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This article is about the aircraft in XCOM 2. For other uses, see Avenger.
POI Avenger

The Avenger landed in a forested area

The Avenger is a converted alien supply craft that serves as XCOM mobile base of operations, featured in XCOM 2. Formerly used by the aliens to transport large amounts of supplies, the vessel that would become the Avenger was recovered by the reborn XCOM crew, who quickly turned it into their new base of operations.

Though the ship remained grounded due to a lack of key components, preventing it from becoming fully operational, it nevertheless remained key to the struggle against the alien forces occupying Earth.

Following the rescue of The Commander, the reinstated leader of XCOM directs the organization's troops to recover an alien power core, capable of getting the ship off the ground. Following the recovery and installation of the component, with the Avenger flight-ready, the crew prepares to return to service once again.

Functionally similar to XCOM's original underground base, the Avenger utilizes an 'ant-farm' interior, where the ship's facilities and rooms are located. First requiring that the debris within be cleared, once empty, the various rooms of the ship's depths can be turned into facilities needed to fight the war against the aliens. Certain facilities provide bonuses to others, necessitating proper placement of these rooms, while some parts of the ship have exposed power wiring, providing either a significant boost to the ship's overall power output or a facility receiving power for free, depending on player choices.

An Avenger Defense mission during the campaign revolves around defending the Avenger against attacking alien forces; the mission does not take place within the ship itself.

Static Facilities[]

The Avenger features seven static facilities:

  1. Bridge
  2. Research
  3. Engineering
  4. Armory
  5. Living Quarters
  6. Bar/Memorial
  7. Commander's Quarters

Additional Facilities[]

There are 12 rooms in the Avenger, made up of 4 rows and 3 columns, that can be cleared to allow the player to build additional optional facilities.

Construction Cost, Required Power, and Monthly Upkeep apply only to the facility in their initial state, i.e. without the upgrades.

NOTE: The table values need verification! If the values for vanilla game differ from WotC, give priority to the WotC values and add note about the differences below the table (or somewhere in the table).

Facility Construction Cost Required Power Time to Build Monthly Upkeep Functionality
Resistance Ring (WotC) §80 (§100) 3 Power 12 (24) days §10 Covert Actions & Resistance Orders
Engineer: Covert Action duration -33%
Training Center (WotC) §125 (§175) 3 Power 12 (24) days §30 Retrain/gain new soldier abilities & high rank bonds
Infirmary (WotC) §115 (§175) 3 Power 21 (42) days §35 Heals wounds & removes Negative Traits
Engineer: Soldier Healing Rate +100%
Advanced Warfare Center (removed in WotC) §80 (§175) 3 Power 21 (...) days §35 Heals wounds & retrains soldier abilities
Engineer: Soldier Healing Rate +100%
Soldier: Retrains Soldier Abilities
Guerrilla Tactics School §85 (§100) 3 Power 14 (28) days §25 Purchase squad upgrades
Soldier: Trains Rookies as Specific Class
Proving Ground §100 (§125) 3 Power 14 (28) days §25 Access to projects
Engineer: -50% Project Time
Laboratory §150 (§175) 3 Power 20 (40) days §35 10% faster research & +33% research breakthrough chance
1 Scientist: research time reduction equal to 2 scientists
2 Scientists (Upgrade): research time reduction equal to 4 scientists
Workshop §250 (§300) 3 Power 20 (40) days §35 1 Engineer: 2 GREMLINs that can be used as engineers for adjacent facilities (must be straight adjacent, not diagonal)
2 Engineers (Upgrade): 4 GREMLINs that can be used as engineers for adjacent facilities
Power Relay §80 (§100) - 12 (24) days §10 3 Power (11 Power with 2 Upgrades), + 7 Power if built on Shielded Power Coil
1 Engineer: +5 Power
2 Engineers (Upgrade): +10 Power
Resistance Comms §110 (§160) 3 Power 16 (32) days §25 +1 Resistance Contact (2 with Upgrade)
1 Engineer: +2 Resistance Contacts
2 Engineers (Upgrade): +6 Resistance Contacts
Defense Matrix §75 (§150) 2 Power 14 (28) days §10 2 Turrets to defend against ground assaults (4 Turrets with Upgrade)
Engineer: Increase turret stats
Psi Lab §175 (§250) 5 Power 21 (42) days §55 1 Soldier (2 with Upgrade): Train Rookies as Psi Operatives
Engineer: -50% training time.
Shadow Chamber §125 (§200) 5 Power 14 (30) days §30 Access to Shadow Projects; Gain information on enemy type and number prior to deployment to missions

Notes:

  • Most facilities can be upgraded to provide extra output or access to new features. Upgrading a facility is instantaneous, there is no construction time.
  • Only 1 facility can be built of the same type, except for Resistance Comms and Power Relay.
  • Constructing a facility on a Power Coil room negates its energy cost. Since the Power Relay doesn't have an energy cost it instead gives an additional boost to the Avenger's battery.

Gallery[]

Technical Notes[]

The Avenger's Rooms have hidden indexes that start from 3 and are row-major for the purposes of the Console.[1]

3 4 5
6 7 8
9 10 11
12 13 14

Trivia[]

  • The Avenger is named after the final landing craft the XCOM can make in the original UFO Defense. In that game, it is a hybrid of human and alien technology and is capable interplanetary flight, being able to reach the Alien Base on Mars. It is unknown if the current Avenger is space-worthy but, given its origin as an alien cargo ship, it's most likely that it is.

References[]

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