Difference between revisions of "Genetics Lab (Long War)"

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(Removed (d) tag from days)
(Added the Other prerequisite)
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|adjacency=[[Laboratory (Long War)|Laboratory]] (+10% research speed)
 
|adjacency=[[Laboratory (Long War)|Laboratory]] (+10% research speed)
 
|prerequisites=[[Research (Long War)|Xenogenetics]]
 
|prerequisites=[[Research (Long War)|Xenogenetics]]
 +
|other=Various Alien Autopsies
 
|manpower=None
 
|manpower=None
 
|credits=200
 
|credits=200

Revision as of 02:08, 15 November 2014

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Fac geneticslab.png
Effect Gene Mods
Adjacency Bonus Laboratory (+10% research speed)
Prerequisites Xenogenetics
Other Various Alien Autopsies
Build costs
Credits
|
Alien Alloys
|
Elerium
|
Meld
|
Days
Normal
§200 | - | - | - | 18
Quick
§300 | - | - | 10 | 9
Maintenance §30
Power 4


Much the same as Vanilla, this facility is required for applying Gene Mods to your soldiers via the Research menu tab. See that page for information on the mods themselves.

  • Soldiers who receive genetic modification retain both their class and rank. Only one Genetics Lab may be constructed, although it counts as a Laboratory if built next to one. Dr. Vahlen recommends that XCOM deploy genetically enhanced soldiers as soon as possible.
  • Up to five genetic modifications may be applied to a single soldier. They modify a variety of human anatomical systems, yielding different tactical advantages. Performing alien autopsies can result in access to new genetic modification options. Each genemod increases the amount of rest required between missions.