || 630k   || 553k   || 250k  || 80k        || 2113k&lt;br /&gt;
|-&lt;br /&gt;
| Avenger   || 900k || 1250k  || 780k   || 500k  || 80k        || 3500k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This means that manufacturing a Firestorm and selling your Interceptor pays for itself in under 3 months. (an existing interceptor costs 600k a month= 1800k in 3 months)&lt;br /&gt;
However, if you do not already have an interceptor in the hangar, manufacturing a firestorm would effectively pay for itself in 2 months. (An new interceptor costs 600k+600k the first month, and 600k a month henceforth)&lt;br /&gt;
&lt;br /&gt;
A Lightning arguably pays for itself in 1-2 months (500+600...500+600) since 1 Lightning can  more or less do the job of 1 Interceptor + 1 Skyranger.&lt;br /&gt;
&lt;br /&gt;
In short, X-com saves a LOT of money by manufacturing craft. The only drawback is Hybrid craft cost a lot of Elerium... 100 Elerium a month is $500,000 a month. So if your ships are spending a lot of time in the air, an Interceptor might be better than a Firestorm after all.&lt;br /&gt;
&lt;br /&gt;
In terms of combat effectiveness, (vs Battleships) an Avenger has exactly the same damage output as a Firestorm, but has almost 2.5 times as much health. The Avenger also costs slightly over twice as much and almost 2.5 times as long to build. In actual combat with a Battleship, on average, 4 Avengers will receive exactly the same amount of damage as 4 Firestorms, aka they are equally effective in combat, when engaging with 4 craft at once. And 4 Firestorms will fare better than 2 Avengers.  In effect, this means that dollar for dollar, building 10 Firestorms is cheaper and more effective than building 4 Avengers. However, EACH avenger uses less fuel than 1 Firestorm, due to shorter airtime. Furthermore, 10 firestorms require 10 hangar.&lt;br /&gt;
&lt;br /&gt;
In short, if you have enough resources, the Avenger is the better choice, but if you are short on resources, and for some reason you feel an uncontrollable urge to shoot down battleships (I do not know why you would do so), a fleet of Firestorms is better.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Craft Navbar}}&lt;br /&gt;
*[[Repairs]]&lt;br /&gt;
*[[Refueling]]&lt;br /&gt;
*[[Rearming]]&lt;br /&gt;
*[[UFO Interception]]&lt;br /&gt;
*[[Aircraft Firepower Table]]&lt;br /&gt;
*[[Talk:UFO_Detection#Aircraft_vs_Radar_Detection_Efficiency_.28Table.29|Aircraft Detection and Duty Cycle Table]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Craft]]&lt;/div&gt;</summary>
		<author><name>MestreLion</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:General_Stores&amp;diff=57612</id>
		<title>Talk:General Stores</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:General_Stores&amp;diff=57612"/>
		<updated>2014-06-25T20:06:32Z</updated>

		<summary type="html">&lt;p&gt;MestreLion: /* misleading/incorrect info? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should the item space list be split out, and then a brief summary of the effects put in here with a link to it, the two concepts are pretty much interrelated I guess (I dont think space affects anything else but stores?) so I could go either way on it. --[[User:Sfnhltb|Sfnhltb]] 13:41, 4 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:I can&#039;t think of many pages that would link to it, other than this page -- I think it&#039;s appopriate here.--[[User:Ethereal Cereal|Ethereal Cereal]] 22:26, 4 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:::Only pages I could think of linking here is [[BASE.DAT]] and possibly [[PRODUCT.DAT]]. Do we know where the storage values for these items are at? Surely they aren&#039;t tucked away in the executable. I&#039;ll put this list in a table and format it better as it does take a monstrous amount of room. --[[User:Pi Masta|Pi Masta]] 11:45, 5 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::::You would think object sizes would be in [[OBDATA.DAT]], but that seems to only have the size for soldiers inventory purposes which apparently doesnt always match up with stores size (for example the note about the 1x1 plasma clip taking more room than the 3x2 Heavy Plasma). as well as a lot of other discrepancies. --[[User:Sfnhltb|Sfnhltb]] 11:57, 5 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
There must be a better way of describing the way the stores works than what is here at the moment. I mean I understand what the stores does and how size works and all the rounding and the description here confuses me. --[[User:Sfnhltb|Sfnhltb]] 12:32, 5 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Page Split ==&lt;br /&gt;
&lt;br /&gt;
I agree with Sfn, the description is rather technical. Perhaps we could give a general description of the sizes and then make a separate page with the nity-grity details?&lt;br /&gt;
&lt;br /&gt;
