Difference between revisions of "Gene Mods (LWR)"
Moneybucks (talk | contribs) (→Limitations and Requirements: Dual Heart won't save a soldier below 0HP; they can still be killed outright.) |
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! width="5%" rowspan="2"| Prerequisite | ! width="5%" rowspan="2"| Prerequisite | ||
! width="64%" rowspan="2" | Description | ! width="64%" rowspan="2" | Description | ||
− | ! width="8%" colspan="3" style="padding: 3px;" | Cost | + | ! width="8%" colspan="3" style="padding: 3px;" | Cost |
|-align="center" | |-align="center" | ||
| width="3%" | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}} | | width="3%" | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}} | ||
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| <div style="position:relative; top: 4px; left: 4px;">[[File:Neural_Damping_(EU2012).png|50px|left]]</div> Brain | | <div style="position:relative; top: 4px; left: 4px;">[[File:Neural_Damping_(EU2012).png|50px|left]]</div> Brain | ||
| style="text-align: left; padding: 10px 20px;" | Berserker Interrogation | | style="text-align: left; padding: 10px 20px;" | Berserker Interrogation | ||
− | | style="text-align: left; padding: 10px 15px;" | Grants immunity to | + | | style="text-align: left; padding: 10px 15px;" | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier. |
− | | style="text-align: right; padding-right: 8px;" | | + | | style="text-align: right; padding-right: 8px;" | §70 |
− | | | + | | 28 |
− | | | + | | 14 |
|-align="center" | |-align="center" | ||
| <div style="vertical-align: middle;">{{ Smart Macrophages (LWR) |align=center }}</div> | | <div style="vertical-align: middle;">{{ Smart Macrophages (LWR) |align=center }}</div> | ||
| <div style="position:relative; top: 4px; left: 4px;">[[File:Neural Feedback (EU2012).png|50px|left]]</div> Brain | | <div style="position:relative; top: 4px; left: 4px;">[[File:Neural Feedback (EU2012).png|50px|left]]</div> Brain | ||
| style="text-align: left; padding: 10px 20px;" | Berserker Interrogation | | style="text-align: left; padding: 10px 20px;" | Berserker Interrogation | ||
− | | style="text-align: left; padding: 10px 15px;" | | + | | style="text-align: left; padding: 10px 15px;" | Grants complete immunity to corrosion and shredding. |
− | | style="text-align: right; padding-right: 8px;" | | + | | style="text-align: right; padding-right: 8px;" | §80 |
− | | | + | | 32 |
− | | | + | | 16 |
|-align="center" | |-align="center" | ||
| <div style="vertical-align: middle;">{{ Predictive Tracking (LWR) |align=center }}</div> | | <div style="vertical-align: middle;">{{ Predictive Tracking (LWR) |align=center }}</div> | ||
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| style="text-align: left; padding: 10px 20px;" | Xenogenetics | | style="text-align: left; padding: 10px 20px;" | Xenogenetics | ||
| style="text-align: left; padding: 10px 15px;" | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%). | | style="text-align: left; padding: 10px 15px;" | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%). | ||
− | | style="text-align: right; padding-right: 8px;" | | + | | style="text-align: right; padding-right: 8px;" | §30 |
− | | | + | | 12 |
− | | | + | | 6 |
|-align="center" | |-align="center" | ||
| <div style="vertical-align: middle;">{{ Advanced Perception (LWR) |align=center }}</div> | | <div style="vertical-align: middle;">{{ Advanced Perception (LWR) |align=center }}</div> | ||
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| style="text-align: left; padding: 10px 20px;" | Xenogenetics | | style="text-align: left; padding: 10px 20px;" | Xenogenetics | ||
| style="text-align: left; padding: 10px 15px;" | Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage. | | style="text-align: left; padding: 10px 15px;" | Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage. | ||
− | | style="text-align: right; padding-right: 8px;" | | + | | style="text-align: right; padding-right: 8px;" | §20 |
+ | | 8 | ||
| 4 | | 4 | ||
− | |||
|-align="center" | |-align="center" | ||
| <div style="vertical-align: middle;">{{ Adrenal Neurosympathy (LWR) |align=center }}</div> | | <div style="vertical-align: middle;">{{ Adrenal Neurosympathy (LWR) |align=center }}</div> | ||
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| style="text-align: left; padding: 10px 20px;" | Muton Interrogation | | style="text-align: left; padding: 10px 20px;" | Muton Interrogation | ||
| style="text-align: left; padding: 10px 15px;" | 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. | | style="text-align: left; padding: 10px 15px;" | 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. | ||
− | | style="text-align: right; padding-right: 8px;" | | + | | style="text-align: right; padding-right: 8px;" | §45 |
− | | | + | | 18 |
− | | | + | | 8 |
|-align="center" | |-align="center" | ||
| <div style="vertical-align: middle;">{{ Dual Heart (LWR) |align=center }}</div> | | <div style="vertical-align: middle;">{{ Dual Heart (LWR) |align=center }}</div> | ||
| <div style="position:relative; top: 4px; left: 4px;">[[File:Secondary_Heart_(EU2012).png|50px|left]]</div> Chest | | <div style="position:relative; top: 4px; left: 4px;">[[File:Secondary_Heart_(EU2012).png|50px|left]]</div> Chest | ||
| style="text-align: left; padding: 10px 20px;" | Muton Interrogation | | style="text-align: left; padding: 10px 20px;" | Muton Interrogation | ||
