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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GhostEcho</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T10:02:47Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Class_Builds_(EU2012)&amp;diff=58389</id>
		<title>Talk:Class Builds (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Class_Builds_(EU2012)&amp;diff=58389"/>
		<updated>2014-08-02T22:24:17Z</updated>

		<summary type="html">&lt;p&gt;GhostEcho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do you plan to stick to left/right builds, and alternates in the notes, or would you like suggestions? Like my real initials are XCM (just 1 letter off from spelling &amp;quot;XCOM&amp;quot;, heh), and I have my own build prefrences, if you&#039;ve seen my additions to the individual Classes pages. --[[User:Xuncu|Xuncu]] 20:41, 18 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t say it&#039;s protected, and it&#039;s a wiki. Feel free.&lt;br /&gt;
&lt;br /&gt;
Tbh I&#039;m not sure of the wisdom of having this page. From my experience with wowwiki everyone will put their favourite build on it, many of which will be 1 point different from an existing build or just plain bad (with informative descriptions like &amp;quot;this is 4 fun and is gr8&amp;quot;). From there you either let it grow in to an uninformative mess, or take out the trash and get accused of being wikihitler. But hey, I could be wrong. [[User:Binkyuk|Binkyuk]] 13:13, 19 April 2013 (EDT)&lt;br /&gt;
:I share both your concerns regarding ppl placing their favorite build, but my opinion is that with most custom builds you simply switch 1 ability - it makes no sense to have a pic and describing it in detail because you&#039;ll be repeating what was already written, or suggested in the text that starts the Alternate Build subsection for each class. But if you are mixing 2 or 3 abilities from either side then things get more interesting. Some clearly are less effective than others (I actually got an Excel table listing all the 128 possible different builds from the 4 classes) but at the same time you might get something interesting that you never tried.&lt;br /&gt;
:That said, I&#039;d like to keep this page tidy and not present build choices as personal (i.e. the Hobbes Killer Heavy build). If you have a suggestion feel free to add it but check first if it has been suggested already (and many of the 1 ability choices are already mentioned on the text). If users have a mix of 2 or 3 abilities feel free to add it (with a pic - if it needs editing just drop me a message on my talk page), a single name to describe it, and a list of justified pros and cons (unlike &#039;this build kicks a§§&#039;).&lt;br /&gt;
:Would this be acceptable? Or should we revert back to just having the basic builds or any other suggestion? I&#039;m switching back to the format without specific builds for the time being. [[User:Hobbes|Hobbes]] 14:28, 19 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: My §0.0002 is since it&#039;s up to the player how they want to build their class, is perhaps to just stick with the basic builds to show what you have. Then if you do want to discuss specific builds, just put it in the notes after each section and suggest what skills to take to obtain certain results. My worry is that we might be creating a bit of duplication by having suggestions in the main class pages as well. -[[User:NKF|NKF]] 17:23, 19 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: That was basically my concern, of making a redundant mess. I suppose I mean to say that; what should this page have that adds additional, unique information that the main [[Classes_(EU2012)|Classes]] page or the individual class pages don&#039;t?--[[User:Xuncu|Xuncu]] 02:37, 20 April 2013 (EDT)&lt;br /&gt;
:::: Let&#039;s stick it to the basic builds then. My original idea for the page was to have a guide for classes for new players, since the existing page has too much information. Adding custom builds goes away from that objective. [[User:Hobbes|Hobbes]] 04:34, 20 April 2013 (EDT)&lt;br /&gt;