And about the Sizes, I knew they couldn&#039;t be in OBDATA as there are no entries for craft weapons and ammo. Does anyone know where these numbers came from? My guess is empirical observation (which is good, but doesn&#039;t tell me where they are stored at). --[[User:Pi Masta|Pi Masta]] 13:40, 5 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
What I would consider is having a shortened list of items you commonly have lots of, just the sizes though, and then a brief note about the way it rounds as that affects a few things (like even a single 0.1 item takes up a space, etc) and some brief examples, then a link to the full list and Zombie&#039;s dissection of how it all works on the margins in case someone wants to know why they can/can&#039;t get that last item into the stores. --[[User:Sfnhltb|Sfnhltb]] 14:12, 5 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:That&#039;s fine.  I&#039;m less insistent on keeping this page together than Research.--[[User:Ethereal Cereal|Ethereal Cereal]] 15:17, 5 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== misleading/incorrect info? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Note that the storage capacity for your base is in actual fact unlimited. It is not necessary to have a storage module in order to store items. Your troops will gladly store junk in the halls, on beds, in the showers, the commander&#039;s office, etc.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While this is a funny sentence, what does it &#039;&#039;actually&#039;&#039; mean? It implies that General Stores are not needed at all, or that its Storage Capacity is not what it seems. The last sentence also reinforces this: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You can continue to construct new objects and bring home gear captured through tactical combat well beyond the storage limit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What is this about? So General Stores/Storage Space does not actually impose a limit? Is he talking about a bug/exploit, or a technicalitty? [[User:MestreLion|MestreLion]] ([[User talk:MestreLion|talk]]) 16:06, 25 June 2014 (EDT)&lt;/div&gt;</summary>
		<author><name>MestreLion</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Craft&amp;diff=57611</id>
		<title>Craft</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Craft&amp;diff=57611"/>
		<updated>2014-06-25T19:48:00Z</updated>

		<summary type="html">&lt;p&gt;MestreLion: /* Quick Comparison Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;In other languages: [[항공기|한국어]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several different types of &#039;&#039;&#039;craft&#039;&#039;&#039; are available to X-COM Commanders, each has its own strengths and weaknesses. There are two basic roles any X-COM craft can fulfill, the ability to [[UFO Interception|intercept]] enemy [[UFOs]], which requires mounting points for [[Craft Armaments|craft weapons]]. The second potential role is for a troop transport which requires carrying space for [[soldiers]], [[Equipment (EU)|equipment]] (especially [[weapons]]) and potentially [[Heavy Weapons Platforms]]. A couple of the craft with can be [[research]]ed can fill both roles.&lt;br /&gt;
&lt;br /&gt;
=== Interception Craft ===&lt;br /&gt;
Interception Craft are used by X-COM to chase after and shoot down UFOs as they travel through Earth&#039;s atmosphere performing some [[Alien Missions|mission]]. They need to be fast enough to catch up to the UFO, have sufficient weaponry to take it down, and enough damage capacity to survive long enough to use that weaponry.&lt;br /&gt;
Note: All damaged craft are repaired at the rate of 1 HP per hour.&lt;br /&gt;
&lt;br /&gt;
*[[Interceptor]] - The only initial interception craft you can use, it is the best humans have at the time but it is comparatively slow and fragile.&lt;br /&gt;
*[[Firestorm]] - The first new hybrid of Human-Alien technology applied to craft design, it is a big step up from the interceptor in all but range.&lt;br /&gt;
&lt;br /&gt;
=== Troop Transporters ===&lt;br /&gt;
Troop Transporters are used to deliver soldiers to a remote mission location. Ideally they need as high a capacity as possible so that large squads can be sent out where a mission demands it, and sufficient range to get to all potential mission sites. High speed will also help for certain mission profiles, but is of lesser importance for most purposes.&lt;br /&gt;
&lt;br /&gt;
*[[Skyranger]] - A solid piece of equipment that gets the job done for most of the conflict, although it is slow when missions are required at all sorts of places around the world.&lt;br /&gt;
&lt;br /&gt;
===Multi-Role Interceptor/Transporters===&lt;br /&gt;
Later research will allow X-COM to field some multi-role craft that can fill both the interceptor and troop transport roles. These craft might supersede the other more specialist craft for general usage, although some commanders may prefer to use them more rigidly in one role or the other, or create entirely new roles that make use of all aspects of these craft.&lt;br /&gt;
