ColonTwo

C.Orgs

Sep 30th, 2020 (edited)
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  1. Kayree, Wolf Female
  2. Rank 4
  3. Abilities:
  4. Animal Senses - Larger detection radius
  5. Improved Animal Senses - spend an action to learn specific number and traits for detected enemies. has a chance to detect invisible/hidden enemies.
  6. Animal Toughness - Harder to kill than a human
  7. Trophilaxis - when drug is used on this troop, an adjacent troop also gets the benefit
  8. Skills:
  9. Healer - Trauma kit has 3 uses
  10. 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.
  11. 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.
  12. Lead From the Front - as long as Kayree goes on a mission, reserves get XP
  13.  
  14. Yiann, Horse Male
  15. Rank 3
  16. Abilities:
  17. Animal Senses
  18. Animal Toughness
  19. Juggernaut - can shove/toss furniture as part of a move.
  20. Monstrous Frame
  21. Leggy
  22. Skills:
  23. Steady - Firearm attacks with an aim bonus deal extra damage
  24. Healer
  25. Guts - bonus to death/injury role if he becomes a casualty
  26. **Wounded**
  27.  
  28. Eilie, Fennec Female
  29. Rank 1
  30. Abilities:
  31. Animal Senses
  32. Animal Toughness
  33. Leggy - all movement is increased
  34. Skills:
  35. Headlong Charge - when taking enemy lookout fire, enemies have a penalty to hit
  36. **Wounded**
  37.  
  38. Fucc, Parrot Male
  39. Rank 2
  40. Abilities:
  41. Powerful Beak: Can pry open some locked doors or containers
  42. Bird: Sometimes gains an extra action. Sometimes doesn't follow commands
  43. Curious: All interactables are highlighted
  44. Trophilaxis: can give 1 adjacent ally the benefit of a drug, or two allies and not gain the benefit himself.
  45. Skills:
  46. Walking Fire - when the C.Org misses, his next attack has a bonus to accuracy.
  47. Adrenaline High - stays Excited for longer.
  48.  
  49. Rockit, Thresher Shork female
  50. Rank 2
  51. Abilities:
  52. Animal Toughness
  53. Waterborn - gains bonus movement in water. Can't drown.
  54. Skills:
  55. Headlong Charge - Lookout fire has penalty to hit
  56. Side Pocket - can take a drug item + normal item
  57. Injuries:
  58. Missing left arm - severe penalty to hit with weapons that don't have the 1h feature. 1h weapons lose their advantage and must be holstered as normal to use CQC attacks.
  59. Special Items:
  60. Improved Cyber Arm - removes the penalty from the Missing Arm Injury.
  61.  
  62. Ixander, Coyote male
  63. Rank 2
  64. Abilities:
  65. Animal Toughness
  66. Animal Senses
  67. Skills:
  68. Area Denial - Can spend an action to use 2x burst with full auto heavy weapon to hit a 45 degree arc with lower damage.
  69. Efficient Stowage - Can bring one item in addition to heavy weapon ammo. 2nd item can't be heavy weapon ammo.
  70. Injuries:
  71. Traumatized - always shaken. Shaken can't be removed. After fully healed, a chance every time not taken on a mission to remove the status. Going to the spa between missions raises that chance.
  72. **Draconic Sacrifice - this unit is effectively removed from your roster until Windscale dies.
  73.  
  74. Baetriss, Centipede female
  75. Rank 2
  76. Abilities:
  77. Alien Anatomy - Can carry an extra weapon, tougher than a human. Affects armor.
  78. Extra Venomous - Deals very high CQC damage that also gives penalties to the target
  79. Murder Noodle - Deals increased CQC damage against larger opponents. Harder to hit with CQC attacks.
  80. Wriggler - can wiggle through vents. Less movement penalty when prone.
  81. Skills:
  82. Eagle Eye - can Lookout with S. Rifle for 1 action.
  83. Quick Scope - If this troop misses with a Sniper Rifle, immediately take another shot. The second shot doesn't activate this skill.
  84. **Wounded**
  85.  
