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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).  
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).  
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====Gene Modding====
'''Gene Modding'''
[[File:Gene Mods Soldier Icon (EU2012).png|right|Gene Mods Soldier Icon]]
[[File:Gene Mods Soldier Icon (EU2012).png|right|Gene Mods Soldier Icon]]
* 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.
* 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.
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* Modded [[Soldiers (EU2012)|soldiers]] have a different appearance than regular soldiers, with less [[Armor (EU2012)|armor]] plating being shown.
* Modded [[Soldiers (EU2012)|soldiers]] have a different appearance than regular soldiers, with less [[Armor (EU2012)|armor]] plating being shown.
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<noinclude>
====Genetics Lab Projects ====
==Genetics Lab Projects==
{| class="wikitable sortable" width="100%"  
===Brain===
====Neural Damping====
{| class="wikitable" width="100%"  
|-  
|-  
! width="5%" align="center" | Body Part
! width="7%" align="center" | Name
! width="7%" align="center" | Name
! width="7%" align="center" | Prerequisite  
! width="7%" align="center" | Prerequisite  
! width="7%" align="center" | Cost
! width="7%" align="center" | Cost
! width="20%" align="center" | Description
! width="20%" align="center" | Description
! width="20%" align="center" | Notes
|- style="vertical-align:top;"
|-
|-
| align="center" | BRAIN || align="center" | '''Neural Damping'''<br> [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align="center" | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] ||  align="center" |§35, 20 Meld ||[[File:Neural Damping Gene Mod (EU2012).png|32px|Neural Damping]] ''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.'' ||  
| align="center" | '''Neural Damping'''<br> [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align="center" | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] ||  align="center" |§35, 20 Meld ||[[File:Neural Damping Gene Mod (EU2012).png|32px|Neural Damping]] ''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.''
|}
====Neural Feedback====
{| class="wikitable" width="100%"
|-
! width="7%" align="center" | Name
! width="7%" align="center" | Prerequisite
! width="7%" align="center" | Cost
! width="20%" align="center" | Description
|-
|-
| align="center" | BRAIN || align="center" | '''Neural Feedback'''<br> [[File:Neural Feedback (EU2012).png|64px|Neural Feedback]]|| align="center" | [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] || align="center" |§35, 10 Meld ||[[File:Neural Feedback Gene Mod (EU2012).png|32px|Neural Feedback]] ''Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacker's chance of success.'' || 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 & [[Officer Training School (EU2012)|Lead By Example]] will greatly assist in defending against Psi Attacks but still damage Ethereals and Sectoid Commanders. It is also cheaper use of Meld and [[Medals (EU2012)|medals]] can provide immunity to panic.
|align="center" | '''Neural Feedback'''<br> [[File:Neural Feedback (EU2012).png|64px|Neural Feedback]]|| align="center" | [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] || align="center" |§35, 10 Meld ||[[File:Neural Feedback Gene Mod (EU2012).png|32px|Neural Feedback]] ''Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacker's chance of success.''
|}
* 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 & [[Officer Training School (EU2012)|Lead By Example]] will greatly assist in defending against Psi Attacks but still damage Ethereals and Sectoid Commanders. It is also a cheaper use of Meld and [[Medals (EU2012)|medals]] can provide immunity to panic.
===Eyes===
====Hyper Reactive Pupils====
{| class="wikitable" width="100%"
|-
! width="7%" align="center" | Name
! width="7%" align="center" | Prerequisite
! width="7%" align="center" | Cost
! width="20%" align="center" | Description
|-
| align="center" | '''Hyper Reactive Pupils'''<br>[[File:Hyper Reactive Pupils (EU2012).png|64px|Hyper Reactive Pupils]] ||  align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align="center" |§15, 5 Meld ||[[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|Hyper Reactive Pupils]] ''Confers +10 Aim to any shot after a miss.''
|-
|-
| align="center" | EYES || align="center" | '''Hyper Reactive Pupils'''<br>[[File:Hyper Reactive Pupils (EU2012).png|64px|Hyper Reactive Pupils]] ||  align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align="center" |§15, 5 Meld ||[[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|Hyper Reactive Pupils]] ''Confers +10 Aim to any shot after a miss.''|| Best on soldier classes that you regularly put on [[Overwatch (EU2012)|Overwatch]]: if they miss on it, then their next shot benefits from this<bR>Also very useful for soldiers with abilities such as Bullet Swarm, Rapid Reaction, Double Tap, Sentinel or Rapid Fire.  
|}
* 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.
*Also very useful for soldiers with abilities such as Bullet Swarm, Rapid Reaction, Double Tap, Sentinel or Rapid Fire.
====Depth Perception====
{| class="wikitable" width="100%"
|-
! width="7%" align="center" | Name
! width="7%" align="center" | Prerequisite
! width="7%" align="center" | Cost
! width="20%" align="center" | Description
|-
| align="center" | '''Depth Perception'''<br>[[File:Depth Perception (EU2012).png|64px|Depth Perception]] ||  align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align="center" |§15, 5 Meld ||[[File:Depth Perception Gene Mod (EU2012).png|32px|left|Depth Perception]] ''Height Advantage confers an additional +5 Aim and 5+ critical chance''.
|-
|-
| align="center" | EYES || align="center" | '''Depth Perception'''<br>[[File:Depth Perception (EU2012).png|64px|Depth Perception]] ||  align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align="center" |§15, 5 Meld ||[[File:Depth Perception Gene Mod (EU2012).png|32px|left|Depth Perception]] ''Height Advantage confers an additional +5 Aim and 5+ critical chance''. || On a Damn Good Ground [[Sniper (EU2012)|Sniper]], with [[Archangel Armor (EU2012)|Archangel Armor]], a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], and a few medals...
|}
* On a Damn Good Ground [[Sniper (EU2012)|Sniper]], with [[Archangel Armor (EU2012)|Archangel Armor]], a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], and a few medals...
===Heart===
====Secondary Heart====
{| class="wikitable" width="100%"
|-
! width="7%" align="center" | Name
! width="7%" align="center" | Prerequisite
! width="7%" align="center" | Cost
! width="20%" align="center" | Description
|-
| align="center" | '''Secondary Heart'''<br>[[File:Secondary Heart (EU2012).png|64px|Secondary Heart]] ||  align="center" | [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] ||  align="center" |§75, 15 Meld ||[[File:Secondary Heart Gene Mod (EU2012).png|32px|Secondary Heart]] ''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''.
|}
* 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]].
====Adrenal Neurosympathy====
{| class="wikitable" width="100%"
|-
! width="7%" align="center" | Name
! width="7%" align="center" | Prerequisite
! width="7%" align="center" | Cost
! width="20%" align="center" | Description
|-
| align="center" | '''Adrenal Neurosympathy''' [[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] ||  align="center" | [[Muton Autopsy (EU2012)|Muton Autopsy]] ||  align="center" |§10, 25 Meld ||[[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|Adrenal Neurosympathy]] ''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.''
|-
|-
| align="center" | CHEST || align="center" | '''Secondary Heart'''<br>[[File:Secondary Heart (EU2012).png|64px|Secondary Heart]] ||  align="center" | [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] ||  align="center" |§75, 15 Meld ||[[File:Secondary Heart Gene Mod (EU2012).png|32px|Secondary Heart]] ''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''. || 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]].
|}
 
