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Ice Harmony
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Zarah is "interrogating" a Corporate Cultist
Fucc is helping Lurleen back at the base.
Noot is caring for the Frilled Demon
Danovin is investigating the Pee Bandit
and Eilie, Rockit, Ixander, and ViiVeen are resting.
You have agreed to send your remaining C.Orgs to invade the Kobold Kaverns and kidnap kobolds!
There are five types of kobolds:
Cutebolds
Dragonbolds
Ratbolds
Dogbolds
Goblinbolds
You gain increased rewards for each type captured, and must capture at least one to succeed in the mission. You can also capture eggs for increased rewards. This will require you to explore the kobold kaverns.
To complete the mission, you must return to the Extraspace gate that your troops deploy from or use a Portable Gate Relay.
Your C.Orgs are outfitted as follows:
Batons You have brought batons instead of knives, greatly reducing the chance of killing an enemy if you engage them in CQC
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:
Camo Suit - less protective than a standard plate carrier, but can spend an action to hide, making the troop wearing it harder to detect. Flechette weapons will not reveal location.
Stinger Rifle - Medium range, Single shot, low damage.
When hit, most non-mechanical enemies have a penalty to Aim and movement for several turns, and there is a chance based on how wounded they are that they either only get one action per turn or become paralyzed for several turns.
Can be used underwater.
5 round magazine.
Trauma Kit - Use to revive a disabled teammate or remove injuries.
Yiann
Horse Abilities:
Animal Senses
Animal Toughness
Juggernaut - Can interact to push/throw as part of move action.
Monstrous Frame - High HP, DR, CQC damage, and speed. Large profile. Equip restrictions.
Leggy - Bonus movement.
Skills:
Steady - Firearm attacks with an aim bonus deal extra damage
Healer
Guts - bonus to death/injury role if he becomes a casualty
Equipment:
Energy Katana[i] - 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.
[i]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 Shield - troop carrying it takes reduced damage from firearms and is harder to hit in CQC.
Baetriss
Centipede Abilities:
Alien Anatomy - Can carry an extra weapon, tougher than a human. Affects armor.
Extra Venomous - Deals very high CQC damage that also gives penalties to the target
Murder Noodle - Deals increased CQC damage against larger opponents. Harder to hit with CQC attacks.
Wriggler - Can wiggle through vents. Less movement penalty when prone.
Skills:
Eagle Eye - Can Lookout with S. Rifle for 1 action.
Equipment:
Agility Frame - Slightly better than plate carrier. Can jump long distances and move further. Exotic anatomy can use.
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.
Sniper Rifle - long range, high damage.
Takes two actions to fire.
Can't be used at point-blank range.
6 round magazine.
Portable Gate Relay - Spend an action to permanently deploy this exit gate, which can then be used to leave the mission area instead of the original Gate.
Sinthee
Striped Hyena Abilities:
Large Frame - Hp+, CQC+ but larger profile.
Low Light Vision - Ignores all penalties for in darkness.
Skills:
Equipment:
Improved Plate Carrier - Better than the standard-issue.
Light Machine Gun - Medium range, high damage.
Ammo takes up item slot.
Reduces movement when carried.
Only fires in 10 round bursts.
[/i]LMG Ammo[/i] - 200 rounds for the LMG
And in reserve:
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
Equipment:
Light Mulit-Limbed Plate Carrier - Worse than the standard-issue.
Blood Plasma Gun - Long range, high damage, single shot.
Can be used underwater.
Overpenetrates, hitting multiple enemies in a line.
Uses firing troop's HPs as ammo.
Hero Juice - his item is a one-use combat stim.
The troop under the effects of this stim cannot be Shaken and is immune to Calm checks from large creatures.
The troop gains a bonus Aim and Calm, but sometimes may not follow orders and will act recklessly.
The troop cannot be Injured or become a Casualty while the stim is in effect, but once the effect ends, they will make any appropriate death or injury checks with a very large bonus to prevent Injury or death.
This item can be used on troops who are currently Injured or Casualties.
The light of the Gate illuminates the cavern around your C.Orgs. Sinthee can see three Cutebolds with Assault Rifles in the room ahead.
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