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Xcom Tabletop

INT +1 Skills Primary Skills: Stealth +2, Perception +2, Deception +2 Basic Perk Covert Ops: You gain a +2 bonus to Stealth checks made to infiltrate or extract from a location. Level 2 Perks Surveillance Specialist or Interrogation Expert Level 4 Perks Infiltrator or Spymaster Level 6 Perks Shadow Operative or Deep Cover Level 8 Perks Ghost or Mole Equipment - Pistol - Knife - Lockpicks - Disguise Kit - Encrypted Comms - Smoke Grenades

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ender000
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0% found this document useful (0 votes)
783 views

Xcom Tabletop

INT +1 Skills Primary Skills: Stealth +2, Perception +2, Deception +2 Basic Perk Covert Ops: You gain a +2 bonus to Stealth checks made to infiltrate or extract from a location. Level 2 Perks Surveillance Specialist or Interrogation Expert Level 4 Perks Infiltrator or Spymaster Level 6 Perks Shadow Operative or Deep Cover Level 8 Perks Ghost or Mole Equipment - Pistol - Knife - Lockpicks - Disguise Kit - Encrypted Comms - Smoke Grenades

Uploaded by

ender000
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 33

CORE MECHANICS

(Originally written to be a core set of mechanics, targeted at a standard-fantasy setting; because its the easiest to write.
Seeing the demand for an X-Com game, I decided to do a simple version of the rules for it, as kind of a test run. Therefore, if you see
any rules that seem out-of place, like Shields, or something. Ignore them, and post if a thread is up).

THE CORE RULES


1: Roll 2d10.
For everything except damage and Initiative, you roll 2d10 and add the appropriate
modifier.
2: Every turn a character gets to take 1 Minor action and 1 Major action. An
additional Minor Action can be taken in places of a Major action, and taking a Major
action ends your turn. Yes, that last part is important. Do not fudge it, unless it makes
absolutely no sense in some specific situation that I have not thought of.
COMBAT
To attack someone you roll 2d10 + the Modifier of the appropriate Combat Skill for the
weapon.
When you make a Melee attack the difficulty for it is equal to the targets Weapon Skill
Modifier for the weapon they are wielding, +10. If your attack roll is higher than their Defense then the
damage, or effect, is suffered by the target. If their Defense is equal to, or higher than, your Attack Rolls
total; then their defense is unbroken and your attack failed.
If you making a Ranged attack, then you role your attack as normal. However, every increment
of your weapons Range, after the first, induces a -2 penalty to your roll. You cannot take a shot at a
target more than 10 increments away. If they are within of a range increment then they are considered to
be in point blank range. This has special modifiers mentioned latter in the instructions.
Your targets Defense for a ranged attack roll is equal to 10 + cover bonuses. If they are out
in the open, they may make an Agility check to avoid the shot. This check takes a -6 penalty if theyre
within Point-Blank range, -4 if theyre within 1 normal range increment, and -2 if theyre within 2. Outside
of 2 range increments, they just roll Agility. This Agility roll is made against a Difficulty equal to their
attackers attack rolls total.
When a target is successfully hit with an attack they lose Vigor. Vigor is equal to your CON +
Armor +1. When you lose your first point of CON Vigor, your character becomes winded. This induces a
-2 penalty to all Constitution and Charisma based checks. When your Vigor hits 0, you fall unconscious.
Should your Vigor reach Con, then your character dies. While at or below 0 you roll a Stabilization check
at the end of every round. This check is made with CON + CHA + 2d10, VS a Difficulty equal to 11 +
amount of negative Vigor. If a roll is successful, the roller regains 1 Vigor. If the roll is unsuccessful then
the roller loses 1 Vigor. Should you reach 0 in this fashion, you stat at 0 and no longer need to roll
Stabilization checks. You have Stabilized.
Other skill checks are made with a set Difficulty, or against a skill check of an enemy. If you are
sneaking, you roll Stealth and the GM rolls Perception for any nearby enemies. The roll that is higher wins.
If youre rolling to hack a computer, the GM consults the following chart, and decides how difficult the roll
should be. If you roll equal to or higher than this number, you are successful. (remember that attack rolls
need to be higher than their set difficulty, or the Defense in question).

EASY
8

Obligatory Rolls
10

HARD DC
12

VERY HARD
15

You Crazy.
17+

ACTIONS
MAJOR
Attack
Blind Fire
Use a Combat Ability
Enter Overwatch
Hunker Down
Get an Item from your
Backpack
Put an Item in your
Backpack
Reload Most Weapons
Use a Psi-Power
Charge
Slam

Use an Item
MINOR
Non-Combat
Skill Checks
Move

Get an Item from your


Harness.
Put an Item in your
Harness.
Reload a Sidearm.
Standing

Make an Attack with a weapon


Make an attack with a -4 pen while continuing to be Hunkered
Down.
Use a special ability related to combat
Go into Overwatch
Enter or continue being Hunkered Down, increasing existing
cover mods by 2 and reducing Perception checks by 2.

Move and make an Attack in the same turn, at -2 Attack.


Throw your weight into a target thing, optionally moving forehand, and making a Brawn check upon contact, with +1 to it for
each space moved prior.
Assisting a skill with an item makes it count as an Item use.

Any skill check not related to combat in any way.


Move 5 Spaces. Moving twice is referred to as Dashing,
which may have special notes attached tot it. Also, if youre
Dashing and your movement invokes a Reaction attack, your
defense for the attack is increased by 2. You must declare that
you are Dashing before you move.

From Prone, or Hunkered Down.