* Gives +10 Aim, +5 Critical Chance and undetermined extra movement points.
===Skin===
====Bioelectric Skin====
{| class="wikitable" width="100%"
|-
! width="7%" align="center" | Name
! width="7%" align="center" | Prerequisite
! width="7%" align="center" | Cost
! width="20%" align="center" | Description
|-
| align="center" | '''Bioelectric Skin'''<br>[[File:Bioelectric Skin (EU2012).png|64px|Bioelectric Skin]] ||  align="center" | [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] ||  align="center" |§35, 15 Meld ||[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|Bioelectric Skin]] ''The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.''
|-
|-
| align="center" | CHEST || align="center" | '''Adrenal Neurosympathy''' [[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] ||  align="center" | [[Muton Autopsy (EU2012)|Muton Autopsy]] ||  align="center" |§10, 25 Meld ||[[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|Adrenal Neurosympathy]] ''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.'' || +10 aim, +5 critical chance and ?? movement
|}
* Buy it against the [[Seeker (EU2012)|Seekers]], keep it so you'll know what's behind that door. Is "wall-piercing." In battle, Seekers drop their cloaking, and enemies that are out of Line of Sight show as distinct signals nearby.
====Mimetic Skin====
{| class="wikitable" width="100%"
|-
! width="7%" align="center" | Name
! width="7%" align="center" | Prerequisite
! width="7%" align="center" | Cost
! width="20%" align="center" | Description
|-
| align="center" | '''Mimetic Skin'''<br>[[File:Mimetic Skin (EU2012).png|64px|Mimetic Skin]] ||  align="center" | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] ||  align="center" |§75, 35 Meld ||[[File:Mimetic Skin Gene Mod (EU2012).png|32px|Mimetic Skin]] ''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's starting position. Leaving cover or firing will break this concealment.''
|-
|-
| align="center" | SKIN || align="center" | '''Bioelectric Skin'''<br>[[File:Bioelectric Skin (EU2012).png|64px|Bioelectric Skin]] ||  align="center" | [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] ||  align="center" |§35, 15 Meld ||[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|Bioelectric Skin]] ''The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.'' || Buy it against the [[Seeker (EU2012)|Seekers]], keep it so you'll know what's behind that door. Is "wall-piercing." In battle, Seekers drop their cloaking, and enemies that are out of Line of Sight show as distinct signals nearby.
|}
 
