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Advanced Warfare Center is a Facility in XCOM 2. Once the AWC is built, injured soldiers will heal here, and you may also retrain your soldiers abilities. The Advanced Warfare Center also makes it a possibility that soldiers may gain a bonus ability outside of their current class whenever they are promoted. In addition, an engineer can be staffed in the AWC to decrease the time our soldiers need to recover from injuries. 

Advanced Warfare Center Information

  • Staffing Bonus: Staffing an Engineer/Gremlin improves the Healing Rate by 100%.
  • This is an essential facility for helping your soldier units recover from injury suffered during Missions.
  • Retraining is also a useful tool for changing the builds of your Soldier Classes. Retraining a soldier places them in the AWC and takes 10 days to complete.
  • When the AWC is built, it rolls for each soldier an ability and a rank between Corporal and Colonel. When a player reaches this rank the predetermined ability unlocks. The bonus ability is identified on each soldier at the bottom of their ability summary.


Advanced Warfare Center Construction


Prerequisite Build Requirements Build Time Monthly Upkeep Cost
Alien Biotech 115 Supplies, 3 Power 11 Days 35





AWC can grant any of the following hidden abilities on promotion. These abilities are existing class abilities that are marked as cross-class meaning that a Sharpshooter could gain access to an ability typically restricted to a Grenadier and so on:

Name Effect
Ever Vigilant If you spend all of your action points on moves, you are granted an automatic overwatch shot at the end of the turn.
SALVO Launching or throwing grenades, or using heavy weapons with your first action, will not end your turn.
Shredder Your [WEAPON] attacks shred armour (Weapon type is dependent on class).
Hail of Bullets Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
Deadeye Reduces the overall chance of a shot hitting by 25%, but increases the overall base damage by 50%.
Deep Cover If you do not attack this turn, automatically hunker down.
Holo Targeting Any directed shot, hit or miss, will mark the target, by increasing your squad's aim by +15 against that target.
Rapid Fire Fire twice in a row for a -15 aim penalty.
Run And Gun You can perform an action after dashing.
Serial A powerful chained shot ability. For every kill made with your [Primary Weapon], your actions will be refunded.
Phantom When the squad is revealed, this soldier remains concealed.
Untouchable If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Lightning Reflexes The first overwatch shot against you each turn will miss.
Kill Zone Take a reaction shot against any enemy that moves or attacks within a cone of fire.
Ability does not end after first shot; only restricted by ammo. 3 turn cooldown.
Blast Padding Your gear includes layers of extra padding and blast plates, granting a bonus point of Armor and less damage from explosive attacks.
Volatile Mix Grenades gain +1 tile to their radius and deal +2 damage. Does not increase environment damage.
Chain Shot Fires a shot with a penalty of 15 to aim. If it hits, immediately fire another shot at the target.
Rupture Fires a shot that deals critical damage. The target, if hit, will also take 3 additional damage from all sources.
Implacable If you score one or more kills on your turn, you are granted a single bonus move.
Shadowstep This soldier does not trigger overwatch or reaction fire.
Death From Above Killing an enemy at a lower elevation with your [WEAPON] costs only a single action, and does not end your turn.
Aim (Ability) Hunker Down now confers +20 aim to the first shot on the following turn.
Guardian Grants 50% chance during Overwatch to perform an additional shot if the previous Overwatch shot hits.
Covering Fire Overwatch shots can now be triggered by enemy actions, not just movement.



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