<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tiggurix</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tiggurix"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Tiggurix"/>
	<updated>2026-05-03T09:13:21Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(EU2012)&amp;diff=59821</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=59821"/>
		<updated>2014-10-06T00:28:00Z</updated>

		<summary type="html">&lt;p&gt;Tiggurix: &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; |§25, 10 [[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 +2 extra [[Movement (EU2012)|movement]] points.&lt;br /&gt;
* Combat Rush lasts for two turns. While active, soldiers without helmets on will exhale orange smoke, like the [[Muton (EU2012)|Mutons]].&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; |§75, 35 [[Meld (EU2012)|Meld]] &amp;lt;small&amp;gt;(Pre-[[Patches (EU2012)#2014-02-26|1.6 Patch]])&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;§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;
* While cloaked, the soldier receives +30 Critical Chance to any shots fired.&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 Squadsight 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>Tiggurix</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(EU2012)&amp;diff=59820</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=59820"/>
		<updated>2014-10-06T00:20:31Z</updated>

		<summary type="html">&lt;p&gt;Tiggurix: Added link to previous edit.&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; |§25, 10 [[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 lasts for two turns. While active, soldiers without helmets on will exhale orange smoke, like the [[Muton (EU2012)|Mutons]].&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; |§75, 35 [[Meld (EU2012)|Meld]] &amp;lt;small&amp;gt;(Pre-[[Patches (EU2012)#2014-02-26|1.6 Patch]])&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;§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;
* While cloaked, the soldier receives +30 Critical Chance to any shots fired.&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 Squadsight 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>Tiggurix</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(EU2012)&amp;diff=59819</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=59819"/>
		<updated>2014-10-06T00:11:23Z</updated>

		<summary type="html">&lt;p&gt;Tiggurix: Added line about the duration and visual effects of Combat Rush.&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; |§25, 10 [[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 lasts for two turns. While active, soldiers without helmets on will breathe orange smoke, like the Mutons.&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; |§75, 35 [[Meld (EU2012)|Meld]] &amp;lt;small&amp;gt;(Pre-[[Patches (EU2012)#2014-02-26|1.6 Patch]])&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;§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;
* While cloaked, the soldier receives +30 Critical Chance to any shots fired.&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 Squadsight 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>Tiggurix</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Gene_Mods_(EU2012)&amp;diff=59818</id>
		<title>Talk:Gene Mods (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Gene_Mods_(EU2012)&amp;diff=59818"/>
		<updated>2014-10-06T00:06:43Z</updated>

