Gene Mods (EU2012)

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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). To unlock all mods it is required to perform alien 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 plating being shown.

Genetics Lab Projects

Gene Mods
  • Brain (35§, 10 Meld):
    • Neural Feedback - Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does no reduce the attackers chance of success.
    • 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.
  • Eyes (§15, 5 Meld):
    • Hyper Reactive Pupils - Confers +10 Aim to any shot after a miss.
    • Depth Perception - Height Advantage confers an additional +5 Aim and 5+ critical chance.
  • Chest (§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.
    • Adrenal Neurosympathy - Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squadmates. Cannot occur more than once on every 5 turns.
  • Skin (§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.
    • 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. Requires Seeker Autopsy Research.
  • Legs (§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.
    • Adaptive Bone Marrow - Wound recovery time is reduced by 66% (stacks with Rapid Recovery). Soldier regenerates 2 HP per turn up to the HP max without armor.

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)