FREE
Speak
Drop an Item

While theyre called Free actions, the GM should still be mindful of how many
a player takes in their turn; as the events in game are meant to be happening in real-time.
It is suggested that players be limited to 5-6 free actions.
Any Reference to a Full Round, action means that you cannot use it if youve
already taken a Minor Action that turn.
HUNKERED DOWN
If a character becomes hunkered down, they may do make no form of attack, and
they may not move. Sight related perception checks suffer a -2 penalty. They may Blind
Fire, at a penalty of -6. While hunkered down, the effects of Cover are doubled.
OVERWATCH
A character in Overwatch may react once (unless otherwise noted) to any alien
that moves at least 1 space in their field of view. This reaction may be a 2 space
movement, or it may be a Reaction Shot. Reaction Shots are made like normal attacks
with the weapon in question, but at -2.
THE HARNESS
An abstract representation of utility items carried on person. Unless otherwise
noted, a character may have 6 utility items harnessed at any given time. Pistols and
1handed melee weapons may be worn on the harness at the cost of 2 item slots; but
knifes only consume 1 slot. Some items, such as the Nano Weave Vest arent actually
carried in the harness, but are considered Utility Items, and thusly consume 1 slot of the
harnesss capacity. If an item has no Utility value, this means it cannot be worn as one,
and must be carried in the backpack if carried at all.
CHARACTER HEIGHT, WEIGHT, and CARRYING CAPACITY
HEIGHT CALCULATION
STR + CON x 9 inches, +40 inches.
Ethnicity is known for being big/tall/small/short: +/- 1d4 inches.
If they are female, reduce their height by 2 inches.
WEIGHT CALCULATION
STR + CON x11 lbs, +110 lbs, +1d10 lbs.
Ethnicity is known for being big/small: +/- 1d5 lbs.
If they are female, -9 lbs.
CARRYIGN CAPACITY
The following are the thresholds for your different capacities. In other words, the
highest number you can be carrying and still count as within that range.
Your Light Load is equal to your CON + STR +10
Medium Load = Light x3 (induces a -1 to physical skill checks and movement
Heavy Load =Light x6 (induces a 2 to physical skill checks and movement.

Max Load = Light x12 (induces a -8 to physical skill checks, Move speed halved)

CHAPTER 2: CHARACTER CREATION

CHARACTER CREATION
IN 6 EASY STEPS!
STEP 1: Concept, Flaw, Virtue
Think about who your character is. Think about what they do, what they love,
what they hate, and why theyre in X-Com. You dont just sign up for a program with
such a high mortality rate unless youve got a reason, or no choice.
From there, give them a personality Flaw and a personality Virtue. These are their
high and their low. Their dark clouds and their silver lining. Flaws could be anything
from phobias to social quirks. However, they should be significant in some way; no
copouts. At the same time, their Virtue should be something redeeming, like a strong
sense of justice, or a nearly faulting level of honesty.
Any time a character would act in a way that would directly contradict their Flaw
or Virtue; they must roll Willpower vs DC 12. If they fail, the player must come up with
a different idea. At the same time, if their action in a pvital point is aligned strongly
with their Flaw or Virtue, they get +1 to the roll. This does not apply to every roll, just
situations the GM thinks are important enough. It is, at the end of the day, up to the GM
whether or not to make you roll or grant you the bonus.
STEP 2: Attributes
All attributes start a 0. You may select 3 to be increased to 1.
STEP 3: Specialization
Select one of the specializations to meet and provide Attribute, Skills, and other
bonuses that are aligned with your intended play style. Specializations have listed
Attributes, Skills, and Basic Perks, and more Perks.
- Each listed attribute has its value increase by 1.
- Each listed Skill has its rank increased by 2.
- Select of the skills to become your Primary Skills.
- Record the Basic Perk.
- The other Perks are listed in pairs for a reason. Every 4th level you select one of
the two for that level (and you will never receive the other).
STEP 4: Skills
You now get to spend a number of skill points equal to your INT + 1. You may
not ever spend more than 1 skill point on a single skill at any given level, and you may
never apply the m to your Primary Skills. Each skill point increases the skills Rank by 1.
You get to do this on every Odd level, including the first.
On every Even level, your Primary skills have their rank increased by 1.
STEP 5: Universal Perk
At level 1 each character gets one of the Universal perks that they qualify for.
You never get to select another one.
STEP 6: Equipment
You get starting equipment based on the tech level of the campaigns beginning
and your Specialization. The items listed with your Specialization are the standard gear
carried by your Spec into potentially/defiantly hostile situations. Characters do not
actually own any of this, but are granted the equipment from their base, or any co-opining
X-Com foundations.

SPECIALIZATIONS

AGENT --------------------------------------------------------------------------------Attributes
Skills

Agility, Intelligence, Charisma

Basic Perk

We Have Our Ways

LVL
4
8
12
16
20

Intimidation, Deception, Diplomacy, Gather Information, Interrogate, Sidearms,


Unarmed, Stealth, Climb, Drive

PERK A
With the Night
Shadows
Human Spider
Iron Will
Hawkeye

PERK B
Gunslinger
Negotiator
Getaway
Flying Squirrel
Just Deserts

ASSAULT -----------------------------------------------------------------------------Attributes
Skills
Basic Perk
LVL
4
8
12
16
20

Strength, Agility, Coordination


Sidearms, Longarms, Unarmed, Hand Weapons, Brawn, Climb, Jump, Athletics

Run & Gun

PERK A
Tactical Sense
Lightning Reflexes
Close Combat
Bringm On
Resilience

PERK B
Aggression
Close & Personal
Rapid Fire
Extra Conditioning
Killer Instinct

ENGINEER ---------------------------------------------------------------------------Attributes
Skills

Coordination, Intelligence

Basic Perk

Tech Use

LVL
4
8
12
16
20

Sidearms, Perception, Heavy Weapons, Repair, Drive, Pilot-Small Craft,


Knowledge: Physics, Engineering, Chemistry, X-Tech.

PERK A
PERK B
Knack
Elbow Grease
Code Monkey
Know-How
Pilot
Driver
Quizzical
Demolitionist
Code Master

HEAVY --------------------------------------------------------------------------------Attributes
Skills

Strength, Constitution, Coordination

Basic Perk

Pack Mule

LVL
4
8
12
16
20

Sidearms, Longarms, Heavyarms, Unarmed, Great Weapons, Brawn, Athletics,


Repair

PERK A
Bullet Swarm
Lobber
Monkey
Wrench
Deep Pockets
Iron Will

PERK B
Marker
Suppression
Rapid
Reactions
Danger Zone
Mayhem

PSI-ADEPT ---------------------------------------------------------------------------Attributes
Skills

Intelligence, Charisma

Basic Perk

Psionic

LVL
4
8
12
16
20

Psi-Skill, Perception, Knowledge: X-Tech, Sidearms, Unarmed, Sense Motive,


Diplomacy, Deception

PERK A

PERK B
Mindfray
On The Surface Psi Inspiration
Psi Panic
Radar
Mind Control
Telekinetic Field
Hardened

SCIENTIST ---------------------------------------------------------------------------Attributes
Skills

Intelligence, Charisma

Basic Perk

Ive Seen This. . .