* In practice: be out of Line of Sight of an enemy, then move to '''full''' cover: soldier will essentially Ghost Mode before moving. If flanked, ghosting will drop, so the full cover must be relative to the enemy (but can be used to at least bypass enemy Overwatch). As it does mimic Ghosting, you ''cannot'' use [[Ghost Armor (EU2012)|Ghost Armor]]'s mode (though you can, and probably still should equip it, at least for the move bonus and the Grapple).
===Legs===
====Muscle Fiber Density====
{| class="wikitable" width="100%"
|-
! width="7%" align="center" | Name
! width="7%" align="center" | Prerequisite
! width="7%" align="center" | Cost
! width="20%" align="center" | Description
|-
| align="center" | '''Muscle Fiber Density'''<br>[[File:Muscle Fiber Density (EU2012).png|64px|Muscle Fiber Density]] ||  align="center" | [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] ||  align="center" |§60, 25 Meld ||[[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|Muscle Fiber Density]] ''Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.''  
|-
|-
| align="center" | SKIN || align="center" | '''Mimetic Skin'''<br>[[File:Mimetic Skin (EU2012).png|64px|Mimetic Skin]] ||  align="center" | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] ||  align="center" |§75, 35 Meld ||[[File:Mimetic Skin Gene Mod (EU2012).png|32px|Mimetic Skin]] ''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's starting position. Leaving cover or firing will break this concealment.'' || In practice: be out of Line of Sight of an enemy, then move to '''full''' cover: soldier will essentially Ghost Mode before moving. If flanked, ghosting will drop, so the full cover must be relative to the enemy (but can be used to at least bypass enemy Overwatch). As it does mimic Ghosting, you ''cannot'' use [[Ghost Armor (EU2012)|Ghost Armor]]'s mode (though you can, and probably still should equip it, at least for the move bonus and the Grapple).
|}
|-
* Equally useful as the Skeleton/Ghost armor's grapple, somewhat less than Archangel's flight (except that there's no fuel cost). For late-game, most useful for anyone in [[Titan Armor (EU2012)|Titan armor]].
| align="center" | LEGS || align="center" | '''Muscle Fiber Density'''<br>[[File:Muscle Fiber Density (EU2012).png|64px|Muscle Fiber Density]] ||  align="center" | [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] ||  align="center" |§60, 25 Meld ||[[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|Muscle Fiber Density]] ''Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.'' || Equally useful as the Skeleton/Ghost armor's grapple, somewhat less than Archangel's flight (except that there's no fuel cost). For late-game, most useful for anyone in [[Titan Armor (EU2012)|Titan armor]].
====Adaptive Bone Marrow====
|-
{| class="wikitable" width="100%"
| align="center" | LEGS || align="center" |'''Adaptive Bone Marrow'''<br>[[File:Adaptive Bone Marrow (EU2012).png|64px|Adaptive Bone Marrow]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§30, 15 Meld ||[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|Adaptive Bone Marrow]] ''Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.'' || Stacks with the [[OTS (EU2012)|OTS]]'s Rapid Recovery causing soldiers to recover even faster from injuries.<br>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).
|-  
! width="7%" align="center" | Name
! width="7%" align="center" | Prerequisite
! width="7%" align="center" | Cost
! width="20%" align="center" | Description
|-
| align="center" |'''Adaptive Bone Marrow'''<br>[[File:Adaptive Bone Marrow (EU2012).png|64px|Adaptive Bone Marrow]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§30, 15 Meld ||[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|Adaptive Bone Marrow]] ''Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.''
|-
|-
|}
|}
<noinclude>
* Stacks with the [[OTS (EU2012)|OTS]]'s Rapid Recovery causing soldiers to recover even faster from injuries.
* 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).


