Gene Mods (LWR)

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Gene Mods

Name Slot Prerequisite Description Cost
Credits
Meld
Days
Neural Damping (EU2012).png
Brain
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 14 7
Neural Feedback (EU2012).png
Brain
Berserker Interrogation Medikits and Restorative Mist heal 2 HP more when used on the soldier.
Confers complete immunity to acid.
§160 24 12
Depth Perception (EU2012).png
Eyes
Xenogenetics Height advantage grants an additional +20 crit. §90 10 5
Hyper Reactive Pupils (EU2012).png
Eyes
Xenogenetics Grants +20 aim on any shot after a miss. §140 20 10
Adrenal Neurosympathy (EU2012).png
Chest
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. §150 22 11
Secondary Heart (EU2012).png
Chest
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. §70 6 3
Bioelectric Skin (EU2012).png
Skin
Muton Elite Interrogation Grants +6 mobility and +30 defense when below 50% HP. §80 8 4
Mimetic Skin (EU2012).png
Skin
Muton Elite Interrogation All damage taken is reduced by 1. §130 18 9
Muscle Fiber Density (EU2012).png
Legs
Chryssalid Autopsy Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. §120 16 8
Adaptive Bone Marrow (EU2012).png
Legs
Chryssalid Autopsy This soldier recovers from injuries 25% faster and regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens). §100 12 6

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.

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: Soldiers
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s