		<summary type="html">&lt;p&gt;Tiggurix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Am on Training Roulette, so didn&#039;t get to check if Sniper&#039;s Low Profile works with Memetic Skin to let a soldier hide under half-cover, too. If you do know/can find out, make a note of it for clarification purposes. --[[User:Xuncu|Xuncu]] 06:31, 18 November 2013 (EST)&lt;br /&gt;
: Yes, Low Profile and Mimetic Skin do work with each, making any soldier with Low Profile a great candidate for Genetic Modification. However, I haven&#039;t tested to see if a Sniper with enemies in Squad Sight can still conceal as long as they don&#039;t move within Line of Sight of any enemies.&lt;br /&gt;
: Also, I haven&#039;t noticed any &amp;quot;enemies with special abilities&amp;quot; target concealed soldiers, has anyone else? (See Mimetic Skin description)--[[User:DracoGriffin|DracoGriffin]] 14:25, 24 November 2013 (EST)&lt;br /&gt;
::Perhaps other new aliens were planned but never made it into the game and so no one thought to change it. Or it is preluding something...--[[User:Ditto51|Ditto51]] 10:43, 2 December 2013 (EST)&lt;br /&gt;
:::Alternative: the wording could be poor.  Perhaps the intent is that the aliens won&#039;t DIRECTLY target that particular soldier...however, if that soldier happens to be in the radius of that grenade the Muton hurled over there, well, sucks to be you.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:11, 6 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Separate Pages ==&lt;br /&gt;
&lt;br /&gt;
It may prove useful to break off each Body Part mod into own pages to allow for more clear information and tips. For instance, a page for Skin mods to compare contrast more readily instead of very cramped tips. Similar to the Progeny vs Slingshot page.--[[User:DracoGriffin|DracoGriffin]] 14:34, 24 November 2013 (EST)&lt;br /&gt;
:Another option might be to add a second table below the current one just for tips and to compare the mods. And keep the first table with only specific info (how the damage for Neural Feedback is calculated, etc.) rather than including tactics/usage there. [[User:Hobbes|Hobbes]] 07:01, 25 November 2013 (EST)&lt;br /&gt;
::How about like we&#039;ve done the Class pages? Straight up in-game info at the top, comparisons of the mutally exclusive options in the middle, and comprehensive summary at the bottom? --[[User:Xuncu|Xuncu]] 08:24, 25 November 2013 (EST)&lt;br /&gt;
:::I&#039;ve kept a general table at the EW page but on the Gene Mods page I&#039;ve given each body part (Brain, etc) a specific page section and within a subsection for each Gene Mod. I&#039;ve also removed the comments from the tables. This allows easier linking and that should also allow more comments and comparisons. [[User:Hobbes|Hobbes]] 10:09, 2 December 2013 (EST)&lt;br /&gt;
::::Looks a lot better and without having to create clutter with new pages. Nice job!--[[User:DracoGriffin|DracoGriffin]] 13:20, 2 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Neural Feedback Damage ==&lt;br /&gt;
&lt;br /&gt;
Had an Ethereal fail to Mind Control one of my Psi Support gene modded with Neural Feedback, whom had 170 boosted Will. Feedback did 17 damage. Perhaps damage is minimum 7 damage but otherwise damage is Will/10 (170/10=17)?&lt;br /&gt;
:Oh, yeh, I did forget to mention that there was a &#039;will save roll&#039; involved for the attacking alien-- so I may be wrong about that &amp;quot;base 7&amp;quot; thing, too, but I dunno how to check coding. --[[User:Xuncu|Xuncu]] 04:09, 25 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
==Adaptive Bone Marrow==&lt;br /&gt;
&lt;br /&gt;
Just a minor note: the healing effect of Adaptive Bone Marrow triggers at the *END* of the XCOM turn.  So care should still be taken with soldiers who are badly wounded during the XCOM turn.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:55, 6 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
==Combat Rush==&lt;br /&gt;
&lt;br /&gt;
Well, then my game and yours apparently aren&#039;t on the same page, since I had someone on the other end of a panel van NOT get buffed when my heavy killed someone and triggered off Combat Rush.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:07, 8 December 2013 (EST)&lt;br /&gt;
:Did you check the unit&#039;s Info Pane afterwards? I&#039;ve only noticed a range issue. There could be terrain issues where some things block and others do, I&#039;ll try to keep a closer look at covers and LoS.--[[User:DracoGriffin|DracoGriffin]] 21:38, 8 December 2013 (EST)&lt;br /&gt;
:Looks like this is true, after all. With some testing, soldiers that are close to killing soldier but have at least two &amp;quot;layers&amp;quot; of hard cover between (vehicles are good examples, or cargo containers is what I used on military terror/EXALT map) will not receive the bonus. That&#039;s why I noticed before trees and walls weren&#039;t blocking the bonus, even without line of sight. Further testing should be done, as I believe destructible terrain and non-destructible play parts as well, but I&#039;ll put the comment back in.--[[User:DracoGriffin|DracoGriffin]] 15:40, 12 December 2013 (EST)&lt;br /&gt;
:Do anyone know what the exact duration of Combat Rush is? Furthermore, has anyone deduced exactly how the movement bonus works? --[[User:Tiggurix|Tiggurix]] ([[User talk:Tiggurix|talk]]) 03:36, 5 October 2014 (EDT)&lt;br /&gt;
::I was under the impression that it only lasts for 1 turn. XGTacticalGameCoreNativeBase at XComGame.upk lists the bonuses as the following:&lt;br /&gt;
::const GENEMOD_ADRENAL_AIM = 10;&lt;br /&gt;
::const GENEMOD_ADRENAL_CRIT = 5;&lt;br /&gt;
::const GENEMOD_ADRENAL_MOBILITY = 2;&lt;br /&gt;
::It only adds 2 movement points, which corresponds to roughly 1 extra movement tile (each straight tile costs about 1.625 movement points). It doesn&#039;t list the radius though, so I suspect the bonus is applied to all soldiers on sight. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 08:17, 5 October 2014 (EDT)&lt;br /&gt;
::Thanks! I&#039;ve also done some research on the duration on my own. It appears that the duration is two turns. I&#039;m not a 100% sure about this, but since the effect makes soldiers without helmets on breathe orange smoke, I&#039;ve taken a good look at this video [https://www.youtube.com/watch?v=PQiCURmrEEU] where the player activates Combat Rush on all his soldiers (since my good PC is down for repairs), and I&#039;m pretty sure that the visual effect wears off after two player turns (including the one where he activates it) and two EXALT turns. --[[User:Tiggurix|Tiggurix]] ([[User talk:Tiggurix|talk]]) 20:06, 5 October 2014 (EDT)&lt;/div&gt;</summary>
		<author><name>Tiggurix</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Particle_Cannon_(EU2012)&amp;diff=59808</id>
		<title>Particle Cannon (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Particle_Cannon_(EU2012)&amp;diff=59808"/>
		<updated>2014-10-05T08:04:19Z</updated>