&lt;br /&gt;
*[[Lightning]] - This design suffers a little from being too small to do both jobs well, but it can be useful in certain roles, mopping up smaller UFOs with it single weapon and then immediately being able to recover the resulting crash site if a small squad is enough.&lt;br /&gt;
*[[Avenger]] - The ultimate hybrid craft created - although its fuel is limited, its speed means it still retains an impressive range and gets there much faster than the Skyranger leading to faster mission turnarounds. It&#039;s only weakness is a very short airtime, like all hybrid craft, making it terrible at detecting alien bases.&lt;br /&gt;
&lt;br /&gt;
==Quick Comparison Table==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;Craft&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;Speed (kts)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;Range (nm)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Accel.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Fuel&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Weapons&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Damage&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Cargo&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;HWPs&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;140&amp;quot;&amp;gt;Cost/Rent ($)&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Interceptor]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8,050&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600,000&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Firestorm]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400,000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Skyranger]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;760&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500,000&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Lightning]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7,750&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600,000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Avenger]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5,400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;27,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;900,000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This cost is paid upon ordering, and also at midnight on the first of every month once delivered as a craft rental fee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; These craft also require a number of [[Alien Alloys]], [[UFO Navigation]] and [[UFO Power Source]] to build as well as this price, and take a substantial time to [[manufacture]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ Costs of craftable aircrafts&lt;br /&gt;
|-&lt;br /&gt;
|           || cash || labour || alloys || power || navigation || total&lt;br /&gt;
|-&lt;br /&gt;
| Firestorm || 400k || 500k   || 423k   || 250k  || 80k        || 1653k&lt;br /&gt;
|-&lt;br /&gt;
| Lighting  || 600k || 630k   || 553k   || 250k  || 80k        || 2113k&lt;br /&gt;
|-&lt;br /&gt;
| Avenger   || 900k || 1250k  || 780k   || 500k  || 80k        || 3500k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This means that manufacturing a Firestorm and selling your Interceptor pays for itself in under 3 months. (an existing interceptor costs 600k a month= 1800k in 3 months)&lt;br /&gt;
However, if you do not already have an interceptor in the hangar, manufacturing a firestorm would effectively pay for itself in 2 months. (An new interceptor costs 600k+600k the first month, and 600k a month henceforth)&lt;br /&gt;
&lt;br /&gt;
A Lightning arguably pays for itself in 1-2 months (500+600...500+600) since 1 Lightning can  more or less do the job of 1 Interceptor + 1 Skyranger.&lt;br /&gt;
&lt;br /&gt;
In short, X-com saves a LOT of money by manufacturing craft. The only drawback is Hybrid craft cost a lot of Elerium... 100 Elerium a month is $500,000 a month. So if your ships are spending a lot of time in the air, an Interceptor might be better than a Firestorm after all.&lt;br /&gt;
&lt;br /&gt;
The time taken to build a Firestorm, Lightning and Avenger are respectively 14000, 18000 and 34000 man hours.&lt;br /&gt;
&lt;br /&gt;
In terms of combat effectiveness, (vs Battleships) an Avenger has exactly the same damage output as a Firestorm, but has almost 2.5 times as much health. The Avenger also costs slightly over twice as much and almost 2.5 times as long to build. In actual combat with a Battleship, on average, 4 Avengers will receive exactly the same amount of damage as 4 Firestorms, aka they are equally effective in combat, when engaging with 4 craft at once. And 4 Firestorms will fare better than 2 Avengers.  In effect, this means that dollar for dollar, building 10 Firestorms is cheaper and more effective than building 4 Avengers. However, EACH avenger uses less fuel than 1 Firestorm, due to shorter airtime. Furthermore, 10 firestorms require 10 hangar.&lt;br /&gt;
