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Post by RedsandRoyals on Nov 16, 2013 2:22:34 GMT -5
If you're wondering what XCOM is, here's a link to the Wiki. So I've bounced this idea to a few of you, but I figured I might as well set up a proper project log here. I'm a big fan of XCOM: Enemy Unknown and Enemy Within, and I've decided (as the thread title suggests) to throw together a rudimentary RPG system using the mechanics found in the game. To be clear, I am NOT planning on running a game of this any time soon, if ever. I'm putting it up here for feedback and brainstorming if anyone is interested, and I have no problem is someone wants to take this and try it out once it's done, or expand it even more (as long as proper credit is given). If this becomes worthwhile, I may turn it into a PDF with fancy pictures and things. Here's a short To Do list, and what each section will cover. I'll expand it more later. Characters & Classes- Character generation Done - The four main classes Done - Characteristics Done - Skill Trees Done - Expanded classes and abilities like Mech troopers, Psi abilities, and gene augmentation. Combat and other Mechanics- Moving, spotting, and shooting. Done - Damage and panic, as well as healing Done - Any other nuts and bolts that may come up Still need to do Modifiers Base Building and Operations (Optional Rules, will tie into Global XCOM Initiative somewhat) - Will be largely driven by players (out of character, obviously) - Construction of different facilities gives different benefits - Choosing what research and engineering developments to pursue - Income and other resources like Elerium and alien weapon fragments - Different NPC choices for different key roles in the base (and associate benefits and penalties) - Rules for UFO shootdowns - Rules for keeping countries from leaving XCOM The Global XCOM Initiative- XCOM Armory (and, because I want it, probably a gunship version of the Sky Ranger) - Possible rules for support from Earth military forces - Requisitioning Equipment - Awards and Medals - Mission Types Enemies- AAAAALLLLIIIIEEEENS! Probably in several tiers - Exalt Forces Also, a couple rules I'm setting for myself going in to this. 1. The game system will be simple. There won't be a lot of skills and talents and the like. 2. Characters are assumed to have basic military knowledge, training, and capabilities. More on this later, it'll be sort of important. 3. Things like social interactions will not be included in the mechanics, and will depend on the players' ability to RP. 4. The GM will be considered the XCOM Commander, which means they'll have ultimate say on everything. So, that's what I'm looking at. Thoughts, suggestions, encouragement, and questions will be welcomed every step of the way. More to come soonish. Also, a HUGE thanks to Melissia, who has been helping me with this. Reds
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Post by BG. Foster on Nov 16, 2013 7:38:51 GMT -5
I was considering creating an RPG based around The Walking Dead. This seems like a good project.
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Post by Melissia on Nov 16, 2013 11:39:19 GMT -5
My idea for monster tiers: Tier 1: Minions: Sectoid Soldiers: Thin Man, Floater Heavies: Mechtoid, Seeker, Cyberdisc (No drones) Commanders: Sectoid Commander, Outsider
Tier 2: Minions: Thin Man. Sectoid, Floater Soldiers: Seeker, Muton, Chryssalid, Heavy Floater Heavies: Cyberdisc w/Drones, Mechtoid, Sectopod w/Drones, Muton Elite Commanders: Sectoid Commander, Ethereal
Tier 3: Minions: Sectoid, Thin Man, Floater, Chryssalid Soldiers: Muton, Mechtoid, Heavy Floater, Muton Elite Heavies: Muton Elite, Sectopod w/Drones, Cyberdisc w/Drones, Muton Berserker Commanders: Sectoid Commander, Ethereal, Uber Ethereal
This gives a good variety of enemies while still keeping some staples as lesser minions, allowing people to have a reason to take any class.
Minions are those who will die in one or two hits from even a rookie soldier with basic equipment. They allow the player to feel like they're cutting down large swaths of aliens. Soldiers are the main frontline infantry of the tier. They're tough, but a player can still probably take down a few of them. As you move up in tiers, you can see Soldiers becoming Minions. Heavies are the hard hitting, and hard to take down enemies in the tier. They're intended to be taken down by more than one player. Some Heavies become Soldiers as you move up in tier. Commanders are dangerous psionics and command units, with leadership ability, often through mind control. Except for Outsiders, these take the entire team to take down, and even Outsiders are still dangerous to a rookie team because of their accuracy and command abilities.