LVL
4
8
12
16
20

Sidearms, Perception, Gather Information, Sense Motive, Medicine, Knowledge:


Chemistry, Biology, X-Bio, X-Tech, Physics.

PERK A
PERK B
Results
Again & Again
Inquiry
Xenophile
Know-How
Knack
Practical Purposes
Endless Quest

SNIPER --------------------------------------------------------------------------------Attributes
Skills
Basic Perk

Agility, Coordination, Intelligence


Sidearms, Longarms, Perception, Stealth, Climb, Jump, Deception, Unarmed.

Headshot

LVL PERK A
4
Snap Shot
8

Gunslinger

12
16
20

Wingm
Raid Reload
Double Tap

PERK B
Trained
Spotting
The High
Road
Opportunist
Low Profile
Kill Zone

SUPPORT -----------------------------------------------------------------------------Attributes
Skills

Constitution, Coordination, Intelligence

Basic Perk

Covering Fire

LVL
4
8
12
16
20

Brawn, Longarms, Sidearms, Throw, Unarmed, Medicine, Perception, Knowledge:


X-Tech.

PERK A
Sprinter
Field Medic
Revive
Deep Pockets
Savior

PERK B
Smoke & Mirrors
Last Call
Suppression
Combat Drugs
Sentinel

PERKS --------------------------------------------------------------------------------------------------

UNIVERSAL
Tough Cookie- +1 Vigor
Perceptive - +2 Perception
Die Hard - +1 to Stabilization Checks
Monkey - +2 to Climb Checks
Like An Eagle - +2 to Fly Checks
Blind Fire Penalty for blind fire is reduced to -3.
Get To The Chopper If Dashing in retreat from enemies that you are within the
weapon ranges of, you can move 1+Agility additional spaces. Cannot be used 2 turns in a
row.
9

Gladiator - +2 to Melee Attack Rolls, +2 to all Melee Damage.


Lobber - +2 to effective Range of Thrown Weapons, and their related Attack Rolls.
The Woo Effect Can dual wield weapons of ENC 2 or less at -2, instead of -4.

AGENT-----------------------------------------------------We Have Our Ways - +1 to Interrogation, Deception, Diplomacy, or Sense Motive for
each previously successful check of one of said skills you made during the encounter.
With the Night - +2 Stealth
Shadows - +2 Stealth if you do not move or Attack.
Negotiator - +2 Interrogation, Deception, and Diplomacy.
Human Spider - +2 Climb and Jump
Gunslinger - +2 to Attack rolls made with Pistols
Iron Will- +2 to Will Checks
Getaway - +2 To Drive/Ride checks
Danger Sense - +2 to all Perception Checks
Just Deserts Critical Threat range of all weapons is widened by 2 units.

ASSAULT--------------------------------------------------Run & Gun - You can Dash and Attack in the same turn. Only useable once every
encounter.
Tactical Sense Cover provides 1 additional point of Defense for every visible enemy.
Aggression Critical Threat range of weapons is increase by 1 unit for every visible
enemy.
Lightning Reflexes The first reactive shot you provoke every round suffers a -4
penalty.
Close & Personal Damage dealt with ranged weapons at targets in Point-Blank range
is increased by +1.
Close Combat Melee Attacks have +1 Attack and deal +1 Damage.
Rapid Fire May take a full round action to attack twice, with a -2 penalty on the
second attack. The weapon wielded must have enough ammunition to fire twice.
Bringm On Critical hits deal 1 additional damage for every visible enemy.
Extra Conditioning - +2 vs all Poisons, Toxins, and Chemicals.
Resilience Critical attacks dealt to you deal 4 less damage.
Killer Instinct When you Run & Gun, and attack in the same turn, the attacks Critical
threat range is doubled.

ENGINEER------------------------------------------------Tech-Use - +2 to all skills checks made to manipulate a device


Knack - +2 to Repair, or any Knowledge Skill.
Elbow Grease Every previously successful Repair or Computer Use skill made during
a task confers a +1 to every subsequent Repari or Computer Use skill check.
Code Monkey - +2 to Computer Use.
Know-How A successful Knowledg Check to a related subject confers a +2 on any
subsequent non-knowledge skill made that turn.
Pilot - +2 to Pilot:X checks.
Driver - +2 to to Drive Checks
Quizzical the Know-How bonus is increased by 1.

10

Demolitionist all Explosive weapons have 1 wider blast radius.


Code Master - +2 Computer Use.

HEAVY ----------------------------------------------------Pack Mule Increase Light Load by 2, this also counts for calculations of the others.
Bullet Swarm May fire twice as a full-round action, or go into Overwatch after firing.
Marker Firing at a target provides +2 to all allied ranged-attack rolls made against that
same target for the rest of the round.
Strong Arm - +2 to all thrown weapon attack rolls.
Suppression My go into Suppression, as a variation of Overwatch move, which only
covers an area with a radius of 2, but additionally induces a -2 to all attack rolls made by
enemies in that area. Whenever a reaction shot is taken, or an attack is penalized by
suppression, it consumes 1 Capacity. If Capacity is reduced to 0, the effects stop.
Monkey Wrench Knowledge of mechanical matters provides a +1 to damage dealt to
Robotic enemies, and vehicles.
Rapid Reactions Overwatch (not Suppression) confers 2 reaction shots, instead of 1.
Deep Pockets Harness has 6 slots, instead of 8.
Danger Zone Radius of Suppression increased to 4.
Survivalist Cover provides 1 additional Defense, when not flanked.
Mayhem Radius of Suppression and the Blast of weapons with Blast is increased by 2.

