Allies Unknown Species Mod: Krogans
Krogans are no longer able to panic. Also fixed regeneration being stopped by things that weren’t the Krogan being set on fire.
The battle-hardy species from Mass Effect is ready to serve…at a very high price (200 supplies). Requires Allies Unknown to work.
Basically nigh-identical to the Turian proof of concept, this basically just adds "btw you can also give them innate abilities".
Otherwise has the same issues as before.
They have two special abilities:
Wallbreaker, which is a free action ability that lets a Krogan smash through cover, walls, trees, etc, for their turn. Can be very useful with proper usage of pathfinding. By default, takes three turns to cooldown after usage.
Regeneration, which is exactly as it sounds. Krogans regain 1 HP by default per turn. Fire *should* disable this, so be sure to keep them away from fire and any modded enemies that shoots fire at them.
They also have immunities to poison, both regular and Chryssalid, along with immunities to being stunned or knocked out. Anything else will still work against them though.
And finally, in terms of stat variations, they are identical to humans except in HP, Armour, Aim, and Defense:
Rookie
Krogan have 65 aim, 0 defense, 9 HP and 2 armour.
Veteran
Krogan have 65 aim, -5 defense, 8 HP and 2 armour.
Commander
Krogan have 60 offense, -5 defense, 8 HP and 1 armour.
Legend
Krogan have 55 offense, -5 defense, 7 HP and 1 armour.
These stats can be changed in the mod’s XComGameData_CharacterStats.ini
Cosmetic transitions can break regular soldiers’ cosmetic options, use this to fix it if it’s enough of an issue for you.
[GWJ] Kexx and E3245 for making the assets for their Wrex and Grunt mods.
