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Gene Mods (LWR): Difference between revisions

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| <div style="vertical-align: middle;">{{ Secondary Heart (LWR) |align=center }}</div>
| <div style="vertical-align: middle;">{{ Dual Heart (LWR) |align=center }}</div>
| <div style="position:relative; top: 4px; left: 4px;">[[File:Secondary_Heart_(EU2012).png|50px|left]]</div> Chest  
| <div style="position:relative; top: 4px; left: 4px;">[[File:Secondary_Heart_(EU2012).png|50px|left]]</div> Chest  
| style="text-align: left; padding: 10px 20px;" | Muton Interrogation
| style="text-align: left; padding: 10px 20px;" | Muton Interrogation

Revision as of 03:08, 15 September 2021

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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. §55 7 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.
§80 12 12
Predictive Tracking
Predictive Tracking
Eyes
Xenogenetics Reaction shots bypass all cover defense. §45 5 5
Advanced Perception
Advanced Perception
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 2 2
Adrenal Neurosympathy
Adrenal Neurosympathy
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 11 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. §25 1 1
Adrenaline Surge
Adrenaline Surge
Skin
Muton Elite Interrogation Grants +4.0 mobility and +30 defense when below 50% HP. §40 4 4
Iron Skin
Iron Skin
Skin
Muton Elite Interrogation All damage taken is reduced by 1. §65 9 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. §60 8 8
Adaptive Bone Marrow
Adaptive Bone Marrow
Legs
Chryssalid Autopsy This soldier recovers from injuries 25% faster and regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens). §35 3 3

Limitations

MEC Troopers, Officers, and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained.

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.

See also