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Thread: XCOM d20 [WIP]

  1. - Top - End - #1
    Titan in the Playground
    Join Date
    Dec 2008

    Default XCOM d20 [WIP]


    Hello, Commander. In light of the recent extraterrestrial incursion, this Council of Nations has convened to approve the activation of the XCOM Project. You have been chosen to lead this initiative. To oversee our first—and last—line of defense.

    -The Council Spokesman

    XCOM a game of tactical combat and soldiers ridding the world against a nigh unstoppable alien threat. You are outnumbered, you are outgunned, and you are humanities only hope.

    Spoiler: Author's Note
    Show
    So, I just played XCOM 2, and the game is great, but I haven't had nearly enough XCOM, so I went to see if there were any XCOM TTRPGs, sadly, there is nothing official. And while there were a few decent ports there was nothing I really felt was really great. Plus I rather like the newer XCOM 2 classes and aliens so I decided to make my own port.

    Initially I was worried about what type of system to use, I could just build a d100 system as that is what XCOM uses itself, but I ended up deciding on a d20 one. Why? Because nothing says XCOM more to me than having a 5% miss chance and missing that one critical hit, or getting that crit from the 1 in a million shot. d20 with it's equal highs and lows seems to fit that model.

    Another point is, my initial design is simply to remodel the tactical mission aspect of the game. I will, hopefully, get around to putting further detail on the strategic aspects, but at this point, I just want to get soldiers on the ground.


    CHARACTER CREATION



    Character Creation is fairly simple, each player begins the game as a Rookie.

    Rookies have the following stats:
    Health: 3
    Aim: 0
    Move: 8
    Reflex: 10
    Will: 10
    Fortitude: 10

    Proficiency: Light Armor, Medium Armor, Assault Rifles, and Grenades

    Skills: Any 5 from the list below:
    Acrobatics
    Athletics
    Computer
    Deception
    Diplomacy
    Drive
    First Aid
    Initiative
    Intimidate
    Mechanics
    Perception
    Psionics (Cannot be improved through character points)
    Stealth

    After that is decided, have the GM determine what difficulty you will be playing at to determine how many character points each player starts with, and how many they can spend on each improvement:
    Rookie: 9 (max 4 improvements per category)
    Veteran: 7 (max 3 improvements per category)
    Commander: 5 (max 2 improvements per category)
    Legend: 3 (max 1 improvement per category)

    These character points can be spent to gain the following benefits, each point provides one benefit.

    -Cross-Class Perk: When you pick your class, you can gain a cross-class talent from the Cross-Class Perk List (see below). You can only buy 1 Cross-Class Perk, regardless of Difficulty.

    -Increase Aim: Improve your Aim by +1

    -Additional Skill: Pick one additional skill from the skill list

    -Improve Skill: Improve any one skill in which you have by +1 (you cannot improve the Psionic skill with this benefit).

    -Increase Move: Increase your movement by additional 1 square

    -Increase Reflex: Increase your Reflex by +1

    -Increase Fortitude: Increase your Fortitude by +1

    -Increase Will: Increase your Will by +1



    STARTING EQUIPMENT

    Usually (though not necessarily always) each rookie starts out with the following gear:

    -XCOM Kevlar armor

    -Assault Rifle

    -Frag Grenade

    For additional information on this equipment see the Equipment section.


    CROSS-CLASS PERKS

    There are two ways to do cross-class perks, planned and randomized

    Randomized

    The GM will roll for each player from the list, and re-roll if that roll happens to land on the class that the player has chosen to pick. Once the cross-class perk is chosen, the GM will roll 1d10, the resulting number is the level at which the player receives that perk, assuming their character lives to that level.

    Planned

    The player gets to look at the list of perks and choose one that is not from the class they will be playing. Instead of rolling to determine what level they receive the perk, the player determines what the minimum level requirement is for that perk, and on the last level before moving up to the next level requirements they get that perk. If it is a 9th level perk they instead receive it at level 10 (For example, Rapid Fire requires a level 9, therefore if a player selects Rapid Fire as their cross-class perk, they will not receive the perk until level 10. However, if a player picks Sprinter as their perk, Sprinter is available at level 1, the next level requirement is level 3, meaning the last level before reaching that level requirement is level 2, therefore they will get Sprinter at level 2.)

    Spoiler: Cross-Class Perk List
    Show
    *This list is not finalized*
    The list has each perk, followed by the class it comes from.

    Ever Vigilant: Specialist
    Salvo: Grenadier
    Shredder: Grenadier
    Hail of Bullets: Grenadier
    Headshot: Sharpshooter
    Deep Cover: Ranger
    Holo-Targeting: Grenadier
    Rapid Fire: Ranger
    Run and Gun: Ranger
    Serial: Sharpshooter
    Phantom: Ranger
    Untouchable: Ranger
    Kill Zone: Sharpshooter
    Volatile Mix: Grenadier
    Chain Shot: Grenadier
    Rupture: Grenadier
    Implacable: Ranger
    Shadowstep: Ranger
    Death From Above: Sharpshooter
    Aim: Sharpshooter
    Guardian: Specialist
    Covering Fire: Specialist
    Aggression: Ranger
    Lightning Reflexes: Ranger
    Steadfast: Ranger
    Resilience: Ranger
    Sprinter: Specialist
    Ready for Anything: Specialist
    Flush: Grenadier
    Will to Survive: Grenadier
    Mayhem: Grenadier
    Precision Ordinance: Grenadier
    Low Profile: Sharpshooter
    Opportunist: Sharpshooter
    Damn Good Ground: Sharpshooter


    Leveling

    Unless otherwise stated a new character starts as a rookie, or level 0. They must go out on missions to gain experience and level up.

    The experience chart below lists how much experience is needed to gain levels in a characters class.
    Class Level Total Experience (Experience Per Level)
    1 90 (90)
    2 200 (110)
    3 340 (140)
    4 510 (170)
    5 710 (200)
    6 960 (250)
    7 1260 (300)
    8 1610 (350)
    9 2010 (400)
    10 2510 (500)

    Experience Gained By:
    Enemy Kill: 30
    High Ranking Alien* Kill: 60
    Complete Mission: 60
    Complete Story Mission: 120
    Completing Mission With No KIAs: +20
    Resist Psi Attack: 10

    High Ranking Aliens are: Codex, Berserker, Gatekeeper, Archon, Andromedon, Andromedon Shell, Avatar
    Last edited by Dienekes; 2016-02-23 at 10:59 AM.

  2. - Top - End - #2
    Titan in the Playground
    Join Date
    Dec 2008

    Default Re: XCOM d20 [WIP]

    CLASSES

    Reading the class lists

    Level: Each time you level up you can gain the benefits of the next level in your chosen class.

    Health: Each time this column says +1 increase your health (or hit points) by +1.

    Aim: Each time this column says +1 increase your aim modifier by +1.

    Fortitude: Each time this column says +1 increase your Fortitude (or Fort) by +1.

    Reflex: Each time this column says +1 increase your Reflex (or Ref) by +1.

    Will: Each time this column says +1 increase your Will by +1.

    Skills: Each time this column says +1 increase all skills in which you trained in at character creation by +1.

    Special: This column shows the non-numerical benefits of a class. Each time this column says +1 perk it means you can pick 1 perk from the class' perk list. When it says proficiency you gain the classes bonus proficiencies further details on what proficiencies and what perks are available can be found below the class chart.

    Ranger



    Level Health Aim Fortitude Reflex Will Skills Special
    1 +1 +1 +1 +1 +1 Proficiency
    +1 Perk
    2 +1 +1 +1 +1 +1 Perk
    3 +1 +1 +1 Perk
    4 +1 +1 +1 +1 +1 +1 Perk
    5 +1 +1 +1 +1 +1 Perk
    6 +1 +1 +1 Perk
    7 +1 +1 +1 +1 +1 +1 Perk
    8 +1 +1 +1 +1 +1 Perk
    9 +1 +1 +1 Perk
    10 +1 +1 +1 +1 +1 +1 Perk

    Proficiency: At level 1 a Ranger gains access to the Shotgun Proficiency, the Melee Weapon Proficiency, and the Heavy Armor Proficiency

    Ranger Perks
    Every level a Ranger gains a Perk from the following list, he cannot pick the same perk twice. Each perk has a required level at which they become available. While you do not need to pick a perk at your highest level available, you cannot pick a perk at above your current Ranger level.

    Perks Available at Level 1
    Spoiler
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    Slash: 1 ending Action. You can move a number of squares up to your Move total, at the end of your movement you can make a melee attack as a free action.

    Blademaster: Passive. Deal an extra +2 damage with all melee attacks

    Phantom: Passive. If you are spotted while attempting to use the Stealth skill, you can re-roll your Stealth check at a -3 penalty to remain Concealed. In addition, if on a mission your team does not start concealed, you and you alone are still considered concealed. Requires: Trained in Stealth.

    Lightning Reflexes: Passive. The first Reaction shot made against you each round will automatically miss. If used in conjunction with Shadowstep you will trigger a maximum of 1 reaction shots a round, if you choose.

    Aggression: Passive. If no allies are within 6 squares of you, you gain +2 Crit range. This increase in Crit increases by +1 for every increased Tech level of your weaponry above the standard. For example, if you have an Arc Blade and a Storm Gun equipped the Arc Blade would increase the Crit range by +1 on sword attacks, while the Storm Gun would increae the crit range by +2 on shotgun attacks.


    Perks Available at Level 3
    Spoiler
    Show

    Shadowstrike: Passive. When your enemy is unaware of you, the first attack you make is automatically a critical if successful. Requires: Trained in Stealth

    Shadowstep: Passive. You do not trigger reaction shots.

    Conceal: Free Action. You can use the Stealth skill to become Concealed as a free action once per mission. If your Stealth check failed, the failed result does not count against your uses per mission. Requires: Trained in Stealth.

    Run and Gun: 1 Ending Action. You can move, then make an additional action. Cannot be used two rounds in a row.

    Implacable: Passive. If you score a kill on your turn, you gain a free Move Action.


    Perks Available at Level 6
    Spoiler
    Show

    Camouflage: Free Action. If you move into Full Cover at the end of your turn, you can make a free Stealth check opposed by the Perception of all enemies that can attack you. If your check is successful, they cannot attack you on their turn, provided you continue to have Full Cover against them. They can, however, still use area attacks to harm you. Requires: Trained in Stealth.