&lt;br /&gt;
In short, if you have enough resources, the Avenger is the better choice, but if you are short on resources, and for some reason you feel an uncontrollable urge to shoot down battleships (I do not know why you would do so), a fleet of Firestorms is better.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Craft Navbar}}&lt;br /&gt;
*[[Repairs]]&lt;br /&gt;
*[[Refueling]]&lt;br /&gt;
*[[Rearming]]&lt;br /&gt;
*[[UFO Interception]]&lt;br /&gt;
*[[Aircraft Firepower Table]]&lt;br /&gt;
*[[Talk:UFO_Detection#Aircraft_vs_Radar_Detection_Efficiency_.28Table.29|Aircraft Detection and Duty Cycle Table]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Craft]]&lt;/div&gt;</summary>
		<author><name>MestreLion</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Refueling&amp;diff=57610</id>
		<title>Refueling</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Refueling&amp;diff=57610"/>
		<updated>2014-06-25T19:30:18Z</updated>

		<summary type="html">&lt;p&gt;MestreLion: craft does not refuel at different speed, its their fuel capacity that is different&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aircraft use fuel. Aircraft use LOTS of fuel. Therefore, after each mission or sortie, X-COM aircraft must be refueled in their [[Hangar]]s before being sent back out. Refueling is the second phase an interception craft will go through upon returning to base.&lt;br /&gt;
&lt;br /&gt;
Conventional craft refuel 50 units of fuel per half hour, on the half-hour. Elerium-based craft refuel 5 fuel units (1 Elerium) per half hour, also on the half-hour.&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Aircraft || Fuel Capacity || Type || Full refuel (hours) || Refuel per half-hour*&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Skyranger]]&lt;br /&gt;
| 1500 || Normal || 15 || 3.33%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Interceptor]]&lt;br /&gt;
| 1000 || Normal || 10 || 5.00%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Firestorm]]&lt;br /&gt;
| 20 || [[Elerium-115]] || 2 || 25.00%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Lightning]]&lt;br /&gt;
| 30 || [[Elerium-115]] || 3 || 16.67%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Avenger]]&lt;br /&gt;
| 60 || [[Elerium-115]] || 6 || 8.33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Decimals are not displayed; instead, the craft will fuel in a sequence that accounts for the decimal.  As a working example, the Skyranger fuels at 3%, 3%, 4%.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Repairs]]&lt;br /&gt;
* [[Rearming]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>MestreLion</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Refueling&amp;diff=57609</id>
		<title>Refueling</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Refueling&amp;diff=57609"/>
		<updated>2014-06-25T19:24:52Z</updated>

		<summary type="html">&lt;p&gt;MestreLion: Add &amp;quot;Time to fully refuel&amp;quot; column&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aircraft use fuel. Aircraft use LOTS of fuel. Therefore, after each mission or sortie, X-COM aircraft must be refueled in their [[Hangar]]s before being sent back out. Craft refuel at different speeds, and receive a set amount of fuel (50 fuel units) every half hour, on the half hour. Refueling is the second phase an interception craft will go through upon returning to base.&lt;br /&gt;
&lt;br /&gt;
Conventional craft refuel 50 units of fuel per half hour. Elerium-based craft refuel 5 fuel units (1 Elerium) per half hour.&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Aircraft || Fuel || Type || Full refuel (hours) || Refuel per half-hour*&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Skyranger]]&lt;br /&gt;
| 1500 || Normal || 15 || 3.33%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Interceptor]]&lt;br /&gt;
| 1000 || Normal || 10 || 5.00%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Firestorm]]&lt;br /&gt;
| 20 || [[Elerium-115]] || 2 || 25.00%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Lightning]]&lt;br /&gt;
| 30 || [[Elerium-115]] || 3 || 16.67%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Avenger]]&lt;br /&gt;
| 60 || [[Elerium-115]] || 6 || 8.33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Decimals are not displayed; instead, the craft will fuel in a sequence that accounts for the decimal.  As a working example, the Skyranger fuels at 3%, 3%, 4%.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Repairs]]&lt;br /&gt;
* [[Rearming]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>MestreLion</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Refueling&amp;diff=57608</id>
		<title>Refueling</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Refueling&amp;diff=57608"/>
		<updated>2014-06-25T19:03:08Z</updated>