::::: I think if folk want to show off their own individual/custom builds, the personal pages are good place for that. Also, I like the new colors. [[User:Leman Russ|Leman Russ]] 16:58, 21 April 2013 (EDT)&lt;br /&gt;
Question: Is there any particular reason to naming the builds alpha and beta? The soldiers section uses names like snapshot-sniper and Machinegunner Heavy. This makes perfect sense to me and is more intuitive than the more neutral alpha and beta designations.&lt;br /&gt;
&lt;br /&gt;
Concerning the battle scanner: I propose that the alpa/snapshot sniper is generally in a better position on the field to throw the battle scanner: namely more in the front. The beta/squad sight sniper should be at the back and out of range, therefore not in a suitable position to benefit from this option. Also: the snapshot sniper has a double aim penalty when using the disabling shot of both snapshot (-10) and disabling shot (-10). Therefore the alternate ability seems to synergise better with the beta/squad sight sniper. What is the reasoning for this build?&lt;/div&gt;</summary>
		<author><name>GhostEcho</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(EU2012)&amp;diff=58387</id>
		<title>Gene Mods (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(EU2012)&amp;diff=58387"/>
		<updated>2014-08-02T21:32:39Z</updated>

		<summary type="html">&lt;p&gt;GhostEcho: /* Mimetic Skin : tossing a flashbang does not drop stealth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Custodiam (EU2012).png|right|100px|Translation: &amp;quot;To Change the Custodians&amp;quot;]]&lt;br /&gt;
Gene Mods are unlocked after capturing [[Meld (EU2012)|Meld]] and finishing [[Research (EU2012)|research]] on the [[Meld Recombination (EU2012)|Meld Recombination]] project. It is also required to build the [[Genetics Lab (EU2012)|Genetics Lab]] before it is possible to apply any Gene Mods to your [[Soldiers (EU2012)|soldiers]].&lt;br /&gt;
&lt;br /&gt;
Gene Mods cost both credits (§) and Meld and be can applied to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost). &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gene Modding&#039;&#039;&#039;&lt;br /&gt;
[[File:Gene Mods Soldier Icon (EU2012).png|right|Gene Mods Soldier Icon]]&lt;br /&gt;
* Up to 3 soldiers (from Squaddie upwards) can be modded each time on the Genetics Labs and it takes 3 days for each individual mod, installing 5 on a soldier will take 15 days to complete.&lt;br /&gt;
* Modded soldiers will have a specific icon, with their class icon superimposed over it (unless they are Rookies). &lt;br /&gt;
* Modded [[Soldiers (EU2012)|soldiers]] have a different appearance than regular soldiers, with less [[Armor (EU2012)|armor]] plating being shown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Genetics Lab Projects==&lt;br /&gt;
===Brain===&lt;br /&gt;
====Neural Damping====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Neural Damping&#039;&#039;&#039;&amp;lt;br&amp;gt; [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align=&amp;quot;center&amp;quot; | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] ||  align=&amp;quot;center&amp;quot; |§35, 20 [[Meld (EU2012)|Meld]] ||[[File:Neural Damping Gene Mod (EU2012).png|32px|Neural Damping]] &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Good on soldiers with low will who spend a lot of time in the thick of it.&lt;br /&gt;
* Also useful for units that may be able to demolish your unit from within, (such as Shotgun [[Assault (EU2012)|Assaults]] or [[Heavy (EU2012)|Heavies]] packing [[Blaster Launcher (EU2012)|Blaster Launchers]]) or for units that are tactically critical (such as whoever&#039;s packing the [[Arc Thrower (EU2012)|Arc Thrower]]).&lt;br /&gt;
