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12b116.jpg
Bright High Brush
12b116
Zarah is performing the Rite of Initiation with Noot!
She is also performing the Rite of Binding on the Frilled Demon!
ViiVeean is interrogating a Corporate Cultist.
Sinthee is investigating the pee bandit (unit 3.)
Cymdee is interrogating the Cultist of the End.
Rockit is assisting Lurleen.
You agree to rescue Nakken Daisley!
You must move to his location, which will be indicated by green arrows, and then return with him back to the Extraspace gate.
Your C.Orgs are outfitted as follows:
Kayree
Wolf Abilities:
Animal Senses - Larger detection radius
Improved Animal Senses - spend an action to learn specific number and traits for detected enemies. has a chance to detect invisible/hidden enemies.
Animal Toughness - Harder to kill than a human.
Trophilaxis - when drug is used on this troop, an adjacent troop also gets the benefit.
Skills:
Healer - Trauma kit has 3 uses
Presence - The Calm action has 100% chance of success when used on adjacent units. Can Calm units that aren't adjacent as long as they can see or hear her. All adjacent allies gain a bonus to Calm.
Tough as Nails - The unit has to be reduced to 1/3 HP to be injured. The first time she would panic during a mission, she is shaken instead.
Lead From the Front - as long as Kayree goes on a mission, reserves get XP
Equipment:
Improved Plate Carrier - Very high protection
Assault rifle - Medium range, Single shot or 3r burst, Medium Damage+.
9 round magazine.
Trauma Kit - Use to revive a disabled teammate or remove injuries.
Windscale
Dragon Abilities:
Impervious Draconic Resilience - A dragon's hide is immune to energy/electrical damage and takes reduced damage from all other sources. A dragon is immune to poison and most effects that would slow, paralyze, control or charm it.
Awe-inspiring Draconic Form - A dragon's massive body cannot benefit from cover. It has a massive pool of health, deals very high CQC damage, and moves quickly. It can provide cover for lesser units.
Annihilating Dragon Breath (Radiation) - This dragon can fire a wide beam of radiation from its mouth, dealing high energy damage and poisoning enemies, giving them a penalty to Aim and Calm and dealing damage every round. It deals very high energy damage to robots/machines and ignores most defenses. It can fire a limited number of times per mission. This attack does not roll to hit. 3 Uses
Draconic Perfection - As perfect beings, dragons do not need to use or benefit from any armor, weapons, items, stims/drugs, cybernetics, rituals, spells, magic items or other equipment. It automatically passes most Calm checks.
Draconic Hunting Prowess - A dragon ignores all penalties from darkness and can spend an Action to detect nearby and hidden enemies. It can act underwater with no penalties, cannot drown, takes no penalties from cold environments, and can scale most surfaces.
Qay
Nudibranch Abilities:
Animal Toughness
Waterborn - bonus mov in water. Can't drown.
Improved Alien Anatomy - Bonus CQC and toughness. Long instead of tall. Equip restrictions.
Skills:
Eagle Eye - Can Lookout with a sniper rifle for 1 Action.
Side Pocket - Can carry a drug/stim + another item.
Equipment:
Light Mulit-Limbed Plate Carrier - Worse than the standard-issue.
Sniper Rifle - long range, high damage.
Takes two actions to fire.
Can't be used at point-blank range.
6 round magazine.
Bloodfire - One-use stim. Excites the target. Eliminates Panic.
Cold Weather Gear - Negates the penalties from Cold.
Danovin
Badger Abilities:
Large Frame - tougher to kill than the average C.Org, increased CQC, less benefit from cover.
Animal Senses
Skills:
Nimble - This unit is harder to hit with CQC attacks
Equipment:
Agility Frame - Slightly better than plate carrier. Can jump long distances and move further. Exotic anatomy can use.
Energy Katana - CQC range, no ammo, high damage, 1h.
Deals very high CQC damage and the troop carrying it is harder to hit in CQC. Can be equipped alongside one other weapon with the 1h property.
Capture Foam Gun - Short range, no damage, 1h
Targets hit and encased in immobilizing foam. Alternatively, removes "on fire" from a unit.
1 round magazine.
Ballistic Sheild - Troop carrying it takes reduced damage from firearms and is harder to hit in CQC.
Fucc (Reserve)
Powerful Beak - Can pry open some locked doors or containers
Bird - Sometimes gains an extra action. Sometimes doesn't follow commands
Curious - All interactables are highlighted
Trophilaxis - can give 1 adjacent ally the benefit of a drug, or two allies and not gain the benefit himself.
Skills:
Walking Fire - when the C.Org misses, his next attack has a bonus to accuracy.
Adrenaline High - stays Excited for longer.
Equipment:
Mule Armor - Very Low protection. Can carry two items.
Rocket Launcher - Medium range, very high damage, explosive.
Ammo takes up item slot.
Reduces movement when carried.
Can't be used at point-blank range.
1 round chamber.
Rockets - 3 rockets.
Cold Weather Gear - Negates the penalty from Cold.
Your team move through the gate.
Snow drifts gently past the windows of the warehouse your C.Orgs find themselves in. Several ordinary fox soldiers spot you, as well as some human captives. You are under no obligation to protect or rescue any of those captives. They're just random humans from another universe. Who cares? Do war crimes if you want. Nobody'll ever know!
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