Gene Mods (Long War)
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Gene mods work similarly to how they work in vanilla, though the set of available mods is different.
Name | Slot | Prerequisite | Cost | Description |
---|---|---|---|---|
Neural Damping | Brain | ? | ? | Confers immunity to panic and all mind affecting psionic attacks. Neural damped soldiers cannot learn psionic skills and psionics cannot be neural damped. |
Smart Macrophages | Brain | Sectoid Autopsy | ? | Confers immunity to acid, and medikits and restorative mist heal +2 on this soldier. |
Hyper-reactive Pupils | Eyes | ? | ? | Confers +10 Aim to any shot after a miss |
Depth Perception | Eyes | ? | ? | Height Advantage confers an additional +5 Aim and +5 critical chance. |
Adrenal Neurosympathy | Chest | ? | ? | Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates.[Verify?] |
Secondary Heart | Chest | ? | ? | 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.[Verify?] |
Bioelectric Skin | Skin | ? | ? | The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation. |
Iron Skin | Skin | ? | ? | Confers 1.0 damage reduction. |
Muscle-fiber Density | Legs | ? | ? | Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. |
Adaptive Bone Marrow | Legs | ? | ? | Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.[Verify?] |