    Steadfast: Passive. You are immune to Panic caused by damage dealt to you. In addition, you gain a +5 bonus to your Will against all non-Psionic effects (such as Shaken rolls).

    Hunter's Instincts: Passive. If attacking a Flanked opponent, you deal an additional +3 damage.

    Bladestorm: Reaction. If an enemy enters your melee range, you gain a free melee attack against them. This attack interrupts their action.

    Deep Cover: Passive. If you did not attack this turn, you Hunker Down automatically at the end of your turn.

    Untouchable: Passive. If you score a kill during your turn, the next attack against you will miss (this includes area attacks).


    Perks Available at Level 9
    Spoiler
    Show

    Reaper: 1 Ending Action. If you kill an opponent with a melee attack, you may automatically get a free move action or use the Slash perk as a free action, provided you do not move more than 1 move actions distance before making your melee attack. This can chain to grant multiple additional moves or Slash attacks. Requires: Slash

    Rapid Fire: 1 Ending Action. You may attack twice as a single action, both attacks suffer a -3 penalty to attack.

    Resilience: Passive. You take no additional damage from critical hits.

    Killer Instinct: Passive. If you use the Slash perk after taking one action only to Move, or use the Run and Gun perk, your next attack is an automatic crit. Requires: Slash or Run and Gun.



    Specialist





    Level Health Aim Fortitude Reflex Will Skills Special
    1 +1 +1 +1 +1 +1 Proficiency
    +1 Perk
    2 +1 +1 +1 +1 +1 Perk
    3 +1 +1 +1 Perk
    4 +1 +1 +1 +1 +1 +1 Perk
    5 +1 +1 +1 +1 +1 Perk
    6 +1 +1 +1 Perk
    7 +1 +1 +1 +1 +1 +1 Perk
    8 +1 +1 +1 +1 +1 Perk
    9 +1 +1 +1 Perk
    10 +1 +1 +1 +1 +1 +1 Perk

    Proficiency: At level 1 Specialists gain the Gremlin Proficiency, and the Heavy Armor Proficiency

    Specialist Perks
    Every level a Specialist gains a Perk from the following list, she cannot pick the same perk twice. Each perk has a required level at which they become available. While you do not need to pick a perk at your highest level available, you cannot pick a perk at above your current Specialist level.

    Perks Available at Level 1
    Spoiler
    Show
    Aid Protocol: 1 Action. Your Gremlin moves to an ally, and provides that ally +2 Reflex until the start of your next turn. Provided that ally is within 20 squares of you and you have line of sight. For each increased Tech level in your Gremlin above standard, increase the Reflex gained by +2. For example, if using a Gremlin III Aid Protocol would provide the target +6 Reflex.

    Medical Protocol: 1 Action. Your Gremlin can move to an ally and perform the Heal action, using your Heal check. Provided that ally is within 20 squares of you and you have line of sight. In addition, the Gremlin is considered to have 1 use of a medkit at the start of all missions, even if you did not equip one. If you do have one equipped, then you and your Gremlin share in the total number of uses of a medkit you can provide, with the Gremlin always providing 1 additional use. For example, if you bring a medkit and have the Field Medic perk and Medical Protocol, the medkit provides 1 use, Field Medic provides 2 additional uses, and Medical Protocol provides 1 additional use, for a total of 4 uses.

    Combat Protocol: 1 Ending Action. Make a Mechanical check opposed by Fortitude of a single enemy within 20 squares of you for which you have line of sight. If successful, your Gremlin can move to an enemy and deal 2 damage that ignores Armor Value. If the enemy is Mechanical your gremlin deals an additional +2 damage. For each increased Tech level in your gremlin above the standard, increase the damage dealt by +2 (+4 if against MEchanical enemies). For example if using a Gremlin II, Combat Protocol would deal 4 damage against organic enemies and 8 damage against Mechanical enemies.

    Sprinter: Passive. Increase your Move stat by 3.

    Revival Protocol: 1 Action. You can send your Gremlin to remove all negative conditions from one ally within 20 squares of you which you have line of sight to, except Dead and Unconscious.


    Perks Available at Level 3
    Spoiler
    Show

    Field Medic: Passive. If you have a medkit equipped it can be used 2 additional times per mission.

    Haywire Protocol: 1 Ending Action. Make a Computer check opposed by the Will of one Mechanical enemy within 20 squares of you which you have line of sight to. If successful, the enemy is stunned for 1 round. If your check succeeds by 4 or more, the enemy will attack one of its own allies for 1 round. If your check succeeds by 8 or more, you gain control of that enemy for the next 3 rounds.

    Scanning Protocol: 1 Action. Make a Mechanic check DC 14 to make your Gremlin moves to target location within 20 squares of you and scans the area, revealing any hidden (such as Concealed, Disguised, Invisible, or Burrowed) enemies within a 10 square radius of the Gremlin.

    Covering Fire: Passive. Overwatch is now also triggered by enemy attacks.

    Threat Assessment: Passive. Using Aid Protocol now allows the ally to enter Overwatch, even if they have spent all their actions for the turn. Requires: Aid Protocol


    Perks Available at Level 6
    Spoiler
    Show

    Ready for Anything: Passive. If you end your turn by making an attack, without making any other actions, you automatically enter Overwatch at the end of your turn.

    Field Surgeon: Passive. Your Heal actions heal an extra +2 damage. In addition, all Wounded timers after the mission on allies you used a Heal action on are halved.

    Guardian: Passive. If you are in Overwatch, after a successful reaction shot, you may roll 1d20. If the result is 11 or greater you can make an additional reaction shot before the start of your next turn, provided another reaction shot is triggered. You can make multiple additional reaction shots in this way, provided your d20 rolls keep resulting in 11 or greater and you have ammo in your weapon. If an enemy is moving out of cover, triggering a reaction shot, then for every square the target moves out of cover, they potentially trigger an additional reaction shot, provided that each shot is successful, and your d20 check continues to be 11 or above. For example, if you are targeting a trooper that is moving to another piece of cover behind a wall, and that movement provides 2 squares out of cover and within your line of sight, the movement into the first square automatically triggers a reaction shot. If that shot is successful, and you roll 14 on your Guardian roll, the movement into the next open square would also trigger a reaction shot. If that shot is successful, and you roll 16, you could make an extra attack, unfortunately that last movement behind cover would not provoke a reaction shot. However, if a different opponent then moves, a reaction shot would be made, until you miss, roll below 11 on your Guardian roll, or run out of ammo.

    Paramedic: Free Action. You can use a medkit as a free action, once per turn.

    Ever Vigilant: Passive. If you spend all your actions on moves, you automatically enter Overwatch at the end of your turn.

    Cool Under Pressure: Passive. While in Overwatch, you gain +2 Aim, and +2 crit chance.


    Perks Available at Level 9
    Spoiler
    Show

    Restoration: 1 Ending Actions. Your Gremlin moves to each ally within 20 feet of you for which you have line of sight and provides the benefits of both Medical Protocol and Revival Protocol. This perk can be used only once per mission. Requires: Medical Protocol, Revival Protocol.

    Sentinel: Passive. When in Overwatch, you gain the benefits of Guardian with a roll of 6 or greater. Requires: Guardian

    Capacitor Discharge: 1 Ending Actions. Make a DC 20 Mechanics check, if successful your Gremlin flies to any location within 20 feet of you that is within line of sight and deals 1d4+3 damage to all organic and mechanical creatures and in a 4 square radius that ignores Armor Value. Mechanical enemies take double damage. This damage is increased by 3 for every Tech level your Gremlin is above standard. For example a Gremlin III would deal 1d4+9 damage to all creatures in the radius. This perk can be used only once per mission. If your Mechanics check failed, the failed result does not count against your uses per mission. Requires: Combat Protocol.

    Aggressive Hacking: 1 Ending Actions. Make a Computer check opposed by the Will of target Mechanical enemy that is within 20 feet of you and is within line of sight. If successful, you gain control of that enemy until the end of the mission. This perk can only be used once per mission. If your Mechanics check failed, the failed result does not count against your uses per mission. Requires: Haywire Protocol.



    Grenadier



    Level Health Aim Fortitude Reflex Will Skills Special
    1 +1 +1 +1 +1 Proficiency
    +1 Perk
    2 +1 +1 +1 +1 +1 +1 Perk
    3 +1 +1 +1 Perk
    4 +1 +1 +1 +1 +1 Perk
    5 +1 +1 +1 +1 +1 +1 Perk
    6 +1 +1 Perk
    7 +1 +1 +1 +1 +1 +1 Perk
    8 +1 +1 +1 +1 +1 +1 Perk
    9 +1 +1 Perk
    10 +1 +1 +1 +1 +1 +1 Perk



    Proficiency: At level 1, Grenadiers gain Heavy Weapon Proficiency and Heavy Armor Proficiency

    Grenadier Perks
    Every level a Grenadier gains a Perk from the following list, he cannot pick the same perk twice. Each perk has a required level at which they become available. While you do not need to pick a perk at your highest level available, you cannot pick a perk at above your current Grenadier level.

    Perks Available at Level 1
    Spoiler
    Show

    Shredder: Passive. Cannon attacks shred 2 armor. This increases by +1 for every Tech level over normal with your cannon. (For example, if using a Beam Cannon the amount of armor shred on cannon attacks would be 4)

    Blast Padding: When wearing armor, you gain an extra +1 Armor Value, and reduce the damage from all explosive attacks by 66%.

    Suppression: 1 Ending Action. You can expend 2 ammo to attack target enemy, instead of dealing damage your target suffers a -10 penalty to their aim, until the start of your next turn. However, if they move before then you gain a free reaction shot that consumes no ammo, but the enemy no longer suffers a penalty to aim. In addition, Suppressed enemies are knocked out of Overwatch.

    Holo-Targeting: Passive. If you successfully attack or suppress an enemy all allies gain +2 aim when attacking that enemy before the end of your next turn.

    Heavy Ordinance: You can carry an extra grenade.


    Perks Available at Level 3
    Spoiler
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    Chain Shot: 2 Ending Actions. You can spend 2 ammo to attack a single enemy in range at a -3 aim penalty. If that attack is successful, you can attack another single enemy in range (including the one you just attacked) with a free attack at a -3 penalty. This second attack does not cost any ammo.

    Bullet Swarm: 1 Ending Action. When making an attack with your cannon, you can choose to expend 2 ammo, if you do so your attack targets all enemies in a 4x4 square.