		<summary type="html">&lt;p&gt;Tiggurix: Added line about exclusivity to MEC troopers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Description }} &lt;br /&gt;
[[File:Particle Cannon (EU2012).png|right|128px|Particle Cannon]]&lt;br /&gt;
Applications of our heavy plasma technology permit the creation of a burst-style particle beam, capable of unprecedented focused energy output. Its heat dispersal would be highly dangerous to an unmodified soldier, but a MEC suit is capable of mounting the necessary systems.&lt;br /&gt;
*Effective range: Medium; 9-11 base damage, 10% critical chance, 15-17 critical damage&lt;br /&gt;
*Devastating plasma-based MEC weapon&lt;br /&gt;
*Only equippable by MEC Troopers&lt;br /&gt;
*Risk of catastrophic overheating precludes suppression with this weapon&lt;br /&gt;
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Weapon Data Box (EU2012)&lt;br /&gt;
|requires=[[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
|costs=§325&amp;lt;br&amp;gt;40 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;40 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;25 Engineers&lt;br /&gt;
|base damage=9-11&lt;br /&gt;
|critical damage=15 or 16&lt;br /&gt;
|critical chance=10%&lt;br /&gt;
|range=Medium&lt;br /&gt;
|abilities=Collateral Damage&lt;br /&gt;
|ammo=2 shots&lt;br /&gt;
}}&lt;br /&gt;
*Can only be used by [[MEC Trooper (EU2012)|MEC Troopers]].&lt;br /&gt;
* While the listed Critical Damage (on the EW DLC) is 15-17, the actual values are either 15 (66% of the shots) or 16 (33%) due to a game bug.&lt;br /&gt;
*It has a very high ammo consumption level, allowing only for a couple of shots. Using the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability will completely deplete its ammo level.&lt;br /&gt;
**The ammo capacity can be increased by 50% with the &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; ability and and by a further 100% with the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project.&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;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Equipment (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: Mechs (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tiggurix</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Railgun_(EU2012)&amp;diff=59807</id>
		<title>Railgun (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Railgun_(EU2012)&amp;diff=59807"/>
		<updated>2014-10-05T08:04:00Z</updated>

		<summary type="html">&lt;p&gt;Tiggurix: Added line about exclusivity to MEC troopers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Description }} &lt;br /&gt;
[[File:Railgun (EU2012).png|right|128px|Railgun]]&lt;br /&gt;
This high-powered, recoiless slugthrower can be fired in short bursts to devastating effect, although the sizes of its housing and power supply require it to be mounted on a MEC. Prior to our research on heavy lasers, we had no access to a small enough power source.&lt;br /&gt;
*&#039;&#039;Effective range: Medium; 6-8 base damage, 10% critical chance, 11-13 critical damage&#039;&#039;&lt;br /&gt;
*&#039;&#039;Miniaturized power supply derived from laser tech.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Only equipped by MEC troopers&#039;&#039;&lt;br /&gt;
*&#039;&#039;Risk of catastrophic overheating precludes suppression with this weapon&#039;&#039;&lt;br /&gt;
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Weapon Data Box (EU2012)&lt;br /&gt;
|requires=[[Heavy Lasers (EU2012)|Heavy Lasers]]&lt;br /&gt;
|costs=§70&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
|base damage=6-8&lt;br /&gt;
|critical damage=10 or 12&lt;br /&gt;
|critical chance=10%&lt;br /&gt;
|range=Medium&lt;br /&gt;
|abilities=Collateral Damage&lt;br /&gt;
|ammo=2 shots&lt;br /&gt;
}}&lt;br /&gt;
*Can only be used by [[MEC Trooper (EU2012)|MEC Troopers]].&lt;br /&gt;
* While the listed Critical Damage (on the EW DLC) is 11-13, the actual values are either 10 (33% of the shots) or 12 (66%) due to a game bug.&lt;br /&gt;
*It has a very high ammo consumption level, allowing only for a couple of shots. Using the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability will completely deplete its ammo level.&lt;br /&gt;
**The ammo capacity can be increased by 50% with the &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; ability and and by a further 100% with the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project.&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;
{{Equipment (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: Mechs (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tiggurix</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Minigun_(EU2012)&amp;diff=59806</id>
		<title>Minigun (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Minigun_(EU2012)&amp;diff=59806"/>
		<updated>2014-10-05T07:48:35Z</updated>