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Post by RedsandRoyals on Nov 16, 2013 12:42:01 GMT -5
XCOM RP Base Classes.xlsx (15.14 KB) Characters & Classes Character GenerationCharacter Generation is fairly simple. Players may create a character from any nation the GM feels is appropriate, as they have the final say as to whether a country knows about, and participates in, the XCOM project or not. Likewise, gender and appearance is up to the player to determine. It is important to note, though, that while not all XCOM soldiers may not have previously been part of their country's military, their background should have provided them with the requisite physical training, proficiency with firearms, and familiarity combat tactics that would be necessary for a candidate for the XCOM project. In other words, while a SWAT officer or private security contractor would be acceptable, a civilian who hunts as a hobby and is simply a very skilled shot would not. Players and the GM should also keep in mind that, while XCOM does occasionally recruit individuals who do not really possess the necessary skills and talents, it is extremely rare, and should generally be avoided as a character background. As always, though, it is up to the XCOM Commander (the GM) to determine who is, and is not, invited to join XCOM. CharacteristicsThe game has four basic characteristics; Aim, Will, Health, and Defense. Aim, Will, and Defense all work the same way. Each XCOM character starts with a score of 35 in all of these, and may add 5 to one characteristic of their choosing at the start. Aim: This is the characteristic used to determine if you hit what you're shooting at. Penalties and bonuses may be applied for distance, cover, equipment, etc. It may also be used as a representation of the character's perception, if needed. Will: This is the characteristic used to determine the character's resistance to panic, whether or not they bleed out while critically wounded, and their resistance to, and ability to use, Psi powers. It may also be used as a representation of the character's charisma, if needed. Defense: This is the characteristic used to determine the character's ability to avoid damage, dodge falling rubble, and generally not meet a gruesome demise. It may also be used as a representation of toughness or agility, if needed. Health is handled slightly differently. Each character starts with 8 health, base, and they receive no increases to it as they level. Instead, soldiers must rely on the additional health provided by armor that stacks with their base health value. For example, a soldier wearing the basic XCOM armor (which adds +2 to health) would have a total health of 10. Classes
There are four basic classes within the game; Assault, Sniper, Heavy, and Support. A fifth class, Mech Trooper, is available only at GM discretion, and replaces whatever class the characters have. It will be detailed later. Characters choose their class upon reaching Rank 2, and cannot change their class (unless they become a Mech trooper). Each class has it's own distinct rank tree, offering bonuses and skill options, and will have it's own assigned equipment. An excel spreadsheet containing each of those will be attached. Assault: The basic run and gun class. It is centered around flexibility, crit damage output, and aggressiveness. It forms the core of any XCOM team. Sniper: The marksman class. Focuses on distance shooting, and trades low shot output for high damage per shot. Also ideal for scouting. Heavy: The big guns. This class is given over almost entirely to damage output, carrying a heavy machine gun and a rocket launcher. Support: This class focuses on keeping the squad in fighting shape and providing bonuses and covering fire, rather than raw damage output. Ranks
The XP required for each rank is as follows. Rank 1 (0-19xp) Rank 2 (20-49xp) Rank 3 (50-74xp) Rank 4 (77-99xp) Rank 5 (100-139xp) Rank 6 (140-179xp) Rank 7 (180-250xp) Upon reaching 250XP, each soldier unlocks a bonus special ability that depends on their class. It is important to note that the different ranks are referred to as Rank 1, Rank 2, etc, as opposed to the in-game names, for a reason. Military rank (and the authority that comes with it) will be determined by the GM in order to avoid any issues with who is in command of the squad. Experience points can be attained in a number of different ways. +5 Experience for taking part in a mission +5 Experience if the squad completes any assigned secondary objectives (capturing a specific alien type, saving a certain number of civilians, etc) +5 Experience for every Tier 1 alien the player kills +10 for every Tier 2 alien the player kills +15 for every Tier 3 alien the player kills +20 for every Tier 4 alien a player kills -5 for every ally or civilian killed (including mind controlled targets, unless the GM decides otherwise) Each player can increase their rank only ONCE per mission. Any experience earned beyond that new level during the mission is considered lost, and the kills only count for bragging rights (and, obviously, keeping yourself and your allies alive). *Edit* The four base classes are now available in attachment at the top of this post.
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Post by RedsandRoyals on Nov 16, 2013 16:43:14 GMT -5
Game Mechanics Characteristic TestsMost actions in XCOM will depend on making a Characteristic Test. Fortunately, these are relatively simple to do. The player determines which characteristic is being tested, adds or subtracts any modifier, then attempts to get equal or lower than that sum on a roll of d100. For example, a player with an Aim value of 40 is attempting to shoot an alien in light cover. The player takes their Aim value, subtracts -5 from it (due to the penalty to hit from light cover), and arrives at the new value of 35. They then attempt to roll 35 or lower on a d100. They roll a 32, and therefore they hit. If they had rolled 36 or higher, they would have failed the test, and missed. Here is the list of combat actions. As always, it is important for the player to keep track of what bonuses and penalties they have from talents, and they should do their best to factor them in to their rolling automatically. Likewise, the GM should do his or her utmost to remind players if they're having penalties inflicted on them, or are being given bonuses due to enemy actions or positions. ActionsPlayer actions can be broken down into two different types. Narrative actions, which include speaking, switching weapons, using skills, and anything done outside of combat, can be done freely. Combat actions, as the name suggests, are done in combat, and only two can be attempted per turn. Movement: The player advances, retreats, moves from cover to cover, does cartwheels, or generally relocates themselves. A player can move 5m in a single action (and therefore can move a total of 10m per turn), unless a skill lets them move further. Climbing one level counts as moving one meter, as does jumping down from most heights. Attacking: The player shoots a weapon or makes a melee attack. This can only be done ONCE per turn, unless a skill allows the player to do more. It should be noted that, unlike in the computer game, this action does NOT end your turn. Using an Item: The player uses an item in their inventory. It should be noted that, unlike in the computer game, this action does NOT end your turn. Reload: The player reloads their weapon. It should be noted that, unlike in the computer game, this action does NOT end your turn. Overwatch: The player sets up in Overwatch mode, which allows them a reaction shot on the enemy