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 (UPDATED)

  • Brain:
    • Neural Feedback - Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does no reduce the attackers chance of success.
      • Cost: §35, 10 Meld
      • Base damage 7
    • 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.
      • Cost: §35, 20 Meld.
  • Eyes:
    • Hyper Reactive Pupils - Confers +10 Aim to any shot after a miss.
      • Cost: §15, 5 Meld, requires Meld Recombination Research)
      • Best on soldier classes that you regularly put on Overwatch: if they miss on it, then their next shot benefits from this.
    • Depth Perception - Height Advantage confers an additional +5 Aim and 5+ critical chance.
  • Chest:
    • Secondary Heart(§75, 15 Meld) - 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.
      • Case in point: The Doctor's never lost his will. Very useful for your Psi Squad.
    • 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.
      • Cost: §10, 25 Meld, requires Muton Autopsy Research.
      • Includes boosts to Will, that do affect Psi attack/defense, so also helpful to your Psi Squad.
  • Skin:
    • Bioelectric Skin - The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.
      • Cost: §35, 15 Meld.
      • 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.
    • 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.
      • Cost: §75, 35 Meld, requires Seeker Autopsy Research.
      • 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 - Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.
      • Cost: §60, 25 Meld, requires Thin Man Autopsy Research.
      • 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 .
      • Insanely useful on Terror Mission with Civilians hiding on upper floors.
    • Adaptive Bone Marrow - Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.
      • Cost: §30, 15 Meld, requires Meld Recombination Research.
      • 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).
  • Modded soldiers have a different appearance than regular soldiers, with less armor plating being shown.



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)