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Quickly assemble a defense around the shuttle and help its defenders drive off the attackers while keeping the civilians safe, until the rescue shuttle extracts them. Shuttle crash quests begin with a shuttle crashlanded near your colony, under attack by enemies.Prisoner hospitality quests ask you to keep prisoners under guard.Animal hospitality quests see you caring for a group of animals struck with sickness or hunted by enemies.Since they have no faction, you can treat them with kindness or brutality. If you treat them well, they may spontaneously offer to join you. A third party may make you an offer to betray them. They may reward you later for your help, or betray you in the middle of the night. Refugee hospitality quests present a group of impoverished travelers asking for help.You might need to get the guests to an escape shuttle under fire. They may be hunted by mercenaries, pirates, mechanoids, or more. The guests may be injured or healthy, useful allies or helpless burdens, single or numerous. Imperial hospitality quests ask the player to host a group of Imperials.Quest givers may even provide special helpers during the quest - for example, a quest may ask you to fight a huge mechanoid cluster, but also include help from elite Imperial cataphracts to make the battle winnable. Different goals, foes, guests, rewards, helpers, special threats, and world conditions combine to create endless varied stories and challenges. Instead, the system procedurally generates unique quests with every new game. Since RimWorld is a story-generation game, quests aren't fixed like in other games. This expansion adds a large variety of quest content. Neural heat dump moves neural heat to an ally so you can keep casting.Beckon mind-controls foes into approaching you.Waterskip showers fires with extinguishing water.Flashstorm calls down a storm of lightning.Bullet shield creates a small temporary safe zone for attack or retreat.Farskip moves a group of your people across the world.Burden and stun slow and halt your foes.Invisibility prevents your colonist from being seen during stealth approaches or escapes.Berserk, berserk pulse, and manhunter pulse drive people and animals momentarily insane.Neuroquake overloads every conscious being on the map in a huge wave of psychic energy.Blinding pulse and vertigo pulse blind your enemies or force them to vomit uncontrollably.Painblock and focus modify the mind for combat.Extract wounded allies, cross no man's land, pull enemies into melee brawls, shift cover where you want it.
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Skip, chaos skip, mass chaos skip, chunk skip, and wallraise move people and objects across distances to gain tactical advantage.There are a wide variety of psychic powers.
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