Difference between revisions of "Gene Mods (EU2012)"

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! width="20%" align="center" | Description
 
! width="20%" align="center" | Description
 
|-
 
|-
| align="center" | '''Neural Damping'''<br> [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align="center" | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] ||  align="center" |§35, 20 Meld ||[[File:Neural Damping Gene Mod (EU2012).png|32px|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.''
+
| align="center" | '''Neural Damping'''<br> [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align="center" | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] ||  align="center" |§35, 20 [[Meld (EU2012)|Meld]] ||[[File:Neural Damping Gene Mod (EU2012).png|32px|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.''
 
|}
 
|}
 +
 +
* Good on soldiers with low will who spend a lot of time in the thick of it.
 +
* Also useful for units that may be able to demolish your unit from within, (such as Shotgun [[Assault (EU2012)|Assaults]] or [[Heavy (EU2012)|Heavies]] packing [[Blaster Launcher (EU2012)|Blaster Launchers]]) or for units that are tactically critical (such as whoever's packing the [[Arc Thrower (EU2012)|Arc Thrower]]).
 
====Neural Feedback====
 
====Neural Feedback====
 
{| class="wikitable" width="100%"  
 
{| class="wikitable" width="100%"  
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! width="20%" align="center" | Description
 
! width="20%" align="center" | Description
 
|-
 
|-
|align="center" | '''Neural Feedback'''<br> [[File:Neural Feedback (EU2012).png|64px|Neural Feedback]]|| align="center" | [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] || align="center" |§35, 10 Meld ||[[File:Neural Feedback Gene Mod (EU2012).png|32px|Neural Feedback]] ''Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacker's chance of success.''
+
|align="center" | '''Neural Feedback'''<br> [[File:Neural Feedback (EU2012).png|64px|Neural Feedback]]|| align="center" | [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] || align="center" |§35, 10 [[Meld (EU2012)|Meld]] ||[[File:Neural Feedback Gene Mod (EU2012).png|32px|Neural Feedback]] ''Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacker's chance of success.''
 
|}
 
|}
* The feedback response has a base damage of 1, and goes up by 1 per 10 will. May be a better long-term choice as a [[Squads (EU2012)#Squad Leader|Squad Leader]] with high Will & [[Officer Training School (EU2012)|Lead By Example]] will greatly assist in defending against Psi Attacks but still damage Ethereals and Sectoid Commanders. It is also a cheaper use of Meld and [[Medals (EU2012)|medals]] can provide immunity to panic.
+
* The feedback response has a base damage of 1, and goes up by 1 per 10 will. May be a better long-term choice as a [[Squads (EU2012)#Squad Leader|Squad Leader]] with high Will & [[Officer Training School (EU2012)|Lead By Example]] will greatly assist in defending against Psi Attacks but still damage [[Ethereal (EU2012)|Ethereals]] and [[Sectoid Commander (EU2012)|Sectoid Commanders]]. It is also a cheaper use of Meld and [[Medals (EU2012)|medals]] can provide immunity to panic.
 
===Eyes===
 
===Eyes===
 
====Hyper Reactive Pupils====
 
====Hyper Reactive Pupils====
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|-
 
|-
 
|}
 
|}
 +
* The bonus is generic and applies to your next shot, regardless of if you move or even if the shot is taken at the same alien that you missed the first time.
 
* Best on soldier classes that you regularly put on [[Overwatch (EU2012)|Overwatch]]: if they miss on it, then their next shot benefits from this mod.  
 
* Best on soldier classes that you regularly put on [[Overwatch (EU2012)|Overwatch]]: if they miss on it, then their next shot benefits from this mod.  
 
* Also very useful for soldiers with abilities such as Bullet Swarm, Rapid Reaction, Double Tap, Sentinel or Rapid Fire.
 
