Difference between revisions of "Gene Mods (EU2012)"

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[[Image:Custodiam (EU2012).png|right|100px|Gene Mods Insignia]]
 
[[Image:Custodiam (EU2012).png|right|100px|Gene Mods Insignia]]
 
Gene Mods are unlocked after capturing [[Meld (EU2012)|Meld]] and finishing [[Research (EU2012)|research]] on the [[Meld Recombination (EU2012)|Meld Recombination]] project. It is also required to build the [[Genetics Lab (EU2012)|Genetics Lab]] before it is possible to apply any Gene Mods to your [[Soldiers (EU2012)|soldiers]].
 
Gene Mods are unlocked after capturing [[Meld (EU2012)|Meld]] and finishing [[Research (EU2012)|research]] on the [[Meld Recombination (EU2012)|Meld Recombination]] project. It is also required to build the [[Genetics Lab (EU2012)|Genetics Lab]] before it is possible to apply any Gene Mods to your [[Soldiers (EU2012)|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 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).  
To unlock all mods it is required to perform [[Aliens (EU2012)|alien]] [[Research (EU2012)|autopsies]].
 
Up to 3 soldiers (from Squaddie upwards) can be modded each time on the Genetics Labs and it takes 3 days for the process to be complete. Modded soldiers have a different appearance than regular soldiers, with less [[Armor (EU2012)|armor]] plating being shown.
 
 
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==Genetics Lab Projects (UPDATED)==
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====Gene Modding====
* '''Brain''':
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[[File:Gene Mods Soldier Icon (EU2012).png|right|Gene Mods Soldier Icon]]
** '''Neural Feedback''' - ''Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does no reduce the attackers chance of success.''
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* 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.
*** Cost: §35, 10 Meld
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* Modded soldiers will have a specific icon, with their class icon superimposed over it (unless they are Rookies).  
*** Base damage 7
 
** '''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.''
 
*** Cost: §35, 20 Meld.
 
* '''Eyes''':
 
** '''Hyper Reactive Pupils''' - ''Confers +10 Aim to any shot after a miss.''
 
*** Cost: §15, 5 Meld, requires [[Meld Recombination (EU2012)|Meld Recombination]] Research)
 
*** Best on soldier classes that you regularly put on Overwatch: if they miss on it, then their next shot benefits from this.
 
** '''Depth Perception''' - ''Height Advantage confers an additional +5 Aim and 5+ critical chance''.
 
*** Cost: §15, 5 Meld, requires [[Meld Recombination (EU2012)|Meld Recombination]] Research).
 
*** On a Damn Good Ground Sniper, with [[Archangel Armor (EU2012)|Archangel Armor]], a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], and a few medals...
 
* '''Chest''':
 
**'''Secondary Heart'''(§75, 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''.
 
*** Case in point: The Doctor's never lost his will. Very useful for your Psi Squad.
 
**'''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.''
 
*** Cost: §10, 25 Meld, requires [[Muton Autopsy (EU2012)|Muton Autopsy]] Research.
 
*** Includes boosts to Will, that ''do'' affect Psi attack/defense, so also helpful to your Psi Squad.
 
* '''Skin''':
 
**'''Bioelectric Skin''' - ''The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.''
 
*** Cost: §35, 15 Meld.
 
*** 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''' - ''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.''
 
*** Cost: §75, 35 Meld, requires [[Seeker Autopsy (EU2012)|Seeker Autopsy]] Research.
 
*** 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'''  - ''Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.''
 
