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Gene Mods (Long War)

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Revision as of 09:43, 1 July 2014 by Binkyuk (talk | contribs)

Gene mods work similarly to how they work in vanilla, though the set of available mods is different.

Name Slot Prerequisite Cost Description
Neural Damping Brain Berserker Autopsy ? Confers immunity to panic and all mind affecting psionic attacks. Neural damped soldiers cannot learn psionic skills and psionics cannot be neural damped.
Smart Macrophages Brain Sectoid Autopsy ? Confers immunity to acid, and medikits and restorative mist heal +2 on this soldier.
Hyper-reactive Pupils Eyes Xenogenetics ? Confers +10 Aim to any shot after a miss
Depth Perception Eyes Xenogenetics ? Height Advantage confers an additional +5 Aim and +5 critical chance.
Adrenal Neurosympathy Chest Muton Autopsy ? Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates.[Verify?]
Secondary Heart Chest Muton Elite Autopsy ? 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.[Verify?]
Bioelectric Skin Skin Seeker Autopsy ? The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.
Iron Skin Skin Cyberdisc Autopsy ? Confers 1.0 damage reduction.
Muscle-fiber Density Legs Thin Man Autopsy ? Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.
Adaptive Bone Marrow Legs Chryssalid Autopsy ? Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.[Verify?]