Difference between revisions of "Cybernetics Lab (EU2012)"

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* The Cybernetics Lab is used both to augment [[Soldiers (EU2012)|soldiers]] from any of the original [[Classes (EU2012)|classes]] and transform them into [[MEC Trooper (EU2012)|MEC Troopers]], and also to build the [[MEC Suit (EU2012)|MEC Suits]] used by them instead of regular [[Armor (EU2012)|armor]].
 
* The Cybernetics Lab is used both to augment [[Soldiers (EU2012)|soldiers]] from any of the original [[Classes (EU2012)|classes]] and transform them into [[MEC Trooper (EU2012)|MEC Troopers]], and also to build the [[MEC Suit (EU2012)|MEC Suits]] used by them instead of regular [[Armor (EU2012)|armor]].
 
* The lab can only be build after completing the [[Meld Recombination (EU2012)|Meld Recombination]] research.  
 
* The lab can only be build after completing the [[Meld Recombination (EU2012)|Meld Recombination]] research.  

Latest revision as of 00:04, 29 November 2013

Description
Cybernetics Lab

Here we will be able to build Mechanized Exoskeletal Cybersuits (MECs), and augment soldiers to wear them. This facility counts as a Workshop for adjacency benefits.

Notes

Research Required Meld Recombination
Manpower Required N/A
Base Costs §50
Power 3
Maintenance §20 per month
Build Time 10 days
Provides MEC Trooper
Adjacency Bonus +7% rebate on building costs


See Also

EU2012 Badge XCOM: Enemy Unknown (2012): Base Facilities
Headquarters:Mission ControlHangarEngineeringResearchBarracksSituation Room
Additions:
Power:Power GeneratorThermo Power GeneratorElerium Generator
Story:Hyperwave RelayGollop Chamber
R&D:FoundryOfficer Training SchoolPsionic LabAlien Containment
Other:Satellite UplinkSatellite NexusLaboratoryWorkshopAccess Lift
EW DLC:Genetics LabCybernetics Lab
Strategic:Building Optimization