Gene Mods (EU2012)
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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
- 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 |
Berserker Autopsy | §35, 10 Meld | 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 |
Sectoid Commander Autopsy | §35, 10 Meld | 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. |
EYES | Hyper Reactive Pupils |
Meld Recombination | §15, 5 Meld | 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 |
Meld Recombination | §15, 5 Meld | 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 |
Cyberdisc Autopsy | §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. | Very useful for your Psi Squad or for Assaults and other soldiers more prone to Critical Wounds. |
CHEST | Adrenal Neurosympathy | Muton Autopsy | §10, 25 Meld | 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. | Includes boosts to Will, that do affect Psi attack/defense, so also helpful to your Psi Squad. |
SKIN | Bioelectric Skin |
Chryssalid Autopsy | §35, 15 Meld | 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 |
Seeker Autopsy | §75, 35 Meld | 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 |
Thin Man Autopsy | §60, 25 Meld | 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 |
Meld Recombination | §30, 15 Meld | 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 - Height Advantage confers an additional +5 Aim and 5+ critical chance.
- Used by Elite Snipers, same as above.
- Iron Skin - All damage taken is reduced by %.
- Used by Elite Heavies
- Adrenaline Surge - Confers +10 Aim and +10% critical chance.
- Used by Elite Operatives, activates when the Operative is wounded.
- Regen Pheromones - This unit and all nearby allies are healed for ?? health each turn.
- Used by Elite Medics.
See Also
XCOM: Enemy Unknown (2012): XCOM Units | |
Soldiers: | Assault • Heavy • Sniper • Support • Psionic • MEC Trooper (EW DLC) |
S.H.I.Vs: | S.H.I.V.• Alloy S.H.I.V. • Hover S.H.I.V. |
Attributes: | Classes • Class Builds • Abilities • Stats • Nicknames • Gene Mods (EW DLC) • Medals (EW DLC) |
Loadout: | Weapons • Armor • Equipment • MEC Suit (EW DLC) |
Barracks: | Officer Training School • Psi Lab • Memorial • Genetics Lab (EW DLC) • Cybernetics Lab (EW DLC) |
Other: | Volunteer • Heroes • Zhang (Slingshot DLC) • Annette (EW DLC) • Covert Operative (EW DLC) • Training Roulette (EW DLC) |