PSI-ADEPT ------------------------------------------------Psionic - +2 Willpower vs Psionics


Mindfray See Psi-Powers
On The Surface - +2 Sense Motive
Psi Inspiration See Psi-powers
Psi-Panic See Psi-Powers
Radar - +2 Perception if subjects are within Cha x5 spaces.
Mind Control See Psi-Powers
Telekinetic Field See Psi-Powers
Hardened +2 Willpower vs Psionics

SCIENTIST ------------------------------------------------Ive Seen This. . . Skill checks related to subjects of Knowledge Skills selected as
Primary Skills receive an inherent +1. This cannot be applied to attack or damage rolls.
Results +2 to a Knowledge, Perception, or Repair check made for every previous and
relevant Knowledge Check.
Again and Again - +2 to any 1 Knowledge Skill.
Inquiry - +2 Gather information and Sense Motive Check.
Xenophile - +2 to Xeno-Biology, and +2 to Common Sense when contemplating Xeno
activities.
Know-How - A successful Knowledge Check to a related subject confers a +2 on any
subsequent non-knowledge skill made that turn.
Endless Quest - +2 to all Knowledge Skills w/ Ranks in them.

SNIPER
Headshot May make an attack a Full-Round action to increase the Critical threat range
of a weapon by 2 units.
11

Snap Shot May fire or enter Ovewatch a/with Heavy Sniper, Plasma Sniper, or Laser
Sniper after moving, with a -2 on the attack roll.
Trained Spotting If they can see the target that a visible ally can also see, then the
range penalty is reduced by 2.
Gunslinger - +2 to all Attack Rolls made with Sidearms.
Good Ground being 2 height increments higher, than a target halves its cover
bonuses.
Wingm Can fire a shot, targeted at an Arm or Leg, at -2 Attack. If successful, an
Attack to an Arm causes the target to drop whatever it was holding in that arm. If the
attack was successful, and to the leg, it prevents the target from Dashing for a number of
turns equal to the weapons damage.
Opportunist Reaction shots do not have a -2 penalty.
Low Profile Half cover counts as Full.
Double Tap May make two standard attacks, or a standard attack and a Wingm attack,
as a full-round action, with a -1 to the second attacks attack roll.

SUPPORT
Covering Fire Enemies attacking also provokes reaction shots.
Sprinter Dashing speed increased by 2.
Smoke & Mirrors Smoke Grenades provide 1 additional defense.
Field Medic Bonus provided by Medi-Kits increased by 2.
Last Call Can shout out the location of an enemy during turn as a minor action, or as
an additional effect to any Reaction. Doing so allows allies in Overwatch or Suppression
to optionally use their reaction to shift up to 2 spaces. If they were touching cover, they
must continue to touch it, and if they were not the must use these moves to move towards
the nearest cover.
Revive using a Medi-Kit to Stabilize an ally brings them back with an amount of Vigor
equal to the number of Ranks you have in your Knowledge Medicine Skill.
Suppression - My go into Suppression, as a variation of Overwatch move, which only
covers an area with a radius of 2, but additionally induces a -2 to all attack rolls made by
enemies in that area. Whenever a reaction shot is taken, or an attack is penalized by
suppression, it consumes 1 Capacity. If Capacity is reduced to 0, the effects stop.
Deep Pockets Harness can carry 2 more ENC of items.
Combat Drugs Effects of Combat Drugs and Medi-Kits is increased by 2 when
administered by you.
Savior Medi-Kits restore 2 additional Vigor.
Sentinel Overwatch (not Suppression) allows for 2 reaction shots, instead of 1.

12

SKILL LIST
SKILL
Acrobatics
Athletics
Art
Brawn
Climb
Commerce
Common Sense
Craft
Culture
Dance
Deception
Diplomacy
Disguise
Drive
Gambling
Great Weapons
Hand Weapons
Heavyarms
Interrogation
Intimidation
Jump
Knowledge X
Lockpicking
Long Weapons
Longarms
Musicianship
Navigation
Oration
Perception
Psi-Skill
Repair
Ride
Sense Motive
Sleight
Sidearms
Sing
Stealth
Streetwise
Survival
Track
Unarmed
Willpower
Use Computer

ATTRIBUTE
USE
Agility
Constitution
Charisma
Strength
Strength
Intelligence
Intelligence
Intelligence
Intelligence
Agility
Intelligence
Charisma
Intelligence/Charisma
Agility
Intelligence/Charisma
Strength
Coordination
Coordination
Charisma
Charisma
Strength
Intelligence
Coordination
Coordination
Coordination
Charisma
Intelligence
Charisma
Intelligence
Intelligence
Intelligence
Agility
Charisma
Coordination
Coordination
Charisma
Agility
Intelligence
Intelligence
Intelligence
Coordination
Charisma
Intelligence

13

CHAPTER 3: ITEMS

14

EQUIPMENT
The items available to players should be based on the setting/time line in question.
If it is at the beginning of the invasion: Solid projectiles and Balistic armor only, and
late/post invasion can have just about anything. It should also be considered what is
necessary for the item to be crafted. Archangel Armor, for example, shouldnt just be
handed out all willy-nilly. The time and resources that go into it are far to valuable to just
be given to any old soldier.
Items are issued by the X-COM Organization. The soldiers can, at most, submit
requisition forms. The Commander, and/or his subordinates are not obligated to comply.
GEAR
SOLID PROJECTILE
WEAPON

RNG

RoF

DMG

Crit

Cap

Ammo

Skill

Special

Pistol
6
Semi
1
x2
8
Pstl
Side
Revolver
6
Semi
1
18-20 6
Pstl
Side
No-Jam
H. Pistol
6
Semi
2
x2
7
H.Pstl Side
H. Revolver
6
Semi
2
18-20 6
H.Pstl Side
No-Jam
SMG
8
Auto
2
x2
5
SMG
Side/Long
Assault Rifle 10
Auto
3
x2
4
Rfl
Long
Rifle
12
Single 3
18-20 5
Rfl
Long
No-Jam
H. Rifle
12
Single 4
18-20 4
H.Rfl Long
No-Jam
LMG
10
Auto
4
x3
5
MG
Hvy
HMG
12
Auto
5
x3
5
H.MG Hvy
Shotgun
8
Single 5/3/1* 18-20 8
Shot
Long
No-Jam
Alloy
8
Single 9/4/1* x3
4
A.Shot Long
Cannon
.
Auto
8
Semi
5/3/1* 18-20 10 Shot
Long
Shotgun
*Shotguns deal 5 damage at Point-Blank range, 3 if the target is inside of 1 range
increment, and 1 if they are outside of that range. Alloy Cannon damage works the same
way.
LASER WEAPONS
WEAPON

