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
  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
  27. Eilie, Fennec Female
  28. Rank 1
  29. Abilities:
  30. Animal Senses
  31. Animal Toughness
  32. Leggy - all movement is increased
  33. Skills:
  34. Headlong Charge - when taking enemy lookout fire, enemies have a penalty to hit
  35. **Casualty**
  37. Fucc, Parrot Male
  38. Rank 2
  39. Abilities:
  40. Powerful Beak: Can pry open some locked doors or containers
  41. Bird: Sometimes gains an extra action. Sometimes doesn't follow commands
  42. Curious: All interactables are highlighted
  43. Trophilaxis: can give 1 adjacent ally the benefit of a drug, or two allies and not gain the benefit himself.
  44. Skills:
  45. Walking Fire - when the C.Org misses, his next attack has a bonus to accuracy.
  46. Adrenaline High - stays Excited for longer.
  48. Rockit, Thresher Shork female
  49. Rank 2
  50. Abilities:
  51. Animal Toughness
  52. Waterborn - gains bonus movement in water. Can't drown.
  53. Skills:
  54. Headlong Charge - Lookout fire has penalty to hit
  55. Side Pocket - can take a drug item + normal item
  56. Injuries:
  57. 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.
  58. Special Items:
  59. Improved Cyber Arm - removes the penalty from the Missing Arm Injury.
  60. **Wounded**
  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. **Wounded**
  74. Baetriss, Centipede female
  75. Rank 1
  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.
  84. Danovin, Badger male
  85. Rank 1
  86. Abilities:
  87. Large Frame - tougher to kill than the average C.Org, increased CQC, less benefit from cover.
  88. Animal Senses
  89. Skills:
  90. Nimble - This unit is harder to hit with CQC attacks
  92. Noot, Possum male
  93. Rank 0
  94. Abilities:
  95. Large Frame
  96. Animal Senses
  97. Skills:
  99. ViiVeean, Dolphin female
  100. Rank 1
  101. Abilities:
  102. Animal Toughness
  103. Waterborn
  104. Skills:
  105. Survivor - chance to stabilize when casualty
  106. **Wounded**
  108. Qay, Nudibranch hermaphrodite
  109. Rank 1
  110. Abilities:
  111. Animal Toughness
  112. Waterborn
  113. Improved Alien Anatomy
  114. Skills:
  115. Eagle Eye
  117. Sinthee, Striped Hyena female
  118. Rank 0
  119. Abilities:
  120. Large Frame
  121. Low Light Vision
  122. Skills:
  125. Zarah, Offering female
  126. Rank 1
  127. Skills:
  128. Self-Harm - Zarah deals more damage to herself with her abilities, making them more effective.
  129. Abilities:
  130. Offering - Cannot equip Items or Armor. Can only equip weapons with the 1h characteristic.
  131. 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.
  132. Broken - This unit doesn't become shaken or panic from most events, and doesn't take morale penalties from most sources.
  133. Unnerving - Roommates have trouble liking her and may suffer morale penalties. Squadmates may take a Calm penalty when near her.
  134. Special Powers - this unit can spend actions to use the following abilites:
  136. 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.
  137. The Offering takes temporary damage each round, and cannot become Wounded due to this damage if it causes her to drop below half health.
  138. 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.
  140. 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.
  142. 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.
RAW Paste Data