![]() These slots will enable a soldier of a proper class (ie Templars can stay home) to learn one of four disciplines: Close Quarters: Shotgun and Bullpups. ![]() Can upgrade to use the hypervital module, once per soldier per campaign instant recovery.Īllows purchase of special abilities with skill points, and advanced bond trainingĮach staffed scientist doubles their outputĮach engineer grants 2 workshop gremlins that can staff adjacent facilities as an engineerĮach engineer gives Power +5 2nd upgrade also costs 1xAA 10圎C 1圎Coreġ/2 Contacts each engineer gives +2 ContactsĮach engineer reduces project time by 50%Ģ/4 Turrets engineer improves Turret statsīuild and upgrade also cost 1圎Core scientists reduce psi training time 50%/66%īuild also costs 10xAA 20圎C 3圎Core. This mod adds two new slots to the Training Center. Can place soldiers to heal negative traits. Scientist increases wound recovery speed by 50% (100% on Rookie difficulty). The Guerrilla Tactics School is a facility in XCOM 2. (E = engineer, S = scientist)Ģ Rookie Training Stations upgrades are Officer Training StationsĮnables more Covert Misssions Each staff reduces mission time This table summarizes the purchasable facilities and upgrades as of version 1.5. On the main menu, click the New Game button. My tactical guide for fighting the Chosen can be found here: XCOM 2: WOTC - Fighting the Chosen. They can only be selected when starting a new game. ![]() Based on what choice you select, Agents can increase. Any soldier (excluding Faction Heros, Psi Operatives, and SPARKS) can re-train to a new class in the Guerilla Tactics School. Like the Training Center in XCOM 2: War of the Chosen, Agents may be assigned to improve their skills. The Avenger starts with 5/12 power due to existing facilities. War of the Chosen adds additional gameplay options to XCOM 2. This mod lets you change a soldiers class in the GTS. ![]()
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