Difference between revisions of "GTS (XCOM2)"
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Tadtiger13 (talk | contribs) m (→Overview: spelling and capitalization) |
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| Vulture||Enemies drop an additional item with every timed loot drop || 75/100 || none | | Vulture||Enemies drop an additional item with every timed loot drop || 75/100 || none | ||
|- | |- | ||
− | | Squad | + | | Squad Size I|| Squad size increased by 1 || 50/100 || Corporal/Lieutenant |
|- | |- | ||
− | | Squad | + | | Squad Size II || Squad size increased by 1|| 75/150 || Captain |
|- | |- | ||
− | | Lightning | + | | Lightning Strike || Units gains +3 mobility for the first two turns of battle while the squad remains concealed || 100/125 || none |
|- | |- | ||
− | | Wet | + | | Wet Work || +25% experience gained from kills || 125/150 || none |
|- | |- | ||
| Vengeance || If a squadmate dies or is critically wounded, gain random tactical bonuses for two turns || 100/125 || Lieutenant | | Vengeance || If a squadmate dies or is critically wounded, gain random tactical bonuses for two turns || 100/125 || Lieutenant | ||
|- | |- | ||
− | | Integrated | + | | Integrated Warfare || PCS bonuses are significantly improved || 150/200 || Lieutenant |
|- | |- | ||
− | | Stay | + | | Stay With Me || Soldiers are more likely to bleed out than die outright || 150/175 || Major |
|- | |- | ||
− | | Grenadier: | + | | Grenadier: Biggest Booms || Explosives can inflict critical damage || 75/200 || Grenadier Captain |
|- | |- | ||
− | | Ranger: | + | | Ranger: Hunter's Instinct|| Attacks against flanked enemies deal +3 damage || 75/200 || Ranger Captain |
|- | |- | ||
− | | Sharpshooter: | + | | Sharpshooter: Deadshot || Bonus 10% chance to critically hit enemies || 75/200 || Sharpshooter Captain |
|- | |- | ||
− | | Specialist: | + | | Specialist: Cool Under Pressure || Gain +10 Aim and the ability to critically hit when taking overwatch and reaction shots || 75/200 || Specialist Captain |
|} | |} |
Revision as of 17:29, 19 March 2016
Overview
The Guerilla Tactics School is akin to the Officer Training School from XCOM: Enemy Unknown (2012). This is where you can increase your squad size and gain various squad wide bonuses, such as increased experience etc. The GTS also allows you to train rookies into squaddies, without having them go into combat. This is handy, if you want to have a B or C team ready, without wanting them to go on risky missions, where they might potentially be killed.
Training | Effect | Cost | Requirements | |
---|---|---|---|---|
Vulture | Enemies drop an additional item with every timed loot drop | 75/100 | none | |
Squad Size I | Squad size increased by 1 | 50/100 | Corporal/Lieutenant | |
Squad Size II | Squad size increased by 1 | 75/150 | Captain | |
Lightning Strike | Units gains +3 mobility for the first two turns of battle while the squad remains concealed | 100/125 | none | |
Wet Work | +25% experience gained from kills | 125/150 | none | |
Vengeance | If a squadmate dies or is critically wounded, gain random tactical bonuses for two turns | 100/125 | Lieutenant | |
Integrated Warfare | PCS bonuses are significantly improved | 150/200 | Lieutenant | |
Stay With Me | Soldiers are more likely to bleed out than die outright | 150/175 | Major | |
Grenadier: Biggest Booms | Explosives can inflict critical damage | 75/200 | Grenadier Captain | |
Ranger: Hunter's Instinct | Attacks against flanked enemies deal +3 damage | 75/200 | Ranger Captain | |
Sharpshooter: Deadshot | Bonus 10% chance to critically hit enemies | 75/200 | Sharpshooter Captain | |
Specialist: Cool Under Pressure | Gain +10 Aim and the ability to critically hit when taking overwatch and reaction shots | 75/200 | Specialist Captain |