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[WOTC] Bio Beasts
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113.483 MB
Oct 31, 2017 @ 8:54pm
Sep 17 @ 5:00pm
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[WOTC] Bio Beasts

In 1 collection by MrShadowCX
CreativeXenos WOTC mod collection.
30 items
-- Bio Beasts--
-- Mod by Team CreativeXenos --
-- Blender, SDK, Textures, Concept : Super awsome totally not fat just big boned : ObelixDk --
-- Coding, art and conceptual idea : Shadow79 --

What Is Bio Beasts: Bio Beasts adds 2 new Bio Alien types to the game.

Bio Faceless: The Bio Faceless like its lesser counterpart the Faceless is a shape shifter. Only the Bio Faceless does not hide as a human civilian. That you'll find out in the game. The Bio Faceless has more HP than the normal Faceless and regenerates 3 HP a turn instead of 2. The Bio Faceless can also deal radioactive poisoning to its target if it hits with its Sything attack. There is a base and M2 late game version of the Bio Faceless. After you Autopsy the Bio Faceless you can start building a new type of Medikit called the Bio Medikit. The Bio Medikit heals all the same statuses as the Nano Medikit as well as the Radioactive status. The Bio Medikit grants the same amount of healing as the Nano Medikit but offers 1 extra charge.

BioZerker: The BioZerker is much stronger than its lesser Berserker counterpart. The Bio Zerker has a new Sword Storm-like ability in that it will punch anything that comes close to it. This ability does have a cooldown to prevent it from spamming the punch. It also will Rage quicker and has a Bio Gas attack ability that does base blast damage as well as poison gas damage to a large area. The BioZerker also has an ability that allow it to generate 1 extra armor pip every time it takes damage in that combat phase. This ability is called Bio Damage Control. The extra armor will be removed at the end of that combat phase, allowing for the layer to try and get in as much damage as they can before it builds up more armor. The BioZerker also has a limited turn regeneration ability.

Once killed, the BioZerket might drop 2 items.

Bio Canisters from its back can be used after the BioZerker is autopsied to create Rad Rounds (Ammo). These rounds deal Radiation poisoning to the target and deal negative movement and Aim penalties.
A Bio Damage Control PCS might also be dropped. this PCS grants the Bio Damage Control ability to the soldier the PCS is equipped to. As well as a +5 to +10 defense bonuse.

Please don't forget to rate this mod.
Popular Discussions View All (3)
Oct 1 @ 5:44pm
Apr 11 @ 6:50pm
Simplified Chinese Translation
Feb 20 @ 3:04am
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Freedom's Flame Dec 2 @ 4:28am 
Is it possible to hardcode the health of the Bio Faceless Troopers so that they're unaffected by Beta Strike-style mods? I know I can just tweak it in the .ini, but it would be nice if I didn't have to rebalance that every time I load a new health adjustment mod.
Tannenberg1915 Dec 1 @ 11:22pm 
burn it. do it now!
MrShadowCX  [author] Nov 27 @ 5:52pm 
Wolf-Rayet Nov 27 @ 3:02pm 
Great mod - thanks for this :)
Rhalius Nov 6 @ 2:02am 
Good to hear it;s an upgrade of the regular medkit, I first thought it was a seperate one.
MrShadowCX  [author] Nov 5 @ 3:25pm 
And like any other effects, rad poisoning goes away on extraction.
MrShadowCX  [author] Nov 5 @ 3:24pm 
You can build Bio medikits which cure all effects that all other medikits cure. And the Bio Medikits cures rad poisioning as well as grants another charge. Please read the description above. Also, Rad poisoning acts like gas poison in that it can disapate as early as the next turn.
ObelixDk  [author] Nov 5 @ 5:35am 
don't get hit then ;).. when you kill some of the beasts you get the option of upgrading your med kits to Bio med kits.
Rhalius Nov 5 @ 12:20am 
Looks great, but what's this about radiation damage? It can't be cured by normal medkits? Does it damage over time? Does it go away when extracting a soldier or remains?

I don't like the idea of having to use a different medkit just to cure a single stats effect.
Imp Oct 24 @ 5:43am 
Really cool mod, though I came here to say why do bio zerkers spawn on ambushes?