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. 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.
|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.||+6||§20||15||10|
|Brain||Sectoid Autopsy||Medikits and Restorative Mist heal 2 HP more when used on the soldier.
Confers complete immunity to poison and acid.
|Eyes||Xenogenetics||Confers +10 Aim on any shot after a miss.||+3||§10||4||3|
|Eyes||Xenogenetics||Height Advantage confers an additional +5 Aim and +5 critical chance.||+3||§10||4||3|
|Chest||Muton Elite Autopsy||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 2 turns. Prevents loss of Will from critical wounds.
|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.||+9||§20||10||6|
|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.
|Skin||Cyberdisc Autopsy||Confers 1.0 damage reduction.||+12||§20||10||10|
|Legs||Thin Man Autopsy||Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders
or other climbing aids.
|Legs||Chryssalid Autopsy||Regenerate wounds. For humans, wound recovery time is reduced by 66% (stacks with Advanced Surgery),
and unit regenerates 2 hp every turn up to the HP max without armor.
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. So, what you may want to do instead is have a dedicated 'Mod Squad' of soldiers who'll be the focus for genetic enhancement, and specialize and deploy them individually with your Strike team depending on which type of mission you're about to head out on. For example: send a front-line soldier or two with Macrophages and Muscle Fiber on Thin men-infested Council Missions, or Dampened soldiers if facing an Ethereal on a UFO-- but Bioelectric soldiers can stay home if the Hyperwave Uplink says there's no Seekers.
Also, have a bit of consideration for who may be in your final squad for the Temple Ship: choose them early and mod as you go, or pick them later and just save enough Meld to dump mods into them towards the end.
- Neural Dampening vs Smart Macrophages
As mentioned, Dampening cannot be placed on soldiers that are already Psionic. You may want to put this on soldiers that have good skills and a high Aim score but, by (lack of) leveling or surviving Critical Wounds, do not have very high will. Then at worst, their low Will score may make them 'bait' for Sectoids and Ethereals, and they'll be stunned for a turn, but it is one of the most Meld-expensive mods.
For everyone else: there's Macrophages.
- Hyper-reactive Pupils vs Depth Perception
Nearly identical to in EW, the recommendations are the same: Hyper-reactive is great for regular Overwatchers and any soldier with one of the "shoot twice" abilities, Depth Perception for the likes of Snipers flitting around in Archangel Armor. Both are cheap in funds and Meld, and add only a small bit to fatigue.
- Secondary Heart vs Adrenal Neurosympathy
Also a similar decision to EW, except for the Secondary Heart now being the most expensive mod. Secondary Heart is best used for protecting your Psionic soldiers and their Will score. You'll still be cycling out soldiers, Psionics even more so, there's much less chance for an individual one to get killed/Critically Wounded. Adrenal Neurosympathy gives all-around boosts, but also comes with a longer recovery time.
- Bioelectric Skin vs Iron Skin
As the Battle Scanner is now a free item that, however, takes up an inventory space, this choice comes down to how you want to deal with Seekers in Long War: Battle Scanners or Bioelectric Skin (or neither, and the use of AoE attacks instead). Knowing if an alien is behind that door with Bioelectric Skin can be useful, but it has somewhat limited range, while a Battle Scanner is a thrown object with very significant toss _and_ scan range, but can't see through obstacles and opens the alien 'Holodoors' if thrown through one. Otherwise, the only high argument against "Iron Skin for everyone!" is the +12 hours to fatigue.
- Muscle-fiber Density vs Adaptive Bone Marrow
Both are attractive options, both give a significant penalty to Fatigue time, Marrow's a little pricier than Muscle Fiber. Otherwise, also nearly the same as vanilla EW. The biggest change LW brings is that the consideration that more aliens means more hits, and perhaps not enough Medikit uses, so Marrow can take up the slack.
|Long War: Soldiers|