XCOM 2
Buildable Units (LWOTC compatible)
Kiruka  [developer] Dec 28, 2022 @ 9:22am
Buildable Units Roster (biological)
Chryssalid Hound: They start with the following abilities: Hound Slash (a Chryssalid Slash that deals poison and bleeding, but no Chryssalid poison), Burrow, Snarl (this works like Brandish Claws on the playable Faceless, but enemy Chryssalids are immune), Bio-Electric Skin, Unstoppable (Mobility cannot be lowered below 7 under any circumstances), and Chryssalid Immunities.

Base stats with no upgrades: 12 HP, 2 Armor, 15 Mobility, 75 Aim, 60 Will, 10 Defense, 20 Dodge, and 15 Critical Chance.

Their infiltration time is faster than a Frost Droid, but slower than a Celatid Turret. Their armor is considered Plated tier for the purposes of abilities that need that. Since they are fully biological, they heal like regular soldiers rather than in Engineering, and can get tired. Like the Celatid Turrets, they don't ignore injuries like the fully mechanical units do.

Making one requires 30 Supplies, 1 Elerium Core, 1 Chryssalid Corpse, and 9 days in an unstaffed Proving Ground. They unlock with the Chryssalid Autopsy.

They benefit from many of the abilities in the Project BU techs (check the Google Doc for the specifics, although the techs in-game have also been updated to reflect this addition), and also have one bonus Project BU tech of their own, Chryssalid Hound Modifications. It costs 35 Supplies, 4 Alien Alloys, 3 Elerium Dust, and requires the Chryssalid Autopsy to unlock. It gives all Chryssalid Hounds access to Salt In The Wound, Adaptive Bone Marrow, Social Dynamo, and Thrash (their version of Thrash inflicts poison and bleeding on the target).