Gene Mods (LWR): Difference between revisions
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== Gene Mod Bundling == | == 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. | 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 == | == Gene Mod Interactions == | ||
Revision as of 17:54, 13 July 2020
Gene mods
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.






