====Neural Feedback====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039;&amp;lt;br&amp;gt; [[File:Neural Feedback (EU2012).png|64px|Neural Feedback]]|| align=&amp;quot;center&amp;quot; | [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] || align=&amp;quot;center&amp;quot; |§35, 10 [[Meld (EU2012)|Meld]] ||[[File:Neural Feedback Gene Mod (EU2012).png|32px|Neural Feedback]] &#039;&#039;Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacker&#039;s chance of success.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* The feedback response has a base damage of 1, and goes up by 1 per 10 will. May be a better long-term choice as a [[Squads (EU2012)#Squad Leader|Squad Leader]] with high Will &amp;amp; [[Officer Training School (EU2012)|Lead By Example]] will greatly assist in defending against Psi Attacks but still damage [[Ethereal (EU2012)|Ethereals]] and [[Sectoid Commander (EU2012)|Sectoid Commanders]]. It is also a cheaper use of Meld and [[Medals (EU2012)|medals]] can provide immunity to panic.&lt;br /&gt;
===Eyes===&lt;br /&gt;
====Hyper Reactive Pupils====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Hyper Reactive Pupils (EU2012).png|64px|Hyper Reactive Pupils]] ||  align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align=&amp;quot;center&amp;quot; |§15, 5 Meld ||[[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|Hyper Reactive Pupils]] &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* The bonus is generic and applies to your next shot, regardless of if you move or even if the shot is taken at the same alien that you missed the first time.&lt;br /&gt;
* Best on soldier classes that you regularly put on [[Overwatch (EU2012)|Overwatch]]: if they miss on it, then their next shot benefits from this mod. &lt;br /&gt;
* Also very useful for soldiers with abilities such as Bullet Swarm, Rapid Reaction, Double Tap, Sentinel or Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
====Depth Perception====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Depth Perception&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Depth Perception (EU2012).png|64px|Depth Perception]] ||  align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align=&amp;quot;center&amp;quot; |§15, 5 [[Meld (EU2012)|Meld]] ||[[File:Depth Perception Gene Mod (EU2012).png|32px|left|Depth Perception]] &#039;&#039;Height Advantage confers an additional +5 Aim and 5+ critical chance&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Best used in units that regularly use height advantage for shots, like [[Sniper (EU2012)|Snipers]].&lt;br /&gt;
* On a Damn Good Ground Sniper, with [[Archangel Armor (EU2012)|Archangel Armor]], a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], and a few medals...&lt;br /&gt;
===Heart===&lt;br /&gt;
====Secondary Heart====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Secondary Heart&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Secondary Heart (EU2012).png|64px|Secondary Heart]] ||  align=&amp;quot;center&amp;quot; | [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] ||  align=&amp;quot;center&amp;quot; |§75, 15 [[Meld (EU2012)|Meld]] ||[[File:Secondary Heart Gene Mod (EU2012).png|32px|Secondary Heart]] &#039;&#039;Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
* Very useful for your [[Psionic (EU2012)|Psi]] Squad or for [[Assault (EU2012)|Assaults]] and other soldiers more prone to Critical Wounds. Does not activate following death via [[Chryssalid (EU2012)|Chryssalids]].&lt;br /&gt;
====Adrenal Neurosympathy====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039; [[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] ||  align=&amp;quot;center&amp;quot; | [[Muton Autopsy (EU2012)|Muton Autopsy]] ||  align=&amp;quot;center&amp;quot; |§10, 25 [[Meld (EU2012)|Meld]] ||[[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|Adrenal Neurosympathy]] &#039;&#039;Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot occur more than once on every 5 turns.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Gives +10 Aim, +5 Critical Chance and undetermined extra [[Movement (EU2012)|movement]] points. &lt;br /&gt;
* Combat Rush does not always trigger on soldiers in cover relative to the unit releasing the pheromones.  (In other words, it works similarly to Needle Grenades).&lt;br /&gt;