RNG

RoF

DMG

Crit

Cap

Ammo

Skill

Laser
Pistol
Laser Rifle
H. Laser
Laser
Sniper

Single

18-20

10

Charge

Side

12
12
14

Single
Single
Single

4
6
5

18-20
x3
18-20

14
10
12

Charge
Charge
Charge

Long
Hvy
Long

Special

PLASMA WEAPONS
WEAPON

RNG

RoF

Damge

Crit

Cap

Ammo

Skill

Plasma
Pistol

Single

x3

Sm. Chrg. P.

Side

15

Special

L. Plas
Rifle
Plasma
Rifle
Plasma
Sniper
H. Plasma

10

Auto

x2

Chrg. P.

Long

10

Auto

x3

Chrg. P

Long

12

Single

x3

Chrg. P.

Long

10

Single

x3

H. Chrg. P

Hvy

LAUNCHERS
WEAPON

RNG

RoF

DMG

Crit

Cap

Ammo

Skill

Special

Grenade
Launcher
Chambered
G.L.
Rocket
Launcher
Missile
Launcher
Blast
Launcher
Arch
Thrower

Single

---

x3

Grenade

Long

-----

Single

---

x3

Grenade

Long

-----

Single

x3

Rockets

Hvy

Blast 3

10

Single

18-20

Hvy

Blast 4, +2 Atk

10

Single

x3

Hvy

Blast 4

Single

10

16-20

Smart
Rockets
Blaster
Bombs
Arch
Nodes

Side

Stun, +2 Atk

AoE
5
8
10
--2
3

Special
Delay
Smoke, GL
Blinding, GL
Delay
Contact, GL only
Delay, GL

GRENADES
Alien
Smoke
Flash
Blast
Contact
Frag

Damage
5
0
0
--4
3

ENC
1
1
1
2
1
1

Grenades cannot crit.


Smoke- Shooting at targets on the other side of dense smoke induces a -2 penalty.
Shooting at targets that are inside of said smoke induces a -2 penalty. Smoke grenades are
purposefully colored and formulated to create a cloud of extra dense smoke that lasts for
3 rounds (1 on a windy day), which induces a -4 penalty for firing at targets on the other
side of it, or -2 for firing at targets which are inside of it.
Blinding Anyone whos front 180% of facing is towards a Flash when it goes off
suffers a -4 penalty to all actions, including their move speed, for the next 5-CON rounds
(min 1); ending on the end of their last round they are effected.
Delay These do not explode until the beginning of your next round; before you take any
actions.
Contact These explode the second the touch something, after being activated

16

GL Only Why all grenades, except Blaster Bombs, have Grenade Launcher variations;
contact grenades are ONLY available as a Grenade Launcher Grenade.
Grenade Launcher Ammunition Grenades that are intended to be used with a Grenade
Launcher are purchased as normal, but must be designated as GL Ammo; which cannot
be used without a GL.
(Grenades not marked with Contact/Delay go off at the end of your turn)
FIREARM SPECIAL QUALITIES
No Jam= Normally, when you roll a critical failure (2), this signifies that the weapon you
have as jammed, over heated, or otherwise malfunctioned. In such a situation you must
make a successful Repair or Knowledge: Engineering check to un-jam the weapon; and
cannot use it again until you do. Weapons with No Jam never do this. *Shotguns and
Alloy Cannons can chose to expend 1 additional Capacity to immediately dislodge the
offending ammunition (as a free action).
+X Atk = Laser weapons are extremely accurate, as their projected energy reaches the
target in a near instant. As such the success range for attacks made with Laser weapons is
increased by 2. Missile Launchers and Blaster Launchers have built-in guidance systems.
Blast X = This weapon deals damage to all targets in this radius. Damage is reduced by 1
for every count away from the central point. Subjects within the blast radius are thrown
1 space away, and must roll Agility vs 10 + dealt damage. If successful, they land on their
feet. If not, they land prone.
Stun = This weapon bypasses armor, unless the target is mechanical. Crysalids and
Cilacoids are immune to this weapons damage, as are all machines.
Sinlge = Can only be used to attack once per turn.
Semi = Can attack twice, with a -2 to the second attack, as a full-turn action.
Auto = Automatic weapons can be used as a Semi weapon can, and can also be used for
Suppression. Suppression consumes 2 capacities from the weapon, and the weapon
cannot be used for Suppression if it does not have 2 left. Think of Suppression as a
special kind of Overwatch. You declare a certain area with a radius of your AGI+INT, in
which any attacks made suffer a -2 penalty from the fear of being hit. Even Blind-Fire
suffers a -1. Additionally, you may end Suppression if you see an enemy move through
the targeted zone; or in between your character and the zone, to take a reaction shot at
that thing. If you take said reaction shot, it will consume an additional capacity from the
weapon if it is available; but the shot can still be taken even if one isnt.
MELEE WEAPONS
Consider the item you wish to use as a melee weapon, and apply the attribute for
each trait it has then modify the base template of +0 Damage, 1 ENC by them. Note:
Melee weapons deal Weapon Damage + STR damage on a successful attack. If the target
is Armored in anything with an AV higher than 2, then weapons deal their damage.
HEAVY +1 damage, -1 attack if 1handed, +1 ENC
LONG Reach, -1 ATK in base-to-base, -1 attack if 1handed, +1 ENC
LARGE -1 Attack, +1 ENC

17

SHARP +1 damage
LIGHT Off-Hand penalty reduced to -2 (normally -4), can use COR instead of STR.
SMALL -1 Attack
IMPROVISED -1 Attack
HEAVY w/ POINT (like a pick) = ignores normal armor modifier to melee weapons
STABBING TIP = Stabbing with both hands ignores the normal armored target penalty
EX: Crowbar (Heavy, Improvised) = STR+2 Damage, -1 Attack, 2 ENC
Fireaxe Blade (Heavy, Sharp,) = STR+2 Damage, 2ENC.
Fireaxe beak (+ Hw/P) = STR +2 Damage, 2ENC, no armored target pen.