		<summary type="html">&lt;p&gt;Tiggurix: The critical chance was in the critical damage slot and vice versa. Fixed this error.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Description }} &lt;br /&gt;
[[File:Minigun (EU2012).png|128px|right|]]&lt;br /&gt;
*&#039;&#039;Effective range: Medium; 4-6 base damage, 10% critical chance, 8-10 critical damage&#039;&#039;&lt;br /&gt;
*&#039;&#039;Only equipped by MEC troopers&#039;&#039;&lt;br /&gt;
*&#039;&#039;Risk of catastrophic overheating precludes suppression with this weapon&#039;&#039;&lt;br /&gt;
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Weapon Data Box (EU2012)&lt;br /&gt;
|requires=N/A&lt;br /&gt;
|costs=N/A&lt;br /&gt;
|base damage=4-6&lt;br /&gt;
|critical damage=7 or 9&lt;br /&gt;
|critical chance=10%&lt;br /&gt;
|range= Medium&lt;br /&gt;
|abilities=Collateral Damage&lt;br /&gt;
|ammo=2 shots&lt;br /&gt;
}}&lt;br /&gt;
*Always available, does not need to be manufactured.&lt;br /&gt;
*Can only be used by [[MEC Trooper (EU2012)|MEC Troopers]].&lt;br /&gt;
*It has a very high ammo consumption level, allowing only for a couple of shots. Using the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability will completely deplete its ammo level.&lt;br /&gt;
**The ammo capacity can be increased by 50% with the &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; ability and by a further 100% with the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project.&lt;br /&gt;
* While the listed Critical Damage (on the EW DLC) is 8-10, the actual values are either 7 (33% of the shots) or 9 (66%) due to a game bug.&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;
{{Equipment (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: Mechs (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tiggurix</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(EU2012)&amp;diff=59805</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=59805"/>
		<updated>2014-10-05T07:42:05Z</updated>

		<summary type="html">&lt;p&gt;Tiggurix: Switched the numbers on the price of Adrenal Neurosympathy, which were wrong.&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; |§25, 10 [[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; |§75, 35 [[Meld (EU2012)|Meld]] &amp;lt;small&amp;gt;(Pre-[[Patches (EU2012)#2014-02-26|1.6 Patch]])&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;§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 Squadsight 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>Tiggurix</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Gene_Mods_(EU2012)&amp;diff=59804</id>
		<title>Talk:Gene Mods (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Gene_Mods_(EU2012)&amp;diff=59804"/>
		<updated>2014-10-05T07:36:50Z</updated>