− | | style="text-align: left; padding: 10px 15px;" | 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 | + | | style="text-align: left; padding: 10px 15px;" | 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 20%. |
− | | style="text-align: right; padding-right: 8px;" | | + | | style="text-align: right; padding-right: 8px;" | §35 |
− | | | + | | 14 |
− | | | + | | 7 |
|-align="center" | |-align="center" | ||
| <div style="vertical-align: middle;">{{ Enhanced Metabolism (LWR) |align=center }}</div> | | <div style="vertical-align: middle;">{{ Enhanced Metabolism (LWR) |align=center }}</div> | ||
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| 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;" | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense. | | style="text-align: left; padding: 10px 15px;" | 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;" | | + | | style="text-align: right; padding-right: 8px;" | §50 |
− | | | + | | 20 |
− | | | + | | 10 |
|-align="center" | |-align="center" | ||
| <div style="vertical-align: middle;">{{ Iron Skin (LWR) |align=center }}</div> | | <div style="vertical-align: middle;">{{ Iron Skin (LWR) |align=center }}</div> | ||
| <div style="position:relative; top: 4px; left: 4px;">[[File:Mimetic_Skin_(EU2012).png|50px|left]]</div> Skin | | <div style="position:relative; top: 4px; left: 4px;">[[File:Mimetic_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;" | Grants + | + | | style="text-align: left; padding: 10px 15px;" | Grants +15 Base DR and +30 crit resistance. |
− | | style="text-align: right; padding-right: 8px;" | | + | | style="text-align: right; padding-right: 8px;" | §60 |
− | | | + | | 24 |
− | | | + | | 12 |
|-align="center" | |-align="center" | ||
− | | <div style="vertical-align: middle;">{{ Muscle | + | | <div style="vertical-align: middle;">{{ Muscle Amp (LWR) |align=center }}</div> |
| <div style="position:relative; top: 4px; left: 4px;">[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]</div> Legs | | <div style="position:relative; top: 4px; left: 4px;">[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]</div> Legs | ||
| style="text-align: left; padding: 10px 20px;" | Chryssalid Autopsy | | style="text-align: left; padding: 10px 20px;" | Chryssalid Autopsy | ||
− | | style="text-align: left; padding: 10px 15px;" | Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids | + | | style="text-align: left; padding: 10px 15px;" | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. |
− | | style="text-align: right; padding-right: 8px;" | | + | | style="text-align: right; padding-right: 8px;" | §25 |
− | | | + | | 10 |
− | | | + | | 5 |
|-align="center" | |-align="center" | ||
− | | <div style="vertical-align: middle;">{{ | + | | <div style="vertical-align: middle;">{{ Regenesis (LWR) |align=center }}</div> |
| <div style="position:relative; top: 4px; left: 4px;">[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]</div> Legs | | <div style="position:relative; top: 4px; left: 4px;">[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]</div> Legs | ||
| style="text-align: left; padding: 10px 20px;" | Chryssalid Autopsy | | style="text-align: left; padding: 10px 20px;" | Chryssalid Autopsy | ||
− | | style="text-align: left; padding: 10px 15px;" | This soldier recovers from injuries | + | | style="text-align: left; padding: 10px 15px;" | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens). |
| style="text-align: right; padding-right: 8px;" | §15 | | style="text-align: right; padding-right: 8px;" | §15 | ||
− | | | + | | 6 |
− | | | + | | 3 |
|} | |} | ||
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[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|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. | [[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|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. | ||
+ | |||
+ | Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation. | ||
== Gene Mod Bundling == | == Gene Mod Bundling == |
Revision as of 21:20, 31 January 2024
Gene Mods
Name | Slot | Prerequisite | Description | Cost | ||
---|---|---|---|---|---|---|
Brain | Berserker Interrogation | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier. | §70 | 28 | 14 | |
Brain | Berserker Interrogation | Grants complete immunity to corrosion and shredding. | §80 | 32 | 16 | |
Eyes | Xenogenetics | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%). | §30 | 12 | 6 | |
Eyes | Xenogenetics | Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage. | §20 | 8 | 4 | |
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. | §45 | 18 | 8 | |
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 20%. | §35 | 14 | 7 | |
Skin | Muton Elite Interrogation | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense. | §50 | 20 | 10 | |
Skin | Muton Elite Interrogation | Grants +15 Base DR and +30 crit resistance. | §60 | 24 | 12 | |
Legs | Chryssalid Autopsy | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. | §25 | 10 | 5 | |
Legs | Chryssalid Autopsy | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens). | §15 | 6 | 3 |
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.
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.
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.