    Improved Heavy Ordinance: You can carry an additional extra grenade. Requires: Heavy Ordinance

    Demolition: 1 Ending Action. You can expend 2 ammo to deal double damage to target piece of cover.

    Flush: 1 Ending Action. Make an attack that expends 2 ammo, however, instead of dealing damage compare the attack to the target's Will, if successful the target is forced to move a minimum of half their Move.


    Perks Available at Level 6
    Spoiler
    Show

    Will to Survive: If in cover and not Flanked, you reduce all damaging effects by 2 (including those that ignore Armor).

    Suppression Storm: Passive. When using the Suppression ability, you can choose to suppress all enemies in a 4x4 square. Requires: Suppression.

    Volatile Mix: Passive. Grenades, Bombs, Rockets, and Powered Equipment deal an additional 2 damage, and increase their radius by 1.

    Biggest Booms: Passive. Grenades, Rockets, Bombs, and Powered Equipment now crit on a 19 or 20, see the Biggest Booms Critical List in the equipment section for how much additional damage crits deal.

    Salvo: Passive. Using a Heavy Weapon or Grenade does not end your turn if used on the first action.

    Hail of Bullets: As a full-round action, use up 3 ammo on an attack that is guaranteed to hit.


    Perks Available at Level 9
    Spoiler
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    Saturated Fire: 2 Ending Actions, use up 3 ammo to attack all enemies within a 12 square long cone that originates at you. Requires: Bullet Swarm

    Rupture: 2 Ending Actions, use up 3 ammo to attack a single enemy. If successful, in addition to damaging your target compare your attack roll to the target's Fortitude, if your attack surpasses their Fortitude all attacks made against that enemy deal an additional +3 damage (this does not stack per multiple uses of Rupture). Requires: Holo-Targeting

    Mayhem: Passive. All area attacks, including Suppression, deal an additional +2 damage to all targets.

    Precision Ordinance: Passive. If making an area attack, one enemy hit by the attack is dealt an additional 4 damage.


    Sharpshooter



    Level Health Aim Fortitude Reflex Will Skills Special
    1 +1 +1 +1 +1 Proficiency
    +1 Perk
    2 +1 +1 +1 +1 +1 Perk
    3 +1 +1 +1 +1 +1 Perk
    4 +1 +1 +1 Perk
    5 +1 +1 +1 +1 +1 +1 Perk
    6 +1 +1 +1 +1 Perk
    7 +1 +1 +1 +1 +1 Perk
    8 +1 +1 +1 +1 Perk
    9 +1 +1 +1 +1 +1 Perk
    10 +1 +1 +1 +1 Perk


    Proficiency: At level 1 Sharpshooters gain the Sniper Rifle Proficiency, and the Heavy Armor Proficiency

    Sharpshooter Perks
    Every level a Sharpshooter gains a Perk from the following list, she cannot pick the same perk twice. Each perk has a required level at which they become available. While you do not need to pick a perk at your highest level available, you cannot pick a perk at above your current Sharpshooter level.

    Perks Available at Level 1
    Spoiler
    Show

    Squadsight: Passive. All aim penalties caused by distance at Long range or further are reduced by 4 if the enemy is within Close range of an ally (to a minimum of 0).

    Longwatch: Passive. Overwatch attacks can be made at Long range or further.

    Return Fire: Reaction. When attacked, you can make a free reaction shot with your pistol against the opponent that attacked you, after the attack that triggers this ability is resolved.

    Headshot: 2 Ending Actions. Make an attack with your sniper rifle with a -3 penalty to your Aim but deals +3 damage. This damage is increased by +1 for every Tech level over normal with your weapon (For example a Plasma Lance would deal +5 damage).

    Snap Shot: You can now move and shoot your sniper rifle on the same turn (including Overwatch and all 2 Ending Action perks that specify the use of your sniper rifle, such as Headshot), however, all attacks made after movement suffer a -3 aim penalty until the start of your next turn.


    Perks Available at Level 3
    Spoiler
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    Lightning Hands: Free Action. Once per turn you can make a pistol attack against an enemy. This attack suffers a -3 penalty on your aim check, and doubles all range penalties to attack (but not range bonuses).

    Quickdraw: Passive. Firing your pistol with your first action no longer ends your turn.

    Low Profile: Passive. Half Cover provides an additional +2 Reflex.

    Opportunist: Passive. Reaction shots no longer have an aim penalty.

    Damn Good Ground: Passive. When attacking from elevation, you gain +2 aim and +1 reflex above what is already provided by elevation.


    Perks Available at Level 6
    Spoiler
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    In the Zone: The next attack made after killing an opponent deals +2 damage and gains +2 aim, provided that attack is made within a round of when the kill was made.

    Kill Zone: Passive. Using Overwatch with a sniper allows you to gain a Reaction Shot against every enemy that moves.

    Steady Hands: Passive. If you didn't move last turn, you gain +2 aim, and +2 crit range that lasts until you move.

    Aim: Passive. If you Hunker Down, the first shot made on your next turn gains +4 aim.

    Faceoff: 1 Ending Action. You can fire your pistol against every enemy within Close range at a -2 penalty.

    Deadshot: Passive. Increase crit range of all weapons by 2, increase crit damage by 1.


    Perks Available at Level 9
    Spoiler
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    Fan Fire: 1 Ending Action. Make an attack with your pistol at a -4 aim penalty. If the attack is successful, you can make an additional 2 attacks with your pistol against that target. These attacks do not suffer the aim penalty of the initial attack.

    Serial: Passive. If you kill an opponent on your turn you gain an additional 2 actions. You can only gain this benefit once per Round.

    Improved Kill Zone: Passive. As Kill Zone, however, in addition you can make reaction shots against every enemy that attacks. Requires: Kill Zone

    Double Tap: 2 Ending Actions, you can make two standard attacks or Headshots with your sniper rifle.



    Psionic Operative



    Spoiler: Author's Note
    Show
    So, everyone who's played XCOM probably knows that Psionic Operatives are the strongest class, and part of the reason why is, well, because their abilities are stronger than everyone else, but also because of how they level up, allowing them to gain every perk available to them. While that's fine in a single person squad game, for a game that's supposed to be cooperative that's a bit unfair. So the Psi Ops presented here is quite a deal weaker than the one in the base game.



    Spoiler
    Show
    Level Health Aim Fortitude Reflex Will Skills Special
    1 +1 +1 +1 Proficiency
    +1 Perk
    2 +1 +1 +1 +1 +1 Perk
    3 +1 +1 +1 Perk
    4 +1 +1 +1 +1 Perk
    5 +1 +1 +1 +1 +1 Perk
    6 +1 +1 +1 +1 Perk
    7 +1 +1 +1 +1 Perk
    8 +1 +1 +1 +1 +1 Perk
    9 +1 +1 +1 Perk
    10 +1 +1 +1 +1 Perk





    Proficiency: At level 1 Psionic Operatives gain the Psi Amp Proficiency

    Psionic Operative Perks
    Every level a Psionic Operative gains a Perk from the following list, she cannot pick the same perk twice. Each perk has a required level at which they become available. While you do not need to pick a perk at your highest level available, you cannot pick a perk at above your current Psionic Operative level.

    Psionic Perks Available at Level 1
    Spoiler
    Show

    Mindfray: 1 Ending Action. Make a Psionic check opposed by target organic enemy's Will. If successful, the enemy is stunned for 1 round. If your check succeeds by 4 or more, the enemy will attack one of its own allies for 1 round. If your check succeeds by 8 or more, you gain control of that enemy for the next 3 rounds. Requires Focus to maintain effect.

    Soulfire: 1 Ending Action. Make a Psionic check opposed by target organic enemies Fortitude Defense. If successful, you deal 1d4+2 damage to that creature that ignores Armor Value. For every Tech level above normal in your Psi Amplifier, you deal +2 damage to the target.

    Stasis: 1 Ending Action. Make a Psionic check opposed by target enemy's Fortitude Defense. If successful, that enemy is stunned for 1 turn, during which they are immune to all damage and attacks. Requires Focus to maintain effect.

    Inspire: 1 Action. Make a Psionic check DC 10, if successful, one ally within 6 squares of you can make an additional action.

    Psionic Focus: 1 Action. Make a Psionic check DC 10, if successful create a point within 8 squares of you. All organic creatures (including enemies) within a 3 square radius of that point gain a +3 Will bonus for 3 rounds. You can only have one Psionic Focux up at a time. Leaving the area, removes the bonus. Requires Focus to maintain effect


    Psionic Perks Available at Level 3
    Spoiler
    Show

    Soul Steal: Passive. If your Soulfire ability surpasses the Fortitude of your target by 4 or more, you heal yourself for half the damage dealt to that opponent (rounded down). Requires: Soulfire.

    Stasis Shield: Passive. Stasis can be used on any wiling ally, provided you make a DC 14 Psionic check. Requires: Stasis.

    Telekinetic Wall: 1 Action. Make a DC 14 Psionic check, if successful, create a 4x1 square wall of High Cover in any open square within 6 squares of you. This wall has the durability of concrete and lasts 3 turns. Requires Focus to maintain effect.

    Solace: 1 Action. If an ally is under the influence of a Psionic caused mental condition (such as mind control), you can make a Psionic check DC equivalent to the Psionic roll that gave them that condition to negate it.

    Sustain: Reaction. If you would be killed, you can instead make a DC 14 Psionic check to remain alive at 1 hit point, and put in stasis for 1 whole turn. This perk can only be used once per mission. Requires: Stasis.


    Psionic Perks Available at Level 6
    Spoiler
    Show

    Soulfire Burst: Passive. If using Soulfire, your Psionics check surpasses the Fortitude by 6 or more you can choose to have Soulfire effect all organic creatures within a 3 square radius of your target. However, choosing to do so means you cannot gain the benefits of the Soul Steal perk, if you have it. Requires: Soulfire.

    Psi-Reanimation: 1 Ending Action. Target a recently diseased corpse (as in, died within the time frame of the mission) and make a DC 17 Psionic check. If successful that corpse becomes a Psionic Zombie under your control. You can have only 1 Psionic zombie under your control at a time. Requires Focus to maintain effect.

    Teleport: 1 Ending Action. Make a Psionic check DC 17 to teleport to any open square within 12 squares of you. This movement does not provoke reaction shots.