====EXALT Gene Mods====
==EXALT Gene Mods==
[[EXALT (EU2012)|EXALT]] will also deploy the following Gene Mods on their Elite soldiers, some of them unique.  
[[EXALT (EU2012)|EXALT]] will also deploy the following Gene Mods on their Elite soldiers, some of them unique.  
* [[File:Depth Perception Gene Mod (EU2012).png|32px|Depth Perception]] '''Depth Perception'''  - ''Height Advantage confers an additional +5 Aim and 5+ critical chance.''  
* [[File:Depth Perception Gene Mod (EU2012).png|32px|Depth Perception]] '''Depth Perception'''  - ''Height Advantage confers an additional +5 Aim and 5+ critical chance.''  
** Used by [[EXALT Elite Sniper (EU2012)|Elite Snipers]], same as above.  
** Used by [[EXALT Elite Sniper (EU2012)|Elite Snipers]], same Gene Mod as described above.  
* [[File:Iron Skin Gene Mod (EU2012).png|32px|Iron Skin]] '''Iron Skin''' - ''All damage taken is reduced by %.''
* [[File:Iron Skin Gene Mod (EU2012).png|32px|Iron Skin]] '''Iron Skin''' - ''All damage taken is reduced by %.''
** Used by [[EXALT Elite Heavy (EU2012)|Elite Heavies]]
** Used by [[EXALT Elite Heavy (EU2012)|Elite Heavies]]
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====See Also====
==See Also==
{{XCOM Units (EU2012)}}
{{XCOM Units (EU2012)}}
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Revision as of 13:18, 2 December 2013

Translation: "To Change the Custodians"
Translation: "To Change the Custodians"

Gene Mods are unlocked after capturing Meld and finishing research on the Meld Recombination project. It is also required to build the Genetics Lab before it is possible to apply any Gene Mods to your soldiers.

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).
Gene Modding

Gene Mods Soldier Icon
Gene Mods Soldier Icon
  • 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.
  • Modded soldiers will have a specific icon, with their class icon superimposed over it (unless they are Rookies).
  • Modded soldiers have a different appearance than regular soldiers, with less armor plating being shown.


Genetics Lab Projects

Brain

Neural Damping

Name Prerequisite Cost Description
Neural Damping
Neural Damping
Berserker Autopsy §35, 20 Meld Neural Damping 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.

Neural Feedback

Name Prerequisite Cost Description
Neural Feedback
Neural Feedback
Sectoid Commander Autopsy §35, 10 Meld Neural Feedback Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacker's chance of success.
  • 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 Squad Leader with high Will & Lead By Example will greatly assist in defending against Psi Attacks but still damage Ethereals and Sectoid Commanders. It is also a cheaper use of Meld and medals can provide immunity to panic.

Eyes

Hyper Reactive Pupils

Name Prerequisite Cost Description
Hyper Reactive Pupils
Hyper Reactive Pupils
Meld Recombination §15, 5 Meld Hyper Reactive Pupils Confers +10 Aim to any shot after a miss.
  • Best on soldier classes that you regularly put on Overwatch: if they miss on it, then their next shot benefits from this mod.
  • Also very useful for soldiers with abilities such as Bullet Swarm, Rapid Reaction, Double Tap, Sentinel or Rapid Fire.

