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- Physical Traits:
- Animal Senses - Bonus detection radius
- Improved Animal Senses - Can spend an action to detect with specificity
- Low Light Vision - Can see in darkness
- EM Detection - can automatically sense machines or living things in a radius
- Echolocation - Spend an action to detect living things in a large radius and through walls
- Small Frame - mov penalty, harder to hit.
- Animal Toughness - Harder to kill than a human
- Alien Anatomy - Take reduced damage and carry an extra weapon. Armor restrictions
- Improved Alien Anatomy - Bonus CQC and toughness. Long instead of tall. Equip restrictions.
- Monstrous Body - High HP, DR, CQC damage, and speed. Large profile. Equip restrictions.
- Large Frame - Hp+, CQC+ but larger profile.
- Improved Monstrous Frame - Even higher HP DR CQC damage. Large profile, Equip restrictions.
- Armored Body - Improved DR and HP
- Improved Armored Body - Higher HP and very high DR
- Lustrous Coat - Bonus romance. Gain bonus funds when killed.
- Improved Lustrous Coat - Bonus Romance. Generates revenue. Bonus revenue when killed.
- Wooly - Generates periodic revenue, conditional cold resistance
- Marsupium - use item one additional time if exhaustible
- Improved Metabolism - Poison lasts half as long.
- Poison Immune - Immune to most poison
- Cold Resistance - resistant to environmental cold
- Leggy - bonus mov
- Extra Leggy - larger mov bonus
- Diggy Hole - can burrow in certain terrain.
- Improved Diggy Hole - can dig as a normal part of movement
- Swimmer - No move penalty in water
- Improved Swimmer - Bonus water mov, immune to gas. Land penalty
- Waterborn - bonus mov in water. Can't drown.
- Improved Waterborn - Bonus move, CQC, and harder to hit in water.
- Juggernaut - can interact to push/throw as part of move action.
- Improved Juggernaut - impacted objects go further and deal damage. Can break flimsy barriers
- Climber - Can scale most walls/etc.
- Improved Climber - can climb quickly and cling to walls
- Arboreal - Can jump long distances, scale surfaces, and takes reduced falling damage.
- Wriggler - Can move through vents and lowers the movement penalty from being prone.
- Improved Wriggler - Wriggling doesn't convey a movement penalty, and lowers prone movement penalty substantially.
- Light step - Greatly reduced falling damage, less likely to alert enemies from movement.
- Glider - immune to falling damage and can move horizontally when falling.
- Arm Wings - Can only use pistols. Can fly instead of moving normally. No falling damage. Armor restrictions. Bonus movement when flying.
- Wings - Wings sprout from this unit's back. Can fly instead of moving normally. No falling damage. Armor restrictions.
- Improved Wings - Can hover in place. Flying movement has no restrictions. No falling damage. Bonus movement when flying.
- Dive Bomber - Can make a devastating CQC attack leaping from a higher elevation
- Murder Noodle - gain CQC bonus against larger enemies. Harder to hit in CQC
- Foul Spray - for an action, adjacent enemy takes aim and calm penalties
- Improved Foul Spray - Action for range attack with large radius penalties
- Alarm Call - Spend an action to detect hidden/invisible enemies
- Trophilaxis - Can share a drug/food bonus with an adjacent ally
- Venomous - CQC inflicts high damage and poison
- Weaponized Body - High CQC and harder to hit in CQC
- Biolumens - Reduce the penalty in darkness for all allies. Enemies do not have a penalty to hit this unit
- Strong Beak - Can pry open doors and containers.
- Mental Traits:
- Pack Menatlity - Bonus to calm checks and accuracy when near allies, penalty when alone
- Improved Pack Mentality - This troop and all adjacent allies gain a bonus to Calm and Aim when allies are adjacent.
- Pack Leader - Allies with Animal Senses autocalm when adjacent
- Loyalty - gain calm and aim bonus when higher rank unit present, big penalty if ally is killed.
- Rampage - Injury and Fatal damage Excite as long as attacking. Penalty after.
- Curious - autodetect interact points
- Spite - Resists instant death/gibbing.
- Improved Spite - Resist instant death/gibbing. Chance to not be injured after mission
- Unstable - More likely to panic, but panic confers no penalty to hit.
- Stubborn - bonus to calm but sometimes doesn't listen.
- Bloodlust - Mutilate the corpse of a foe to become excited
- Stoic - Halved penalties from injury/panic. Less likely to panic
- Fearless - large enemies don't cause panic
- Boiling Rage - When panicked, gain a CQC bonus and approach enemies.
- Cold - injury or death of allies doesn't cause panic
- Monogamy - If on a mission with Lover, gain bonuses to aim, HP and calm. Love must be exclusive.
- Gregarious - Bonus to calm check when near allies. Harder to dislike, hard to dislike others
- Horrorkill - if this unit kills a nearby unit, drastically increased chance for that unit's allies to panic.
- Bird - Sometimes gain an extra action, sometimes doesn't listen.
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