Gene Mods (LWR): Difference between revisions
| Line 18: | Line 18: | ||
| style="text-align: left; padding: 10px 15px;" | Confers +20 will when defending against Psi attacks and immunity to all forms of panic. If the soldier is mind controlled, the control is cancelled and the soldier is stunned for 1 turn instead. | | style="text-align: left; padding: 10px 15px;" | Confers +20 will when defending against Psi attacks and immunity to all forms of panic. If the soldier is mind controlled, the control is cancelled and the soldier is stunned for 1 turn instead. | ||
| style="text-align: right; padding-right: 8px;" | §55 | | style="text-align: right; padding-right: 8px;" | §55 | ||
| | | 16 | ||
| | | 8 | ||
|-align="center" | |-align="center" | ||
| <div style="vertical-align: middle;">{{ Smart Macrophages (LWR) |align=center }}</div> | | <div style="vertical-align: middle;">{{ Smart Macrophages (LWR) |align=center }}</div> | ||
| Line 26: | Line 26: | ||
| style="text-align: left; padding: 10px 15px;" | Medikits and Restorative Mist heal 2 HP more when used on the soldier.<br>Confers complete immunity to acid. | | style="text-align: left; padding: 10px 15px;" | Medikits and Restorative Mist heal 2 HP more when used on the soldier.<br>Confers complete immunity to acid. | ||
| style="text-align: right; padding-right: 8px;" | §80 | | style="text-align: right; padding-right: 8px;" | §80 | ||
| | | 24 | ||
| 12 | | 12 | ||
|-align="center" | |-align="center" | ||
| Line 34: | Line 34: | ||
| style="text-align: left; padding: 10px 15px;" | Reaction shots bypass all cover defense (instead of half of cover defense). Flush and suppression shots deal 100% weapon damage (instead of 50% weapon damage). | | style="text-align: left; padding: 10px 15px;" | Reaction shots bypass all cover defense (instead of half of cover defense). Flush and suppression shots deal 100% weapon damage (instead of 50% weapon damage). | ||
| style="text-align: right; padding-right: 8px;" | §45 | | style="text-align: right; padding-right: 8px;" | §45 | ||
| | | 14 | ||
| | | 7 | ||
|-align="center" | |-align="center" | ||
| <div style="vertical-align: middle;">{{ Advanced Perception (LWR) |align=center }}</div> | | <div style="vertical-align: middle;">{{ Advanced Perception (LWR) |align=center }}</div> | ||
| Line 42: | Line 42: | ||
| style="text-align: left; padding: 10px 15px;" | Allows this unit to react earlier to incoming fire, causing 20% of all incoming shots to graze, dealing only half of their original damage. | | style="text-align: left; padding: 10px 15px;" | Allows this unit to react earlier to incoming fire, causing 20% of all incoming shots to graze, dealing only half of their original damage. | ||
| style="text-align: right; padding-right: 8px;" | §30 | | style="text-align: right; padding-right: 8px;" | §30 | ||
| | | 8 | ||
| | | 4 | ||
|-align="center" | |-align="center" | ||
| <div style="vertical-align: middle;">{{ Adrenal Neurosympathy (LWR) |align=center }}</div> | | <div style="vertical-align: middle;">{{ Adrenal Neurosympathy (LWR) |align=center }}</div> | ||
| Line 50: | Line 50: | ||
| style="text-align: left; padding: 10px 15px;" | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns. | | style="text-align: left; padding: 10px 15px;" | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns. | ||
| style="text-align: right; padding-right: 8px;" | §75 | | style="text-align: right; padding-right: 8px;" | §75 | ||
| | | 22 | ||
| 11 | | 11 | ||
|-align="center" | |-align="center" | ||
| Line 58: | Line 58: | ||
| style="text-align: left; padding: 10px 15px;" | Causes soldiers to bleed out instead of dying the first time they go to zero health in a mission. The bleed-out timer is extended by 2 turns. Increases throw range by 15%. | | style="text-align: left; padding: 10px 15px;" | Causes soldiers to bleed out instead of dying the first time they go to zero health in a mission. The bleed-out timer is extended by 2 turns. Increases throw range by 15%. | ||
| style="text-align: right; padding-right: 8px;" | §25 | | style="text-align: right; padding-right: 8px;" | §25 | ||
| | | 6 | ||
| | | 3 | ||
|-align="center" | |-align="center" | ||
| <div style="vertical-align: middle;">{{ Adrenaline Surge (LWR) |align=center }}</div> | | <div style="vertical-align: middle;">{{ Adrenaline Surge (LWR) |align=center }}</div> | ||
| Line 66: | Line 66: | ||