    Improved Mindfray: Passive. When using Mindfray, even if not successful it still deals 1d6 damage. Requires: Mindfray

    Fuse: 1 Ending Action. Make a DC 17 Psionic check, if successful you can detonate one explosive held by an enemy within 10 squares of you

    Controlled Psionics: Passive. If you use an area of effect psionic perk, you get to choose, out of those within the area, who is and who is not effected by the perk.


    Psionic Perks Available at Level 9
    Spoiler
    Show

    Void Rift: 2 Ending Actions. Make a DC 20 Psionic check, if successful pick a point within 12 squares of you. Everything within a 3 square radius of that point suffers 1d4 damage. This damage is increased by +2 for every Tech level in Psionic Amps above normal. In addition, compare the results of your Psionic check to the Will+4 of all organic creatures within the radius. If your check surpasses their Will+4 they suffer the effects of Mindfray. Requires Focus to maintain effect. This perk can only be used once per mission. If your Psionics check failed, the failed result does not count against your uses per mission. Requires: Mindfray

    Domination: 2 Ending Actions. Make a Psionic check and compare the results to the Will of one organic enemy within 8 squares of you. If your check is successful, you gain control of that creature until the end of the mission. Requires Focus to maintain effect. This perk can only be used once per mission. If your Psionics check failed, the failed result does not count against your uses per mission.Requires: Mindfray.

    Null Lance: 2 Ending Actions, make a Psionics check and compare the result to the Fortitude of all creatures in a 1x16 line originating at you. Draw a straight line from the center of your square to the center of the target square 16 squares away from you. All squares that this line passes through is effected by this perk. All creatures suffer 1d4 damage, if your check surpasses their Fortitude, this damage is doubled. For every Tech level above normal the base damage dealt to every creature in the area is increased by +1. Requires: Soulfire.

    Dimensional Rift: 2 Ending Actions. Make a DC 20 Psionic check, if successful pick a point within 12 squares of you. Everything within a 3 square radius of that point suffers 1d4 damage. This damage is increased by every Tech level above normal in your Psionic Amplifier. In addition, if any organic creature is killed by this ability, they are resurrected as a Psionic Zombie under your control. However, the amount of potential zombies is determined by the results of your Psionics check. A roll of 20 will allow the creation of 1 Psionic Zombie, each zombie after the first requires the results of the Psionics check to be +4 above the necessary roll for the previous zombie. For example, a roll of 30 would allow 3 zombies (1 each for the result being above 20, 24, and 28). Requires Focus to maintain effect. This perk can only be used once per mission. If your Psionics check failed, the failed result does not count against your uses per mission. Requires: Psi-Reanimation
    Last edited by Dienekes; 2016-02-29 at 06:07 PM.

  3. - Top - End - #3
    Titan in the Playground
    Join Date
    Dec 2008

    Default Re: XCOM d20 [WIP]

    EQUIPMENT


    Player Wealth

    Each player starts with 0 supplies, which means they can only use the basic starting equipment. Advanced equipment cost supplies and sometimes other resources, such as Elerium, or the corpses of certain enemies. All of these resources are gained through successful missions.

    Gaining Supply
    After a successful mission each player gains +30 supply with which to equip their soldier on the next mission.

    A successful story mission provides each player with +60 supply.



    Gaining other resources
    The two most important other resources are corpses, and Elerium. The corpses are obtained by successfully killing enemies in missions. However, in missions that the team must Extract themselves from the corpses cannot be used as resources.

    Elerium can be obtained either through being dropped by an enemy (there is a 1/20 chance that any enemy will drop an Elerium upon their death), or if a mission is set up to gain a supply cache of Elerium.

    Unlike Supply corpses and Elerium are not evenly distributed among players, and so the players must ration them out among themselves.


    Equipping a character

    At rookie level, a character starts with a Primary weapon slot, an armor slot, and a utility slot.

    The Primary Weapon slot can be filled with any non-grenade weapon.
    The Armor slot can be filled with any piece of armor for which the character has the proficiency for.
    The Utility Slot can be filled with any grenade or utility item.

    At level 1 in any class, a character will gain a Secondary Weapon slot, which can be filled with any weapon with the Sidearm quality.

    As a character levels, they may pick class perks or certain items that give additional Utility Item slots, or even a Powered Weapon slot which can only be filled with weapons from the Powered Weapon list.

    Proficiency: You cannot pick an item for which you are not proficient with as part of your starting loadout when going out on a mission. However, over the course of a mission it is possible to pick up a different weapon, for example, if you're a rookie but beside you a sniper died, leaving behind his heavily modified sniper rifle, it is possible to pick up and use such a weapon. However, doing so results in a -4 aim penalty on all attacks made.



    Reading the charts.

    Name: The name of the item.

    Damage: On a successful attack, deal this amount of damage.

    Ammo: How many shots can be taken until this weapon needs to be reloaded.

    Crit: On a successful hit, roll a d20 with the damage die. If the results of this d20 are at the number listed before the / or higher, then the attack was a critical. Add the number after the / to your total damage.

    Range: This determines the attack bonuses and penalties made at various ranges. For primary and sidearm weapons there are 4 categories of weapon ranges: Melee, Close, Average, and Far. The penalties and bonuses are explained in the Weapon Range Chart below.

    Mod Slot: This determines how many weapon modifications can be put on an individual weapon

    Tech Level: Certain perks provide benefits for higher Tech Levels, this section shows if the weapon provides those benefits.

    Cost: How much the item is worth.

    Special: The special things that make a weapon unique, these can be 1 word short qualities or longer descriptions.

    Basic Weaponry
    Name Damage Ammo Crit Range Mod Slots Tech Level Cost Special
    Pistol 1d4 - 20/+1 Average 0 0 0 Sidearm
    Mag Pistol 1d4+1 - 20/+1 Average 0 1 60 Sidearm
    Beam Pistol 1d4+2 - 20/+2 Average 0 2 125
    1 Elerium
    Sidearm
    Assault Rifle 1d4+2 4 20/+2 Average 2 0 0
    Magnetic Rifle 1d4+4 4 20/+3 Average 2 1 125
    Plasma Rifle 1d4+6 4 20/+4 Average 2 2 250
    1 Elerium

    Shotguns
    Name Damage Ammo Crit Range Mod Slots Tech Level Cost Special
    Shotgun 1d4+3 4 19/+3 Close 2 0 0
    Shard Gun 1d4+5 4 18/+4 Close 2 1 75
    Storm Gun 1d4+7 4 17/+5 Close 2 2 150
    1 Archon corpse

    Snipers
    Name Damage Ammo Crit Range Mod Slots Tech Level Cost Special
    Sniper Rifle 1d4+3 3 19/+2 Far 2 0 0 Slow Shot
    Gauss Rifle 1d4+5 3 19/+3 Far 2 1 100 Slow Shot
    Plasma Lance 1d4+7 3 19/+4 Far 2 2 300
    1 Elerium
    Slow Shot

    Heavy Weapons
    Name Damage Ammo Crit Range Mod Slots Tech Level Cost Special
    Cannon 1d4+3 3 20/+2 Average 2 0 0
    Mag Cannon 1d4+5 3 20/+3 Average 2 1 100
    Beam Cannon 1d4+7 3 20/+4 Average 2 2 250
    1 Elerium
    Grenade Launcher * 1 * * - - 0 Sidearm,
    Fires Grenades +3 squares, +1 radius
    Advanced Grenade Launcher * 1 * * - - 100
    1 Muton corpse
    Sidearm,
    Fires Grenades+4 squares, +2 radius

    Melee Weapons
    Name Damage Ammo Crit Range Mod Slots Tech Level Cost Special
    Sword 1d4+2 - 19/+3 Melee 0 0 0 Sidearm
    Arc Blade 1d4+4 - 18/+4 Melee 0 1 90 Sidearm
    Stun Chance
    Fusion Blade 1d4+6 - 17/+5 Melee 0 2 150
    1 Elerium
    Sidearm, Burn


    Gremlins
    Name Damage Ammo Crit Range Mod Slots Tech Level Cost Special
    Gremlin - - - 12 0 0 0 Sidearm
    Gremlin II +2 (4 mech) - - 12 0 1 75
    1 Advent MEC Corpse
    Sidearm, +4 to Mechanical, Computer, and First Aid checks
    Gremlin III +4 (8 mech) - - 12 0 2 150
    1 Sectopod Corpse
    Sidearm, +8 to Mechanical, Computer, and First Aid checks

    Psionic Amplifiers
    Name Damage Ammo Crit Range Mod Slots Tech Level Cost Special
    Psi Amp - - - - 0 0 0 Sidearm
    Advanced Amp +2 (3 organic) - - - 0 1 70
    70
    2 Sectoid corpses
    Sidearm, +4 Psionics checks
    Alien Amp +4 (6 organic) - - - 0 2 200
    1 Gatekeeper Shell
    Sidearm, +8 Psionics checks


    Weapon Range Chart
    Range Type Adjacent Close
    2-8 squares
    Medium
    9-16 squares
    Far
    16-24 squares
    Very Far
    25-32 squares
    Incredibly Far
    33+ squares
    Melee +8 aim - - - -
    Close +8 aim +4 aim 0 -6 aim - -
    Average +6 aim +3 aim 0 -3 aim -6 aim -
    Far -6 aim -3 aim 0 -2 aim -4 aim -6 aim

    Weapon Qualities List

    Sidearm: This weapon can be put in the Sidearm slot.

    Slow Shot: This weapon takes 2 actions to fire or go into Overwatch with.

    Burn: This weapon sets the target on fire, dealing 1d4 damage per round for 3 rounds.

    Stun Chance: This weapon can potentially Stun opponents. On a successful attack, compare the results of the attack (ignoring all Aim modifiers other than those gained through class levels) to the target's Fortitude. If successful, the target is Stunned for 1 round.


