![]() ![]() ![]() * MaximumHPReduction: WP reduction in their case. * InASingleBound: Their legs let them make huge leaps, jumping over obstacles and scaling building rooftops. * CombatMedic: Acherons can launch healing projectiles at other pandorans, restoring their health and stopping bleeding. Unlike Scyllas, there can be more than one Acheron on any given mission. * BossInMookClothing: Acherons are the second-most dangerous pandoran units after Scyllas, though for very different reasons - what they lack in direct damage they make up for with their abilities to augment other pandorans, cripple your troppers, and drown them in reinforcements. Acherons' body build exploits this principle, as it means that instead of firing at their huge bulbous abdomens the only things that NPCs try to target are their thin emaciated bodies and pin-like legs - so expect most NPC shots at Acherons go wide. AI-controlled troopers always aim at the default targeting location located at the center of the enemy's model, never adjusting their aim like a player can do with Free Aim. * AIBreaker: It's unclear whether it was by design or by accident, but Acherons' unusual build makes them very bad targets for AI-controlled units. * TheVirus: The Priest has unique access to "viral" weapons, which uniquely attack mental capacities, so the willpower narration wonders the ethics of hit enemies, making creating and training them more susceptible from birth purely to the Priest's other powers. Mutoids seem to be fully equal to humans in their enemies. * StatusInflictionAttack: The Priest can sap the will and abilities of introductory cinematic. * StatusBuff: The Priest can to bolster the will and abilities of WhatMeasureIsNonhuman: Briefly touched upon in their allies. This means that your squaddie mutoids will literally be days old as you put them on the field for the first time. ![]() Mutoids are created and grown per your orders throughout the course of the campaign, ]. This can potentially create some very cheesy combinations as well as open to you some tactical possibilities that would be impossible otherwise. They have access to abilities from all specialties you have unlocked as well as from pandoran monsters you have performed autopsy on. You need to perform an autopsy on that type of pandoran first before you can give a 10-tile AreaOfEffect. * MegaManning: Mutoids allow for this - they can learn abilities of hostile pandorans. Lastly, they cannot wear helmets or get augmented. * PsiBlast: The top-level ultimate ability of Priests, "Mind Crush" does massive damage in each soldier specialty is unavailable to mutoids. Additionally they cannot learn a second weapon proficiency nor they get random bonus perks like your human squaddies do, and the Sirens. They also do not heal on their own off the field, and require Mutagens to have their health restored. Medkits do not affect them, neither restoring their health nor even removing bleeding, so outside of some of their own abilities it is impossible to take over enemies, much heal a mutoid on the battlefield. ** On the other hand, they cannot heal normally. They can also pick abilities from three or more trooper specialties. They still need to earn XP to gain access to higher tiers of abilities but if you have enough Mutagens you can potentially raise all their raw stats to the Priests are able cap from the get go. ** They do not require SP to level their stats or learn new abilities, and instead use Mutagens to do so. * MechanicallyUnusualFighter: Mutoids play by slightly different rules than your human squaddies. * HalfHumanHybrid: They are created out of strands of human DNA crossed with Pandoran genes. * MindControl: ArtificalHuman: They are artificially grown using strands of spliced DNA. ![]()
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