Difference between revisions of "Bionics"
Jump to navigation
Jump to search
m |
(Clearly state that the Neural Torso can use mounted weapons) |
||
Line 99: | Line 99: | ||
| style="text-align:center;" |+8% | | style="text-align:center;" |+8% | ||
| style="text-align:center;" |2 | | style="text-align:center;" |2 | ||
− | | style="text-align:center;" |[[File:heavy lifter.png|30px|link=]] <b>Heavy Lifter</b> - Double [[Combat#weight|weight]] can be carried without causing movement penalty | + | | style="text-align:center;" |[[File:heavy lifter.png|30px|link=]] <b>Heavy Lifter</b> - Double [[Combat#weight|weight]] can be carried without causing movement penalty<br>Can also use [[Heavy weapons|Mounted Launchers]] |
| style="text-align:center;" |116 | | style="text-align:center;" |116 | ||
| style="text-align:center;" |230 | | style="text-align:center;" |230 |
Revision as of 12:07, 13 January 2021
You need to play with Blood and Titanium DLC to have Bionics. See Blood and Titanium content here: The Pure and The Forsaken. All Bionic Augmentations have Bleed immunity, Viral, Poison, and Paralysis resistance but are vulnerable to Acid Damage.
In order to put Bionics on your soldiers, you need to have powered Cybernetics Lab facility. You can augment your soldiers from the Personnel section on Geoscape. Once you augment some body part you cannot take it back.
You cannot wear Head, Body and Legs Armors or Modules and have Bionics at the same time.
Name | Description | Research needed | Armor | Speed | Perception | Stealth | Accuracy | Weight | Abilities | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Head Augmentations | ||||||||||||||||
Clarity Head | New Jericho Control Resist Head Augmentation | 30 | -10% | +3% | 2 | Mind Control Immunity - Immune to Mind Control | 18 | 140 | ||||||||
Echo Head | Synedrion Silent Echo Head Augmentation | 20 | +10% | 0 | Night Vision - No penalty incurred for dark environments. Silent Echo - All weapon attacks are silent. |
30 | 140 | |||||||||
Disruptor Head | New Jericho Will Disruption Head Augmentation | 16 | +5 | -5% | +12% | 1 | Neural Disruption - Disrupt target for 1 turn, causing it to become DISORIENTED and unable to use Will Point abilities | 30 | 140 | |||||||
Torso Augmentations | ||||||||||||||||
Juggernaut Torso | New Jericho Demolishing Torso Augmentation | 45 | -1 | -20% | +1% | 5 | Extend Shield - Extend and energy shield in a given direction. Demolition State - Breach walls and solid constructs by walking through them. |
44 | 350 | |||||||
Vengeance Torso | Synedrion Melee Proficient Torso Augmentation | 22 | +20% | -3% | 1 | Melee weapon proficiency - Proficiency with Melee weapons. Combat Matrix - Melee attacks cost 1 AP less (to a minimum of 1 AP). |
89 | 270 | ||||||||
Neural Torso | New Jericho Exoskeletal Torso Augmentation | 30 | -15% | +8% | 2 | Heavy Lifter - Double weight can be carried without causing movement penalty Can also use Mounted Launchers |
116 | 230 | ||||||||
Legs Augmentations | ||||||||||||||||
Armadillo Legs | New Jericho Safe Landing Legs Augmentation | 40 | -1 | -25% | +3% | 3 | Immune to Goo - Goo does not trap or restrict movement. Landing Shock Absorption - No damage is suffered when landing from any height. |
20 | 160 | |||||||
Mirage Legs | Synedrion Anti-detection Legs Augmentation | 20 | +1 | +20% | -3% | 1 | Shadowstep - Does not activate enemy overwatch | 35 | 165 | |||||||
Propeller Legs | New Jericho Rocket Legs Augmentation | 20 | +3 | -10% | 2 | Rocket Leap - Leap to target location | 49 | 145 | ||||||||
Name | Description | Research needed | Armor | Speed | Perception | Stealth | Accuracy | Weight | Abilities |