Unholy Intervention Genes
[b]Be sure to check the discussions to see the other xenotypes![/b]
Unholy Intervention Genes is my first xenotype mod, with the main focus being on combat. Below are some of the main xenotypes in this mod.
Unholy Human:
A jack-of-trades combat xenohuman that becomes much faster after getting a kill. They are easy to please as long as they see regular combat. Unholy Humans serve best when taking down weaker targets.
[b]Ideal Weapon: Ranged or Melee[/b]
[b]Role: Versatile Fighter[/b]
[b][u]Killer Adrenaline[/u]: Gains a substantial speed boost after a kill. Does not trigger on downs.[/b]
[b][u]Sportsmanship[/u]: Gains a mood buff for being downed in combat.[/b]
Dead-Eyes Unit:
A xenohuman geared towards ranged combat encounters at a detriment to their melee and social capabilities. Dead-Eyes Units improves their aiming time, accuracy, and movement speed for every shot made, allowing for use of guerrilla tactics. This xenohuman needs regular psychite products in order to survive. In exchange, this xenotype can psychically call down an airstrike.
[b]Ideal Weapon: Ranged[/b]
[b]Role: Marksman[/b]
[b][u]Dead-Eye Trance[/u]: Passively improve Aiming Time, Accuracy, and Movement Speed for each shot when using a ranged weapon.[/b]
[b][u]Call Airstrike[/u]: Call down a barrage of bombs from the sky that leave behind a smoke screen.[/b]
Eran:
A giant focused on supporting their allies and tanking some damage when needed. This xenohuman can throw allies/enemies a short distance away or create a shield around allies that protects against ranged damage. Erans are often used for suppressive fire and as combat engineers.
[b]Ideal Weapon: Ranged[/b]
[b]Role: Combat Engineer[/b]
[b][u]Mechlinked[/u]: Always granted a mechlink.[/b]
[b][u]Nanite Shield[/u]: Gain 2 casts of shield on target that protects from Physical attacks. The shield needs time to warm up.[/b]
[b][u]Physical Relocation[/u]: Gain 5 casts that allow the safe throwing of allies or enemies a long distance away from you.[/b]
Kinwalker:
A melee-focused xenohuman that can be difficult to damage due to their speed and ability to block/deflect both ranged and melee attacks. Kinwalkers have a strong willpower. They are very fast runners and can boost allies' effectiveness via hemogen. They require a steady supply of hemogen to maintain and are psychically deaf.
[b]Ideal Weapon: Melee[/b]
[b]Role: Bodyguard[/b]
[b][u]Keen Reflexes[/u]: Gains a passive shield that protects from both Ranged and Melee attacks. When destroyed, nearby enemies are stunned and a small smoke screen is deployed.[/b]
[b][u]Hemogen Focus[/u]: Boost you or an allies' Sight, Hearing, Moving, and Manipulation via hemogen.[/b]
Warwolf:
A melee unit that relies on overwhelm enemies while being fairly hard to down despite their lack of armor. Warwolves excel when nude and in darkness, do not like clothing or fire. Warwolves can quickly repopulate to create a horde of jagged teeth and sharpened claws.
[b]Ideal Weapon: Melee[/b]
[b]Role: Berserker[/b]
[b][u]Nudist Warrior[/u]: While not wearing clothes, attack faster with more accuracy.[/b]
[b][u]Dark Assassin[/u]: Strike harder with melee and with more accuracy.[/b]
[b][u]Covert Nudist[/u]: When not wearing clothes, gain improved melee and [i]ranged[/i] dodge chance as well as higher hunting stealth. When in darkness, carriers gain significantly more Ranged Dodge Chance. Clothing will grant large penalties on this stat.[/b]
Shadow:
A conceited xenohuman that has incredible psycast potential. This xenohuman can summon up to three servants to do its bidding once per day. These servants lack in ranged combat and will lack skills. However, Shadows can acquire an infinite amount of these servants over time. On a different note, Shadows are very convincing diplomats.
[b]Ideal Weapon: Psycast or Ranged[/b]
[b]Role: Support[/b]
[b][u]Elder Powers[/u]: Summon three Shadow Servants per day. There is no limit on this ability.[/b]
[b][u]Warp[/u]: Teleportation that requires being close to the target.[/b]
[b][u]Mind Control[/u]: Psychically control a target for a short time. The chances of success depend on psychic sensitivity. If the target dies before the control wears off, empathetic allies will be disturbed.[/b]
[b][u]Occupy Conscious[/u]: Create a link between yourself and a target. The target's consciousness will be transferred to yours.[/b]
[b][u]Sensitivity Transfer[/u]: Increase a target's Psychic Sensitivity at the cost of your own for a short time.[/b]
[b][u]Xenophobic[/u]: Reduced opinion of those who are not of their own xenotype.[/b]
[b][u]God Complex[/u]: Slightly reduced mood after being downed in combat.[/b]
Recommended Mod
Dombie's Gene Balance Changes (With Mod Options)
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3601272826]https://steamcommunity.com/sharedfiles/filedetails/?id=3601272826[/url]
White Bat Combat Music
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3607419722]https://steamcommunity.com/sharedfiles/filedetails/?id=3607419722[/url]
White Bat Peaceful Music
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3607497582]https://steamcommunity.com/sharedfiles/filedetails/?id=3607497582[/url]
Factions
UIG Factions
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3476926837]https://steamcommunity.com/sharedfiles/filedetails/?id=3476926837[/url]
[b]Stat Caps[/b]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3646340884]https://steamcommunity.com/sharedfiles/filedetails/?id=3646340884[/url]