18

ARMOR
SUITS

Armor
Value

ENC

Special

Jumpsuit
0
2
+2 vs Contact
Ballistic
4
8
Carapace
8
6
+2 vs Contact, Space
Personal Armor 3
6
+2 vs Contact, Under*
Skeleton
6
10
Powered 1, Grapple
Titan Armor
10
20
+4 vs Contact, Powered 2, Space, -1 Move
Wraith Armor
8
24
+4 vs Contact, Flight, Powered 2, Space, -1 Move
Ghost Suit
7
8
+2 vs Contact, +3 Stealth, Powered 1, Grapple
Psi-Suit
4
6
+1 Psi Skill, Powered 0
Space Suit
1
10
+ 5 vs Contact, Space, Grapple
HAZ Suit
0
5
+ 10 vs Contact
Critical Attacks and Direct-Hit Explosions that do over half of the armors AV in
damage have a 50/50 chance of disabling a Powered suits Power Supply. Seriously, flip
a coin. Reestablishing the Power Supply requires a successful Knowledge Engineering
check, followed by a successful Repair check. If either fails, you must start back at the
Know: Eng check.
If power is lost, the Powered perk no longer applies, the Ghost Suit and helmet no
longer apply + any amount of Stealth, and the Space suits pack, while not powered,
begins to malfunction, losing flight and Oxygen. Wraith armor also loses Flight.
HEAD GEAR

Armor ENC
Special
Value
Night V. Goggles
0
1
Night Vision, Over
Helmet
3
2
Under
Gasmask
0
2
+30 vs Airborn, Over
Heat V. Goggles
0
1
Heat Vision, Over
Carapace Helmet
7
3
+2 vs Airborn, Under, Ear
Titan Helmet
8
3
+3 vs Airborn, Zoom, Ear
Ghost Helmet
4
3
+2 vs Airborn, +10 Stealth w/ Suit, Ear
Space Helmet
2
5
Immune to Airborn w/ Suit, Ear.
HAZ Hood
0
1
+5 vs Airborn, part of suit.
The ENC of worn items is Halved before applied to ENC penalty calculation
- Armor Value = Increases your maximum Vigor while worn. However, when you are
healed you cannot regain more than your Con+1/2 AV; as the armor has likely now been
damaged. If you and the GM can agree that all damage prior wouldnt have hurt the
armor in any way then you may also agree to let the character be fully healed.
- Airborn/Contact = Provides this as a bonus to rolls made to resist Airborn or Contact
chemicals such as poisons and toxins.
- Under/Over = Over, means it can be worn on its own, or over anything marked
Under. Under*, In the case of Personal Armor, signifies that this armor can be worn
under bulky clothing without giving its self away.

19

- Powered X= The suit has servos in all the major joints that allows it to support its own
weight; so long as it has power. Additionally all attack rolls made in melee, and your
defense against Melee is increased by X.
- Flight = The Wraith Armor allows the user to suspend themselves in the air, or jet
across a space accordingly. Or, in other words, fly for a brief period of time. This
translates as the ability to move through cover unhampered, or move up, or take no
damage from falling. However, every time you do such an action, it consumes 1 Fuel.
This fuel does feed off of the same Alien Generator that powers the suit, but the suit has
fail-safes in place that cut you off from using enough power to hamper the suits Powered
functions. Therefore, you have access to 10 Flight Fuel.
- Grapple = Suit contains a self-launching grappling cable with a 60 ft poly-fiber cord
that can support up to 30 enc, and reel up to 16 ENC on its own.
- Space = Signifies that, if the matching helmet is attached, the suit allows the wearer to
live in space.
- Ear = Suit has built-in micro transmitter/receiver with a range of 200 spaces (~1,000 ft).
- +1 Psi Skill = Psy-Skill bonus provided by armor. Removed if helmet is worn.
- w/ Suit = Effect only applies if the matching helmet is attached.
Note: The matching helmet, for Wraith Armor is the Titan Helmet.
UTILITY ITEMS
ITEM
Chitin Plating
Combat Stims
Ear Piece
Electro-Flare
Flashlight
Flash-Attach
Fore-Grip
G.L. Attachment
Medi-Kit
Mind Probe
Mind Shield
Motion Scanner
Nano-Fiber Vest
Reflex Sights
Scope
Scope, Heavy
Scope, N. V.

ENC
5
1
-.5
1
1
1
2
3
4
4
1
4
1
1
2
2

COST

Function
+2 AV to the chest, Under
Double AP on next round
Same effects as Ear, listed above.
Illuminate a space with a radius of 8.
Illuminate a cone 12 long, and 8 wide at the far base.
As above, but as a gun Attachment.
No Semi/Auto attack pens.
As a Grenade Launcher, with Rng 6 & Reload: Full
See Below
+ 1 to Psi-Skill checks
+ 1 vs Psi Skills, AV: 2 (worn as helmet)
See Below
+1 AV
+1 Attack inside of one Rng. Attachment: TOP
Increase weapons Rng by 2. Attachment: TOP
Increase weapons Rng by 4, Attachment: TOP
Increase weapons Rng by 2, Night Vision, TOP

Medi-Kit. Provides a +2 modifier to Knowledge Medicne checks. Normally such checks


just prevent wounds from getting worse. Keep the subject frombleeding out, and the like.
Medi-Kits can actually restore HP, so long as the target isnt unconscious. If the target is
unconscious, the Medi-Kit provides +4 to Knowledge Medince checks made to Stabilize
the subject.
20

Motion Scanners require 1 hand to operate, and allow you to observe the area around
you via motion. Any enemy that moved shows up as a fuzzy blip on the screen, translated
by the GM as there are some around here, and over here. The radius of effect is 6 if you
just use 1 Minor Action and 1 Hand, and 12 if you use a Major action to actually tune
and process the information.
ATTATCHMENTS: Are attached to firearms. Pistols/Revolvers may have 1
Attachment, and LongArms (and SMGs) can have 2. Attachments specified TOP or
BOTTOM must go in designated area, and therefore other TOP/BOTTOM attachments
may not be taken. Grenade Launchers can only go on Longarms.

