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Heart that causes a soldier to be critically wounded instead of dying Nearby soldiers when killing an enemy) and a mod that adds a second
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Chest: Adrenal Neurosympathy (grants a combat boost to.Legs: Boosted Muscle Fiber (a soldier can leap to heights normally requiring a ladder, drain pipe or grapple) or Adaptive Bone Marrow (limited health regeneration for wounded soldiers).Eyes: Hyper Reactive Pupils (grants a +10 Aim bonus after missing a shot) and Depth Perception (gives additional +5 Aim and +5 Crit Chance bonuses for height advantage).The control is cancelled and the soldier is rendered unconscious for one If the soldier is successfully mind controlled, (soldier gains +20 will when defending against a psionic attack, andīecomes panic immune. Brain: Neural Feedback (damages an alien that fails to Mind Control the soldier but doesn't reduce Mind Control's chance of success) or Neural Damping.Gene Mods can apply to the following categories: Brain, Eyes,Ĭhest, Skin, Legs, with 2 options available for each (and that can be.Various armor types (featuring sleeveless armor designs and their ownĪrmor deco options) and will have access to 8 different armor deco Soldiers with Gene Mods will receive unique versions of the.Gene Mods can undergo Psi testing and the modifications stack with Psi abilities.Alien Autopsies will reveal genetic modifications (" Gene Mods" or " G-mods") for your soldiers which can be applied in the Genetics Labs.Research/tech tree instead, Meld related tech and upgrades will largelyīe unlocked as part of existing research like alien autopsies. The addition of Meld won't significantly change the.Both will be cheap to build in terms of cash and will apparently count as Workshops for adjacency bonuses. A new research project called Meld Recombination will open up two new base facilities: Genetics Labs and Cybernetics Labs.Meld is made up of nanotech organisms and can be used modify your soldiers to create either MEC Troopers (a new class) or to genetically alter any class abilities.Moves next to it) or by clearing the map of aliens before the timers To deactivating power nodes in Bomb missions (free action once a soldier
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The match but are not known to the player until a canister is spotted Įach canister seems to have its own individual timer (a few turns for anĮasy canister and more for a hard canister). The self-destruct timers start at the beginning of The resource and damage any player units nearby if not reached quicklyĮnough a Meld canister can be destroyed without exploding but loses its
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