    Armor

    Light Armor
    Name Health Armor Tech Level Cost Special
    Spider Suit 4 - 1 25
    2 Stun Lancer Corpses
    1 Elerium
    Dodge: +4, +1 Move, Grapple
    Wraith Suit 6 - 2 100
    1 Elerium
    Dodge: +5, +2 Move, Grapple, Wraith (2 rounds)

    Medium Armor
    Name Health Armor Tech Level Cost Special
    Kevlar Armor 1 - 0 0
    Predator Armor 4 - 1 25 +1 Utility Slot
    Warden Armor 6 1 2 100 +1 Utility Slot

    Heavy Armor
    Name Health Armor Tech Level Cost Special
    E.X.O. Suit 5 1 1 25
    2 Advent Trooper Corpses
    1 Elerium
    Powered Weapon Slot
    W.A.R. Suit 7 2 2 100
    1 Elerium
    Powered Weapon Slot, Shieldwall

    GRENADES AND UTILITY ITEMS

    Number of uses per item rules: All grenades are 1 use per mission. Some items, such as all grenades and certain utility items such as medkits have a certain number of uses per mission, however, this refreshes after each mission. So, you do not need to keep buying Plasma Grenades at the start of every mission.

    Grenades
    Name Damage Shred Range Radius Tech Level Cost Special
    Frag Grenade 1d4+1 1 8 3 0 0
    Plasma Grenade 1d4+3 2 10 4 1 25
    1 Elerium
    Flashbang - - 8 5 0 35 d20+5 vs Will or Disorients 3 rounds
    Incendiary Grenade 1d4+2 1 8 3 1 25
    1 Elerium
    Burning 3 rounds
    Incendiary Bomb 1d4+4 2 10 4 2 50
    1 Elerium
    Burning 3 rounds
    Acid Grenade 1d4+1 2 8 3 1 25
    1 Elerium
    Acid Burn 3 rounds
    Acid Bomb 1d4+3 4 10 4 2 50
    1 Elerium
    Acid Burn 3 rounds
    EMP Grenade 1d4+4 1 8 3 1 25
    1 Elerium
    Mech only
    EMP Bomb 1d4+7 2 10 4 2 50
    1 Elerium
    Mech only
    Gas Grenade 1d4+1 - 8 4 1 25
    1 Elerium
    Poison 3 rounds
    Gas Bomb 1d4+3 - 10 5 2 50
    1 Elerium
    Poison 3 rounds
    Smoke Grenade - - 8 3 1 25 +3 Reflex to all in radius
    Smoke Bomb - - 10 4 2 50 +6 Reflex to all in radius
    Proximity Mine 1d4+5 2 10 4 2 100 enemy must walk into adjacent square to set off


    Utility Items
    Name Tech Level Cost Special
    Tracer Rounds 1 1 Elerium +2 aim on all ammo based attacks
    Talon Rounds 1 1 Elerium +3 crit range, +1 crit damage on all ammo based attacks
    Venom Rounds 1 1 Elerium +1 damage, poison 3 rounds on all ammo based attacks
    A.P. Rounds 1 1 Elerium Ignore 5 armor on all ammo based attacks
    Bluescreen Rounds 1 1 Elerium +5 damage vs Mech on all ammo based attacks
    Dragon Rounds 1 1 Elerium +1 damage, burns 3 rounds on all ammo based attacks
    Skulljack 0 50 +2 Mechanics checks
    Medikit 0 35 3 heal
    1 use per mission
    Nanomedikit 1 50
    1 Viper Corpse
    6 heal
    1 use per mission
    Mindshield 0 45
    1 Sectoid Corpse
    +10 Will
    Nanoscale Vest 0 30
    2 Advent Trooper
    +2 health
    Hazmat Vest 1 25
    1 Elerium
    +1 health, immune: poison, acid, burn
    Stasis Vest 1 25
    1 Elerium
    +1 health, heals 1 hp per round (8 max)
    Hellweave Vest 1 65
    2 Chryssalid corpses
    +1 health, enemies that melee attack you burn
    Plated Vest 1 25
    1 Elerium
    +1 health, 1 armor
    Overdrive Serum 1 35
    1 Berserker corpse
    +10 Will, +3 move, 3 armor for 2 rounds. 1 action to use.
    1 use per mission.
    Battle Scanner 0 30 20 range, displays 10 radius circle, grants vision, reveals hidden and disguised enemies. 1 action to use.
    2 uses per mission.
    Mimic Beacon 1 50
    2 Faceless corpses
    8 range, creates hologram for 1 round of the thrower. 1 action to use.
    1 use per mission.

    Weapon Upgrades
    Name Basic Bonus Basic Cost Advanced Bonus Advanced Cost Superior Bonus Superior Cost
    Scope +1 aim 25 +2 aim 50 +3 aim 100
    Laser-Sight +1 crit range 25 +2 crit range 50 +3 crit range 100
    Auto-Loader 1 free reload per mission 25 2 free reloads per mission 50 3 free reloads per mission 100
    Repeater Roll a d20 when damaging an opponent, on 20 the enemy dies 25 Roll a d20 when damaging an opponent, on a 19-20 the enemy dies 50 Roll a d20 when damaging an opponent, on 18-20 the enemy dies 100
    Stock 1 damage on missed shot, this damage cannot crit, but can trigger repeater 25 2 damage on missed shot, this damage cannot crit, but can trigger repeater 50 3 damage on missed shot, this damage cannot crit, but can trigger repeater 100
    Hair Trigger Roll a d20 when attacking, on 20 you gain a bonus action 25 Roll a d20 when attacking, on 19-20 you gain a bonus action 50 Roll a d20 when attacking, on 18-20 you gain a bonus action 100
    Expanded Magazine +1 ammo 25 +2 ammo 50 +3 ammo 100


    Recruit new soldiers:
    Rookie: 35 supplies
    Level 1: 70 supplies
    Level 2: 120 supplies
    Level 3: 200 supplies
    Level 4: 300 supplies
    Level 5: 500 supplies



    Tech Levels and You
    In the base XCOM games, you choose research that upgrades your items. Since the base organization has been removed in the RPG a new mechanic needs to be enacted to create weapon progression. In the RPG different Tech Levels become available as the campaign goes on through the Mission Reward system. If a mission to rescue a scientist or engineer is successful, they may have research that unlocks all Tech Level 1 Weapons, Armor, Grenades, or Utility items.

    Everything with Tech Level 0 is available at game start. The GM will not make Tech level 2 items available until Tech level 1 is made available for that item.

    For example, in one early mission, a scientist may provide information for Tech level 1 grenades as they worked on Advent chemicals. Another may provide Tech level 1 weapons, or armor. However, until someone provides Tech level 1 utility items, no scientist or engineer will provide Tech level 2 utility items.

    In addition, no scientist or engineer will provide the same tech level as a previous scientist or engineer did.
    Last edited by Dienekes; 2016-02-29 at 06:26 PM.

  4. - Top - End - #4
    Titan in the Playground
    Join Date
    Dec 2008

    Default Re: XCOM d20 [WIP]

    Enemies
    *Needs to be cleaned up a bit, still working on all the enemies*

    Advent Trooper



    Size: 1x1
    Type: Organic
    Health: 4, Aim 0, Move: 8, Will 10, Fort: 10, Reflex: 10
    Perception: 10

    Attacks
    Assault Rifle: 3, 20/+1, Average range

    Available Actions
    Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up

    Special Actions
    Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.

    Tactics
    Advent Troopers are the basic enemy of the game and the easiest to defeat. They behave predictably, usually attacking whatever is closest. Though they will switch targets to focus on the enemy the Officer has Marked. While they can use Overwatch, this is usually reserved for protecting mission objectives that they know XCOM forces need to move to. Otherwise they attack first.
    They are also frightfully unaware of their surroundings and will using burning about to explode cars as cover or run through a cloud of poison without the worrying of the consequences.




    Advanced Advent Trooper
    Size: 1x1
    Type: Organic
    Health: 8, Aim: 1, Move: 8, Will 12, Fort: 12, Reflex: 10
    Perception: 10

    Attacks
    Mag Rifle: 5, 20/+2, Average range
    Frag Grenade: 1d4, shred 1, Range: 8, Radius: 3, Quantity: 1

    Available Actions
    Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up, Throw Grenade

    Special Actions
    Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.




    Elite Advent Trooper
    Size: 1x1
    Type: Organic
    Health: 10, Aim: 3, Move: 8, Will 14, Fort 14, Reflex 13, Plasma Rifle:
    Perception: 12

    Attacks
    Mag Rifle: 1d4+3, 19-20/+2, Average range
    Frag Grenade: 1d4, shred 1, Range: 8, Radius: 3, Quantity: 1

    Actions
    Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up, Throw Grenade

    Special Actions
    Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.




    Advent Officer



    Size: 1x1
    Type: Organic
    Health: 7, Aim: 2, Move: 8, Will: 12, Fort: 12, Reflex: 10
    Perception: 11

    Attacks
    Mag Rifle: 1d4+1, 19-20/+2, Average range
    Frag Grenade: 1d4, shred 1, Range: 8, Radius: 3, Quantity: 1

    Actions
    Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up, Throw Grenade, Mark Target

    Special Actions
    Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.

    Mark Target: 1 Action. Pick out one opponent within 8 squares, all allies gain +2 aim when attacking that target. All Advent will solely attack the marked target, if able. This ends upon the death of either the target or the Advent Officer. An Officer can only mark one enemy at a time.

    Tactics
    Smarter than the Trooper, an officer will use Mark on particularly open or weak opponents. Otherwise they behave similarly to the Trooper.




    Advanced Officer
    Size: 1x1
    Type: Organic
    Health: 12, Aim: 3, Move: 8, Will: 14, Fort: 14, Reflex: 10, Dodge: +3
    Perception: 12

    Attacks
    Mag Rifle: 1d4+3, 19-20/+2, Average range
    Frag Grenade: 1d4+1, shred 2, Range: 8, Radius: 3, Quantity: 1

    Actions
    Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up, Throw Grenade, Mark Target

    Special Actions
    Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.

    Mark Target: 1 Action. Pick out one opponent within 8 squares, all allies gain +2 aim when attacking that target. All Advent will solely attack the marked target, if able. This ends upon the death of either the target or the Advent Officer.




    Elite Officer
    Size: 1x1
    Type: Organic
    Health: 16, Aim: 5, Move: 8, Will: 15, Fort: 15, Reflex: 14, Dodge: +3
    Perception: 13

    Attacks
    Plasma Rifle: 1d4+5, 19-20/+2, Average range
    Plasma Grenade: 1d4+3, 4 radius, 3 shred, 10 range, Quantity: 1

    Actions
    Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up, Throw Grenade, Mark Target

    Special Actions
    Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.

    Mark Target: 1 Action. Pick out one opponent within 8 squares, all allies gain +2 aim when attacking that target. All Advent will solely attack the marked target, if able. This ends upon the death of either the target or the Advent Officer.




