Gene Mods (Long War)
This page may be outdated. It is up-to-date for version b13. The latest version is 1.0. |
Gene mods work similarly to how they work in vanilla, though the set of available mods is different. Please note the following:
- Secondary 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.
- Neural Damping is unavailable to Psi-trained troops.
Gene mods
Name | Slot | Prerequisite | Cost | Fatigue (hours) | Description |
---|---|---|---|---|---|
Neural Damping | Brain | Berserker Autopsy | §20, 15 | +6 | 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 | §15, 8 | +3 | Confers immunity to acid, and medikits and restorative mist heal +2 on this soldier. |
Hyper-reactive Pupils | Eyes | Xenogenetics | §10, 4 | +3 | Confers +10 Aim to any shot after a miss. |
Depth Perception | Eyes | Xenogenetics | §10, 4 | +3 | Height Advantage confers an additional +5 Aim and +5 critical chance. |
Secondary Heart | Chest | Muton Elite Autopsy | §50, 15 | +6 | 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. |
Adrenal Neurosympathy | Chest | Muton Autopsy | §20, 10 | +9 | Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. |
Bioelectric Skin | Skin | Seeker Autopsy | §25 ,10 | +6 | 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 | §20, 10 | +12 | Confers 1.0 damage reduction. |
Muscle-fiber Density | Legs | Thin Man Autopsy | §20, 12 | +9 | 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 | §30, 15 | +9 | Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor. |
Tactical Advice
Gene mods are relatively cheap for their benefit, both in terms of cash and, to a lesser extent, Meld. But bear in mind there are several logistical matters to be aware of:
- The mechanics for how much Meld you are likely to get per mission at a given point in a campaign. In short: the better you're doing, the less you'll get.
- The number of soldiers you have & are swapping out from fatigue. Thus, each modded soldier spends less time out in the field, and vice versa: each time you go into the field, you might not have a modded soldier to go into it-- unless you try to mod every applicable soldier (which you won't have the Meld to do).
- Other projects with priority that use Meld, such as MEC suits which can be freely swapped between MEC soldiers between missions.
Basically, you may be playing your soldiers (most of them and/or most of the time) in Vanilla EU style of going without mods: gene mods will then be for when you can afford to splurge on them.
- Neural Dampening vs Smart Macrophages
- Hyper-reactive Pupils vs Depth Perception
- Secondary Heart vs Adrenal Neurosympathy
- Bioelectric Skin vs Iron Skin
- Muscle-fiber Density vs Adaptive Bone Marrow