* Also very useful for soldiers with abilities such as Bullet Swarm, Rapid Reaction, Double Tap, Sentinel or Rapid Fire.
* Despite the flavor text, the bonus is generic and applies to your next shot, regardless of if you move or even if the shot is taken at the same alien that you missed the first time.
 
  
 
====Depth Perception====
 
====Depth Perception====
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! width="20%" align="center" | Description
 
! width="20%" align="center" | Description
 
|-  
 
|-  
| align="center" | '''Depth Perception'''<br>[[File:Depth Perception (EU2012).png|64px|Depth Perception]] ||  align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align="center" |§15, 5 Meld ||[[File:Depth Perception Gene Mod (EU2012).png|32px|left|Depth Perception]] ''Height Advantage confers an additional +5 Aim and 5+ critical chance''.
+
| align="center" | '''Depth Perception'''<br>[[File:Depth Perception (EU2012).png|64px|Depth Perception]] ||  align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align="center" |§15, 5 [[Meld (EU2012)|Meld]] ||[[File:Depth Perception Gene Mod (EU2012).png|32px|left|Depth Perception]] ''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...
+
* Best used in units that regularly use height advantage for shots, like [[Sniper (EU2012)|Snipers]].
 +
* 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...
 
===Heart===
 
===Heart===
 
====Secondary Heart====
 
====Secondary Heart====
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! width="20%" align="center" | Description
 
! width="20%" align="center" | Description
 
|-  
 
|-  
| align="center" | '''Secondary Heart'''<br>[[File:Secondary Heart (EU2012).png|64px|Secondary Heart]] ||  align="center" | [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] ||  align="center" |§75, 15 Meld ||[[File:Secondary Heart Gene Mod (EU2012).png|32px|Secondary Heart]] ''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''.
+
| align="center" | '''Secondary Heart'''<br>[[File:Secondary Heart (EU2012).png|64px|Secondary Heart]] ||  align="center" | [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] ||  align="center" |§75, 15 [[Meld (EU2012)|Meld]] ||[[File:Secondary Heart Gene Mod (EU2012).png|32px|Secondary Heart]] ''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. Does not activate following death via [[Chryssalid (EU2012)|Chryssalids]].
 
* Very useful for your [[Psionic (EU2012)|Psi]] Squad or for [[Assault (EU2012)|Assaults]] and other soldiers more prone to Critical Wounds. Does not activate following death via [[Chryssalid (EU2012)|Chryssalids]].
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! width="20%" align="center" | Description
 
! width="20%" align="center" | Description
 
|-  
 
|-  
| align="center" | '''Adrenal Neurosympathy''' [[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] ||  align="center" | [[Muton Autopsy (EU2012)|Muton Autopsy]] ||  align="center" |§10, 25 Meld ||[[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|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.''
+
| align="center" | '''Adrenal Neurosympathy''' [[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] ||  align="center" | [[Muton Autopsy (EU2012)|Muton Autopsy]] ||  align="center" |§25, 10 [[Meld (EU2012)|Meld]] ||[[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|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.''
 
|-
 
|-
 
|}
 
|}
  
* Gives +10 Aim, +5 Critical Chance and undetermined extra movement points.  
+
* Gives +10 Aim, +5 Critical Chance and +2 extra [[Movement (EU2012)|movement]] points.
 +
* Combat Rush lasts for two turns. While active, soldiers without helmets on will exhale orange smoke, like the [[Muton (EU2012)|Mutons]].
 +
* Combat Rush does not always trigger on soldiers in cover relative to the unit releasing the pheromones.  (In other words, it works similarly to Needle Grenades).
 
* You can nearly keep this bonus active during firefights if multiple soldiers have this mod, as it cannot occur more than once every 5 turns ''per soldier''. However, the bonus cannot "stack", so don't expect your squad to have more than one "Combat Rush" active.
 
