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== Gene mods==
== Gene mods==
{| class="wikitable" width="100%"  
{| class="wikitable" width="100%"
|-  
|-  
! width="15%" align="center"| Name
! width="15%" align="center" | Name
! Slot
! Slot
! Prerequisite  
! Prerequisite  
! width="7%" align="center" | Cost
! width="4%" align="center" | Cost
! width="4%" align="center" | Fatigue (hours)
! Description
! Description
|-
|-
| [[File:Neural Damping Gene Mod (EU2012).png|32px|left]] '''Neural Damping''' || Brain || Berserker Autopsy ||  §20, 15{{Meld Icon}} || Confers immunity to panic and all mind affecting psionic attacks. Neural damped soldiers cannot learn psionic skills and psionic soldiers cannot be neural damped. Imposes +6 hours fatigue.
| [[File:Neural Damping Gene Mod (EU2012).png|32px|left]] '''Neural Damping''' || Brain || Berserker Autopsy ||  align="center" | §20, 15{{Meld Icon}} || align="center" | +6 || Confers immunity to panic and all mind affecting psionic attacks. Neural damped soldiers cannot learn psionic skills and psionic soldiers cannot be neural damped.
|-
|-
| [[File:Restorative_mist.png|32px|left]]'''Smart Macrophages''' || Brain || Sectoid Autopsy || §15, 8{{Meld Icon}}|| Confers immunity to acid, and medikits and restorative mist heal +2 on this soldier. Imposes +3 hours fatigue.
| [[File:Restorative_mist.png|32px|left]]'''Smart Macrophages''' || Brain || Sectoid Autopsy || align="center" | §15, 8{{Meld Icon}}|| align="center" | +3 || Confers immunity to acid, and medikits and restorative mist heal +2 on this soldier.
|-
|-
| [[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|left]]'''Hyper-reactive Pupils''' || Eyes || Xenogenetics || §10, 4{{Meld Icon}}|| Confers +10 Aim to any shot after a miss. Imposes +3 hours fatigue.
| [[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|left]]'''Hyper-reactive Pupils''' || Eyes || Xenogenetics || align="center" | §10, 4{{Meld Icon}}|| align="center" | +3 || Confers +10 Aim to any shot after a miss.
|-
|-
| [[File:Depth Perception Gene Mod (EU2012).png|32px|left]]'''Depth Perception''' || Eyes || Xenogenetics || §10, 4{{Meld Icon}}|| Height Advantage confers an additional +5 Aim and +5 critical chance. Imposes +3 hours fatigue.
| [[File:Depth Perception Gene Mod (EU2012).png|32px|left]]'''Depth Perception''' || Eyes || Xenogenetics || align="center" | §10, 4{{Meld Icon}}|| align="center" | +3 || Height Advantage confers an additional +5 Aim and +5 critical chance.  
|-
|-
| [[File:Secondary Heart Gene Mod (EU2012).png|32px|left]]'''Secondary Heart''' || Chest || Muton Elite Autopsy || §50, 15{{Meld Icon}}|| 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. Imposes +6 hours fatigue.
| [[File:Secondary Heart Gene Mod (EU2012).png|32px|left]]'''Secondary Heart''' || Chest || Muton Elite Autopsy || align="center" | §50, 15{{Meld Icon}}|| align="center" | +6 || 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.
|-
|-
| [[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|left]]'''Adrenal Neurosympathy''' || Chest || Muton Autopsy || §20, 10{{Meld Icon}}|| Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Imposes +9 hours fatigue.
| [[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|left]]'''Adrenal Neurosympathy''' || Chest || Muton Autopsy || align="center" | §20, 10{{Meld Icon}}|| align="center" | +9 || Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates.
|-
|-
| [[File:Bioelectric Skin Gene Mod (EU2012).png|32px|left]]'''Bioelectric Skin''' || Skin || Seeker Autopsy || §25 ,10{{Meld Icon}}|| The soldier projects an electric field from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation. Imposes +6 hours fatigue.
| [[File:Bioelectric Skin Gene Mod (EU2012).png|32px|left]]'''Bioelectric Skin''' || Skin || Seeker Autopsy || align="center" | §25 ,10{{Meld Icon}}|| align="center" | +6 || The soldier projects an electric field from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.
|-
|-
| [[File:Iron Skin Gene Mod (EU2012).png|32px|left]]'''Iron Skin''' || Skin || Cyberdisc Autopsy || §20, 10{{Meld Icon}}|| Confers 1.0 [[Damage (Long War)#Damage Reduction|damage reduction]]. Imposes +12 hours fatigue.
| [[File:Iron Skin Gene Mod (EU2012).png|32px|left]]'''Iron Skin''' || Skin || Cyberdisc Autopsy || align="center" | §20, 10{{Meld Icon}}|| align="center" | +12 || Confers 1.0 [[Damage (Long War)#Damage Reduction|damage reduction]].
|-
|-
| [[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|left]]'''Muscle-fiber Density''' || Legs || Thin Man Autopsy || §20, 12{{Meld Icon}}|| Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. Imposes +9 hours fatigue.
| [[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|left]]'''Muscle-fiber Density''' || Legs || Thin Man Autopsy || align="center" | §20, 12{{Meld Icon}}|| align="center" | +9 || Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.
|-
|-
| [[File:BATTLEFATIGUE.png|32px|left]]'''Adaptive Bone Marrow''' || Legs || Chryssalid Autopsy || §30, 15{{Meld Icon}} || Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor. Imposes +9 hours fatigue.
| [[File:BATTLEFATIGUE.png|32px|left]]'''Adaptive Bone Marrow''' || Legs || Chryssalid Autopsy || align="center" | §30, 15{{Meld Icon}} || align="center" | +9 || Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.
|}
|}