21

CHAPTER 4: PSI-SKILLS

22

Some aliens will have access to Psi-Powers, as will Psi-Adepts. The abilities are
universally the same, but different things will have access to different abilities as
specified in their Bio/Specialization.
Using a Psi-Skill requires the user to roll PSI skill, and its target to roll the
powers resistance, which is the way it is opposed. If the user rolls higher, it takes
effect; and if the target rolls higher it is negated or avoided.

MINDFRAY
Resistance: Willpower
Success induces a -4 penalty to all rolls made by the victim.

MINDLINK
Resistance: - - Success provides the subject with +2 to all Aim, Throw, and Perception rolls
directed at a target the user can see. The subject must also be able to see them to Aim. If
the User is killed while linked to the subject, the subject is also killed.
Sectoids can automatically link with one another, but a Psi-Skill check must be
rolled against a Difficulty equal to 12 + the Targets Charisma to link to anything else.
Linking allows for instant communication, and seeing what the subject sees.

MIND BEACON
Resistance: - - Success provides the same bonuses as Mindlink, but it can be used on up to 4
sectiods at a time.
Sectoids can automatically link with one another, and Mind Beacon cannot effect
anything other than Sectoids.

MIND CONTROL
Resistance: Willpower
Success causes to target to only be able to take one action on their subsequent
turn, and you get to decide what that action is. Killing, and other comparably dramatic
actions require a second roll be taken

PSI-INSPERATION
Resistance: - - Success provides +2 to Willpower, and automatically removes the effects of
Mindfray and Psi-Panic.

PSI-LANCE
Resistance: Agility
Success deals 6 damage to the target.

23

PSI-PANIC
Resistance: Willpower
Success causes the target to Panic. If negated by Psi-Inspiration, the subject may
immediately take 1 minor action.

RIFT
Resistance: Strength
Success deals 3 damage to subjects, and launches them 6-STR spaces backwards
(min1). If they collide with a solid object that wouldnt move, they suffer 1 additional
damage.

TELEKINETIC BARRIER
Resistance: - - Is consistently active on Ethereal. Reduces all damage suffered by 1, 2 if it is an
Uber Ethereal. Whenever damage is suffered, roll 1d6. On a 5 or 6, it is completely
deflected.

TELEKINETIC FIELD
Resistance: - - Is considered automatically successful, and absorbs CHA x4 damage targeted at
subjects within an INT+1 radius every round. Should you take any other action, or the
barrier be bypassed, it is destroyed. It can be uninterruptedly sustained by taking a major
action right away on your next round. Every time it mitigates damage, its maximum
damage it would normally return to if sustained is reduced by 1.

24

CHAPTER 5: ALIEN LIFE

25

Below are the statistics for the alien life forms commonly encountered by X-COM
agents. These are abstract representations; and the skill bonuses already have the
Attributes of the E.T. in mind.
GUIDE LINES:
Celatids and Outsiders are mostly defensive on large ships and bases.
Cyberdisks, Mutons, Reapers, and Silacoids can mostly just be found on Terror-level
operations, or extremely important ones. Floaters and Sectoids do the majority of the
covert ops; with Thin Men and Sectoids doing all wetwork almost exclusively. Sectopods
are only brought on Terror-level operations, or strait up occupations. Snakemen serve as
operators, and sometimes pilots. Found mainly in large ships and on high-scale abduction
missions.

Celatid
STR: 0
CON: 5
AGI: 2
COR: 2
INT: -2
CHA: --Vigor: 15
Special: Acid Spit, Chem-Resistance 10, Slow: move speed is 5.
+3 SKILLS- Melee, Perception
+6 SKILLS- Athletics
+10 SKILLS- Spit

Chryssalid
STR: 3
CON: 3
AGI: 5
COR: 4
INT: 0
CHA: -4
Vigor: 8
Special: Implant (killing human-sized living target zombifies. Directly made zombies
become Chryssalid in 1d6+3 turns), Maw (unarmed deals 10 damage), Stun Immune
(Stunning weapons have no effect), Hardened (Criticals only hit if a coin-toss lands on
heads), Weakness: Lasers (Laser weapons deal 2 more damage), Fast: Move speed is 10.
+3 SKILLS-

26

+6 SKILLS- Perception, Stealth, Athletics


+10 SKILLS- Jump, Climb, Melee

Cyberdisk
STR: 0
CON: -AGI: 4
COR: 4
INT: 0
CHA: --Vigor: 15
Special: Alien Grenade (1 per),
Disk Lasers (RNG:8, DMG:8, CAP:16, Single), Death Blossom(1/two hours, Burst 4
from disk, DMG: 8),
Spied Tail (Melee, DMG3), Quick: Move speed is 8
+3 SKILLS- Melee
+6 SKILLS- Perception, Throw
+10 SKILLS- Aim, Fly

Drone
STR: 8
CON: -AGI: 16
COR: 16
INT: 10
CHA:-Vigor: 5
Special: Repair Ray (restores vigor to macines at range 6, 2d3 vigor),
Drone burst (Range 6, DMG: 2, Cap:20, Single)
+3 SKILLS+6 SKILLS- Fly,
+10 SKILLS-

Ethereal
STR: 0
CON: 0
AGI: 2
COR: 1
INT: 5
CHA: 4
Vigor: 10
Special: Psi-Lance, Mindfray, Mind Control, Rift, Telekinetic -Barrier

27

+3 SKILLS- Melee, Perception


+6 SKILLS- Acrobatics, Athletics, Diplomacy
+10 SKILLS- Fly, Psi-Skill, Intimidate, Sense Motive, Deception

