Difference between revisions of "Gene Mods (LWR)"

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| <div style="position:relative; top: 4px; left: 4px;">[[File:Bioelectric_Skin_(EU2012).png|50px|left]]</div> Skin  
 
| <div style="position:relative; top: 4px; left: 4px;">[[File:Bioelectric_Skin_(EU2012).png|50px|left]]</div> Skin  
 
| style="text-align: left; padding: 10px 20px;" | Muton Elite Interrogation  
 
| style="text-align: left; padding: 10px 20px;" | Muton Elite Interrogation  
| style="text-align: left; padding: 10px 15px;" | Resist 50% of overpower and, when below 50% HP, gain +4 mobility and +40 defense.
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| style="text-align: left; padding: 10px 15px;" | Resist 50% of overpower, gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.
 
| style="text-align: right; padding-right: 8px;" | §85
 
| style="text-align: right; padding-right: 8px;" | §85
 
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Revision as of 18:36, 18 May 2022

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Gene Mods

Name Slot Prerequisite Description Cost
Credits
Meld
Days
Neural Damping (EU2012).png
Brain
Berserker Interrogation Grants immunity to mind fray status effects and panic. If the soldier is Mind Controlled, the soldier is stunned for 1 turn instead. §55 16 8
Neural Feedback (EU2012).png
Brain
Berserker Interrogation The max HP medikits can heal is increased by 2 when used on the soldier.
Confers complete immunity to acid.
§80 24 12
Depth Perception (EU2012).png
Eyes
Xenogenetics Reaction shots gain +10 aim. Flush shots deal 100% weapon damage (instead of 50% weapon damage). §45 14 7
Hyper Reactive Pupils (EU2012).png
Eyes
Xenogenetics Allows this unit to react earlier to incoming fire, causing 40% of all incoming shots to graze, dealing only half of their original damage. §30 8 4
Adrenal Neurosympathy (EU2012).png
Chest
Muton Interrogation Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns. §75 22 11
Secondary Heart (EU2012).png
Chest
Muton Interrogation Causes soldiers to bleed out instead of dying the first time they go to zero health in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and decreases rocket scatter by 15%. §40 12 6
Bioelectric Skin (EU2012).png
Skin
Muton Elite Interrogation Resist 50% of overpower, gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense. §85 26 13
Mimetic Skin (EU2012).png
Skin
Muton Elite Interrogation All damage taken is reduced by 2 and the percent chance to be critically hit is reduced by 20. §65 20 10
Muscle Fiber Density (EU2012).png
Legs
Chryssalid Autopsy Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. §60 18 9
Adaptive Bone Marrow (EU2012).png
Legs
Chryssalid Autopsy This soldier recovers from injuries 30% faster and regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens). §35 10 5

Limitations and Requirements

In order to receive genetic modifications a soldier must be of rank LCPL or higher.

MEC Troopers, Officers, and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.

Gene Mod Bundling

Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.

Gene Mod Interactions

  • Dual Heart does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic.
  • It is also possible to "switch" between any of two GeneMod types within each slot categories for a cost.
  • Gene modded troopers lose their gene modded benefits when becoming a MEC.

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: Soldiers
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s