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Gene Mods (Long War)

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Revision as of 23:20, 22 August 2014 by 8wayz (talk | contribs) (Gene mods)

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

  • 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.

Gene mods

Name Slot Prerequisite Cost Description
Neural Damping
Brain Berserker Autopsy §20, 15
Meld
Confers immunity to panic and all mind affecting psionic attacks. Neural damped soldiers cannot learn psionic skills and psionic soldiers cannot be neural damped. Imposes +6 hours fatigue.
Smart Macrophages
Brain Sectoid Autopsy §15, 8
Meld
Confers immunity to acid, and medikits and restorative mist heal +2 on this soldier. Imposes +3 hours fatigue.
Hyper-reactive Pupils
Eyes Xenogenetics §10, 4
Meld
Confers +10 Aim to any shot after a miss. Imposes +3 hours fatigue.
Depth Perception
Eyes Xenogenetics §10, 4
Meld
Height Advantage confers an additional +5 Aim and +5 critical chance. Imposes +3 hours fatigue.
Secondary Heart
Chest Muton Elite Autopsy §50, 15
Meld
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. Imposes +6 hours fatigue.
Adrenal Neurosympathy
Chest Muton Autopsy §20, 10
Meld
Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Imposes +9 hours fatigue.
Bioelectric Skin
Skin Seeker Autopsy §25 ,10
Meld
The soldier projects an electric field from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation. Imposes +6 hours fatigue.
Iron Skin
Skin Cyberdisc Autopsy §20, 10
Meld
Confers 1.0 damage reduction. Imposes +12 hours fatigue.
Muscle-fiber Density
Legs Thin Man Autopsy §20, 12
Meld
Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. Imposes +9 hours fatigue.
Adaptive Bone Marrow
Legs Chryssalid Autopsy §30, 15
Meld
Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor. Imposes +9 hours fatigue.

Gene mods are relatively cheap for their benefit, both in terms of cash and, to a lesser extent, Meld, but bear in mind that because you need to swap out soldiers on missions due to fatigue, you'll get less benefit from each gene mod than you would in vanilla.

Tactical Advice

See also

Long War: Soldiers 
Soldiers
Soldiers

Soldiers

Assault

Infantry

Rocketeer

Gunner

Sniper

Scout

Medic

Engineer
MEC
MEC

MEC Troopers

Marauder

Valkyrie

Archer

Goliath

Jaeger

Pathfinder

Guardian

Shogun
Sub-classes and abilities
Sub-classes and abilities

Officers

Psionics

Gene Mods

S.H.I.V.s