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{| class="wikitable" width="100%"   
{| class="wikitable" width="100%"   
|-align="center"
|-align="center"
! width="25%" align="center" rowspan="2" | Name
! width="18%" align="center" rowspan="2" | Name
!! width="4%" rowspan="2"| Slot
! width="4%" rowspan="2"| Slot
!! width="8%" rowspan="2"| Prerequisite  
! width="5%" rowspan="2"| Prerequisite  
!! width="75%" rowspan="2" | Description
! width="64%" rowspan="2" | Description
!! width="5%"  colspan="3" | Cost
! width="8%"  colspan="3" style="padding: 3px;" | Cost
|-align="center"
|-align="center"
| {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}
| {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}
|-align="center"
|-align="center"
| [[File:Neural_Damping_(EU2012).png|60px|left]] {{ Neural Damping (LWR) |align=right }}
| <div style="position:relative; top: 3px;">[[File:Neural_Damping_(EU2012).png|60px|left]]</div> {{ Neural Damping (LWR) |align=right }}
|| Brain  
| Brain  
|| Berserker Interrogation
| style="text-align: left; padding: 10px 20px;" | 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. Neural damped soldiers cannot learn psionic skills and psionic soldiers cannot be neural damped.  
| 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. Neural damped soldiers cannot learn psionic skills and psionic soldiers cannot be neural damped.  
|| §110  
| §110  
|| 14  
| 14  
|| 7  
| 7  
|-align="center"
|-align="center"
| [[File:Neural Feedback (EU2012).png|60px|left]] {{ Smart Macrophages (LWR) |align=right }}
| <div style="position:relative; top: 3px;">[[File:Neural Feedback (EU2012).png|60px|left]]</div> {{ Smart Macrophages (LWR) |align=right }}
|| Brain  
| Brain  
|| Berserker Interrogation
| style="text-align: left; padding: 10px 20px;" | Berserker Interrogation
|| 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.
|| §160  
| §160  
|| 24  
| 24  
|| 12   
| 12   
|-align="center"
|-align="center"
| [[File:Depth_Perception_(EU2012).png|60px|left]] {{ Depth Perception (LWR) |align=right }}
| <div style="position:relative; top: 3px;">[[File:Depth_Perception_(EU2012).png|60px|left]]</div> {{ Depth Perception (LWR) |align=right }}
|| Eyes  
| Eyes  
|| Xenogenetics  
| style="text-align: left; padding: 10px 20px;" | Xenogenetics  
|| Height advantage grants an additional +20 crit.
| style="text-align: left; padding: 10px 15px;" | Height advantage grants an additional +20 crit.
|| §90  
| §90  
|| 10   
| 10   
|| 5   
| 5   
|-align="center"
|-align="center"
| [[File:Hyper_Reactive_Pupils_(EU2012).png|60px|left]] {{ Hyper-Reactive Pupils (LWR) |align=right }}
| <div style="position:relative; top: 3px;">[[File:Hyper_Reactive_Pupils_(EU2012).png|60px|left]]</div> {{ Hyper-Reactive Pupils (LWR) |align=right }}
|| Eyes  
| Eyes  
|| Xenogenetics  
| style="text-align: left; padding: 10px 20px;" | Xenogenetics  
|| Grants +20 aim on any shot after a miss.  
| style="text-align: left; padding: 10px 15px;" | Grants +20 aim on any shot after a miss.  
|| §140
| §140
|| 20   
| 20   
|| 10   
| 10   
|-align="center"
|-align="center"
| [[File:Adrenal_Neurosympathy_(EU2012).png|60px|left]] {{ Adrenal Neurosympathy (LWR) |align=right }}
| <div style="position:relative; top: 3px;">[[File:Adrenal_Neurosympathy_(EU2012).png|60px|left]]</div> {{ Adrenal Neurosympathy (LWR) |align=right }}
|| Chest  
| Chest  
|| Muton Interrogation  
| style="text-align: left; padding: 10px 20px;" | Muton Interrogation  
|| Overloads the adrenal glands; when this soldier takes an action, there is a chance (10% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.2 mob, 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 (10% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.2 mob, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.
|| §150  
| §150  
|| 22  
| 22  
|| 11   
| 11   
|-align="center"
|-align="center"
| [[File:Secondary_Heart_(EU2012).png|60px|left]] {{ Secondary Heart (LWR) |align=right }}
| <div style="position:relative; top: 3px;">[[File:Secondary_Heart_(EU2012).png|60px|left]]</div> {{ Secondary Heart (LWR) |align=right }}
|| Chest  
| Chest  
|| Muton Interrogation
| style="text-align: left; padding: 10px 20px;" | 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.
| 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.
|| §70  
| §70  
|| 6  
| 6  
|| 3  
| 3  
|-align="center"
|-align="center"
| [[File:Bioelectric_Skin_(EU2012).png|60px|left]] {{ Adrenaline Surge (LWR) |align=right }}
| <div style="position:relative; top: 3px;">[[File:Bioelectric_Skin_(EU2012).png|60px|left]]</div> {{ Adrenaline Surge (LWR) |align=right }}
|| Skin  
| Skin  
|| Muton Elite Interrogation  
| style="text-align: left; padding: 10px 20px;" | Muton Elite Interrogation  
|| Grants +6 mobility and +30 defense when below 50% HP.
| style="text-align: left; padding: 10px 15px;" | Grants +6 mobility and +30 defense when below 50% HP.
|| §80  
| §80  
|| 8  
| 8  
|| 4   
| 4   
|-align="center"
|-align="center"
| [[File:Mimetic_Skin_(EU2012).png|60px|left]] {{ Iron Skin (LWR) |align=right }}
| <div style="position:relative; top: 3px;">[[File:Mimetic_Skin_(EU2012).png|60px|left]]</div> {{ Iron Skin (LWR) |align=right }}
|| Skin  
| Skin  
|| Muton Elite Interrogation  
| style="text-align: left; padding: 10px 20px;" | Muton Elite Interrogation  
|| All damage taken is reduced by 1.
| style="text-align: left; padding: 10px 15px;" | All damage taken is reduced by 1.
|| §130  
| §130  
|| 18  
| 18  
|| 9  
| 9  
|-align="center"
|-align="center"
| [[File:Muscle_Fiber_Density_(EU2012).png|60px|left]] {{ Muscle Fiber Density (LWR) |align=right }}
| <div style="position:relative; top: 3px;">[[File:Muscle_Fiber_Density_(EU2012).png|60px|left]]</div> {{ Muscle Fiber Density (LWR) |align=right }}
|| Legs  
| Legs  
|| Chryssalid Autopsy   
| style="text-align: left; padding: 10px 20px;" | Chryssalid Autopsy   
|| 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.
|| §120  
| §120  
|| 16  
| 16  
|| 8   
| 8   
|-align="center"
|-align="center"
| [[File:Adaptive Bone Marrow (EU2012).png|60px|left]] {{ Adaptive Bone Marrow (LWR) |align=right }}
| <div style="position:relative; top: 3px;">[[File:Adaptive Bone Marrow (EU2012).png|60px|left]]</div> {{ Adaptive Bone Marrow (LWR) |align=right }}
|| Legs  
| Legs  
|| Chryssalid Autopsy  
| style="text-align: left; padding: 10px 20px;" | Chryssalid Autopsy  
|| This soldier recovers from injuries 25% faster and regenerates 2 base (non-armor) HP each turn (amount can vary on certain aliens).
| style="text-align: left; padding: 10px 15px;" | This soldier recovers from injuries 25% faster and regenerates 2 base (non-armor) HP each turn (amount can vary on certain aliens).
|| §100  
| §100  
|| 12
| 12
|| 6   
| 6   
|}
|}



