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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[]

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Reason: The facility build cost values in the tables are provided for WotC (where applicable) and need to be checked whether they are different in vanilla game for the same-type facilities. Give priority to the WotC values and add a ref note after the value if it differs for vanilla game. // For a ref note example, see the paragraph in the Technical Notes section; or simply leave a comment below the article (providing a screenshot).
Additional Facilities (conventional table)
Facility Construction Cost Required Power Time to Build Monthly Upkeep Functionality
Resistance Ring (WotC) §80 (§100) Power 12 (24) days §10 Covert Actions & Resistance Orders
Engineer: Covert Action duration -33%
Training Center (WotC) §125 (§175) Power 12 (24) days §30 Retrain/gain new soldier abilities & high rank bonds
Infirmary (WotC) §115 (§175) Power 21 (42) days §35 Heals wounds & removes Negative Traits
Engineer: Soldier Healing Rate +100%
Advanced Warfare Center (removed in WotC) §80 (§175) Power 21 (...) days §35 Heals wounds & retrains soldier abilities
Engineer: Soldier Healing Rate +100%
Soldier: Retrains Soldier Abilities
Guerrilla Tactics School §85 (§100) Power 14 (28) days §25 Purchase squad upgrades
Soldier: Trains Rookies as Specific Class
Proving Ground §100 (§125) Power 14 (28) days §25 Access to Experimental Projects
Engineer: -50% Project Time
Laboratory §150 (§175) Power 20 (40) days §35 +33% research breakthrough chance (WotC)
1 Scientist: research time reduction equal to 2 scientists
2 Scientists (Upgrade): research time reduction equal to 4 scientists
Workshop §250 (§300) 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) 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) Power 14 (28) days §10 2 Turrets to defend against ground assaults (4 Turrets with Upgrade)
Engineer: Increase turret stats
Psi Lab §175 (§250) Power 21 (42) days §55 1 Soldier (2 with Upgrade): Train Rookies as Psi Operatives
Engineer: -50% training time.
Shadow Chamber §125 (§200) Power 14 (30) days §30 Access to Shadow Projects; Gain information on enemy type and number prior to deployment to missions

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.

Facilities

Resistance Ring

ChooseFacility TheRing
(WotC Only)

Staffing:
Engineer - Decreases Covert Action Duration by 33%.

Cost §80 (§100)
Upkeep §10 Monthly
Power Power
Time 12 (24) days

Training Center

ChooseFacility RecoveryCenter
(WotC Only)
Cost

§125 (§175)

Upkeep §30 Monthly
Power Power
Time 12 (24) days

Infirmary

ChooseFacility AdvancedWarCenter (WotC Only)

Staffing:
Engineer Engineer - Increase Soldier Healing Rate by 100%.
Soldier Soldier - Removes Negative Traits.

Cost §115 (§175)
Upkeep §35 Monthly
Power Power
Time 21 (42) days

Advanced Warfare Center

ChooseFacility AdvancedWarCenter (Removed in WotC)
  • Allows soldiers to:
    • Rapidly recover from injuries
    • Gain bonus abilities or retrain their current ones.

Staffing:
Engineer Engineer - Increases Soldier Healing Rate by 100%.
Soldier Soldier - Retrain Soldier Abilities.

Cost §80 (§175)
Upkeep §35 Monthly
Power Power
Time 21 (...) days

Guerrilla Tactics School

ChooseFacility GuerrilaTacticsSchool

Staffing:
Soldier Soldier - Train Rookie as specific class.

Cost §85 (§100)
Upkeep §25 Monthly
Power Power
Time 14 (28) days

Proving Ground

ChooseFacility ProvingGrounds
  • Allows for the creation of experimental equipment and specialized suits of armor for soldiers.

Staffing:
Engineer Engineer - Decrease Proving Ground Project Time by 50%.

Cost §100 (§125)
Upkeep §25 Monthly
Power Power
Time 14 (28) days

Laboratory

ChooseFacility Laboratory

Staffing:
Scientist - Research time reduction equal to 2 Scientists.
ScientistScientist (Upgrade) - Research time reduction equal to 4 Scientists.

Cost §150 (§175)
Upkeep §35 Monthly
Power Power
Time 20 (40) days

Workshop

ChooseFacility Workshop
  • Each Engineer staffed in this facility opens up two specialized GREMLINs that act as additional Engineers.
    • These remote Engineers can only position in adjacent facilities (not diagonally).

Staffing:
Engineer: 2 GREMLINs
EngineerEngineer (Upgrade): 4 GREMLINs

Cost §250 (§300)
Upkeep §35 Monthly
Power Power
Time 20 (40) days

Power Relay

ChooseFacility PowerRelay
  • +3 Power for the Avenger.
    • Additional +7 Power if constructed on top of an empty room with a Shielded Power Coil.
    • Additional +8 Power with both Upgrades.
  • Each engineer staffed in this facility provides +5 Power.

Staffing:
Engineer: +5 Power
EngineerEngineer (Upgrade): +10 Power

Cost §80 (§100)
Upkeep §10
Power -
Time 12 (24) days

Resistance Comms

ChooseFacility ResistanceComms
  • Increases Resistance Contacts by 1.
    • The first Engineer staffed in this facility increases Resistance Contacts by 2, but staffing a second with the Additional Comm Station Upgrade adds +4 contacts instead of +2 (for a total of +6 from Engineers).

Staffing:
Engineer - Increase Resistance Contacts by 2.
EngineerEngineer (Upgrade) - Increase Resistance Contacts by 6.

Cost §110 (§160)
Upkeep §25 Monthly
Power Power
Time 16 (32) days

Defense Matrix

ChooseFacility UFODefense

Staffing:
Engineer - Increase Effectiveness of Automated Defenses (turrets upgrade into XCOM Heavy Turrets).

Cost §75 (§150)
Upkeep §10 Monthly
Power Power
Time 14 (28) days

Psi Lab

ChooseFacility PsionicLab

Staffing:
Engineer - Decrease Training Time by 50%.
Soldier - Train Rookie as Psi Operative.
SoldierSoldier (Upgrade) - Train Rookies as Psi Operatives

Cost §175 (§250)
Upkeep §55 Monthly
Power Power
Time 21 (42) days

Shadow Chamber

ChooseFacility ShadowChamber
  • Provides a means for Dr. Richard Tygan and Chief Engineer Shen to attempt decryption of the aliens' most deeply encoded secrets, enabling:
    • Shadow Project Research.
    • The player to see enemy number and types before embarking on a mission (Enemies not previously encountered will be marked as ENEMY UNKNOWN).
Cost §125 (§200)
Upkeep §30 Monthly
Power Power
Time 14 (30) days

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.

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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