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 |
---|---|---|---|---|---|---|
GTS | $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 | Enables more Covert Misssions; Each staff reduces mission time |
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 Power +5; 2nd upgrade also costs 1xAA 10xEC 1xECore |
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 reduces project time by 50% |
Defense Matrix | $50/35 | 14d | -1/2 | E 1 | $0 | 2/4 Turrets; engineer improves Turret stats |
Psi Lab | $150/100 | 14d | -3/5 | S 2 | $0 | Build and upgrade also cost 1xECore; scientists reduce psi training time 50%/66% |
Shadow Chamber | $250/250 | 45d | -8/14 | - | $0 | Build also costs 10xAA 20xEC 3xECore. Adding the Psi Gate also costs a Core |