  86. Danovin, Badger male
  87. Rank 1
  88. Abilities:
  89. Large Frame - tougher to kill than the average C.Org, increased CQC, less benefit from cover.
  90. Animal Senses
  91. Skills:
  92. Nimble - This unit is harder to hit with CQC attacks
  93.  
  94. Noot, Possum male
  95. Rank 0
  96. Abilities:
  97. Large Frame
  98. Animal Senses
  99. Skills:
  100.  
  101. ViiVeean, Dolphin female
  102. Rank 1
  103. Abilities:
  104. Animal Toughness
  105. Waterborn
  106. Skills:
  107. Survivor - chance to stabilize when casualty
  108.  
  109. Qay, Nudibranch hermaphrodite
  110. Rank 2
  111. Abilities:
  112. Animal Toughness
  113. Waterborn
  114. Improved Alien Anatomy
  115. Skills:
  116. Eagle Eye
  117. Side Pocket - Carry a drug/stim in addition to an item.
  118.  
  119. Sinthee, Striped Hyena female
  120. Rank 1
  121. Abilities:
  122. Large Frame
  123. Low Light Vision
  124. Skills:
  125. Area Denial
  126.  
  127. Cymdee, Coelacanth female
  128. Rank 0
  129. Abilities:
  130. Waterborn
  131. Improved Armored Body
  132. Improved Monstrous Frame
  133.  
  134. SPECIAL UNITS:
  135. Zarah, Offering female
  136. Rank 1
  137. Skills:
  138. Self-Harm - Zarah deals more damage to herself with her abilities, making them more effective.
  139. Abilities:
  140. Offering - Cannot equip Items or Armor. Can only equip weapons with the 1h characteristic.
  141. Otherworldly Vigor - Takes reduced damage from all sources, increasing as she gains ranks. Can be revived and continue to act with the use of a Trauma Kit. Heals from being Wounded or a Casualty even if she doesn't rest.
  142. Broken - This unit doesn't become shaken or panic from most events, and doesn't take morale penalties from most sources.
  143. Unnerving - Roommates have trouble liking her and may suffer morale penalties. Squadmates may take a Calm penalty when near her.
  144. Special Powers - this unit can spend actions to use the following abilites:
  145.  
  146. Hanging - For two actions, the Offering's staff magically transfixes itself to the ground and she folds her legs, hanging herself. Once she begins Hanging, she will continue to do so and cannot move, although she can still use actions while hanging.
  147. The Offering takes temporary damage each round, and cannot become Wounded due to this damage if it causes her to drop below half health.
  148. All enemies in a large radius around her being to choke, suffering reduced movement and taking cumulative penalties to calm and to hit with any skills or abilities that have a chance to miss. The Offering must spend two actions to stop Hanging. She will recover the temporary damage caused by Hanging. This effect can't miss and ignores most defenses.
  149.  
  150. Transfusion - for one action, the Offering opens a vein in her neck, thigh or wrist. She can heal a friendly unit within a short radius 4xs the damage she took from the attack. It has no chance to miss.
  151.  
  152. Disembowelment - The Offering stabs herself in the stomach to deal unpreventable damage with no chance of failure to an enemy she can 'see' within a moderate radius. The damage is equal to 4xs the damage she takes herself, and ignores all armor and most defenses. It has no chance to miss.
  153.  
  154.  
  155. Windscale, Dragon
  156. Rank 1
  157. Skills:
  158.  
  159. 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.
  160.  
  161. 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.
  162.  
  163. 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.
  164.  
  165. 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.
  166.  
  167. 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.
  168.  
  169. Enviable Draconic Ennui - Dragons do not partake in between-mission activities other than resting or using the Spa.
  170.  
  171. Unrivaled Draconic Value - If a dragon somehow manages to be killed, gain a large bonus to requisition and credits.
  172.  
  173. *Draconic Sacrifice - to recruit this dragon, you must assign a troop you currently possess to act as its servant. The dragon will only have its servant as a roommate, and the servant can no longer be taken on missions or partake in between-mission activities, effectively removing them from your roster. (Ixander)
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