Depth Perception

Name Prerequisite Cost Description
Depth Perception
Depth Perception
Meld Recombination §15, 5 Meld
Depth Perception
Depth Perception
Height Advantage confers an additional +5 Aim and 5+ critical chance.

Heart

Secondary Heart

Name Prerequisite Cost Description
Secondary Heart
Secondary Heart
Cyberdisc Autopsy §75, 15 Meld Secondary Heart 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.
  • Very useful for your Psi Squad or for Assaults and other soldiers more prone to Critical Wounds. Does not activate following death via Chryssalids.

Adrenal Neurosympathy

Name Prerequisite Cost Description
Adrenal Neurosympathy Adrenal Neurosympathy Muton Autopsy §10, 25 Meld Adrenal Neurosympathy 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.
  • Gives +10 Aim, +5 Critical Chance and undetermined extra movement points.

Skin

Bioelectric Skin

Name Prerequisite Cost Description
Bioelectric Skin
Bioelectric Skin
Chryssalid Autopsy §35, 15 Meld Bioelectric Skin The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.
  • Buy it against the Seekers, keep it so you'll know what's behind that door. Is "wall-piercing." In battle, Seekers drop their cloaking, and enemies that are out of Line of Sight show as distinct signals nearby.

Mimetic Skin

Name Prerequisite Cost Description
Mimetic Skin
Mimetic Skin
Seeker Autopsy §75, 35 Meld Mimetic Skin 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's starting position. Leaving cover or firing will break this concealment.
  • In practice: be out of Line of Sight of an enemy, then move to full cover: soldier will essentially Ghost Mode before moving. If flanked, ghosting will drop, so the full cover must be relative to the enemy (but can be used to at least bypass enemy Overwatch). As it does mimic Ghosting, you cannot use Ghost Armor's mode (though you can, and probably still should equip it, at least for the move bonus and the Grapple).

Legs

Muscle Fiber Density

Name Prerequisite Cost Description
Muscle Fiber Density
Muscle Fiber Density
Thin Man Autopsy §60, 25 Meld Muscle Fiber Density Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.
  • Equally useful as the Skeleton/Ghost armor's grapple, somewhat less than Archangel's flight (except that there's no fuel cost). For late-game, most useful for anyone in Titan armor.

Adaptive Bone Marrow

Name Prerequisite Cost Description
Adaptive Bone Marrow
Adaptive Bone Marrow
Meld Recombination §30, 15 Meld Adaptive Bone Marrow Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.
  • Stacks with the OTS's Rapid Recovery causing soldiers to recover even faster from injuries.
  • Pairs well with Secondary Heart to preserve your Psi soldiers, and keep them out of the infirmary (or a least get them back out fast enough to not miss a mission).

EXALT Gene Mods

EXALT will also deploy the following Gene Mods on their Elite soldiers, some of them unique.

  • Depth Perception Depth Perception - Height Advantage confers an additional +5 Aim and 5+ critical chance.
  • Iron Skin Iron Skin - All damage taken is reduced by %.
  • Adrenaline Surge Adrenaline Surge - Confers +10 Aim and +10% critical chance.
  • Regen Pheromones Regen Pheromones - This unit and all nearby allies are healed for 1 health each turn.



See Also

EU2012 Badge XCOM: Enemy Unknown (2012): XCOM Units
Soldiers: Assault Heavy Sniper Support Psionic MEC Trooper (EW DLC)
S.H.I.Vs:S.H.I.V.Alloy S.H.I.V.Hover S.H.I.V.
Attributes:ClassesClass BuildsAbilitiesStatsNicknamesGene Mods (EW DLC)Medals (EW DLC)
Loadout:WeaponsArmorEquipmentMEC Suit (EW DLC)
Barracks:Officer Training SchoolPsi LabMemorialGenetics Lab (EW DLC)Cybernetics Lab (EW DLC)
Other: VolunteerHeroesZhang (Slingshot DLC)Annette (EW DLC)Covert Operative (EW DLC)Training Roulette (EW DLC)