turn against a single enemy target that moves within the player's line of sight and weapon range. If multiple enemies move, the player can choose their target. If the player does not use their reaction shot by the beginning of the next turn, it is lost. Reaction shots suffer -10 to Aim. NOTE THAT THIS ACTION DOES END YOUR TURN AUTOMATICALLY. Use Psy Ability: The player uses a psy ability. Players can only use a psy ability once per turn, like attacks. Suppression : Usable only by the Heavy and Support classes who have the requisite skills, the effects of suppression are detailed in the Heavy and Support skill trees, but it's important to note that suppression actions consume ammo at twice the normal rate. Hunker Down: The player does their best to make use of whatever cover they're behind. They receive a +20 bonus to Defense, but their turn automatically ends, and players cannot receive any bonuses from whatever skills a Hunkered Down player possesses. Hunker Down can only be done while in cover. Carry or Drag: The player attempts to carry or drag a person or item. Picking up the item is a free action, but as long as they are manhandling it, they can make no other actions aside from movement, and suffer a -10 to Defense tests. They suffer no penalties to the distance they can move, though. It is up to the GM to determine what a player can or cannot drag or lift, but, as always, remember that the characters are assumed to be in good physical condition and are reasonably strong. *An Important Note on Skills and Actions *Most class skills are passive abilities, but some, like Run and Gun, must be "activated". Generally speaking, doing this is a free action. However, If the skill involves something like shooting or using an item (Fire Rocket and Smoke Grenade, for example), then they are considered a combat action, unless the description specifically says they are a free action. When in doubt, use common sense. If XCOM hasn't issued common sense to the player in question, or there's any debate, the GM, as always, has final say. CoverAdmittedly, this should go in the combat section, but that's already going to have quite a lot of information in it. There are two types of cover; Heavy and Light. Light cover offers partial concealment, and consists of things like smaller stones, fallen logs, boxes, and generally anything one would have to crouch behind to get any sort of actual cover from. Shooting at a target in Light Cover inflicts a -5 Aim Penalty. Heavy cover offers much better protection and includes standing trees, Large boulders, vans, and walls. Shooting at targets in Heavy Cover inflicts a -10 Aim Penalty. It's important to remember that the type of cover simply refers to how much someone behind it is obscured, not how sturdy the cover itself is. Very fragile types of cover, like a pile of cardboard boxes, may be destroyed by basic small arms, while particularly powerful weapons like rockets or plasma may destroy logs or thin walls. It is up to the GM to decide when and if this happens, and if a player wishes to specifically attempt to destroy a certain piece of cover, they should discuss it with the GM. Because it will invariably come up, corpses offer Light Cover, but only if they are wearing any kind of armor. ModifiersThere are a number of situations where a player's characteristic roll can be modified by bonuses or penalties. Here is a short list of modifiers, although it is by no means 100% inclusive. Some modifiers provided by actions (such as Hunker Down) or are specific to certain weapons (such as Sniper Rifles) are detailed where those actions or weapons are described. The GM should also feel free award bonuses or inflict penalties if they feel it is appropriate. For example, there is no set modifier for trying to shoot at a target moving very fast, such as an aircraft or speeding car. The GM should simply apply whatever modifier they feel is appropriate. Unless otherwise noted, modifiers do stack - Target is 1 story (or roughly equivalent height) lower than shooter: +5 Aim - Target is 2 stories (or roughly equivalent height) lower than the shooter: +10 Aim - Target is in Light Cover: -5 Aim - Target is in Heavy Cover: -10 Aim - Target is 10m away or less: +10 Aim - Target is 1m away or less +20 Aim - Darkness, smoke, fog, or any other sort of visual impairments are present: -10 Aim (Unless the shooter has some way to negate these impairments) - Target is prone: -5 Aim (does NOT stack with any cover related modifiers) - Shooting at a target beyond the stated range of the weapon being used, up to twice the weapon's range (-10 Aim. Shooting beyond twice the weapon's range is too inaccurate and will automatically miss unless the GM says otherwise)
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Post by RedsandRoyals on Nov 17, 2013 0:37:42 GMT -5
Combat Since XCOM is all about defending the earth from the Alien invaders, much of the game will obviously center around combat. Combat is broken into several turns, each consisting of a player turn and enemy turn. The GM decides if the players or their enemies go first. The players may decide on the order in which they each go, or may simply make a defense test, with the highest score going first, the next highest going second, and so forth. As previously mentioned in the mechanics section, players may perform up to two combat actions per turn. Spotting TargetsIt's hard to shoot what you can't see. The GM determines when the Aliens and players run into one another, and when players can actually see aliens in order to shoot. Making an AttackThere are a couple different types of attack, but they all follow the same general pattern. If there's ever any question about what type of attack something is, the GM decides. Shooting Attack: This is the most common, and most basic, type of attack, used by everything from assault rifles to plasma launchers. To make a shooting attack, players pick a target that they can see, and is within range of their weapon. They then take their Aim stat, and apply any bonuses or penalties that are appropriate, and then try to get equal or lower to the new value on a roll of a d100. The player then rolls damage from the hit, and it is applied to the target. If the player hits with a roll ending in a 0 (40, 20, etc), then the hit is considered a Critical Hit, and does +2 damage. Note that some weapons may not be capable of critical hits. This will be noted in their profiles. Grenade Attack: This sort of attack applies to grenades, as well as anything else a player chooses to throw at an alien. The player may throw the grenade up to 10m in any direction, and it's generally assumed that the grenade will land within 1m of the target, unless the player is a horrendously bad thrower or there are some hurricane-force winds happening at the time. The grenade then detonates, doing damage to anyone within the AoE. Note that anyone not within the same 1m as the grenade may still make a Defense roll against damage with a -20 penalty, and may benefit from cover if it is between them and the center of the blast. The target of the grenade may not make a defense roll or use cover, as it's assumed the grenade was lobbed over whatever cover they are behind, not throw at it like a baseball. Melee Attack: Melee attacks should be a last resort, used by the extremely desperate or extremely stupid. Entering into hand to hand combat should never be done by choice against an alien, or even an Exalt operative. The situation may arise, though, and if it does, the player must be within arm's reach of their target, and the attack automatically hits, doing 1d3 damage unless the GM feels more is