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

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<div style="float:right">{{Header (Long War)}}__TOC__</div>
 
 
{{Facilities Data Box (Long War)
 
{{Facilities Data Box (Long War)
 
|image=Fac_geneticslab.png
 
|image=Fac_geneticslab.png
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|effect=Implementation of <br>[[Gene Mods (Long War)|Gene Mods]]
 
|effect=Implementation of <br>[[Gene Mods (Long War)|Gene Mods]]
 
|adjacency=[[Laboratory (Long War)|Laboratory]] <br> (+10% research speed)
 
|adjacency=[[Laboratory (Long War)|Laboratory]] <br> (+10% research speed)
|prerequisites=Xenogenetics
+
|prerequisites=[[Research (Long War)#Xenology|Xenogenetics]]
|other=Various Alien Autopsies for each gene mod
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|other=None
 
|credits=200
 
|credits=200
 
|alienaloys=0
 
|alienaloys=0
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* 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.
 
* 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. Mods can be freely replaced given the required resources with the opposite mod corresponding to the specific anatomical body part.Each gene mod increases the amount of rest required between missions.
+
* Up to five genetic modifications may be applied to a single soldier. They modify a variety of human anatomical systems, yielding different tactical advantages. Mods can be freely replaced given the required resources with the opposite mod corresponding to the specific anatomical body part. Each gene mod increases the amount of rest required between missions.
 
 
*Performing alien autopsies can result in access to new genetic modification options. If you want to access a specific mod, make sure you limit the use of explosives on the battlefield and do not sell off the bodies when short on cash.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
  
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* Performing alien autopsies can result in access to new genetic modification options. If you want to access a specific mod, make sure you limit the use of explosives on the battlefield and do not sell off the bodies when short on cash.
  
 
==See also ==
 
==See also ==
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*[[Gene Mods (Long War)|Gene Mods]]
 
{{ Facilities (Long War) Navbar}}
 
{{ Facilities (Long War) Navbar}}
 
[[Category: Long War]]
 
[[Category: Long War]]
 
[[Category: Facilities (Long War)]]
 
[[Category: Facilities (Long War)]]

Latest revision as of 23:52, 16 March 2018

Fac geneticslab.png
Effect Implementation of
Gene Mods
Adjacency Bonus Laboratory
(+10% research speed)
Prerequisites Xenogenetics
Other None
Build costs
Credits
|
Alien Alloys
|
Elerium
|
Meld
|
Days
Normal
§200 | 0 | 0 | 0 | 18
Quick
§300 | 0 | 0 | 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 the aforementioned page for detailed information on individual mods.

  • 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. Mods can be freely replaced given the required resources with the opposite mod corresponding to the specific anatomical body part. Each gene mod increases the amount of rest required between missions.
  • Performing alien autopsies can result in access to new genetic modification options. If you want to access a specific mod, make sure you limit the use of explosives on the battlefield and do not sell off the bodies when short on cash.

See also

Vigilo Confido black.png Long War: XCOM Facilities 
Static Facilities
Facilities background Long War.jpg
Overview
Mission Control (EU2012).png
Mission Control
Research (EU2012).png
Research
Engineering (EU2012).png
Engineering
Barracks (EU2012).png
Barracks
Hangar (EU2012).png
Hangar
Situation Room (EU2012).png
Situation Room
Constructible Facilities
Access Lift (EU2012).png
Access Lift
Alien Containment (EU2012).png
Alien Containment
Elerium Generator (EU2012).png
Elerium Generator
Foundry (EU2012).png
Foundry
Power Generator (EU2012).png
Fission Generator
Genetics Lab (EU2012).png
Genetics Lab
Gollop Chamber (EU2012).png
Gollop Chamber
Hyperwave Relay (EU2012).png
Hyperwave Relay
Laboratory (EU2012).png
Laboratory
Officer Training School (EU2012).png
Officer Training School
Psionic Lab (EU2012).png
Psionic Lab
Cybernetics Lab (EU2012).png
Repair Bay
Satellite Nexus (EU2012).png
Satellite Nexus
Satellite Uplink (EU2012).png
Satellite Uplink
Thermal Power Generator (EU2012).png
Thermo Generator
Workshop (EU2012).png
Workshop