		<summary type="html">&lt;p&gt;MestreLion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aircraft use fuel. Aircraft use LOTS of fuel. Therefore, after each mission or sortie, X-COM aircraft must be refueled in their [[Hangar]]s before being sent back out. Craft refuel at different speeds, and receive a set amount of fuel (50 fuel units) every half hour, on the half hour. Refueling is the second phase an interception craft will go through upon returning to base.&lt;br /&gt;
&lt;br /&gt;
Conventional craft refuel 50 units of fuel per half hour. Elerium-based craft refuel 5 fuel units (1 Elerium) per half hour.&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} width=&amp;quot;20%&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Aircraft || Fuel || Type || Refueling rate*&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Skyranger]]&lt;br /&gt;
| 1500 || Normal || 3.33%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Interceptor]]&lt;br /&gt;
| 1000 || Normal || 5.00%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Firestorm]]&lt;br /&gt;
| 20 || [[Elerium-115]] || 25.00%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Lightning]]&lt;br /&gt;
| 30 || [[Elerium-115]] || 16.67%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Avenger]]&lt;br /&gt;
| 60 || [[Elerium-115]] || 8.33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Decimals are not displayed; instead, the craft will fuel in a sequence that accounts for the decimal.  As a working example, the Skyranger fuels at 3%, 3%, 4%.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Repairs]]&lt;br /&gt;
* [[Rearming]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>MestreLion</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Refueling&amp;diff=57607</id>
		<title>Talk:Refueling</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Refueling&amp;diff=57607"/>
		<updated>2014-06-25T18:58:00Z</updated>

		<summary type="html">&lt;p&gt;MestreLion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rates per half hour or per hour? ==&lt;br /&gt;
&lt;br /&gt;
I believe these rates are per half hour. Should we change them to per hour, so they can be compared to the tables for repairing and rearming? Either way, we should add a caption saying the rates are per half hour (or per hour). [[User:Spike|Spike]] 15:11, 4 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Refueling rates ==&lt;br /&gt;
&lt;br /&gt;
The refueling rates are not a percentage but a fixed amount: &amp;quot;standard&amp;quot; fuel crafts have 50 fuel units added each step, while elerium fueled crafts have 5 fuel units added (corresponding to 1 elerium unit removed in the base) each step.&lt;br /&gt;
&lt;br /&gt;
BTW, the 3rd bit (bitmask of 00000100) of offset 100 in CRAFT.DAT has something to do with elerium crafts not being refueled because their base ran out of elerium. Anyone care to check? [[User:Seb76|Seb76]] 09:48, 16 February 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:I figured that since we&#039;ve already established the damage % is calculated on demand, so why not fuel?  In any case, unless you play the game with a hex editor, the percentage refuelling rates will be more useful for most casual players. [[User:Arrow Quivershaft|Arrow Quivershaft]] 09:51, 16 February 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:IMO, for casual players the relevant information is &amp;quot;time to fully refuel&amp;quot;, not &amp;quot;refuel rate per half-hour&amp;quot;. Afterall, what exactly does a &amp;quot;8.33% rate&amp;quot; means in practice? That column in its current form is meaningless. [[User:MestreLion|MestreLion]] ([[User talk:MestreLion|talk]]) 14:57, 25 June 2014 (EDT)&lt;/div&gt;</summary>
		<author><name>MestreLion</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Refueling&amp;diff=57606</id>
		<title>Talk:Refueling</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Refueling&amp;diff=57606"/>
		<updated>2014-06-25T18:57:30Z</updated>

		<summary type="html">&lt;p&gt;MestreLion: /* Refueling rates */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The refueling rates are not a percentage but a fixed amount: &amp;quot;standard&amp;quot; fuel crafts have 50 fuel units added each step, while elerium fueled crafts have 5 fuel units added (corresponding to 1 elerium unit removed in the base) each step.&lt;br /&gt;
&lt;br /&gt;
BTW, the 3rd bit (bitmask of 00000100) of offset 100 in CRAFT.DAT has something to do with elerium crafts not being refueled because their base ran out of elerium. Anyone care to check? [[User:Seb76|Seb76]] 09:48, 16 February 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:I figured that since we&#039;ve already established the damage % is calculated on demand, so why not fuel?  In any case, unless you play the game with a hex editor, the percentage refuelling rates will be more useful for most casual players. [[User:Arrow Quivershaft|Arrow Quivershaft]] 09:51, 16 February 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
== Rates per half hour or per hour? ==&lt;br /&gt;
&lt;br /&gt;
