Gene Mods (LWR): Difference between revisions
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| [[File:Adrenal_Neurosympathy_(EU2012).png|60px|left]] {{ Adrenal Neurosympathy (LWR) |align=right }} | | [[File:Adrenal_Neurosympathy_(EU2012).png|60px|left]] {{ Adrenal Neurosympathy (LWR) |align=right }} | ||
|| Chest | || Chest | ||
|| Muton | || 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. | || 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 | ||
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| [[File:Bioelectric_Skin_(EU2012).png|60px|left]] {{ Adrenaline Surge (LWR) |align=right }} | | [[File:Bioelectric_Skin_(EU2012).png|60px|left]] {{ Adrenaline Surge (LWR) |align=right }} | ||
|| Skin | || Skin | ||
|| Muton Elite | || Muton Elite Interrogation | ||
|| Grants +6 mobility and +30 defense when below 50% HP. | || Grants +6 mobility and +30 defense when below 50% HP. | ||
|| §80 | || §80 | ||
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| [[File:Mimetic_Skin_(EU2012).png|60px|left]] {{ Iron Skin (LWR) |align=right }} | | [[File:Mimetic_Skin_(EU2012).png|60px|left]] {{ Iron Skin (LWR) |align=right }} | ||
|| Skin | || Skin | ||
|| | || Muton Elite Interrogation | ||
|| All damage taken is reduced by 1. | || All damage taken is reduced by 1. | ||
|| §130 | || §130 | ||
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| [[File:Muscle_Fiber_Density_(EU2012).png|60px|left]] {{ Muscle Fiber Density (LWR) |align=right }} | | [[File:Muscle_Fiber_Density_(EU2012).png|60px|left]] {{ Muscle Fiber Density (LWR) |align=right }} | ||
|| Legs | || Legs | ||
|| | || Chryssalid Autopsy | ||
|| Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. | || Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. | ||
|| §120 | || §120 | ||
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| [[File:Neural_Damping_(EU2012).png|60px|left]] {{ Neural Damping (LWR) |align=right }} | | [[File:Neural_Damping_(EU2012).png|60px|left]] {{ Neural Damping (LWR) |align=right }} | ||
|| Brain | || Brain | ||
|| Berserker | || 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 | || §110 | ||
|| 14 | || 14 | ||
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| [[File:Neural Feedback (EU2012).png|60px|left]] {{ Smart Macrophages (LWR) |align=right }} | | [[File:Neural Feedback (EU2012).png|60px|left]] {{ Smart Macrophages (LWR) |align=right }} | ||
|| Brain | || Brain | ||
|| | || Berserker Interrogation | ||
|| Medikits and Restorative Mist heal 2 HP more when used on the soldier.<br>Confers complete immunity to acid. | || Medikits and Restorative Mist heal 2 HP more when used on the soldier.<br>Confers complete immunity to acid. | ||
|| §160 | || §160 | ||
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| [[File:Secondary_Heart_(EU2012).png|60px|left]] {{ Secondary Heart (LWR) |align=right }} | | [[File:Secondary_Heart_(EU2012).png|60px|left]] {{ Secondary Heart (LWR) |align=right }} | ||
|| Chest | || Chest | ||
|| Muton | || 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. | || 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 | ||
Revision as of 18:01, 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.






