    Advent Stun Lancer



    Size: 1x1
    Type: Organic
    Health: 7, Aim: 0, Move: 9, Will: 12, Fort: 12, Reflex: 10
    Perception: 10

    Attacks
    Assault Rifle: 1d4+1 damage, 18-20/+1, Average range
    Shock Lance: 1d4, 18-20/+1, Melee, on successful attack roll a d20 opposed by the target's Fort. If successful, opponent is confused for 1 round, if successful by 3 or more, instead stunned for 1 round.

    Actions
    Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up, Slash

    Special Actions
    Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.

    Slash: 1 Ending Action. Move and make a melee attack in the same action.




    Heavy Lancer
    Size: 1x1
    Type: Organic
    Health: 8, Aim: 0, Move: 10, Will: 14, Fort: 14, Reflex: 14, Armor: 1, Dodge: +5
    Perception: 10

    Attacks
    Assault Rifle: 1d4+3 damage, 17-20/+2, Average range
    Shock Lance: 1d4+3, 17-20/+2, Melee, on successful attack roll a d20+2 opposed by the target's Fort. If successful, opponent is confused for 1 round, if successful by 3 or more, instead stunned for 1 round.

    Actions
    Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up, Slash

    Special Actions
    Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.

    Slash: 1 Ending Action. Move and make a melee attack in the same action.




    Elite Lancer
    Size: 1x1
    Type: Organic
    Health: 12, Aim: 2, Move: 10, Will: 14, Fort: 14, Reflex: 14, Dodge: +4
    Perception: 12

    Attacks
    Assault Rifle: 1d4+4 damage, 17-20/+2, Average range
    Shock Lance: 1d4+6, 17-20/+2, Melee, on successful attack roll a d20+4 opposed by the target's Fort. If successful, opponent is confused for 1 round, if successful by 3 or more, instead stunned for 1 round.

    Actions
    Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up, Slash

    Special Actions
    Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.

    Slash: 1 Ending Action. Move and make a melee attack in the same action.




    Advent Shieldbearer



    Size: 1x1
    Type: Organic
    Health: 8, Aim: 2, Move: 8, Will: 15, Fort: 15, Reflex: 14, Armor: 2
    Perception: 11

    Attacks
    Assault Rifle: 1d4+2 damage, 19-20/+2, Average range

    Actions
    Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up, Use Energy Shield

    Special Actions
    Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.

    Use Energy Shield: Provides +3 Shield Health to self and all allies within a 10 square radius of the Shieldbearer. Killing the Shieldbearer destroys all shields.




    Elite Shieldbearer
    Size: 1x1
    Type: Organic
    Health: 9, Aim: 4, Move: 8, Will: 15, Fort: 15, Reflex: 14, Armor: 3
    Perception: 12

    Attacks
    Assault Rifle: 1d4+3 damage, 19-20/+2, Average range

    Actions
    Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up, Use Energy Shield

    Special Actions
    Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.

    Use Elite Energy Shield: Provides +5 Shield Health to all allies within a 10 square radius of the Advent Shieldbearer, killing the Shieldbearer destroys all shields




    Viper



    Size: 1x1
    Type: Organic
    Health: 8, Aim: 3, Move: 9, Will: 12, Fort: 12, Reflex: 10, Dodge: +7
    Perception: 12

    Attacks
    Beam Rifle: 1d4+1, 19-20/+2, Average range
    Tongue Pull: 1d4, 19-20/+1, Close Range
    Poison Spit: 3, Ignore 1 armor, 8 range, radius 2, applies Poison to all in area for 3 rounds. Quantity: 1
    Crush: 1d4

    Actions
    Scurry, Move, Attack, Hunker Down, Overwatch, Tongue Pull, Crush, Poison Spit, Release, Release Dead Opponent.

    Special Actions
    Tongue Pull: 1 Ending Action. Can only be performed on enemies within 10 squares. Make a ranged attack against them at +2 aim. If the attack is successful it deals Tongue Pull damage, and compare the attack roll to the Fort of the target. If successful, the target is brought to an adjacent tile to the Viper and is considered Bound. Bound characters cannot take any actions on their turn except the Escape use of an Acrobatics check. If the enemy that the Viper successfully Bound had the Bladestorm ability, they are allowed a free melee attack against the Viper as a reaction to being brought into an adjacent square to the Viper, however, if this attack does not kill the Viper or otherwise cause the Viper to lose Focus the enemy cannot make any further Bladestorm attacks until they lose the Bound condition. While an opponent is Bound the Viper cannot Move. Keeping a character Bound requires Focus. If Focus is lost, the captured enemy is released in their adjacent square

    Crush: Free Action. When an opponent is Bound due to a successful Tongue Pull, on your next turn and all following turns in which the opponent is bound you deal 1d4 damage to that opponent.

    Poison Spit: Acts in all regards as a grenade.

    Release: 1 Action. Let go of a Bound character.

    Release Dead Opponent: Free Action. Lets go of a Bound character after they have died.

    Muton



    Size: 2x2
    Type: Organic
    Health: 9, Aim: 6, Move: 9, Will: 10, Fort: 10, Reflex: 14, Armor: 2

    Attacks
    Beam Rifle: 1d4+2, shred 1, 19-20/+3, Average range
    Plasma Grenade: 1d4+2, shred 1, range 9, radius 3
    Bayonet: 1d4+4, 19-20/+3 Melee
    Perception: 10

    Actions
    Scurry, Move, Attack, Hunker Down, Overwatch, Suppression, Counterattack, Execute

    Special Actions
    Suppression: 1 Ending Action. Use 2 ammo, target suffers -6 aim, reaction shot if move. Muton receives +2 Reflex.

    Counterattack: Reaction. Melee attacks (other than ones caused by Bladestorm) are negated, and the Muton can make a free Bayonet attack against the enemy that made a melee attack against it.

    Execute: 1 Ending Action. Instantly kills stunned opponents in Melee range with Bayonet.




    Berserker



    Size: 3x3
    Type: Organic
    Health: 24, Aim: 4, Move: 10, Will: 15, Fort: 15, Reflex: 10
    Perception: 12
    Cannot be Flanked
    Unstoppable: Can move through walls and cover as though not present, destroying them.
    Aggressive: Cannot be Intimidated

    Attacks
    Devastating Blow: 1d4+4, 18-20/+3, Melee Range, Aim vs Fort+2 or Stunned

    Actions
    Scurry, Move, Bull Rush, Devastating Blow, Rage

    Special Actions
    Rage: If damaged, you can use Bull Rush. When in a rage, will attack allies if no enemies are able to be attacked this turn.

    Bull Rush: Move twice as far as normal.




    Chryssalid



    Size: 1x1
    Type: Organic
    Health: 10, Aim: 2, Move: 10, Will: 14, Fort: 14, Reflex: 14, Armor: 1, Dodge: +4
    Perception: 15
    Cannot Be Flanked
    Immune: Poison

    Attacks
    Poison Claws: 1d4+3, 18-20/+3, Melee Range, applies poison 1d4 damage per turn for 3 turns. Enemies killed by attack or by poison turn into a Chryssalid Cocoon.

    Actions
    Scurry, Move, Attack, Slash, Burrow, Unburrow

    Special Actions
    Burrow: 1 Ending Action. Moves underground becoming unable to be seen and attacked with normal vision. Also cannot Move, Attack, or Slash until Unburrowed.

    Unburrow: 1 Action. Comes out from underground, can be seen and attacked with normal vision. Can also Move, Attack, and Slash

    Slash: 1 Ending Action. Can Move and make a melee attack as a single action.




    Chryssalid Cocoon
    Size:1x2
    Type: Organic
    Health: 30, Aim: -, Move: -, Will: -, Fort: 10, Reflex: 1

    Attacks
    None

    Actions
    Gestation

    Special Actions
    Gestation: Every 2 rounds release a Newborn Chryssalid, after releasing 3 Newborn Chryssalids the Cocoon dies.




    Newborn Chryssalid
    Size: 1x1
    Type: Organic
    Health: 6, Aim: 2, Move: 8, Will: 12, Fort: 12, Reflex: 12, Dodge: +4
    Perception: 12
    Immune: Poison

    Attacks
    Poison Claws: 1d4+3, 18-20/+3, Melee Range, applies poison 1d4 damage per turn for 3 turns. Enemies killed by attack or by poison turn into a Chryssalid Cocoon.

    Actions
    Scurry, Move, Attack, Slash, Burrow, Unburrow

    Special Actions
    Burrow: 1 Ending Action. Moves underground becoming unable to be seen and attacked with normal vision. Also cannot Move, Attack, or Slash until Unburrowed.

    Unburrow: 1 Action. Comes out from underground, can be seen and attacked with normal vision. Can also Move, Attack, and Slash

    Slash: 1 Ending Action. Can Move and make a melee attack as a single action.




    Faceless



    Size: 3x3
    Type: Organic
    Health: 10, Aim: 2, Move: 9, Will: 14, Fort: 14, Reflex: 10
    Perception: 10

    Attack
    Claws: 1d4+1, 18-20/+2, area 3 squares adjacent to the Faceless, Melee

    Actions
    Scurry, Move, Attack, Leap, Change Form, Regenerate

    Special Actions
    Change Form: 1 Action. Turns from a human to a Faceless, or from a Faceless to a human. Cannot attack the turn it uses Change Form.

    Regeneration: Free Action. At the start of each of their turns, heal 4 hit points

    Leap(Special): As part of a Move Action a Faceless can jump equivalent to half their Move speed straight up, the movement is subtracted from their total movement as though it was walking straight.




    Archon



    Size: 1x1
    Type: Organic
    Health: 20, Aim: 4, Move; 10, Will: 20*, Fort: 20*, Reflex: 18, Dodge: +5
    Perception: 14
    Cannot Be Flanked

    Attacks
    Archon Staff: 1d4+4 19-20/+3, Average Range
    Archon Staff: 1d4+5, 19-20/+3, Melee Range
    Blazing Pinions: 1d4+4, 1 radius, 4 points within 6 squares, 1 delayed round, Quantity: 1

    Actions
    Scurry, Move, Attack, Airborne, Descend, Blazing Pinions, Battle Frenzy

    Special Actions
    Airborne: 1 Action. Can fly 35 squares into the air, cannot attack or move while Airborne, it can only use Blazing Pinions and Descend.

    Descend: 1 Action. Flies back down from 35 squares high, can move anywhere within 20 squares of the initial flying up height.