* You can nearly keep this bonus active during firefights if multiple soldiers have this mod, as it cannot occur more than once every 5 turns ''per soldier''. However, the bonus cannot "stack", so don't expect your squad to have more than one "Combat Rush" active.
* Combat Rush does not trigger on soldiers in cover relative to the unit releasing the pheromones.  (In other words, it works like a Needle Grenade).
+
* Combat Rush also immediately removes panic from affected soldiers similar to Psi Inspiration.
  
 
===Skin===
 
===Skin===
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! width="20%" align="center" | Description
 
! width="20%" align="center" | Description
 
|-  
 
|-  
| 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 ||[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|Bioelectric Skin]] ''The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.''
+
| 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 (EU2012)|Meld]] ||[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|Bioelectric Skin]] ''The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.''
 
|-
 
|-
 
|}
 
|}
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! width="20%" align="center" | Description
 
! width="20%" align="center" | Description
 
|-  
 
|-  
| align="center" | '''Mimetic Skin'''<br>[[File:Mimetic Skin (EU2012).png|64px|Mimetic Skin]] ||  align="center" | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] ||  align="center" |§75, 35 Meld ||[[File:Mimetic Skin Gene Mod (EU2012).png|32px|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.''
+
| align="center" | '''Mimetic Skin'''<br>[[File:Mimetic Skin (EU2012).png|64px|Mimetic Skin]] ||  align="center" | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] ||  align="center" |§75, 35 [[Meld (EU2012)|Meld]] <small>(Pre-[[Patches (EU2012)#2014-02-26|1.6 Patch]])</small><br />§150, 65 [[Meld (EU2012)|Meld]] ||[[File:Mimetic Skin Gene Mod (EU2012).png|32px|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.''
 
|-
 
|-
 
|}
 
|}
  
* In practice: be out of Line of Sight of an enemy, then move to '''full''' cover: soldier will essentially Ghost Mode before moving. Moving while Concealed with any enemies within line of sight of that unit will break Concealment, regardless of what cover is moved to/from. Soldiers with Low Profile can utilize Low Cover to Conceal, making this ability all the more useful. 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).
+
* In practice: be out of Line of Sight of an enemy, then move to '''full''' [[Cover (EU2012)|cover]]: soldier will essentially switch to Ghost/Stealth mode before moving. Moving while concealed with any enemies within line of sight of that unit will reveal the soldier, regardless of what cover is moved to/from.
* A soldier with Low Profile can move to Low Cover to trigger Mimetic Skin. Works great for high level snapshot snipers!
+
* While cloaked, the soldier receives +30 Critical Chance to any shots fired.
 +
*Soldiers with Low Profile can utilize Low Cover to conceal, making this ability all the more useful. Works great for high level Snap Shot [[Sniper (EU2012)|Snipers]]!
 +
* You ''cannot'' use [[Ghost Grenade (EU2012)|Ghost Grenade]] or [[Ghost Armor (EU2012)|Ghost Armor]]'s Stealth mode on a soldier with Mimetic Skin. However, you can, and probably still should equip it with Ghost Armor, at least for the move bonus and the Grapple.
 +
* Unlike Ghost Armor or Grenade, where the stealth effect wears off after a turn, a Mimetic Skin soldier will stay cloaked as long as the soldier doesn't leave cover in sight of an alien. This can be used to place a scout to keep an eye on a group of several aliens and then take your time bringing them down over several turns with Squadsight Snipers or any other means. The disadvantage is that the scout can't move or engage any of the aliens without exposing themselves, meaning a reduction on your [[Squads (EU2012)|squad]]'s firepower.
 +
* An excellent choice for your Covert Agent, as they cannout equip any health-boosting equipment.
 +
* Meld/Credit cost updated in [[Patches_(EU2012)#2014-02-26|Febuary 2014 patch]].
 +
*Actions that do not drop stealth mode include:
 +
**Going into Overwatch (but ''firing'' an Overwatch shot will-- and since it'll be whichever alien moved first, his two buddies will be free to fire upon you
 +
**Tossing a Flashbang
 +
**Tossing a Mimic Beacon (does not work on unactive alien squads)
 +
**Reloading the soldier's weapon
 +
**Applying a Medikit
 +
**Psi Inspiration
 +
 
