
The cost of recruiting new Rookies is 10 supplies in Rookie and Veteran difficulty, 15 in Commander, and 20 in Legend. Serves as an addtional method to control your soldiers from hurting you.

Similarly to LW2, most soldiers can equip pistols and learn Pistol Perks, but the perks now cost AP and are acquired in the same way as XCOM row perks. It's worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don't usually rely on grenades will no longer obtain grenade-related perks. There are no rank requirements for any tiers you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP. There is a limit of two heroes per faction and requires higher influence in order to recruit additional soldiers.Īs the Advanced Warfare Center was removed in WOTC and replaced with the Training Center (and Infirmary), all non- Psionic, non- SPARK soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized "XCOM" row of perks, separated into 4 tiers:Īll of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). These soldiers have special mechanics and equipment and are generally stronger, but otherwise behave the same as other XCOM soldiers. Special soldiers belonging to each of the three factions can also become part of XCOM's roster:
#Xcom 2 war of the chosen new classes free
Completing Lost Towers will grant a free SPARK to the roster. For owners of the Shen's Last Gift DLC, completion of the Lost Towers or research on Mechanized Warfare will unlock the possibility to build robotic soldiers: SPARKs. Rookies can also be trained as Psi Operatives, a class unlocked through the Psionic Labs facility. Soldiers begin as Rookies without class, and as they promote to Squaddie they are assigned one of the 8 main classes at random:Īs the campaign goes on, soldiers will be able to be trained into specific classes in the Guerrilla Tactics School, where they'll also be able to promote to officers and learn new abilities. Squad Management is mostly optional, but it can be a handy shortcut for favourite soldier compositions, and once Officers are available they're a useful way of keeping soldiers under the same officer to maximise the benefit of Leadership. If all squads are busy on missions, a "temporary" squad will be created to be sent. Changing the composition for that particular mission doesn't change the composition of the squad. Since players have to manage a high amount of soldiers and missions, the ability to create persistent squads by assigning soldiers in the Squad Management interface exists to streamline soldier selection by loading up a squad from the list, and then making ad hoc changes if necessary. In addition, soldiers will have their will reduced by fatigue, either because of the time spent on the mission or because of the results of battle.


Taking too many soldiers increases the time to fully infiltrate, in turn increasing the time those soldiers are unavailable. However taking as many soldiers as possible on every mission is not advisable due to Infiltration mechanics, which make it so the squads sent on a mission have to wait to build up infiltration to carry out the mission without it being excessively difficult.

On missions involving Havens your squad will be reinforced by the Advisor assigned to them and in some occasions a few rebels. Network Tower Assaults have a maximum of 5 soldiers. Players can send up to 8 soldiers on most missions, and up to 10 or 12 on special missions. Unlike in Long War or vanilla XCOM 2, the maximum squad size remains fixed for the entire campaign.