* You can nearly keep this bonus active during firefights if multiple soldiers have this mod, as it cannot occur more than once every 5 turns &#039;&#039;per soldier&#039;&#039;. However, the bonus cannot &amp;quot;stack&amp;quot;, so don&#039;t expect your squad to have more than one &amp;quot;Combat Rush&amp;quot; active.&lt;br /&gt;
* Combat Rush also immediately removes panic from affected soldiers similar to Psi Inspiration.&lt;br /&gt;
&lt;br /&gt;
===Skin===&lt;br /&gt;
====Bioelectric Skin====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Bioelectric Skin (EU2012).png|64px|Bioelectric Skin]] ||  align=&amp;quot;center&amp;quot; |  [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] ||  align=&amp;quot;center&amp;quot; |§35, 15 [[Meld (EU2012)|Meld]] ||[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|Bioelectric Skin]] &#039;&#039;The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Buy it against the [[Seeker (EU2012)|Seekers]], keep it so you&#039;ll know what&#039;s behind that door. Is &amp;quot;wall-piercing.&amp;quot; In battle, Seekers drop their cloaking, and enemies that are out of Line of Sight show as distinct &amp;quot;electrical sphere&amp;quot; signals nearby.&lt;br /&gt;
&lt;br /&gt;
====Mimetic Skin====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mimetic Skin&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Mimetic Skin (EU2012).png|64px|Mimetic Skin]] ||  align=&amp;quot;center&amp;quot; | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] ||  align=&amp;quot;center&amp;quot; |§150, 65 [[Meld (EU2012)|Meld]] ||[[File:Mimetic Skin Gene Mod (EU2012).png|32px|Mimetic Skin]] &#039;&#039;Confers the ability to change skin pattern to match cover. When a soldier moves to high cover, enemies without special abilities will not target soldier. Does not work if any enemies have line of sight to the soldier&#039;s starting position. Leaving cover or firing will break this concealment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* In practice: be out of Line of Sight of an enemy, then move to &#039;&#039;&#039;full&#039;&#039;&#039; [[Cover (EU2012)|cover]]: soldier will essentially switch to Ghost/Stealth mode before moving. Moving while concealed with any enemies within line of sight of that unit will reveal the soldier, regardless of what cover is moved to/from.&lt;br /&gt;
*Soldiers with Low Profile can utilize Low Cover to conceal, making this ability all the more useful. Works great for high level Snap Shot [[Sniper (EU2012)|Snipers]]!&lt;br /&gt;
* You &#039;&#039;cannot&#039;&#039; use [[Ghost Grenade (EU2012)|Ghost Grenade]] or [[Ghost Armor (EU2012)|Ghost Armor]]&#039;s Stealth mode on a soldier with Mimetic Skin. However, you can, and probably still should equip it with Ghost Armor, at least for the move bonus and the Grapple.&lt;br /&gt;
* Unlike Ghost Armor or Grenade, where the stealth effect wears off after a turn, a Mimetic Skin soldier will stay cloaked as long as the soldier doesn&#039;t leave cover in sight of an alien. This can be used to place a scout to keep an eye on a group of several aliens and then take your time bringing them down over several turns with Squad Sight Snipers or any other means. The disadvantage is that the scout can&#039;t move or engage any of the aliens without exposing themselves, meaning a reduction on your [[Squads (EU2012)|squad]]&#039;s firepower.&lt;br /&gt;
* An excellent choice for your Covert Agent, as they cannout equip any health-boosting equipment.&lt;br /&gt;
* Meld/Credit cost updated in [[Patches_(EU2012)#2014-02-26|Febuary 2014 patch]].&lt;br /&gt;
*Actions that do not drop stealth mode include:&lt;br /&gt;
**Going into Overwatch (but &#039;&#039;firing&#039;&#039; an Overwatch shot will-- and since it&#039;ll be whichever alien moved first, his two buddies will be free to fire upon you&lt;br /&gt;
**Tossing a Flashbang&lt;br /&gt;
**Tossing a Mimic Beacon (does not work on unactive alien squads)&lt;br /&gt;
**Reloading the soldier&#039;s weapon&lt;br /&gt;
**Applying a Medikit&lt;br /&gt;
**Psi Inspiration&lt;br /&gt;
&lt;br /&gt;