I believe these rates are per half hour. Should we change them to per hour, so they can be compared to the tables for repairing and rearming? Either way, we should add a caption saying the rates are per half hour (or per hour). [[User:Spike|Spike]] 15:11, 4 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Refueling rates ==&lt;br /&gt;
&lt;br /&gt;
The refueling rates are not a percentage but a fixed amount: &amp;quot;standard&amp;quot; fuel crafts have 50 fuel units added each step, while elerium fueled crafts have 5 fuel units added (corresponding to 1 elerium unit removed in the base) each step.&lt;br /&gt;
&lt;br /&gt;
BTW, the 3rd bit (bitmask of 00000100) of offset 100 in CRAFT.DAT has something to do with elerium crafts not being refueled because their base ran out of elerium. Anyone care to check? [[User:Seb76|Seb76]] 09:48, 16 February 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:I figured that since we&#039;ve already established the damage % is calculated on demand, so why not fuel?  In any case, unless you play the game with a hex editor, the percentage refuelling rates will be more useful for most casual players. [[User:Arrow Quivershaft|Arrow Quivershaft]] 09:51, 16 February 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:IMO, for casual players the relevant information is &amp;quot;time to fully refuel&amp;quot;, not &amp;quot;refuel rate per half-hour&amp;quot;. Afterall, what exactly does a &amp;quot;8.33% rate&amp;quot; means in practice? That column in its current form is meaningless. [[User:MestreLion|MestreLion]] ([[User talk:MestreLion|talk]]) 14:57, 25 June 2014 (EDT)&lt;/div&gt;</summary>
		<author><name>MestreLion</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Rank&amp;diff=57601</id>
		<title>Talk:Rank</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Rank&amp;diff=57601"/>
		<updated>2014-06-25T17:35:39Z</updated>

		<summary type="html">&lt;p&gt;MestreLion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trivia:&lt;br /&gt;
* promotion checks will be done as long as any soldier has one experience counter (unitref offset 50h, 51h, 52h, 54h or 55h) superior than zero&lt;br /&gt;
* promotion to squaddie is systematic as long as one experience counter is not zero (except throwing experience)&lt;br /&gt;
* when two soldiers have the same &amp;quot;score&amp;quot; for promotion, the first listed in soldier.dat will be promoted&lt;br /&gt;
* number of kills and number of missions are used in the score calculation (along with psi strength and other stats)&lt;br /&gt;
* promotions are done top to bottom (checks if someone can be a commander, then check for all possible colonels, then captains and finally sergeants)&lt;br /&gt;
* squaddie promotion is done apart from other promotions so a rookie can become squaddie and then immediately sergeant at the end of a battle&lt;br /&gt;
* score calculation routine is a virtual address 0x449500&lt;br /&gt;
* promotion routine is at 0x4491C0&lt;br /&gt;
[[User:Seb76|Seb76]] 12:34, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unitref offset reference:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;80 / 50h:&#039;&#039;&#039; Reactions experience counter, for number of reaction shots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;81 / 51h:&#039;&#039;&#039; Firing Accuracy experience counter, for number of hits on an enemy (lethal or not, grenades or bullets).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;82 / 52h:&#039;&#039;&#039; Melee Accuracy experience counter, for number of times stun rod has been used (not stun bombs).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;84 / 54h:&#039;&#039;&#039; Psi Skill experience counter, for number of psi attacks performed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;85 / 55h:&#039;&#039;&#039; Bravery experience counter, for number of times unit has resisted panicking, despite Morale &amp;lt; 50.&lt;br /&gt;
&lt;br /&gt;
So if I understand this correctly, going on missions and making kills won&#039;t get you a promotion on their own, but they&#039;ll help ensure a better rank when the soldier eventually does qualify? And likewise, if two soldiers have equal scores for actions performed, their vitalstatistics will effectively be used as a potential tie-breaker?&lt;br /&gt;
&lt;br /&gt;
In that case, the first promoted soldier will very likely be the strongest who performed any action in the first mission, I suppose. The action counts would be too low to have an effect that early on.&lt;br /&gt;
&lt;br /&gt;
Or are you talking about how much their vitalstats have &#039;&#039;increased&#039;&#039; by?&lt;br /&gt;
&lt;br /&gt;
I don&#039;t suppose you can tell if certain scores are worth more then others? Or are all values just added together for the final score?&lt;br /&gt;
&lt;br /&gt;
