Hey all!
So I've been thinking about XCOM's Gene Mods, and how to emulate them with GURPS (Yeah, I'm on an XCOM kick these days. Sue me).
So basically, Gene-Mods rewrite entire organ configuration using Meld (basically, nanomachines with organic and mechanical components). They provide upgrade to soldiers.
Let's get with the basic ones:
Adaptive Bone Marrow: allows faster recovery time after being wounded. Very Rapid Healing.
Boosted Muscle Fiber: Allows to jump on top of a building. Obviously several levels of Super Jump.
Secondary Heart: A soldier with a secondary heart who loses all his HP drops to the ground, with a critical wound but no permanent Will loss (unlike regular critical wounds, which are random (they get killed if they're not critically wounded) and give permanent Will drop), and extends the bleeding out timer by two turn (they die after five turns on the ground, not three). Hard To Kill (insert arbitrarily high number here).
Mimetic Skin: A soldier moving to high cover from a position where he is unseen by the enemy becomes invisible until he moves with his starting position in sight of an enemy or shoots. Chameleon Skin, or whatever it is called.
Bioelectric Skin: allows detection of nearby hostiles even through walls (though no ability to actually identify them), and breaks invisibility of nearby enemies. Scanning sense with limited range.
Now the tricky ones:
Neural Damping: Gives an increased defense against psionic attacks, and if a Mind Control succeeds, the target is stunned for 1 turn (let's say 5 seconds)
Neural feedback: Any enemy attempting to psionically attack the target suffers from unblockable damage depending on the target's will, and puts all psi attacks of the attacker on cooldown. The attack proceeds normally otherwise.
Adrenal Neurosympathy: When confirming a kill, the soldier releases pheromones increasing the aggression of nearby allies, giving them bonus accuracy, move and critical chance.
Hyper Reactive Pupils: After a missed shot, the next shot becomes more accurate.
Depth Perception: Attacks from a higher ground are more accurate and have increased critical chance.
Any help here please?
Oh, and yes, I'm definitely gonna take on the MEC Troopers someday.
So I've been thinking about XCOM's Gene Mods, and how to emulate them with GURPS (Yeah, I'm on an XCOM kick these days. Sue me).
So basically, Gene-Mods rewrite entire organ configuration using Meld (basically, nanomachines with organic and mechanical components). They provide upgrade to soldiers.
Let's get with the basic ones:
Adaptive Bone Marrow: allows faster recovery time after being wounded. Very Rapid Healing.
Boosted Muscle Fiber: Allows to jump on top of a building. Obviously several levels of Super Jump.
Secondary Heart: A soldier with a secondary heart who loses all his HP drops to the ground, with a critical wound but no permanent Will loss (unlike regular critical wounds, which are random (they get killed if they're not critically wounded) and give permanent Will drop), and extends the bleeding out timer by two turn (they die after five turns on the ground, not three). Hard To Kill (insert arbitrarily high number here).
Mimetic Skin: A soldier moving to high cover from a position where he is unseen by the enemy becomes invisible until he moves with his starting position in sight of an enemy or shoots. Chameleon Skin, or whatever it is called.
Bioelectric Skin: allows detection of nearby hostiles even through walls (though no ability to actually identify them), and breaks invisibility of nearby enemies. Scanning sense with limited range.
Now the tricky ones:
Neural Damping: Gives an increased defense against psionic attacks, and if a Mind Control succeeds, the target is stunned for 1 turn (let's say 5 seconds)
Neural feedback: Any enemy attempting to psionically attack the target suffers from unblockable damage depending on the target's will, and puts all psi attacks of the attacker on cooldown. The attack proceeds normally otherwise.
Adrenal Neurosympathy: When confirming a kill, the soldier releases pheromones increasing the aggression of nearby allies, giving them bonus accuracy, move and critical chance.
Hyper Reactive Pupils: After a missed shot, the next shot becomes more accurate.
Depth Perception: Attacks from a higher ground are more accurate and have increased critical chance.
Any help here please?
Oh, and yes, I'm definitely gonna take on the MEC Troopers someday.
[Bio-Tech] XCOM's Gene-Mods
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