*** Cost: §60, 25 Meld, requires [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] Research.
 
*** 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]] .
 
*** Insanely useful on Terror Mission with Civilians hiding on upper floors.
 
**'''Adaptive Bone Marrow''' - ''Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.''
 
*** Cost: §30, 15 Meld, requires [[Meld Recombination (EU2012)|Meld Recombination]] Research.
 
*** 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).
 
 
* 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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<br clear="all">
  
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==Genetics Lab Projects ==
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{| class="wikitable" width="100%"
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|-
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! width="5%" align="center" | Body Part
 +
! width="7%" align="center" | Name
 +
! width="7%" align="center" | Prerequisite
 +
! width="7%" align="center" | Cost
 +
! width="20%" align="center" | Description
 +
! width="20%" align="center" | Notes
 +
|- style="vertical-align:top;"
 +
|-
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| 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" | Cost: §35, 10 Meld || align="center" | ''Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does no reduce the attackers chance of success. <br> (Base Damage: 7)'' ||
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|-
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| 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" | Cost: §35, 10 Meld ||  align="center" | ''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.'' ||
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|-
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| 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" | Cost: §15, 5 Meld ||  align="center" | ''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.
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|-
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| 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" | Cost: §15, 5 Meld ||  align="center" | ''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...
 +
|-
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| 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" | Cost §75, 15 Meld ||  align="center" | ''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.
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|-
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| align="center" | CHEST || align="center" | '''Adrenal Neurosympathy''' [[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] ||  align="center" | [[Muton Autopsy (EU2012)|Muton Autopsy]] ||  align="center" | Cost: §10, 25 Meld ||  align="center" | ''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.'' || Includes boosts to Will, that ''do'' affect Psi attack/defense, so also helpful to your Psi Squad.
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|-
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| 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 ||  align="center" | ''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.
 +
|-
 +
| 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" | Cost: §75, 35 Meld ||  align="center" | ''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).
 +
|-
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| 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" | Cost: §60, 25 Meld ||  align="center" | ''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]].
 +
|-
 +
| 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" |  Cost: §30, 15 Meld ||  align="center" | ''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).
 +
|-
 +
|}
 
<gallery widths=300px heights=200px perrow=6>
 
<gallery widths=300px heights=200px perrow=6>
 
File:Gene Mods (EU2012).png|Gene Mods
 
File:Gene Mods (EU2012).png|Gene Mods

Revision as of 17:44, 17 November 2013

Gene Mods Insignia

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
  • 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

Body Part Name Prerequisite Cost Description Notes
BRAIN Neural Feedback
Neural Feedback
Sectoid Commander Autopsy Cost: §35, 10 Meld Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does no reduce the attackers chance of success.
(Base Damage: 7)
BRAIN Neural Damping
Neural Damping
Berserker Autopsy Cost: §35, 10 Meld 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.
EYES Hyper Reactive Pupils
Hyper Reactive Pupils
Meld Recombination Cost: §15, 5 Meld 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
Also very useful for soldiers with abilities such as Bullet Swarm, Rapid Reaction, Double Tap, Sentinel or Rapid Fire.
EYES Depth Perception
Depth Perception
Meld Recombination Cost: §15, 5 Meld Height Advantage confers an additional +5 Aim and 5+ critical chance. On a Damn Good Ground Sniper, with Archangel Armor, a S.C.O.P.E., and a few medals...
CHEST Secondary Heart
Secondary Heart
Cyberdisc Autopsy Cost §75, 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. Very useful for your Psi Squad or for Assaults and other soldiers more prone to Critical Wounds.
CHEST Adrenal Neurosympathy Adrenal Neurosympathy Muton Autopsy Cost: §10, 25 Meld 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. Includes boosts to Will, that do affect Psi attack/defense, so also helpful to your Psi Squad.
SKIN Bioelectric Skin
Bioelectric Skin
Chryssalid Autopsy §35, 15 Meld 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.
SKIN Mimetic Skin
Mimetic Skin
Seeker Autopsy Cost: §75, 35 Meld 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
Muscle Fiber Density
Thin Man Autopsy Cost: §60, 25 Meld 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.
LEGS Adaptive Bone Marrow
Adaptive Bone Marrow
Meld Recombination Cost: §30, 15 Meld 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).


See Also

EU2012 Badge XCOM: Enemy Unknown (2012): XCOM Units
Soldiers:CLASS ASSAULT.png AssaultCLASS HEAVY.png HeavyCLASS SNIPER.png SniperCLASS SUPPORT.png SupportCLASS PSIONIC.png PsionicCLASS MECH.png 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)