Revision as of 23:22, 6 November 2014

This page may be outdated. It is up-to-date for version b13. The latest version is 1.0.

Gene mods work similarly to how they work in vanilla, though the set of available mods is different. Please note the following:

  • Secondary 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.
  • Neural Damping is unavailable to Psi-trained troops.

Gene mods

Name Slot Prerequisite Cost Fatigue (hours) Description
Neural Damping
Brain Berserker Autopsy §20, 15
Meld
+6 Confers immunity to panic and all mind affecting psionic attacks. Neural damped soldiers cannot learn psionic skills and psionic soldiers cannot be neural damped.
Smart Macrophages
Brain Sectoid Autopsy §15, 8
Meld
+3 Confers immunity to acid, and medikits and restorative mist heal +2 on this soldier.
Hyper-reactive Pupils
Eyes Xenogenetics §10, 4
Meld
+3 Confers +10 Aim to any shot after a miss.
Depth Perception
Eyes Xenogenetics §10, 4
Meld
+3 Height Advantage confers an additional +5 Aim and +5 critical chance.
Secondary Heart
Chest Muton Elite Autopsy §50, 15
Meld
+6 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.
Adrenal Neurosympathy
Chest Muton Autopsy §20, 10
Meld
+9 Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates.
Bioelectric Skin
Skin Seeker Autopsy §25 ,10
Meld
+6 The soldier projects an electric field from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.
Iron Skin
Skin Cyberdisc Autopsy §20, 10
Meld
+12 Confers 1.0 damage reduction.
Muscle-fiber Density
Legs Thin Man Autopsy §20, 12
Meld
+9 Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.
Adaptive Bone Marrow
Legs Chryssalid Autopsy §30, 15
Meld
+9 Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.

Gene mods are relatively cheap for their benefit, both in terms of cash and, to a lesser extent, Meld, but bear in mind that because you need to swap out soldiers on missions due to fatigue, you'll get less benefit from each gene mod than you would in vanilla.

Tactical Advice

See also

Long War: Soldiers 
Soldiers
Soldiers

Soldiers

Assault

Infantry

Rocketeer

Gunner

Sniper

Scout

Medic

Engineer
MEC
MEC

MEC Troopers

Marauder

Valkyrie

Archer

Goliath

Jaeger

Pathfinder

Guardian

Shogun
Sub-classes and abilities
Sub-classes and abilities

Officers

Psionics

Gene Mods

S.H.I.V.s