appropriate. The target may still make a defense roll against it. There are no stats for individual melee weapons because it is assumed the players will be using rifle or pistol buts, boot knives, or whatever other objects they can get their hands on in the melee. Players who think it's a good idea to use swords, spears, halberds, morning stars, or other traditional melee weapons against the sort of enemies XCOM faces are not very bright, and the GM is encouraged to demonstrate why using such items is a bad idea. There are some weapons and gene mods that make Melee attacks much more viable, but they will be discussed separately. Psi Attacks: Psi attacks are fairly unique, and will be discussed separately in the Psi rules. Damage and Defense RollsIf a character takes damage, they may (unless otherwise noted), make a defense roll against it. Defense rolls are taken the same way as other characteristic tests. The player applies any modifiers to their defense score, and then attempts to roll equal to or under the new value with a d100. If the player passes the test, then they take no damage from the attack. A player may attempt a defense roll against all incoming attacks (again, unless otherwise noted), but may only make one defense roll per attack. If the player fails their defense roll, they subtract the weapon damage from their Health value. For example, a player has 8 Health, and is shot by a pistol doing 2 damage. They fail their defense roll, and subtract 2 damage from their Health, leaving them with 6. Any talents that reduce incoming damage are applied after the defense roll, but before damage is subtracted from the player's Health. Death and DismembermentGetting shot is always bad, but it's even worse when a player or target reaches 0 Health. If the player reaches 0 Health, they are considered to be in Critical Condition. The only action a player in Critical Condition can make is a single move of 5m per turn, essentially dragging themselves to cover. Players in Critical Condition should, generally speaking, be ignored as targets by enemy forces, as they do not represent an active threat. However, they are not immune to damage, and are automatically killed if struck by weapons fire or caught in explosions. If a player remains in Critical Condition after two rounds, they are in danger of Bleeding Out. The player must make a Will test at the start of their turn to determine if they shuffle off their mortal coil, or survive another round. Players who have to test for Bleeding Out cannot move at all, as attempting to drag themselves any futher carries too great a risk of accidentally causing even worse (and potentially life ending) damage to themselves. Players in Critical Condition may either be stabilized by a Medkit, or by medical attention from an appropriately trained and equipped NPC (such as an army medic). Soldiers who are stabilized are reset to 1 Health, and may either make their way back to the Sky Ranger or find a safe place to wait out the rest of the mission, or they may risk pressing on with the rest of the team. If there is no way to stabilize them, Critically Wounded soldiers may be CASEVAC'd. If they manage to reach the Sky Ranger or an appropriate medical vehicle (Ambulance, casualty evacuation helicopter, etc) before they bleed out, the player is considered to be stabilized and evacuated, taking no further part in the mission. Players who survive entering Critical Condition suffer a permanent -5 reduction to Will after the end of the mission. On occassion, the GM may decide that the player loses a limb, an eye, or some other useful body part. This should be done rarely, though, as Medkits are pretty darn spectacular in terms of what they can fix, and should only be applied if it makes sense. If the XCOM project possesses sufficient technology, the soldier may receive a replacement prosthetic that functions the same was as the lost bodypart. If that is not possible for whatever reason, the GM can decide what penalties may be applied for the lost bodypart, and the Player and GM should discuss if the character should be retired, at least until the Cybernetics lab comes on line and prosthetic become viable. On some occasions, attacks may be so destructive or traumatic that the player is killed outright, rather than being put into Critical Condition. Such things can include falling off the top of a skyscraper, being hit by a crashing UFO or aircraft, being punched through multiple walls, or having a Muton land on your head after it fell off the top of a skyscraper. When and if this happens is up to the GM, but should be used sparingly. NPCs cannot be put into Critical Condition, and are simply killed outright when their Health reaches 0 unless the GM decides otherwise. HealingHealing from wounds should usually be handled in a narrative fashion, either with the team being sent out again once everyone is healed up, or with the GM deciding the player should use a different character while their main one heals. Should it matter though, players recover 2 health every day, and Critically Wounded players are considered out of action for a week. Health provided by armor does not need to be healed between missions. Panic, Chaos, and DisorderFighting aliens wielding extremely destructive weaponry can be quite frightening, and some XCOM soldiers or allied NPCs may be so traumatized that they panic. Some alien skills may specifically force players to make panic checks under certain circumstances, but aside from that, it's up to the GM to decide when to make a panic check, and who should make it and who should be exempt (High level players may be exempted due to their experience fighting aliens). Some examples of when a panic test might be appropriate include... - Witnessing a fellow player die - Seeing an allied or Civilian NPC be turned into a Zombie - Witnessing aliens using Psi powers for the first time - Large scale carnage inflicted upon civilians or allied NPCs To make a panic test, a player makes a Will check, factoring in whatever modifiers the GM feels are appropriate. If passed, the player is fine. If the player fails, one of two things can happen. If the player is 10m or more from any alien and in cover, they Hunker Down and lose their next turn. If an alien is closer than 10m, or the player is out of cover, they move as far as possible away from the enemy and take cover, automatically Hunkering Down at the end of the move and losing their next turn. The player MUST end the move in cover, unless there is literally none to be had. If that's the case, the player simply finds the tallest patch of grass possible and goes prone. In that case, though, do not receive any of the benefits from Hunker Down in though. Players automatically recover after spending a turn Panicked. If they are forced to take another panic check while already panicked, they automatically pass.
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Post by RedsandRoyals on Nov 18, 2013 15:04:50 GMT -5
Core gameplay mechanics are up, Armory to follow, then aliens. Extra stuff like Psi powers and mech troopers will be added after I finish the XCOM Initiative section, which will be the last of the "Essential" gameplay sections.
Two quick notes I feel like I should make at this point.
First off, I should stress I'm using the game and it's mechanics as a general guideline, rather than sticking to it 100%. That's why some modifiers are less severe than in the actual game. This is done for balance reasons, and the recognition that the player in this won't be able to attain the (absurdly high) Aim, Will, and Defense scores that high level soldiers get in the actual game.