Revision as of 19:17, 13 July 2020

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Gene Mods

Name Slot Prerequisite Description Cost
Credits
Meld
Days
Neural Damping
Neural Damping
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. Neural damped soldiers cannot learn psionic skills and psionic soldiers cannot be neural damped. §110 14 7
Smart Macrophages
Smart Macrophages
Brain Berserker Interrogation Medikits and Restorative Mist heal 2 HP more when used on the soldier.
Confers complete immunity to acid.
§160 24 12
Depth Perception
Depth Perception
Eyes Xenogenetics Height advantage grants an additional +20 crit. §90 10 5
Hyper-Reactive Pupils
Hyper-Reactive Pupils
Eyes Xenogenetics Grants +20 aim on any shot after a miss. §140 20 10
Adrenal Neurosympathy
Adrenal Neurosympathy
Chest Muton Interrogation Overloads the adrenal glands; when this soldier takes an action, there is a chance (10% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.2 mob, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns. §150 22 11
Dual Heart
Dual Heart
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. §70 6 3
Adrenaline Surge
Adrenaline Surge
Skin Muton Elite Interrogation Grants +6 mobility and +30 defense when below 50% HP. §80 8 4
Iron Skin
Iron Skin
Skin Muton Elite Interrogation All damage taken is reduced by 1. §130 18 9
Muscle Fiber Density
Muscle Fiber Density
Legs Chryssalid Autopsy Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. §120 16 8
Adaptive Bone Marrow
Adaptive Bone Marrow
Legs Chryssalid Autopsy This soldier recovers from injuries 25% faster and regenerates 2 base (non-armor) HP each turn (amount can vary on certain aliens). §100 12 6

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

  • 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.
  • 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. MEC troopers cannot get gene mods.
  • Firing a rocket always counts as a miss, activating the Hyper Reactive Pupils bonus. However the aim bonus does not reduce rocket scatter.

See also