    Blazing Pinions: 1 Ending Action. Can only be used after using Airborne. Mark 4 locations each within 6 squares of each other. Each location and all adjacent squares are dealt 1d4+4 damage at the start of the Archon's next turn.

    Battle Frenzy: Reaction. If injured, the Archon gains 1 extra action each Turn for the next 2 rounds. Their turn still ends on an Ending Action.




    Andromedon



    Size: 2x2
    Type: Organic
    Health: 18, Aim: 4, Move: 9, Will: 20, Fort: 20, Reflex: 14, Armor 4
    Perception: 12
    Immune Acid
    Unstoppable: Can move through cover, destroying it.

    Attacks
    Andromedon Cannon: 1d4+7, shred 2, 19-20/+3, Average range
    Acid Bomb: 1d4+3, 4 radius, 3 armor shred, 10 range, acid burn for 3 turns. Quantity: 1
    Fist Strike: 1d4+6, 19-20/+3, Melee, 2x2 area, damage is dealt to all cover in area.

    Actions
    Scurry, Overwatch, Throw Grenade, Fist Strike, Move, Attack, Mechanical Resurrection

    Special Actions
    Fist Strike: 1 Ending Action. This melee attack suffers a -3 Aim penalty and destroys all cover in the area of the attack even if the attack was a miss.

    Mechanical Resurrection: Ending Reaction. If a Andromedon is killed it turns into the Andromedon Shell. However, while the effect of this ability is instantaneous, the suit cannot act until it's next turn. Furthermore, all Debuffs on the Andromedon will be removed when it turns into the Andromedon Shell.




    Andromedon Shell
    Size: 2x2
    Type: Mechanical
    Health: 18, Aim: 4, Move: 6, Will: 16, Fort: 16, Reflex: 12
    Perception: 12
    Immune: Acid, Fire, Poison
    Unstoppable: Destroys cover in movement
    Cannot Be Flanked

    Attacks
    Fist Strike: 1d4+6, 19-20/+3, Melee, 2x2 area, damage is dealt to all cover in area.

    Actions
    Scurry, Move, Acid Trail, Fist Strike

    Special Actions
    Acid Trail: Free Action. Each square the Andromedon Suit passes through it leaves a trail of acid that shreds 1 armor and deals 1d4 damage for 3 turns if someone passes through it. This trail lasts for 3 rounds.

    Fist Strike: 1 Ending Action. This melee attack suffers a -3 Aim penalty and destroys all cover in the area of the attack even if the attack was a miss.




    Advent MEC



    Size: 2x2
    Type: Mechanical
    Health: 8, Aim: 3, Move: 8, Will: 14, Fort: 14, Reflex: 10, Armor 2
    Perception: 12
    Immune: Fire, Poison

    Attacks
    Mag Cannon: 1d4+2, shred 1, 19-20/+2, Average range
    Micro-missiles: 3, shred 1, radius 3, range 8. Quantity: 2

    Actions
    Scurry, Move, Attack, Overwatch, Suppression, Micro Missiles

    Special Actions
    Suppression: 1 Ending Action. Use 2 ammo, target suffers -6 aim, reaction shot if move. Advent MEC receives +2 Reflex.

    Micro Missiles: Behave like grenades.




    Heavy MEC
    Size: 2x2
    Type: Mechanical
    Health: 15, Aim: 4, Move: 9, Will: 18, Fort: 18, Reflex: 14, Armor 3
    Perception: 14
    Immune: Fire, Poison

    Attacks
    Shredder Cannon: 1d4+5, shred 2
    Micro-missiles: 1d4+1, shred 1, radius 3, range 8. Quantity: 2

    Actions
    Scurry, Move, Attack, Overwatch, Suppression, Micro Missiles

    Special Actions
    Suppression: 1 Ending Action. Use 2 ammo, target suffers -6 aim, reaction shot if move. Advent MEC receives +2 Reflex.

    Micro Missiles: Behave like grenades.




    Sectopod



    Size:4x4
    Type: Mechanical
    Health: 32, Aim: 2, Move: 10, Will: 22, Fort: 22, Reflex: 10, Armor: 5
    Perception: 15
    Immune: Poison, Fire
    Cannot Be Flanked
    3 Actions per Turn

    Attacks
    Sectopod Blaster: 1d4+7, 19-20/+5, Average Range.
    Lightning Field: 1d4+5, all adjacent squares
    Wrath Cannon: 1d4+7, 3x10 line, originating at the Sectopod.
    Self Destruct: 1d4+3, in an area covering up to 3 tiles away from the Sectopod.

    Actions
    Scurry, Sectopod Attack, Lightning Field, Overwatch, High Stance, Low Stance, Move, Self-Destruct, Wrath Cannon, Charge Wrath Cannon

    Special Actions
    Sectopod Attack: 1 Action. As normal attacks, except does not end action. However, can only fire twice per turn.

    Lightning Field: 1 Action. Damages all adjacent creatures. Can only use once per turn.

    High Stance: Free Action. Enters a higher stance, turns the Sectopod Blaster into a Long Range weapon, in addition allows the use of the Wrath Cannon and Charge Wrath Cannon actions. While in High Stance, the Sectopod gains the Elevation Bonus against all enemies on the ground.

    Low Stance: Free Action. Turns the Sectopod Blaster into an Average range weapon, in addition can no longer use Wrath Cannon and Charge Wrath Cannon actions.

    Charge Wrath Cannon: 1 Ending Action. Can only be used when in High Stance. Choose where the Wrath Cannon is going to be directed.

    Wrath Cannon: 1 Action. Can only be done after using the Charge Wrath Cannon action. And must be done as the first action in the turn after using Charge Wrath Cannon. Cannot change where the Wrath Cannon is firing after it is chosen during the Charge Wrath Cannons action.

    Self Destruct: Reaction. Deals 1d4+2 damage to everything within 3 squares of the Sectopod upon death.




    Sectoid



    Size: 1x1
    Type: Organic
    Health: 8, Aim: 3, Move: 8, Will: 20*, Fort: 20*, Reflex: 10, Psionics: 8
    Perception: 10

    Attacks
    Plasma Pistol: 1d4+1, 19-20/+1, Average range

    Actions
    Scurry, Move, Overwatch, Hunker Down, Mindflay, Psi-Reanimation

    Special Actions
    Mindfray: 1 Ending Action. Make a Psionic check opposed by target organic enemy's Will. If successful, the enemy is stunned for 1 round. If your check succeeds by 4 or more, the enemy will attack one of its own allies for 1 round. If your check succeeds by 8 or more, you gain control of that enemy for the next 3 rounds. Requires Focus to maintain effect.

    Psi-Reanimation: 1 Ending Action. Target a recently diseased corps and make a DC 15 Psionic check. If successful that corpse becomes a Psionic Zombie under your control. You can have only 1 Psionic zombie under your control at a time. Requires Focus to maintain effect.




    Gatekeeper



    Size: 3x3
    Type: Organic
    Health: 25, Aim: 6, Move: 9, Will: 24*, Fort: 24*, Reflex: 22, Armor 6, Psionic: +14*
    Perception: 16
    Immune: Fire, Poison when in Closed Shell
    Cannot Be Flanked

    Attacks
    Beam Cannon: 1d4+8, 19-20/+4, Average range
    Consume: 1d4+7, Melee
    Gateway: 1d4+3, ignores armor, radius 6, range 12

    Actions
    Scurry, Open Shell, Close Shell, Move, Attack, Consume, Gateway, Self Destruct

    Special Actions
    Open Shell: Free action, allows the use of Gateway, Consume, and Close Shell, however lowers Reflex by 2, Armor by 3, and cannot use Beam Cannon or Open Shell.

    Close Shell: Free action, can be done as a free action normally, or after being dealt damage. Gateway, Consume, and Close Shell are no longer usable, but Reflex is increased by 2, Armor by 3, and Beam Cannon and Open Shell can be used.

    Gateway: 1 Ending Action. Make a DC 20 Psionic check, if successful pick a point within 12 squares of you. Everything within a 6 square radius of that point suffers 4+1d4 damage. In addition, all corpses are resurrected as a Psionic zombie under your control. You can have unlimited Psionic Zombies created in this way. Focus needed to maintain zombies.

    Consume: 1 Ending Action. Deal consume damage to an opponent in melee, you Heal equal to the amount of damage dealt. If the damage would kill the enemy it is resurrected as a Psionic zombie under the Gatekeeper's control. Focus is needed to maintain zombies.

    Self Destruct: Reaction. Deals 1d4+4 damage in a 3 square radius upon death.




    Codex



    Size: 1x1
    Type: Mechanical
    Health: 12, Aim: 4, Move: 9, Will: 20*, Fort: 20*, Reflex: 10, Dodge: +5, Psionic: +10*
    Perception: 13
    Immune: Fire, Poison
    *Despite the fact that a Codex is considered Mechanical, it cannot be the target of Haywire Protocol or Aggressive Hacking, however it can be the target of Dominate and Mindfray.

    Attacks
    Beam Rifle: 1d4+3, 19-20/+2, Average range
    Psionic Rift: 1d4+3, 6 radius, 10 range, 1 Round delay, empties all weapons

    Actions
    Scurry, Move, Teleport, Clone, Attack, Psionic Rift

    Special Actions
    Teleport: 1 Action. Make a DC 15 Psionics check. If successful, move anywhere within 16 squares. This movement does not provoke Reaction Shots.

    Clone: Reaction. If damaged, Make a DC 15 Psionics check. If successful, the Codex may use the Teleport action as a free action, automatically succeeding on the roll and leave a copy of itself in the square that it just teleported away from. All remaining health is split evenly between the two. If the damage was odd then the original Codex gets the additional point of health. If the damage would leave the Codex with only 1 health, then the Clone is not made, though the Codex can still teleport away. The Clone has all the Codex's stats and abilities except Clone. This ability can only be used once per Mission.

    Psionic Rift: 1 Ending Action. Make a DC 15 Psionics check. If successful, you point an area within 10 squares of the Codex to be the site of a Psionic Rift. All creatures in the area automatically lose all ammo in their weapons. If any creature is still in that area at the start of the Codex's next turn, that creature is dealt the damage of Psionic Rift.