Second, I'm saying "It's up to the GM", or "The GM decides", or "The GM should do X or Y if they feel it's appropriate." I'm not attempting to cover every possible scenario, modifier, action, and question that may arise during the course of the game, partially because that's most likely impossible to do, partially because trying to cover every scenario will almost certainly make the game more complex than it needs to be, and mostly because I'm not willing to invest that much time and effort into something I'm doing for fun as a side project. These rules are designed to cover the majority of likely situations encountered while playing, and should provide a framework that a competent GM can extrapolate from to cover any scenario or question that's not specifically dealt with. If you are not sure that your GM can adequately deal with any grey areas in the rules (which shouldn't be hard to do), then you should probably avoid using this system, or any other house rules for that matter.
As always, feedback or thoughts on what I've posted so far are appreciated, as well as any questions.
Reds
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Post by RedsandRoyals on Nov 19, 2013 20:36:01 GMT -5
The XCOM Armory Let's talk guns. There are couple things that should be cleared up before we get to the good stuff, though. 1) The term "Shot", when used in this system, refers to making a single shooting attack with the weapon. That's different than "rounds fired". For example, A single "shot" from a basic assault rifle actually fires 3 rounds, but it's still just one shot. Similarly, the damage values described for each weapon are per shot, NOT per round fired. To continue with the assault rifle as an example, it fires 3 rounds per shot, but only does 1d3+2 damage total, NOT 1d3+2 per round fired. 2) Players may feel the need identify what their weapon is specifically. For example, someone playing the Heavy class may want to say their machine gun is, specifically, an MG 3 or a SAW. That's fine. It still shares the same profile as all other machine guns, and any cunning attempts to weasel stat boosts for their weapon from the GM because of what its real life capabilities are should be ignored. The reason behind this is that, quite frankly, there's less difference between different types of SP rifles or pistols than there is between an SP rifle and a laser rifle, and the somewhat condensed stats for each weapon type leave little room to mess about with relatively insignificant differences between specific weapon models. If any player is particularly persistent in complaining about how their weapon stats aren't true to real world values, it is recommended that their character be pushed out of the Sky Ranger the next time it flies over an ocean. 3) Gear Carry Limits: There is a set amount of guns, knives, grenades, and other items of mischief that an XCOM operative can carry into the field. Rather than deal with weight limits based on stats, there's a simple template as to what each soldier can carry. They may have... - ONE Primary weapon - ONE Secondary weapon - ONE Consumable item (Medkits, grenades, etc. Items like smoke grenades that are gained as a skill do not count against this limit) - ONE Non-Consumable item (SCOPEs, Nanofiber vests, etc) Things like ammunition magazines and the like are ignored, because they are assumed to be carrying "enough", just like in the game. If the GM feels he or she must impose a restriction, though, assume 3 spare magazines for Primary weapons and 2 for Secondary weapons, although there are some exceptions which will be noted in the individual weapon profile (Rocket Launchers spring to mind, for example). 4) Alien Weapons are, broadly speaking, the same as their XCOM equivalents, so a plasma pistol used by an XCOM sniper and a plasma pistol that a Sectoid waves around share the same profile. Any unique weapons the aliens use are detailed in the profiles of the aliens that use them, and cannot be used by XCOM operatives. If it's not in this armory, an XCOM soldier probably can't use it. 5) Armor doesn't stack with armor. Wearing basic body armor under Titan armor has no effect aside from being SUPER uncomfortable. If you want to stack armor health bonuses, use Nano-fiber vests or Chitin plating with whatever armor your character wears. Weapon ProfilesHere are the different parts of each profile, and what they mean. Name: The name of the weapon, obviously. Type: Whether it's considered a Primary weapon (and therefore takes up a primary weapon slot), a Secondary weapon (as before, but with a secondary weapon slot), or an Item of some kind (which takes up, you guessed it, an item slot) Restrictions: If this weapon is restricted to a specific class, it'll be noted here. If it is restricted to a specific class type, then that means other classes cannot requisition this weapon from the armory. They can still pick it up and use it without penalty if the previous owner dies, though, since it's assumed XCOM has the foresight to provide adequate weapon training for all it's operatives. After the mission ends though, they lose that weapon. Range: The optimum shooting range for the weapon. Magazine Size: How many rounds the weapon can shoot before reloading. Rounds Per Shot: How many rounds the weapons fire during a shooting action. Damage Per Shot: How much damage the weapon does with a single shooting action. Additional Notes: Any additional weapon notes Primary WeaponsName: Assault Rifle Type: Primary Restrictions: Assault and Support Class Range: 90m Magazine Size: 30 Rounds Rounds Per Shot: 3 Damage Per Shot: 1d3+1 Additional Notes: None Name: Boomstick Shotgun Type: Primary Restrictions: Assault Class Range: 35m Magazine Size: 8 Rounds Per Shot: 1 Damage Per Shot: 1d3+2 Additional Notes: This weapon gains +10 to Aim when shooting at targets 10m away or closer, and does +3 Critical Damage, rather than +2. Name: Machine Gun Type: Primary Restrictions: Heavy Class Range: 120m Magazine Size: 80 Rounds Rounds Per Shot: 8 Damage Per Shot: 1d3+2 Additional Notes: None Name: Sniper Rifle Type: Primary Restrictions: Sniper Class Range: 150m Magazine Size: 5 Rounds Per Shot: 1 Damage Per Shot: 1d3+2 Additional Notes: This weapon suffers -10 to Aim when shooting at targets 10m away or closer, and cannot be fired if the player has already moved in the same turn. It does +3 Crit Damage instead of +2. Name: Laser Rifle Type: Primary Restrictions: Assault & Support Classes Range: 100m Magazine Size: 20 Rounds Per Shot: 1 Damage Per Shot: 1d3+3 Additional Notes: None Name: Scatter Laser Type: Primary Restrictions: Assault Class Range: 40m Magazine Size: 15 Rounds Per Shot: 3 Damage Per Shot: 1d3+4 Additional Notes: This weapon gains +10 to Aim when shooting at targets 10m away or closer, and does +3 Critical Damage, rather than +2. Name: Heavy Laser Type: Primary Restrictions: Heavy Class Range: 150m Magazine Size: 50 Rounds Per Shot: 5 Damage Per Shot: 1d3+4 Additional Notes: Name: Laser Sniper Rifle Type: Primary Restrictions: Sniper Class Range: 175m Magazine Size: 10 Rounds Per Shot: 1 Damage Per Shot: 1d3+4 Additional Notes: This weapon suffers -10 to Aim when shooting at targets 10m away or closer, and cannot be fired if the player has already moved in the same turn. It does +3 Crit Damage instead of +2. Name: Light Plasma Rifle Type: Primary Restrictions: Assault & Support Classes Range: 100m Magazine Size: 20 Rounds Per Shot: 2 Damage Per Shot: 1d3+4 Additional Notes: None Name: Plasma Rifle Type: Primary Restrictions: Assault and Support Classes Range: 100m Magazine Size: 30 Rounds Per Shot: 3 Damage Per Shot: 1d5+3 Additional Notes: None Name: Alloy Cannon Type: Primary Restrictions: Assault Class Range: 40m Magazine Size: 10 Rounds Per Shot: 1 Damage Per Shot: 1d5+4 Additional Notes: This weapon gains +10 to Aim when shooting at targets 10m away or closer, and does +3 Critical Damage, rather than +2. Name: Heavy Plasma Type: Primary Restrictions: Heavy Class Range: 150m Magazine Size: 50 Rounds Per Shot: 5 Damage Per Shot: 1d5+4 Additional Notes: None Name: Plasma Sniper Rifle Type: Primary Restrictions: Sniper Class Range: 175m Magazine Size: 10 Rounds Per Shot: 1 Damage Per Shot: 1d5+4 Additional Notes: This weapon suffers -10 to Aim when shooting at targets 10m away or closer, and cannot be fired if the player has already moved in the same turn. It does +3 Crit Damage instead of +2.
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Post by RedsandRoyals on Nov 19, 2013 23:21:02 GMT -5
The XCOM Armory (Continued) Secondary WeaponsName: Pistol Type: Secondary Restrictions: All classes but Heavy Range: 30m Magazine Size: 15 Rounds Rounds Per Shot: 3 Damage Per Shot: 1d3 Additional Notes: None Name: Laser Pistol Type: Primary Restrictions: All classes but Heavy Range: 40m Magazine Size: 15 Rounds Rounds Per Shot: 1 Damage Per Shot: 1d3+1 Additional Notes: None Name: Plasma Pistol Type: Primary Restrictions: All classes but Heavy Range: 40m Magazine Size: 30 Rounds Rounds Per Shot: 3 Damage Per Shot: 1d5+1 Additional Notes: None Name: Rocket Launcher Type: Secondary Restrictions: Heavy Range: 120m Magazine Size: 1 Missile Rounds Per Shot: 1 Damage Per Shot: 1d5+1 Additional Notes: This weapon may be used only once. It's AoE has an 4m radius Name: Blaster Launcher Type: Secondary Restrictions: Heavy Range: 120m Magazine Size: 1 Missile Rounds Per Shot: 1 Damage Per Shot: 1d5+4 Additional Notes: This weapon may be used only once. It's AoE has a 4m radius. Additionally, the missile may maneuver around obstacles between the shooter and the target, although the GM has final say on exactly how much maneuvering the missile may do. Consumable ItemsItem Name: Grenade Range: 10m (Thrown) Usage: Once per mission per mission Description: The grenade is, well, a grenade. When thrown, it does 1d3+1 damage to anything caught in it's AoE, which has a 2m radius. Item Name: Alien Grenade Range: 10m (Thrown) Usage: Once per mission Description: A slightly angrier version of the normal grenade, carried by aliens. It's AoE is the same as the normal grenade, but does 1d3+2 damage instead. Item Name: Flashbang Grenade Range: 10m (Thrown) Usage: Once per mission Description: The flashbang has an AoE radius of 2m. Any creature caught within that area suffers -20 to Aim and may only make one move action per turn. The effects last 1 turn. Robotic enemies are immune to this, as are enemies that technically have no eyes or ears, should you run across any of those. Item Name: Gas Grenade Range: 10m (Thrown) Usage: Once per mission Description: This grenade has an AoE radius of 3m. Any unit caught in that area is Poisoned, and loses 1 damage per turn for three turns. Robotic units are immune, as well as any other creatures that have poison immunity. The Gas cloud lasts for 2 turns. Item Name: Needle Grenade Range: 10m (Thrown) Usage: Once per mission Description: With an AoE radius of 3m, the needle grenade does the same damage as a traditional frag grenade, but cannot damage cover like conventional explosives. Anyone who has cover between themselves and the center of the blast gains +5 to defense rolls against taking damage from the grenade. Item Name: Ghost Grenade Range: 10m (Thrown) Usage: Once per mission Description: Anyone caught in the 2m radius AoE of this grenade becomes Cloaked for 1 turn. Cloaked units cannot be detected or engaged by any unit more than 3m away from them, unless there are extenuating circumstances (A bucket of paint falls on the cloaked character, for example). Firing actions or using consumable items decloaks the character. Item Name: Medkit Range: 2m Usage: Once per mission Description: The medkit restores 4 health to a wounded character, and can cure any poison that a character may be suffering from. It can also be used to stabilize critically wounded soldiers, restoring them 1 health. Note that a medkit cannot restore health beyond the combined value of the player's health and armor. (So no healing someone up to beyond their normal full health). When upgraded to Improved Medkits, they heal 6 Health. Item Name: Arc Thrower Range: 3m Usage: Twice per mission Description: A stun gun built specifically to zap aliens, the Arc thrower's effectiveness depends on the target's remaining health. When firing at a target, roll a d10. To stun the target, the d10 roll must be equal to or HIGHER than the alien's remaining health. So if a target has three health remaining and the player rolls a 5, the target is stunned. Stunned targets can either be carried or dragged to the Sky Ranger, or collected after the completion of the mission. It's assumed that the stunning lasts until the alien is safely back at base and properly contained. When upgraded to Improved Arc Throwers, the player may reroll failed stun attempts.
