Facilities (LWOTC)

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The Avenger starts with 5/12 power due to existing facilities.

This table summarizes the purchasable facilities and upgrades as of version 1.5. (E = engineer, S = scientist)
Facility Cost/Upgrades Time Power Staff Upkeep Notes
Guerrilla Tactics School $150/35/35 14d -2/3/4 - $0 2 Rookie Training Stations. Upgrades are Officer Training Stations.
Resistance Ring $80/100 12d -3/5 E 1/2 $0 Can start Covert Actions as soon as previous one finishes. More Covert Action choices. Each staffed engineer increases CA completion rate.
Infirmary $150/80 14d -3/5 S 1 $0 Scientist increases wound recovery speed by 50% (100% on Rookie difficulty). Can place soldiers to heal negative traits. Can upgrade to use the hypervital module, once per soldier per campaign instant recovery.
Training Center $150 12d -3 - $0 Allows purchase of special abilities with skill points, and advanced bond training.
Laboratory $150/60/60/60 14d -3/5/7/9 S 1/2/3/4 $0 Each staffed scientist doubles their output.
Workshop $100/40 14d +1 E 1/2 $0 Each engineer grants 2 workshop gremlins that can staff adjacent facilities as an engineer. The Workshop counts as 1 engineer for item requirements.
Power Relay $120/60/60 10d +4/6/11 E 1/2/2 $0 Each engineer gives +5 Power. 2nd upgrade also costs 1 Alloy, 10 Elerium, and 1 Core.
Resistance Comms $150/125 14d -4/7 E 1/2 $0 1/2 Contacts. Each engineer gives +2 Contacts.
Proving Ground $50 14d -2 E 2 $0 Each engineer increases project completion rate by 100%.
Defense Matrix $50/35 14d -1/2 E 1 $0 2/4 Turrets. Staffed engineer improves Turret stats.
Psionic Labs $150/100 14d -3/5 S 2 $0 Build and upgrade also cost 1 Core. Each scientist increases psi training rate by 100%.
Shadow Chamber $250/250 45d -8/14 - $0 Build also costs 10 Alloys, 20 Elerium, 3 Cores. Psi Gate upgrade also costs 1 Core.