Difference between revisions of "Gene Mods (Long War)"
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| [[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|left]]'''Muscle-fiber Density''' || Legs || Thin Man Autopsy || §20, 12{{Meld Icon}}|| Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. Imposes +9 hours fatigue. | | [[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|left]]'''Muscle-fiber Density''' || Legs || Thin Man Autopsy || §20, 12{{Meld Icon}}|| Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. Imposes +9 hours fatigue. | ||
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− | | [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|left]]'''Adaptive Bone Marrow''' || Legs || Chryssalid Autopsy || §30, 15{{Meld Icon}} || Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor. | + | | [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|left]]'''Adaptive Bone Marrow''' || Legs || Chryssalid Autopsy || §30, 15{{Meld Icon}} || Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor. Imposes +9 hours fatigue. |
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Revision as of 23:20, 22 August 2014
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 | 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 | 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 | Confers +10 Aim to any shot after a miss. Imposes +3 hours fatigue. |
Depth Perception | Eyes | Xenogenetics | §10, 4 | Height Advantage confers an additional +5 Aim and +5 critical chance. Imposes +3 hours fatigue. |
Secondary Heart | Chest | Muton Elite Autopsy | §50, 15 | 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 | 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 | 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 | Confers 1.0 damage reduction. Imposes +12 hours fatigue. |
Muscle-fiber Density | Legs | Thin Man Autopsy | §20, 12 | 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 | 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.