| style="text-align: left; padding: 10px 15px;" | Grants +4.0 mobility and +40 defense when below 50% HP. | | style="text-align: left; padding: 10px 15px;" | Grants +4.0 mobility and +40 defense when below 50% HP. | ||
| style="text-align: right; padding-right: 8px;" | §40 | | style="text-align: right; padding-right: 8px;" | §40 | ||
| | | 12 | ||
| | | 6 | ||
|-align="center" | |-align="center" | ||
| <div style="vertical-align: middle;">{{ Iron Skin (LWR) |align=center }}</div> | | <div style="vertical-align: middle;">{{ Iron Skin (LWR) |align=center }}</div> | ||
| Line 74: | Line 74: | ||
| style="text-align: left; padding: 10px 15px;" | All damage taken is reduced by 2. | | style="text-align: left; padding: 10px 15px;" | All damage taken is reduced by 2. | ||
| style="text-align: right; padding-right: 8px;" | §65 | | style="text-align: right; padding-right: 8px;" | §65 | ||
| | | 20 | ||
| | | 10 | ||
|-align="center" | |-align="center" | ||
| <div style="vertical-align: middle;">{{ Muscle Fiber Density (LWR) |align=center }}</div> | | <div style="vertical-align: middle;">{{ Muscle Fiber Density (LWR) |align=center }}</div> | ||
| Line 82: | Line 82: | ||
| style="text-align: left; padding: 10px 15px;" | Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. | | style="text-align: left; padding: 10px 15px;" | Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. | ||
| style="text-align: right; padding-right: 8px;" | §60 | | style="text-align: right; padding-right: 8px;" | §60 | ||
| | | 18 | ||
| | | 9 | ||
|-align="center" | |-align="center" | ||
| <div style="vertical-align: middle;">{{ Adaptive Bone Marrow (LWR) |align=center }}</div> | | <div style="vertical-align: middle;">{{ Adaptive Bone Marrow (LWR) |align=center }}</div> | ||
| Line 90: | Line 90: | ||
| style="text-align: left; padding: 10px 15px;" | This soldier recovers from injuries 40% faster and regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens). | | style="text-align: left; padding: 10px 15px;" | This soldier recovers from injuries 40% faster and regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens). | ||
| style="text-align: right; padding-right: 8px;" | §35 | | style="text-align: right; padding-right: 8px;" | §35 | ||
| | | 10 | ||
| | | 5 | ||
|} | |} | ||
Revision as of 00:10, 27 September 2021
Gene Mods
| Name | Slot | Prerequisite | Description | Cost | ||
|---|---|---|---|---|---|---|
| Brain | Berserker Interrogation | Confers +20 will when defending against Psi attacks and immunity to all forms of panic. If the soldier is mind controlled, the control is cancelled and the soldier is stunned for 1 turn instead. | §55 | 16 | 8 | |
| Brain | Berserker Interrogation | Medikits and Restorative Mist heal 2 HP more when used on the soldier. Confers complete immunity to acid. |
§80 | 24 | 12 | |
| Eyes | Xenogenetics | Reaction shots bypass all cover defense (instead of half of cover defense). Flush and suppression shots deal 100% weapon damage (instead of 50% weapon damage). | §45 | 14 | 7 | |
| Eyes | Xenogenetics | Allows this unit to react earlier to incoming fire, causing 20% of all incoming shots to graze, dealing only half of their original damage. | §30 | 8 | 4 | |
| Chest | Muton Interrogation | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns. | §75 | 22 | 11 | |
| Chest | Muton Interrogation | Causes soldiers to bleed out instead of dying the first time they go to zero health in a mission. The bleed-out timer is extended by 2 turns. Increases throw range by 15%. | §25 | 6 | 3 | |
| Skin | Muton Elite Interrogation | Grants +4.0 mobility and +40 defense when below 50% HP. | §40 | 12 | 6 | |
| Skin | Muton Elite Interrogation | All damage taken is reduced by 2. | §65 | 20 | 10 | |
| Legs | Chryssalid Autopsy | Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. | §60 | 18 | 9 | |
| Legs | Chryssalid Autopsy | This soldier recovers from injuries 40% faster and regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens). | §35 | 10 | 5 | |
Limitations and Requirements
In order to receive genetic modifications a soldier must be of rank LCPL or higher.
MEC Troopers, Officers, and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.
Gene Mod Bundling
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.
Gene Mod Interactions
- Dual Heart does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic.
- It is also possible to "switch" between any of two GeneMod types within each slot categories for a cost.
- Gene modded troopers lose their gene modded benefits when becoming a MEC.






















