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The Bureau: XCOM Declassified Game Guide & Walkthrough by gamepressure.com

The Bureau: XCOM Declassified Game Guide & Walkthrough

Table of Contents

Support The Bureau Guide

Last update: 11 May 2016

Support agents are the first possible choice. - Support - Classes and abilities - The Bureau: XCOM Declassified - Game Guide and Walkthrough
Support agents are the first possible choice.

Support agents aren't very efficient in direct fight but they enhance skills of the rest of squad. They can use only pistols so their offensive possibilities are very small. But they have very useful abilities which give you additional tactical options.

Support agents have six subclasses. Every of them provides you with different bonus:

Icon

Name

Bonus

Pre-med - Support - Classes and abilities - The Bureau: XCOM Declassified - Game Guide and Walkthrough

Pre-med

Extends time during which agent can be saved before he bleeds out.

Officer School - Support - Classes and abilities - The Bureau: XCOM Declassified - Game Guide and Walkthrough

Officer School

Increases accuracy.

Technical Training - Support - Classes and abilities - The Bureau: XCOM Declassified - Game Guide and Walkthrough

Technical Training

Decreases the cooldown of abilities.

Combat Training - Support - Classes and abilities - The Bureau: XCOM Declassified - Game Guide and Walkthrough

Combat Training

Agent causes more damage.

Endurance Training - Support - Classes and abilities - The Bureau: XCOM Declassified - Game Guide and Walkthrough

Endurance Training

Agent obtains less damage.

Adrenal Conditioning - Support - Classes and abilities - The Bureau: XCOM Declassified - Game Guide and Walkthrough

Adrenal Conditioning

Increases regeneration of small wounds.

Support agents are useful but they cause little damage. - Support - Classes and abilities - The Bureau: XCOM Declassified - Game Guide and Walkthrough
Support agents are useful but they cause little damage.

Support Agents Abilities

Name

Level

Description

Depends on the chosen subclass

1

Depends on the chosen subclass.

Combat Stims

1

Increases allies' accuracy and toughness for a short time. It increases also amount of damage caused by allies.

Shield Sphere

2

Creates big orb which stays for a while in the chosen area and stops enemy's bullets. It can be destroyed if enough damage is applied. It doesn't affect your bullets: they fly through the sphere without damaging it.

Disrupt

3

Destroys enemy's shield and stuns him. Enemies protected by this type of cover appears greatly at the end of game. Shields regenerate very quickly, so effect of this ability is very temporary.

Excludes Weaken.

Weaken

3

Immediately destroys armor of enemy. Only the strongest and the toughest aliens has it, so destroying it gives you big advantage,

Excludes Disrupt.

Medical Breakthrough

4

Upgrades Combat Stims, so agents affected by them cause bigger damage and their fire rate speeds up.

Excludes Guardian Angel.

Guardian Angel

4

Decreases damage received during healing allies. Useful, but the other skill for this level is better.

Excludes Medical Breakthrough.

Helping Hand

4

Abilities last longer (affects all squad).

Savior

5

Expands time during which bleeding ally can be saved (affects all squad).

Excludes Mirror.

Mirror

5

Shield Sphere reflects bullets at enemies. Unfortunately, it isn't that much useful, because your team constantly change position.

Excludes Savior.

Endurance

5

Increases maximum HP.

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