 +
*Note that [[Sectopod (EU2012)|Sectopods]] can remove stealth when scanning, and cover that is on fire can disappear, revealing the stealthed unit. There is also a bug (?) where an alien tries to move into or through the stealthed unit's square, which reveals the unit. See Steam screenshot at http://steamcommunity.com/sharedfiles/filedetails/?id=238289278
  
 
===Legs===
 
===Legs===
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! width="20%" align="center" | Description
 
! width="20%" align="center" | Description
 
|-  
 
|-  
| 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" |§60, 25 Meld ||[[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|Muscle Fiber Density]] ''Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.''  
+
| 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" |§60, 25 [[Meld (EU2012)|Meld]] ||[[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|Muscle Fiber Density]] ''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]].
+
* Equally useful as the [[Skeleton Suit (EU2012)|Skeleton]]/[[Ghost Armor (EU2012)|Ghost Armor]]'s grapple, somewhat less than [[Archangel Armor (EU2012)|Archangel]]'s flight (except that there's no fuel cost). For late-game, most useful for anyone in [[Titan Armor (EU2012)|Titan armor]].
* Not as useful as Adaptive Bone Marrow as most firefights are fought on somewhat equal elevations. However, a Covert Operative can make best use as they move around maps to hack EXALT Comms, especially if paired with Mimetic Skin.
+
* Not as useful as Adaptive Bone Marrow as most firefights are fought on somewhat equal elevations. However, a [[Covert Operative (EU2012)|Covert Operative]] can make best use as they move around maps to hack EXALT Comms, especially if paired with Mimetic Skin.
 
====Adaptive Bone Marrow====
 
====Adaptive Bone Marrow====
 
{| class="wikitable" width="100%"  
 
{| class="wikitable" width="100%"  
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! width="20%" align="center" | Description
 
! width="20%" align="center" | Description
 
|-  
 
|-  
| 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" |§30, 15 Meld ||[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|Adaptive Bone Marrow]] ''Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.''
+
| 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" |§30, 15 [[Meld (EU2012)|Meld]] ||[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|Adaptive Bone Marrow]] ''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.
 
* 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).
 
* 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).
 +
* Resolves at the end of the XCOM turn.  So be careful with badly wounded units if dealing with robots or enemies on Overwatch.
 +
* To get the maximum use of this gene mod, wait until the soldier fully self regenerates before applying any [[Medikit (EU2012)|Medikit]] or [[MEC-2 Sentinel (EU2012)|Restorative Mist]] over him/her.
  
 
==EXALT Gene Mods==
 
==EXALT Gene Mods==
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* [[File:Depth Perception Gene Mod (EU2012).png|32px|Depth Perception]] '''Depth Perception'''  - ''Height Advantage confers an additional +5 Aim and 5+ critical chance.''  
 
* [[File:Depth Perception Gene Mod (EU2012).png|32px|Depth Perception]] '''Depth Perception'''  - ''Height Advantage confers an additional +5 Aim and 5+ critical chance.''  
 
** Used by [[EXALT Elite Sniper (EU2012)|Elite Snipers]], same Gene Mod as described above.  
 
** Used by [[EXALT Elite Sniper (EU2012)|Elite Snipers]], same Gene Mod as described above.  
* [[File:Iron Skin Gene Mod (EU2012).png|32px|Iron Skin]] '''Iron Skin''' - ''All damage taken is reduced by %.''
+
* [[File:Iron Skin Gene Mod (EU2012).png|32px|Iron Skin]] '''Iron Skin''' - ''All damage taken is reduced by 25%.''
 