		<summary type="html">&lt;p&gt;Tiggurix: /* Combat Rush */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Am on Training Roulette, so didn&#039;t get to check if Sniper&#039;s Low Profile works with Memetic Skin to let a soldier hide under half-cover, too. If you do know/can find out, make a note of it for clarification purposes. --[[User:Xuncu|Xuncu]] 06:31, 18 November 2013 (EST)&lt;br /&gt;
: Yes, Low Profile and Mimetic Skin do work with each, making any soldier with Low Profile a great candidate for Genetic Modification. However, I haven&#039;t tested to see if a Sniper with enemies in Squad Sight can still conceal as long as they don&#039;t move within Line of Sight of any enemies.&lt;br /&gt;
: Also, I haven&#039;t noticed any &amp;quot;enemies with special abilities&amp;quot; target concealed soldiers, has anyone else? (See Mimetic Skin description)--[[User:DracoGriffin|DracoGriffin]] 14:25, 24 November 2013 (EST)&lt;br /&gt;
::Perhaps other new aliens were planned but never made it into the game and so no one thought to change it. Or it is preluding something...--[[User:Ditto51|Ditto51]] 10:43, 2 December 2013 (EST)&lt;br /&gt;
:::Alternative: the wording could be poor.  Perhaps the intent is that the aliens won&#039;t DIRECTLY target that particular soldier...however, if that soldier happens to be in the radius of that grenade the Muton hurled over there, well, sucks to be you.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:11, 6 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Separate Pages ==&lt;br /&gt;
&lt;br /&gt;
It may prove useful to break off each Body Part mod into own pages to allow for more clear information and tips. For instance, a page for Skin mods to compare contrast more readily instead of very cramped tips. Similar to the Progeny vs Slingshot page.--[[User:DracoGriffin|DracoGriffin]] 14:34, 24 November 2013 (EST)&lt;br /&gt;
:Another option might be to add a second table below the current one just for tips and to compare the mods. And keep the first table with only specific info (how the damage for Neural Feedback is calculated, etc.) rather than including tactics/usage there. [[User:Hobbes|Hobbes]] 07:01, 25 November 2013 (EST)&lt;br /&gt;
::How about like we&#039;ve done the Class pages? Straight up in-game info at the top, comparisons of the mutally exclusive options in the middle, and comprehensive summary at the bottom? --[[User:Xuncu|Xuncu]] 08:24, 25 November 2013 (EST)&lt;br /&gt;
:::I&#039;ve kept a general table at the EW page but on the Gene Mods page I&#039;ve given each body part (Brain, etc) a specific page section and within a subsection for each Gene Mod. I&#039;ve also removed the comments from the tables. This allows easier linking and that should also allow more comments and comparisons. [[User:Hobbes|Hobbes]] 10:09, 2 December 2013 (EST)&lt;br /&gt;
::::Looks a lot better and without having to create clutter with new pages. Nice job!--[[User:DracoGriffin|DracoGriffin]] 13:20, 2 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Neural Feedback Damage ==&lt;br /&gt;
&lt;br /&gt;
Had an Ethereal fail to Mind Control one of my Psi Support gene modded with Neural Feedback, whom had 170 boosted Will. Feedback did 17 damage. Perhaps damage is minimum 7 damage but otherwise damage is Will/10 (170/10=17)?&lt;br /&gt;
:Oh, yeh, I did forget to mention that there was a &#039;will save roll&#039; involved for the attacking alien-- so I may be wrong about that &amp;quot;base 7&amp;quot; thing, too, but I dunno how to check coding. --[[User:Xuncu|Xuncu]] 04:09, 25 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
==Adaptive Bone Marrow==&lt;br /&gt;
&lt;br /&gt;
Just a minor note: the healing effect of Adaptive Bone Marrow triggers at the *END* of the XCOM turn.  So care should still be taken with soldiers who are badly wounded during the XCOM turn.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:55, 6 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
==Combat Rush==&lt;br /&gt;
&lt;br /&gt;
Well, then my game and yours apparently aren&#039;t on the same page, since I had someone on the other end of a panel van NOT get buffed when my heavy killed someone and triggered off Combat Rush.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:07, 8 December 2013 (EST)&lt;br /&gt;
:Did you check the unit&#039;s Info Pane afterwards? I&#039;ve only noticed a range issue. There could be terrain issues where some things block and others do, I&#039;ll try to keep a closer look at covers and LoS.--[[User:DracoGriffin|DracoGriffin]] 21:38, 8 December 2013 (EST)&lt;br /&gt;
:Looks like this is true, after all. With some testing, soldiers that are close to killing soldier but have at least two &amp;quot;layers&amp;quot; of hard cover between (vehicles are good examples, or cargo containers is what I used on military terror/EXALT map) will not receive the bonus. That&#039;s why I noticed before trees and walls weren&#039;t blocking the bonus, even without line of sight. Further testing should be done, as I believe destructible terrain and non-destructible play parts as well, but I&#039;ll put the comment back in.--[[User:DracoGriffin|DracoGriffin]] 15:40, 12 December 2013 (EST)&lt;br /&gt;
:Do anyone know what the exact duration of Combat Rush is? Furthermore, has anyone deduced exactly how the movement bonus works? --[[User:Tiggurix|Tiggurix]] ([[User talk:Tiggurix|talk]]) 03:36, 5 October 2014 (EDT)&lt;/div&gt;</summary>
		<author><name>Tiggurix</name></author>
	</entry>
</feed>