Difference between revisions of "Gene Mods (EU2012)"

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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" |§35, 10 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" | BRAIN || align="center" | '''Neural Damping'''<br> [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align="center" | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] ||  align="center" |§35, 10 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.'' ||  
 
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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" |§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 no reduce the attackers chance of success.'' || The feedback response has a base damage of 7.  
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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" |§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 attackers chance of success.'' || The feedback response has a base damage of 7.  
 
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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" |§15, 5 Meld ||[[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|Hyper Reactive Pupils]] ''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.  
 
| 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" |§15, 5 Meld ||[[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|Hyper Reactive Pupils]] ''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.  

Revision as of 06:44, 24 November 2013

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

Body Part Name Prerequisite Cost Description Notes
BRAIN Neural Damping
Neural Damping
Berserker Autopsy §35, 10 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.
BRAIN 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 attackers chance of success. The feedback response has a base damage of 7.
EYES Hyper Reactive Pupils
Hyper Reactive Pupils
Meld Recombination §15, 5 Meld Hyper Reactive Pupils 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 §15, 5 Meld
Depth Perception
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 §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.
CHEST Adrenal Neurosympathy Adrenal Neurosympathy Muton Autopsy §10, 25 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. +10 aim, +5 critical chance and ?? movement
SKIN 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 signals nearby.
SKIN Mimetic Skin
Mimetic Skin
Seeker Autopsy §75, 35 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 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 §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.
LEGS 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).


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 %.
  • 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.



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)