Uber Ethereal
STR: 10
CON: 10
AGI: 14
COR: 14
INT: 24
CHA: 18
Vigor: 10
Special: Psi-Lance, Mindfray, Mind Control, Rift, Telekinetic-Barrier*
+3 SKILLS- Melee
+6 SKILLS- Perception, Acrobatics
+10 SKILLS- Fly, Intimidate, Deception, Diplomacy, Sense Motive
+14 SKILLS Psi-Skill

Floater
STR: 2
CON: 2
AGI: 3
COR: 1
INT: 0
CHA: -4
Vigor: 4
Special: Flight, Quick: Move speed is 8
Wields: Plasma Rifle
+3 SKILLS- Perception
+6 SKILLS- Melee, Aim, Throw
+10 SKILLS- Fly

Heavy Floater
STR: 3
CON: 2
AGI: 2
COR: 0
INT: 0
CHA: -4
Vigor: 6
Special: Flight, Alien Grenade
Wields: Plasma Rifle

28

+3 SKILLS- Throw
+6 SKILLS- Perception, Aim, Melee
+10 SKILLS- Fly

Muton
STR: 6
CON: 4
AGI: 0
COR: 2
INT: 0
CHA: 0
Vigor: 10
Special: Blood Call
Wields: Plasma rifle
+3 SKILLS- Perception
+6 SKILLS- Athletics, Brawn, Intimidation, Throw
+10 SKILLS- Melee, Aim

Muton Elite
STR: 5
CON: 4
AGI: 0
COR: 3
INT: 0
CHA: 1
Vigor: 10
Special: Blood Call, Alien Grenade
Wields: Plasma Rifle, Sometimes Blaster Launcher
+3 SKILLS- Acrobatics
+6 SKILLS- Athletics, Brawn
+10 SKILLS- Throw, Aim, Melee

Muton Berserker
STR: 8
CON 4
AGI: 1
COR: 2
INT: 0
CHA: -8
Vigor: 10
Special: Blood Lust (automatically makes 1 move towards any enemy that wounds it.
Will attack last enemy that wounded it on its next turn; favoring charges), Hardened
(Critical hits are only crits if a coi-toss lands on heads)
Wields: Muton Blades (Melee-Damage +1, Crit 16-20)

29

+3 SKILLS- Perception
+6 SKILLS- Escape, Intimidate, Athletics
+10 SKILLS- Brawn, Melee

Outsider
STR: 1
CON: 1
AGI: 1
COR: 2
INT: 1
CHA: 0
Vigor: 5
Special: Manifest (appears from within major computers as minor action, Cannot,
however, quickly collapse back in [full action]).
Wields: Plasma Rifle
+3 SKILLS+6 SKILLS- Perception, Aim, Throw, Melee
+10 SKILLS-

Reaper
STR: 5
CON 4
AGI: 0
COR: 0
INT: -4
CHA: -4
Vigor: 15
Special: Horns (Melee deals 6 damage, Charges deal 10)
+3 SKILLS+6 SKILLS- Perception, Melee
+10 SKILLS-

Sectoid
STR: -2
CON: 0
AGI: 1
COR: 2
INT: 3
CHA: 0
Vigor: 3
Special: Mdinfray, Mind-Link
Wields: grafted Plasma Pistol
+3 SKILLS- Throw

30

+6 SKILLS- Perception, Aim, Psi-Skill


+10 SKILLS-

Sectoid Commander
STR: -2
CON: 0
AGI: 1
COR: 2
INT: 4
CHA: 1
Vigor: 3
Special: Mindfray, Psi-Panic, Mind-Link, Mind-Beacon, Alien Grenade
Wields: grafted Plasma Pistol
+3 SKILLS-Throw
+6 SKILLS-Perception, Aim, Psi-Skill
+10 SKILLS-

Sectopod
STR: 3
CON: -AGI: 1
COR: 4
INT: 10
CHA:-Vigor: 20
Special: Pod-Laser (RNG:10, DMG:10, CAP:20, SINGLE), Bombardment (Rng:14,
DMG:8, CAP:4, Single-round of prep needed, Burst 8), Plasma Turret (RNG: 6, DMG: 6,
CAP:30, SINGLE, Always on Overwatch), Hardened (Critical only happen on a con-toss
that lands heads), Cannot normally enter Overwatch.
+3 SKILLS+6 SKILLS- Perception
+10 SKILLS- Aim

Silacoid
STR: 4
CON: 4
AGI: -8
COR: -8
INT: -6
CHA: -10

31

Vigor: 20
Special: Fireproof, will over-run targets. I.e. will slime over them, crushing and burning
them, dealing 8 damage/turn spent under it, Slow: Move is 4.

Snakeman
STR: 2
CON: 2
AGI: 2
COR: 2
INT: 2
CHA: 0
Vigor: 7
Special: Chemical Resistance 10, Tail deals 4 damage in melee, can Bite to induce Poison
(one damage for next 1d3+2 rounds)
Wields: Plasma Rifle, sometimes Blast Launcher
+3 SKILLS- Perception, Acrobatics
+6 SKILLS- Climb, Melee, Aim
+10 SKILLS-

Thin Man
STR: 1
CON: 1
AGI: 1
COR: 3
INT: 2
CHA: 1
Vigor: 4
Special: Sapient (passes as a tall human until aggravated/panicked, at which point skin
gains green tint and veins. Wears dark glasses, as eyes have slit-pupils upon close
inspection [on a basic Perception check]), Spit-Poison (can spit a cloud at Throw-10 that
induces Poison on Burst 3 targets, Poisoning them for 1 damage at the end of their next
1d3+3 turns), Poison Burst (upon death, explodes into Burst 3 cloud of poison)
Wields: Plasma Pistol if incognito, Plasma Rifle if it is deployed explicitly for combat
+3 SKILLS- Climb, Melee, Throw, Stealth
+6 SKILLS- Jump, Perception
+10 SKILLS- Aim

Zombie
STR: 1

32

CON: 1
AGI: -2
COR: -2
INT: -8
CHA:-Vigor: 10
Hardened (Critical hits only count as Critical if a coin-toss lands on Heads)
+3 SKILLS- Melee, Perception
+6 SKILLS+10 SKILLS-

33

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