*Note that [[Sectopod (EU2012)|Sectopods]] can remove stealth when scanning, and cover that is on fire can disappear, revealing the stealthed unit. There is also a bug (?) where an alien tries to move into or through the stealthed unit&#039;s square, which reveals the unit. See Steam screenshot at http://steamcommunity.com/sharedfiles/filedetails/?id=238289278&lt;br /&gt;
&lt;br /&gt;
===Legs===&lt;br /&gt;
====Muscle Fiber Density====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Muscle Fiber Density&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Muscle Fiber Density (EU2012).png|64px|Muscle Fiber Density]] ||  align=&amp;quot;center&amp;quot; | [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] ||  align=&amp;quot;center&amp;quot; |§60, 25 [[Meld (EU2012)|Meld]] ||[[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|Muscle Fiber Density]] &#039;&#039;Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Equally useful as the [[Skeleton Suit (EU2012)|Skeleton]]/[[Ghost Armor (EU2012)|Ghost Armor]]&#039;s grapple, somewhat less than [[Archangel Armor (EU2012)|Archangel]]&#039;s flight (except that there&#039;s no fuel cost). For late-game, most useful for anyone in [[Titan Armor (EU2012)|Titan armor]].&lt;br /&gt;
* Not as useful as Adaptive Bone Marrow as most firefights are fought on somewhat equal elevations. However, a [[Covert Operative (EU2012)|Covert Operative]] can make best use as they move around maps to hack EXALT Comms, especially if paired with Mimetic Skin.&lt;br /&gt;
====Adaptive Bone Marrow====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|64px|Adaptive Bone Marrow]] || align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] || align=&amp;quot;center&amp;quot; |§30, 15 [[Meld (EU2012)|Meld]] ||[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|Adaptive Bone Marrow]] &#039;&#039;Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Stacks with the [[OTS (EU2012)|OTS]]&#039;s Rapid Recovery causing soldiers to recover even faster from injuries.&lt;br /&gt;
* Pairs well with Secondary Heart to preserve your [[Psionic (EU2012)|Psi]] soldiers, and keep them out of the infirmary (or a least get them back out fast enough to not miss a mission).&lt;br /&gt;
* Resolves at the end of the XCOM turn.  So be careful with badly wounded units if dealing with robots or enemies on Overwatch.&lt;br /&gt;
* To get the maximum use of this gene mod, wait until the soldier fully self regenerates before applying any [[Medikit (EU2012)|Medikit]] or [[MEC-2 Sentinel (EU2012)|Restorative Mist]] over him/her.&lt;br /&gt;
&lt;br /&gt;
==EXALT Gene Mods==&lt;br /&gt;
[[EXALT (EU2012)|EXALT]] will also deploy the following Gene Mods on their Elite soldiers, some of them unique. &lt;br /&gt;
* [[File:Depth Perception Gene Mod (EU2012).png|32px|Depth Perception]] &#039;&#039;&#039;Depth Perception&#039;&#039;&#039;  - &#039;&#039;Height Advantage confers an additional +5 Aim and 5+ critical chance.&#039;&#039; &lt;br /&gt;
** Used by [[EXALT Elite Sniper (EU2012)|Elite Snipers]], same Gene Mod as described above. &lt;br /&gt;
* [[File:Iron Skin Gene Mod (EU2012).png|32px|Iron Skin]] &#039;&#039;&#039;Iron Skin&#039;&#039;&#039; - &#039;&#039;All damage taken is reduced by 25%.&#039;&#039;&lt;br /&gt;
** Used by [[EXALT Elite Heavy (EU2012)|Elite Heavies]]&lt;br /&gt;
* [[File:Adrenaline Surge Gene Mod (EU2012).png|32px|Adrenaline Surge]] &#039;&#039;&#039;Adrenaline Surge&#039;&#039;&#039; - &#039;&#039;Confers +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
**Used by [[EXALT Elite Operative (EU2012)|Elite Operatives]], activates when the Operative is wounded.&lt;br /&gt;
* [[File:Regen Pheromones Gene Mod (EU2012).png|32px|Regen Pheromones]] &#039;&#039;&#039;Regen Pheromones&#039;&#039;&#039; - &#039;&#039;This unit and all nearby allies are healed for 1 health each turn.&#039;&#039;&lt;br /&gt;
**Used by [[EXALT Elite Medic (EU2012)|Elite Medics]].&lt;br /&gt;
**Will affect XCOM troopers if you Mind Control these units.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>GhostEcho</name></author>
	</entry>
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