Facilities (LW2)
Appearance
The Avenger starts with 5/12 power due to existing facilities.
| 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 |
| AWC | $150/120 | 14d | -3/6 | S 1 | $0 | Scientist increases wound recovery speed by 50% (100% on Rookie difficulty) |
| 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 |
| Power Relay | $100/60/60 | 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 |