** Used by [[EXALT Elite Heavy (EU2012)|Elite Heavies]]
 
** Used by [[EXALT Elite Heavy (EU2012)|Elite Heavies]]
 
* [[File:Adrenaline Surge Gene Mod (EU2012).png|32px|Adrenaline Surge]] '''Adrenaline Surge''' - ''Confers +10 Aim and +10% critical chance.''
 
* [[File:Adrenaline Surge Gene Mod (EU2012).png|32px|Adrenaline Surge]] '''Adrenaline Surge''' - ''Confers +10 Aim and +10% critical chance.''
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* [[File:Regen Pheromones Gene Mod (EU2012).png|32px|Regen Pheromones]] '''Regen Pheromones''' - ''This unit and all nearby allies are healed for 1 health each turn.''
 
* [[File:Regen Pheromones Gene Mod (EU2012).png|32px|Regen Pheromones]] '''Regen Pheromones''' - ''This unit and all nearby allies are healed for 1 health each turn.''
 
**Used by [[EXALT Elite Medic (EU2012)|Elite Medics]].
 
**Used by [[EXALT Elite Medic (EU2012)|Elite Medics]].
 +
**Will affect XCOM troopers if you Mind Control these units.
 
<br>
 
<br>
  

Revision as of 00:28, 6 October 2014

Translation: "To Change the Custodians"

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

Brain

Neural Damping

Name Prerequisite Cost Description
Neural Damping
Neural Damping
Berserker Autopsy §35, 20 Meld 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.
  • Good on soldiers with low will who spend a lot of time in the thick of it.
  • Also useful for units that may be able to demolish your unit from within, (such as Shotgun Assaults or Heavies packing Blaster Launchers) or for units that are tactically critical (such as whoever's packing the Arc Thrower).

Neural Feedback

Name Prerequisite Cost Description
Neural Feedback
Neural Feedback
Sectoid Commander Autopsy §35, 10 Meld Neural Feedback Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacker's chance of success.
  • The feedback response has a base damage of 1, and goes up by 1 per 10 will. May be a better long-term choice as a Squad Leader with high Will & Lead By Example will greatly assist in defending against Psi Attacks but still damage Ethereals and Sectoid Commanders. It is also a cheaper use of Meld and medals can provide immunity to panic.

Eyes

Hyper Reactive Pupils

Name Prerequisite Cost Description
Hyper Reactive Pupils
Hyper Reactive Pupils
Meld Recombination §15, 5 Meld Hyper Reactive Pupils Confers +10 Aim to any shot after a miss.
  • The bonus is generic and applies to your next shot, regardless of if you move or even if the shot is taken at the same alien that you missed the first time.
  • Best on soldier classes that you regularly put on Overwatch: if they miss on it, then their next shot benefits from this mod.
  • Also very useful for soldiers with abilities such as Bullet Swarm, Rapid Reaction, Double Tap, Sentinel or Rapid Fire.

Depth Perception

Name Prerequisite Cost Description
Depth Perception
Depth Perception
Meld Recombination §15, 5 Meld
Depth Perception
Height Advantage confers an additional +5 Aim and 5+ critical chance.
  • Best used in units that regularly use height advantage for shots, like Snipers.
  • On a Damn Good Ground Sniper, with Archangel Armor, a S.C.O.P.E., and a few medals...

Heart

Secondary Heart

Name Prerequisite Cost Description
Secondary Heart
Secondary Heart
Cyberdisc Autopsy §75, 15 Meld Secondary Heart 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. Does not activate following death via Chryssalids.

Adrenal Neurosympathy

Name Prerequisite Cost Description
Adrenal Neurosympathy Adrenal Neurosympathy Muton Autopsy §25, 10 Meld 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.
  • Gives +10 Aim, +5 Critical Chance and +2 extra movement points.
  • Combat Rush lasts for two turns. While active, soldiers without helmets on will exhale orange smoke, like the Mutons.
  • Combat Rush does not always trigger on soldiers in cover relative to the unit releasing the pheromones. (In other words, it works similarly to Needle Grenades).
  • You can nearly keep this bonus active during firefights if multiple soldiers have this mod, as it cannot occur more than once every 5 turns per soldier. However, the bonus cannot "stack", so don't expect your squad to have more than one "Combat Rush" active.
  • Combat Rush also immediately removes panic from affected soldiers similar to Psi Inspiration.

