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 Berserker Autopsy ? Confers immunity to panic and all mind affecting psionic attacks. Neural damped soldiers cannot learn psionic skills and psionic soldiers 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 Xenogenetics ? Confers +10 Aim to any shot after a miss
Depth Perception Eyes Xenogenetics ? Height Advantage confers an additional +5 Aim and +5 critical chance.
Adrenal Neurosympathy Chest Muton Autopsy ? 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 Muton Elite Autopsy ? 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 Seeker Autopsy ? The soldier projects an electric field from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.
Iron Skin Skin Cyberdisc Autopsy ? Confers 1.0 damage reduction.
Muscle-fiber Density Legs Thin Man Autopsy ? Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.
Adaptive Bone Marrow Legs Chryssalid Autopsy ? Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.[Verify?]

Gene mods are relatively cheap for their benefit, both in terms of cash and Meld, but bear in mind that because you need to swap out soldiers on missions due to fatigue, you'll get less benefit from each gene mod than you would in vanilla.