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12b116.jpg
Bright High Brush
12b116
ViiVeean works with Mary
Zarah teaches Noot The Sign of the Evil Eye
Danovin investigates the pee mystery, focusing on Unit 2
Eilie investigates the pee mystery, focusing on Unit 1
Qay has to clean Tiffany's enclosure
Sinthee interrogates the remaining Corporate Sorcerer
Heavy Petting Zoo.
You bring the following C.Orgs and equipment:
Kayree Rank 4.76 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
Assault Rifle+ - med range, med damage, 9 rnd mag, single shot or 3rnd burst.
Improved Plate Carrier - very high defense
Trauma kit - can be used to revive fallen teammates or heal allies
Baetriss Rank 2 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.
Quick Scope - If this troop misses with a Sniper Rifle, immediately take another shot. The second shot doesn't activate this skill.
Equipment
Sniper Rifle - long range, high damage, 6rnd mag, 2A to fire, can't be used at point blank.
Lightning Gun - long range, low damage, reduced mov, high dmg vs machines, chance to knock out enemies
Mule Armor - very low defense, can carry an extra item
Battery pack - 50 shots for Lightning Gun
Scope - passive bonus to Aim.
Cymdee Rank 0 Coelacanth
Abilities:
Waterborn - bonus mov in water. Can't drown.
Improved Monstrous Frame - Even higher HP DR CQC damage. Large profile, Equip restrictions.
Improved Armored Body - Higher HP and very high DR
Equipment
Energy Katana - CQC range, no ammo, very high damage, 1h, 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 rnd magazine.
Ballistic Shield - troop passively takes reduced damage from firearms and is harder to hit in CQC.
Fucc Rank 2.5 Parrot
Abilities:
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
Shotgun - high damage, short range, damage falls off at range, 9rnd magazine
Improved Plate Carrier - very high defense
Bloodfire - immediately removes panic and shaken and excites this or an adjacent troop. 1 use.
Reserve
Yiann Rank 3.5 horse
Abilities:
Animal Senses
Animal Toughness
Juggernaut - can shove/toss furniture as part of a move.
Monstrous Frame - High HP, DR, CQC damage. Large profile, equip restrictions
Leggy - bonus movement
Skills:
Steady - Firearm attacks with an aim bonus deal extra damage
Healer - trauma kit has 3 uses
Guts - bonus to death/injury role if he becomes a casualty
Equipment
Large Rocket Launcher - Long range, High damage, explosive, can't be used at point blank, 1rnd mag.
3 Rockets - used to reload the large rocket launcher
You deploy at the gates of the nature reserve, the signs of Cult of the End occupation readily apparent. The sounds and smells of nature are disturbed by ozone, oil and blood, and strange calls and cries echo from among the trees past the gate.
The barrier around the reserve can be seen through but can't be damaged. Several large shipping containers are visible, along with several Cult soldiers and a Cyber Bear. A troop crouching behind a hedge seems to have some kind of large radio device on its back. A proper machine gun is set up in the ticket booth.
Fucc's curiosity makes it apparent that he can break open the door to the ticket booth or either shipping container door with his beak.
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