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Post by RedsandRoyals on Nov 19, 2013 23:54:41 GMT -5
The XCOM Armory (Revenge of the Armory) Non Consumable ItemsName: SCOPE Description: Technically referring to an actual, special issue targeting scope, the upgrade can also take the form of improved targeting software integrated into helmets or some sort improves sights on weaponry, depending on how the player and GM wish to represent it. Whatever form it takes, the SCOPE upgrade provides +5 Aim to all shooting attacks made with any primary weapon, as well as rocket launchers and pistols. When upgraded to Improved SCOPEs, they provide +10 Aim. Name: Nano-fiber Vest Description: Basically a bullet resistant vest worn under normal armor, the vest provides +2 armor Health, which stacks with whatever Health bonus is provided by the armor being worn. Name: Respirator Implant Description: Fitting (although not always comfortably) into all XCOM armor types, this item confers immunity to poison and strangling. It does not confer any health bonus, however. Name: Chitin Plating Description: Nothing sends a message to your enemies like wearing their corpses as armor. Confers +4 health, and halves all incoming melee damage (rounded down). Name: Mind Shield Description: Provides +20 to Will when resisting any sort of psi attack that requires the wearer to make a Will check. Note that the Will bonus only applies to that check, not to any other Will rolls the player makes while wearing this device. Armor TypesName: Body Armor Health Bonus: +2 Additional Notes: Basic XCOM armor issued to all operatives. Name: Carapace Armor Health Bonus: +5 Additional Notes: None Name: Skeleton Suit Health Bonus: +3 Additional Notes: +1m in movement. This armor also has a grappling hook, allowing players to treat ascending multiple stories as if they were just ascending one (so it only costs 1m of movement total). It also allows them to ascend when free climbing would normally not be an option. Name: Titan Armor Health Bonus: +10 Additional Notes: Also confers immunity to poison and fire. Name: Ghost Armor Health Bonus: +6 Additional Notes: +1m in movement. The user may also cloak themselves up to 3 times during a mission. Cloaked units cannot be detected or engaged by any unit more than 3m away from them, unless there are extenuating circumstances (A bucket of paint falls on the cloaked character, for example). Firing actions or using consumable items decloaks the character. Name: Archangel Armor Health Bonus: +8 Additional Notes: I belieeeeeve I can flyyyyyy! Archangel armor really allows for hovering, rather than proper flying, but even so. Flying confers +5m in movement and the ability to ascend or descend height levels without any sort of movement cost. Name: Psi Armor Health Bonus: +6 Additional Notes: +1m movement. Characters with Psi powers gain +20 to Will tests of all kinds while wearing this. Non-psi active characters don't get the will bonus, but still gain the +1m in movement and still get to wear stylish armor.
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Post by RedsandRoyals on Nov 23, 2013 1:20:00 GMT -5
Ex Astris, Mortem Alien Enemies of XCOM Alien enemies are broken into four tiers. Each tier represents the threat level they pose to XCOM soldiers, and can be considered a difficulty score, of sorts. Here's a quick synopsis of the different tiers. Tier 1 - Low level enemies. They have little health or armor, and although their weapons are relatively powerful when compared to what XCOM soldiers are initially equipped with, they are hardly a threat once XCOM's technology progresses. Should be used early game, or to supplement more dangerous foes. Tier 2 - Mid level enemies that should make up the bulk of what XCOM encounters once laser weaponry and carapace armor become standard issue. They can still be quite dangerous to higher level XCOM soldiers though, and should always form the backbone of any alien force once the squad is capable of dealing with them Tier 3 - High level enemies that would mean death for XCOM soldiers equipped with assault rifles and body armor, and would still be a struggle for soldiers using laser weapons and encased in carapace. They should only be deployed commonly once Titan armor and the higher end plasma weaponry become available. Even then, they should be used only to supplement Tier 2 enemies. Tier 4 - Very, very dangerous enemies that even the best equipped and most experience XCOM operatives will have difficulty with. These should never be used until XCOM is using plasma weaponry and high end armor, and even then, only one or two of them should be encountered per mission. The alien profiles provided below should give the GM everything they'll need to use the various aliens XCOM will face, including stats, weaponry, abilities, and recommendations for how many should be operating in a group. Note that aliens may also score critical hits, just like XCOM operatives, but cannot be put into Critical Condition once their health is depleted (unless the GM has a good reason for doing so). Also, all alien weapons self destruct once the alien is killed. If the alien is captured alive and brought back to base with their weapon, the self destruct mechanism can be disabled. Tier 1 AliensName: Sectoid Aim: 35 Will: 30 Defense: 10 Health: 3 Movement: 5m per action Role: The basic alien enemy XCOM should encounter at first, later on they escort Mechtoids on the battlefield (1-4 per group) Equipment: Plasma Pistol AbilitiesMind Meld: As an action, any Sectoid may "Mind Meld" with another Sectoid. The initiator's turn