Skin

Bioelectric Skin

Name Prerequisite Cost Description
Bioelectric Skin
Bioelectric Skin
Chryssalid Autopsy §35, 15 Meld Bioelectric Skin 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 "electrical sphere" signals nearby.

Mimetic Skin

Name Prerequisite Cost Description
Mimetic Skin
Mimetic Skin
Seeker Autopsy §75, 35 Meld (Pre-1.6 Patch)
§150, 65 Meld
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.
  • In practice: be out of Line of Sight of an enemy, then move to full cover: soldier will essentially switch to Ghost/Stealth mode before moving. Moving while concealed with any enemies within line of sight of that unit will reveal the soldier, regardless of what cover is moved to/from.
  • While cloaked, the soldier receives +30 Critical Chance to any shots fired.
  • Soldiers with Low Profile can utilize Low Cover to conceal, making this ability all the more useful. Works great for high level Snap Shot Snipers!
  • You cannot use Ghost Grenade or Ghost Armor's Stealth mode on a soldier with Mimetic Skin. However, you can, and probably still should equip it with Ghost Armor, at least for the move bonus and the Grapple.
  • Unlike Ghost Armor or Grenade, where the stealth effect wears off after a turn, a Mimetic Skin soldier will stay cloaked as long as the soldier doesn't leave cover in sight of an alien. This can be used to place a scout to keep an eye on a group of several aliens and then take your time bringing them down over several turns with Squadsight Snipers or any other means. The disadvantage is that the scout can't move or engage any of the aliens without exposing themselves, meaning a reduction on your squad's firepower.
  • An excellent choice for your Covert Agent, as they cannout equip any health-boosting equipment.
  • Meld/Credit cost updated in Febuary 2014 patch.
  • Actions that do not drop stealth mode include:
    • Going into Overwatch (but firing an Overwatch shot will-- and since it'll be whichever alien moved first, his two buddies will be free to fire upon you
    • Tossing a Flashbang
    • Tossing a Mimic Beacon (does not work on unactive alien squads)
    • Reloading the soldier's weapon
    • Applying a Medikit
    • Psi Inspiration

Legs

Muscle Fiber Density

Name Prerequisite Cost Description
Muscle Fiber Density
Muscle Fiber Density
Thin Man Autopsy §60, 25 Meld Muscle Fiber Density 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.
  • Not as useful as Adaptive Bone Marrow as most firefights are fought on somewhat equal elevations. However, a Covert Operative can make best use as they move around maps to hack EXALT Comms, especially if paired with Mimetic Skin.

Adaptive Bone Marrow

Name Prerequisite Cost Description
Adaptive Bone Marrow
Adaptive Bone Marrow
Meld Recombination §30, 15 Meld Adaptive Bone Marrow 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).
  • Resolves at the end of the XCOM turn. So be careful with badly wounded units if dealing with robots or enemies on Overwatch.
  • To get the maximum use of this gene mod, wait until the soldier fully self regenerates before applying any Medikit or Restorative Mist over him/her.

EXALT Gene Mods

EXALT will also deploy the following Gene Mods on their Elite soldiers, some of them unique.

  • Depth Perception Depth Perception - Height Advantage confers an additional +5 Aim and 5+ critical chance.
  • Iron Skin Iron Skin - All damage taken is reduced by 25%.
  • Adrenaline Surge Adrenaline Surge - Confers +10 Aim and +10% critical chance.
  • Regen Pheromones Regen Pheromones - This unit and all nearby allies are healed for 1 health each turn.
    • Used by Elite Medics.
    • Will affect XCOM troopers if you Mind Control these units.



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)