[[User:Zombie|Zombie]] made an observation [http://www.strategycore.co.uk/forums/index.php?s=&amp;amp;showtopic=309&amp;amp;view=findpost&amp;amp;p=83395 here] that when dealing with high troop counts, not all soldier will become squaddies - If I&#039;m counting right, he must&#039;ve ended up with something like over a hundred rookies with combat experience. See anything concerning that?&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 18:43, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Here is the complete score calculation. It is not based only on the &amp;quot;increased&amp;quot; part, but on the total stats. Performed action are not taken into account (except that more actions = more increase in stats):&lt;br /&gt;
&lt;br /&gt;
[[Image:Promotion score.PNG]]&lt;br /&gt;
&lt;br /&gt;
:Here is the squaddie promotion part:&lt;br /&gt;
&lt;br /&gt;
[[Image:Promotion_check.png]]&lt;br /&gt;
&lt;br /&gt;
:At the end of a tactical mission, every entry in unitpos.dat is checked like that (esi points to the solider.dat entry, edi to the unitref.dat). In contrast the final promotion check is done on the whole soldier.dat array (250 entries), but only if MustCheckForPromotions is set to 1. [[User:Seb76|Seb76]] 12:54, 17 June 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>MestreLion</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rank&amp;diff=57600</id>
		<title>Rank</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rank&amp;diff=57600"/>
		<updated>2014-06-25T16:43:48Z</updated>

		<summary type="html">&lt;p&gt;MestreLion: Colonel is +50%, no Captain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;This article is about the ranks an X-COM soldier can achieve, for alien ranks see [[Alien Ranks]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rank represents the soldier&#039;s position within the hierarchy of soldiers. The higher the rank, the more command the soldier can exert over his or her subordinates. It does not always equate to the soldier&#039;s combat ability. &lt;br /&gt;
&lt;br /&gt;
In the X-COM world, rank is primarily a conciliatory tool to reassure the lower ranks during times of strife, and also as a cheerleader during times of success. High ranked officers will offer a morale boost when they are taken into battle. Their very presence reduces morale loss when there are injuries or casualties, and offer a boost in morale when aliens are killed. &lt;br /&gt;
&lt;br /&gt;
The reverse is true for when officers are killed. The higher the rank of the officer that is killed, the greater the morale loss, which will accelerate the chance of soldiers [[panic|panicking]] or going [[berserk]]. &lt;br /&gt;
&lt;br /&gt;
Because of the value of the higher ranks, you may find it useful for your highest ranked officer(s) to act as a [[Rear Commander]] and place them in a position of safety during the battle.&lt;br /&gt;
&lt;br /&gt;
== Rookie promotion ==&lt;br /&gt;
&lt;br /&gt;
The most important promotion a soldier can have is the promotion from Rookie to Squaddie. Once that happens, they can be promoted to any of the higher ranks given the right conditions. &lt;br /&gt;
&lt;br /&gt;
Rookies advance to Squaddie by obtaining any form of combat [[experience]], with the exception of throwing experience. This type of promotion happens before the higher promotions, and is not shown on the promotion list after debriefing.&lt;br /&gt;
&lt;br /&gt;
Actions that qualify towards Squaddie promotion are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hitting a target&#039;&#039;&#039;&lt;br /&gt;
: Shooting things with guns, hitting them with melee weapons, or blowing them up with grenades. HE and stun explosives count whether they connect directly or otherwise. Smoke/incendiary/proximity explosives do not, and neither does shooting scenery. You don&#039;t have to deal damage so long as the bullet hits a unit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reacting&#039;&#039;&#039;&lt;br /&gt;
: Reacting and shooting at an enemy during their turn. Doesn&#039;t matter whether the shot connects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi attacks&#039;&#039;&#039;&lt;br /&gt;
: Doesn&#039;t matter whether they succeed or not.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bravery checks&#039;&#039;&#039;&lt;br /&gt;
: Having little enough morale that panicking is possible, but keeping under control regardless.&lt;br /&gt;
&lt;br /&gt;
Rookies can jump straight to Sergeant rank if there is room for the promotion. &lt;br /&gt;
&lt;br /&gt;
== Higher promotions ==&lt;br /&gt;
&lt;br /&gt;
Your [[soldiers]] advance to higher &#039;&#039;&#039;ranks&#039;&#039;&#039; with their &amp;quot;promotion score&amp;quot;, which is assessed after each battle. Soldiers with the highest score become promoted, assuming you have enough ranks to justify the promotion.&lt;br /&gt;
&lt;br /&gt;
The promotion score depends on soldier stats and mission/kill counts, it is calculated as follows:&lt;br /&gt;