automatically ends, while the target gains +10 to Will, Defense, and Aim. If the initiator is killed in the same turn in which they have mind melded, the target dies as well. Name: Thin Man Aim: 45 Will: 40 Defense: 30 Health: 3 Movement: 6m per action Role: An infiltrator unit that carries out discrete abductions, sets up plasma bombs, and otherwise carries out "Black" missions. (1-3 per group) Equipment: Light Plasma Rifle AbilitiesLeap: Thin Men may ascend or descend one story in height even when there are no ladders, pipes, or other climbing locations present. Poison Spit: Functions like a GasGrenade, but with a range of 15m. Uses per mission are unlimited, but the spit can only be used every three turns. Poisonous Demise: When killed, the Thin Man explodes, releasing a cloud of poison. This should be treated as if a Gas Grenade detonated where the Thin Man was killed. Name: Floater (Ewww) Aim: 40 Will: 40 Defense: 25 Health: 4 Movement: 6m per action Role: Fast hit and run raiders and scouts, often encountered supporting basic troops or as part of terror attacks (2-3 per group) Equipment: Light Plasma Rifle AbilitiesLaunch: As a free action, the Floater may take flight, with the same results as Archangel Armor's flight. The Floater may fly as long as it wishes, though, and any shooting at it while flying suffers -10 to Aim. Name: Drone Aim: 25 Will: N/A Defense: 15 Health: 3 Movement: 6m per action Role: Small drones that escort larger robotic enemies (1-3 per group) Equipment: Drone Laser (50m range, 1d3 damage) AbilitiesOverload: The drone can choose to self destruct. If it does so, it should be treated as if an Alien grenade detonated on the drone's position. Repair: A drone may repair 1d3+1 health to any Robotic ally within 3m. This automatically ends the drone's turn. Robotic: This enemy is immune to poison, gas, strangulation, stunning, and really bad smells. Psi powers cannot effect it, and it cannot panic. Airborne Target: This enemy is considered to be flying at all times and can move accordingly, although the movement bonus is already factored in to it's stats. Name: Outsider Aim: 50 Will: 45 Defense: 35 Health: 4 Movement: 5m per action Role: The initial alien commanders and UFO captains. (1-2, should not be encountered if Tier 2 aliens are active) Equipment: Light Plasma Rifle AbilitiesNone Tier 2 AliensName: Mutons Aim: 45 Will: 50 Defense: 35 Health: 8 Movement: 5m per action Role: A step up from Sectoids, these are the backbone of the Alien army (Groups of 2-4) Equipment: Plasma Rifle AbilitiesGrenade: This enemy is equipped with an Alien Grenade, one use only. Blood Call: The Muton's roar provides +10 to Aim, Defense, and Will to ALL other Mutons within 20m. Can be used every 4 turns. Intimidate: When wounded, the Muton lets out a roar of pain, attempting to intimidate anyone nearby. All non-aliens within 30m, as well as the person who wounded the Muton (regardless of distance) must take a Will check at +15. Suppression: Acts the same as the Support class' Rifle Suppression or the Heavy's Suppression. Name: Chryssalid Aim: N/A Will: 40 Defense: 40 Health: 8 Movement: 8m per action Role: Fast terror troops that attemt to tear into the nearest enemy, or at the very least poison them. Very dangerous in swarms (2-4 per group). Equipment: Claws and Stabby Bits (1d5+1 damage, autohits. Players may attempt to dodge). AbilitiesLeap: Chryssalids may ascend or descend one story in height even when there are no ladders, pipes, or other climbing locations present. Hardened: If a player scores a critical hit on the Cryssalid, they roll a d10. On a 5 or lower, they do not add crit damage to their damage roll. Stun Immune: This enemy cannot be stunned by an arc thrower. Poisonous: When a Chryssalid strikes a target in melee and does damage, roll a d10. on a 7 or higher, the target is poisoned. They lose 2 health per turn for d3 turns. If the target dies while poisoned by a Chryssalid, they become a Zombie. Name: Cyberdic Aim: 60 Will: N/A Defense: 40 Health: 15 Movement: 6m per action Role: Heavy fire support for Tier 2 enemies. (1 per group, accompanied by a group of Drones) Equipment: Cyberdic Laser (Range 100m, 1d5+2 damage) AbilitiesGrenade: This enemy is equipped with an Alien Grenade, one use only. It's range is 15m, though. Death Blossom: Can project an energy field that does 1d3 damage to all enemies within 3m. Can be used every 3 turns. Explosive Death: When killed, the Cyberdisc drops to the ground and explodes, doing 1d3+1 damage to anything within 5m of it. Robotic: This enemy is immune to poison, gas, strangulation, stunning, and really bad smells. Psi powers cannot effect it, and it cannot panic. Hardened: If a player scores a critical hit on the Cryssalid, they roll a d10. On a 5 or lower, they do not add crit damage to their damage roll. Airborne Target: This enemy is considered to be flying at all times and can move accordingly, although the movement bonus is already factored in to it's stats. Name: Zombie Aim: N/A Will: N/A Defense: 15 Health: 10 Movement: 5m per action Role: Braaaaiiiins! The zombie will attempt to melee the closest non-alien target. Note that only humans can become zombies. Equipment: Clawed hands (1d5 damage, is assumed to auto hit, target may attempt a defense roll). AbilitiesStun Immune: This enemy cannot be stunned by an arc thrower. Also, before anyone asks, Medkits don't fix Zombification. The Circle of Life: If a zombie remains active for 3 turns after it "returns" to life, it explodes and a Chryssalid claws it's way out of the remains.
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