Difference between revisions of "Savage X-COM: Gene Mods"

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(Created page with " Back to Main Page ==Gene Mods== Genetic modification involves taking elements of alien DNA, and incorporating it into the human genome in specific location...")
 
(Gene Mods)
 
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Current Gene Mods:
 
Current Gene Mods:
*Hyper Reactive Pupils (Eyes, Sectoid Autopsy, 8 meld): +1 to first shooting roll on next round after a miss
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*Hyper Reactive Pupils (Eyes, Sectoid Autopsy, 8 meld): After missing a target with a shooting roll, get a +1 on the next action spent on a shooting roll, before the end of the next round.
 
*Bioelectric Skin (Skin, Knid Autopsy, 13 meld): Soldier is aware of all enemies within 10 squares, even invisible or stealthed ones.
 
*Bioelectric Skin (Skin, Knid Autopsy, 13 meld): Soldier is aware of all enemies within 10 squares, even invisible or stealthed ones.

Latest revision as of 13:50, 17 June 2024

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Gene Mods[edit]

Genetic modification involves taking elements of alien DNA, and incorporating it into the human genome in specific locations on the body; grafting alien abilities into or soldiers. There are five areas on the human bosy that can be modded: Brain, eyes, skin, chest, legs. Multiple gene mods will eventually be unlocked for each body part, but only one mod can be taken per locatoin. New mods will be unlocked as new aliens are encountered and autopsied. Modding a soldier also requires that a certain amount of meld be spent. Mods can be replaced with different ones in the future, soldiers aren’t locked in after making a choice. Meld is not refunded, however. Meld will be allocated on a team basis.

Current Gene Mods:

  • Hyper Reactive Pupils (Eyes, Sectoid Autopsy, 8 meld): After missing a target with a shooting roll, get a +1 on the next action spent on a shooting roll, before the end of the next round.
  • Bioelectric Skin (Skin, Knid Autopsy, 13 meld): Soldier is aware of all enemies within 10 squares, even invisible or stealthed ones.