* promotion_score = 2*HPs + 2*Energy + 4*Reactions + 4*Bravery + 3*TUs + 6*FireAcc + MeeLeeAcc + ThrowAcc + Strength + 10*Missions_cnt + 10*Kills_cnt + PsiSkill&amp;gt;0?(PsiStrength+2*PsiSkill):0; &lt;br /&gt;
&lt;br /&gt;
When there is a free position in a certain rank, the soldier with the highest promotion score of the rank below is promoted.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that once a soldier has been handed a rank above rookie, they can continue to be promoted even if they do not leave the base and other soldiers surpass their promotion score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UFO: Enemy Unknown / X-COM: UFO Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Rank&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Notes&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Commander]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom1 rank6 Commander.GIF|30px]]  Only one allowed over all [[X-COM Bases]], requires at least 30 soldiers in all bases.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Colonel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom1 rank5 Colonel.GIF|30px]]  Most experienced Captain is promoted to Colonel if opening present. 1 Colonel for 23 soldiers, limit of 10.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Captain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom1 rank4 Captain.GIF|30px]]  Most experienced Sergeant is promoted to Captain if opening present. 1 Captain for 11 soldiers, limit of 22.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sergeant&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom1 rank3 Sergeant.GIF|30px]]  Most experienced Squaddie is promoted to Sergeant if opening present. 1 Sergeant for 5 soldiers, limit of 50.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Squaddie&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom1 rank2 Squaddie.GIF|30px]]  Perform any action that qualifies towards promotion, may not be given with high troop counts.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rookie&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom1 rank1 Rookie.GIF|30px]]  Starting rank for all new recruits.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Info (TFTD)|X-COM: Terror From the Deep]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Rank&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Notes&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Captain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom2 rank6 Captain.GIF|30px]]  Only one allowed over all [[X-COM Bases]], requires at least 30 aquanauts in all bases.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom2 rank5 Commander.gif|30px]]  Most experienced Lieutenant is promoted to Commander if opening present. 1 Commander for 23 aquanauts, limit of 10.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lieutenant&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom2 rank4 Lieutenant.gif|30px]]  Most experienced Ensign is promoted to Lieutenant if opening present. 1 Lieutenant for 11 aquanauts, limit of 22.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ensign&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom2 rank3 Ensign.gif|30px]]  Most experienced Able Seaman is promoted to Ensign if opening present. 1 Ensign for 5 aquanauts, limit of 50.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Able Seaman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom2 rank2 Able Seaman.gif|30px]]  Promotion Perform any action that qualifies towards promotion, may not be given with high troop counts.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seaman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom2 rank1 Seaman.gif|30px]]  Starting rank for all new recruits.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Morale Loss ==&lt;br /&gt;
&lt;br /&gt;
When a ranking officer is killed, the effect of morale loss on all remaining squad mates will be scaled up a certain percentage based on the officer&#039;s rank. The adjustments are as follows:&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
! Rank &lt;br /&gt;
! Adjustments&lt;br /&gt;
|-&lt;br /&gt;
| Rookie/Squaddie&lt;br /&gt;
| 0%&lt;br /&gt;
|- &lt;br /&gt;
| Sergeant&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
| Captain&lt;br /&gt;
| +30%&lt;br /&gt;
|-&lt;br /&gt;
| Colonel&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| Commander&lt;br /&gt;
| +75%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As an example, if the death of a rookie/squaddie causes a soldier to lose 10 morale points, the death of a sergeant will cause this soldier to lose 12 morale points, while a colonel will cause a 15 point loss. &lt;br /&gt;
&lt;br /&gt;
Note that values are truncated to the nearest integer, so losing a commander in the last example will cause a 17 morale loss, not 17.5. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Unit Stats Navbar}}&lt;br /&gt;
[[Category:Soldiers]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>MestreLion</name></author>
	</entry>
</feed>