    Avatar



    Size: 1x1
    Type: Organic
    Health: 30, Aim: 7, Move: 10, Will: 30*, Fort: 30*, Reflex: 16, Dodge: +5, Armor: 3, Psionic: +20
    Perception: 18
    Immune: Single target Psionic abilities

    Attacks
    Psionic Repeater: 1d4+6, 16-20/+3, Average range
    Dimensional Rift: 1d4+5, 6 radius, 10 range
    Null Lace: 1d4+6, 1x10 area originating at the Avatar.

    Actions
    Scurry, Move, Attack, Avatar Mind Control, Dimensional Rift, Null Lance, Teleport, Teleport (Reaction), Regenerate

    Special Actions
    Avatar Mind Control: 1 Action. Psionic vs Will of any target within 8 squares. Lasts 4 rounds. Does not require Focus to maintain the effect.

    Dimensional Rift: 1 Action. Make a Psionic check DC 20. If successful, create a Dimensional Rift anywhere within 10 squares. Every creature in the area take damage that ignores Armor. In addition, if any creature is in the area at the start of your next turn, they also take Dimensional Rift damage.

    Null Lance: 1 Ending Action. Make a Psionic check DC 20. If successful, all creatures in the area are dealt damage.

    Teleport: 1 Action. Make a DC 15 Psionics check. If successful, move anywhere within 10 squares. This movement does not provoke Reaction Shots.

    Teleport: Reaction. If damaged, make a DC 15 Psionics check. If successful, move anywhere within 10 squares. This movement does not provoke Reaction Shots.

    Regenerate: At the beginning of each of each of the Avatar's turns it heals 5 damage.





    XCOM: ENEMY UNKNOWN ALIENS
    There are quite a few differences between the aliens in both games, and both types will be potential enemies for those who wish to use them.

    Sectoid
    Size: 1x1
    Type: Organic
    Health: 3, Aim: 0, Move: 8, Will: 2, Fort: 2, Reflex: 10, Psionics: +2

    Attacks
    Plasma Pistol: 1d4+1, 19-20/+3

    Actions
    Scurry, Attack, Move, Overwatch, Hunker Down, Suppression, Mind Merge

    Special Actions
    Suppression: 1 Ending Action. One opponent within Medium range suffers -6 aim, in addition, if that opponent moves the Sectoid gains a Reaction Shot against them.

    Mind Merge: 1 Ending Action. Make a Psionics check DC 5, if successful one allied Sectoid within Close range gains +1 health, +5 Will, and their crit range increases by 5 until the Sectoid's next turn. However, if this Sectoid dies while another Sectoid is under the effect of Mind Merge, both Sectoid's die.




    Sectoid Commander
    Size: 1x1
    Type: Organic
    Health: 14, Aim: 9, Move: 9, Will: 23*, Fort: 23*, Reflex: 16, Psionic: +13

    Attacks
    Plasma Pistol: 1d4+1, 19-20/+3
    Alien Grenade: 5, 8 range, 2 radius
    Mindfray: 5 damage, 8 range, -5 aim, -5 will, -3 Move to target. Lasts 3 rounds

    Actions
    Scurry, Move, Attack, Overwatch, Hunker Down, Throw Grenade, Mindfray, Greater Mind Merge, Mind Control, Psi Panic

    Special Actions
    Mindfray: 1 Ending Action. Make a Psionics check opposed by the Will of the target, if successful, the target suffers from the effects of Mindfray for 3 rounds. Cannot target Mechanical enemies.

    Greater Mind Merge: 1 Ending Action. Make a Psionics check DC 15, if the check is successful all Sectoids within line of sight gain gains +1 health, +5 Will, and their crit range increases by 5 until the end of the mission. However, if the Sectoid Commander dies while another Sectoid is under the effect of Mind Merge, all Sectoids die.

    Mind Control: 1 Ending Action. Make a Psionics check opposed by the Will of 1 target within Close range. If successful, the Sectoid Commander gains control of the target for the next 3 rounds. Can only have one Mind Controlled enemy at a time. Cannot target Mechanical enemies.

    Psi Panic: 1 Ending Action. Make a Psionics check opposed by the Will of 1 target within Average range. If successful, the target suffers the effects of Panic. Mechanical enemies are immune.




    Thin Men
    Size: 1x1
    Type: Organic
    Health: 4, Aim: 4, Move: 10, Will: 3, Fort: 3, Reflex: 10
    Immune: Poison

    Attack
    Light Plasma Rifle: 1d4+3, 19-20/+4, Average range
    Poison Spit: 0, 12 range, radius 1, all in radius are Poisoned suffering -4 aim, -1 Move, and 1 damage over the next 3 rounds.
    Poison Cloud: radius 1, all in radius are Poisoned suffering -4 aim, -1 Move, and 1 damage over the next 3 rounds.

    Actions
    Scurry, Move, Attack, Leap, Poison Spit, Suppression, Poison Cloud

    Special Actions
    Leap: Part of a Move action. A Thin Man can jump up 1 elevation as part of a Move action at the cost of only 1 square of movement.

    Poison Spit: 1 Ending Action. Uses the same rules as a grenade.

    Suppression: 1 Ending Action. One opponent within Medium range suffers -6 aim, in addition, if that opponent moves the Thin Man gains a Reaction Shot against them.




    Outsider
    Size: 1x1
    Type: Mechanical
    Health: 5, Aim: +6, Move: 8, Will: 4, Fort: 4, Reflex: 13

    Attacks
    Light Plasma Rifle: 1d4+3, 19-20/+4, Average range

    Actions
    Scurry, Move, Attack, Overwatch, Suppression, Materialize

    Special Actions
    Suppress: 1 Ending Action. One opponent within Medium range suffers -6 aim, in addition, if that opponent moves the Outsider gains a Reaction Shot against them.

    Materialize: Free Action. The Outsider appears out of glowing energy when an enemy gets within Close range of where the Outsider is being contained in an enemy spaceship, usually the Core or the Command Room




    Floater
    Size: 1x1
    Type: Organic
    Health: 4, Aim: -1, Move: 8, Will: 2, Fort: 2, Reflex: 10
    Floaters can bypass ground obstacles when moving.

    Attacks
    Light Plasma Rifle: 1d4+3, 19-20/+4, Average range

    Actions
    Scurry, Move, Attack, Overwatch, Launch, Airborn

    Special Actions
    Launch: 1 Ending Action. The Floater exits the battlefield and cannot be targeted. At the start of the next turn, the Floater reappears anywhere on the battlefield accessible by air travel. This action can only be done while outdoors.

    Airborn: 1 Action. The Floater flies up 1 elevation and hovers there, while there the Floater gains an elevation bonus, and increases their Reflex by +4.




    Heavy Floater
    Size: 1x1
    Type: Organic
    Health: 14, Aim: +5, Move: 8, Will: 5, Fort: 5, Reflex: 13
    Heavy Floaters can bypass ground obstacles when moving.

    Attacks
    Plasma Rifle: 1d4+5, 19-20/+5, Average range
    Alien Grenade: 5, 2 radius, 20 range

    Actions
    Scurry, Move, Attack, Overwatch, Launch, Airborn, Throw Grenade

    Special Actions
    Launch: 1 Ending Action. The Floater exits the battlefield and cannot be targeted. At the start of the next turn, the Floater reappears anywhere on the battlefield accessible by air travel. This action can only be done while outdoors.

    Airborn: 1 Action. The Floater flies up 1 elevation and hovers there, while there the Floater gains an elevation bonus, and increases their Reflex by +4.




    Cyberdisk
    Size: 2x2
    Type: Mechanical
    Health: 20, Aim: +5, Move: 10, Will: 0, Fort: 0, Reflex: 13
    Cyberdisks can bypass ground obstacles when moving.
    Immune: Fire, Poison, Stun

    Attacks
    Cyberdisk Cannon: 1d4+5, 19-20/+5, Average range
    Alien Grenade: 5, 20 range, 2 radius
    Death Blossom: 1d4+3, 3 radius, centered on the Cyberdisk.

    Actions
    Scurry, Move, Attack, Overwatch, Throw Grenade, Open, Close, Death Blossom

    Special Actions
    Close: Free Action. The Cyberdisk starts in Closed form. While in Closed form the Cyberdisk has access to the following actions: Death Blossom, Move, Scurry, Attack, and Overwatch. In addition, while in Closed form the Cyberdisk is immune to critical damage.

    Open: Free Action. The Cyberdisk opens up. While in Open form the Cyberdisk has access to the following actions: Attack, Overwatch, Throw Grenade, Close.

    Death Blossom: 1 Ending Action. The Cyberdisk deals Death Blossom damage to all creatures within 3 squares of the Cyberdisk.




    Drone
    Size: 1x1
    Type: Mechanical
    Health: 5, Aim: 2, Move: 7, Will: 0, Fort: 0, Reflex: 16
    Cyberdisks can bypass ground obstacles when moving.
    Immune: Poison, Fire, Critical damage

    Attacks
    Drone Beam: 1d4, 20/+1, Average range
    Overload: 1d4+1, radius 2

    Actions
    Scurry, Move, Repair, Overload, Attack

    Special Actions
    Repair: 1 Ending Action. Heals 1d4 damage to Mechanical allies.

    Overload: 1 Ending Action. Deals Overload damage to self and all creatures within the radius.




    Muton
    Size: 2x2
    Type: Organic
    Health: 10, Aim: +6, Move: 8, Will: 2, Fort: 2, Reflex: 13, Intimidate +3

    Attacks:
    Plasma Rifle: 1d4+5, 19-20/+5, Average range
    Alien Grenade: 5, 2 radius, 8 range

    Actions
    Move, Scurry, Attack, Overwatch, Throw Grenade, Suppression, Blood Call, Intimidate

    Special Actions
    Suppression: 1 Ending Action. Can fire a special shot that grants a reaction fire at the target. In addition, the target suffers -6 aim.

    Blood Call: 1 Action. All Mutons, Berserkers, and Muton Elite within Close range gain +2 Will, +2 Aim, and +1 Move for the next 2 rounds.

    Intimidate: Reaction. When dealt damage a Muton rolls 1d20, if the result is 15 or higher the Muton can make a free Intimidation check opposed by the Will of the soldier that damaged the Muton. If successful, the soldier becomes Panicked.




    Muton Elite
    Size: 2x2
    Type: Organic
    Health: 14, Aim: +8, Move: 8, Will: +4, Fort: +4, Reflex: +6

    Attacks
    Heavy Plasma: 1d4+6, 19-20/+7, Average range
    Alien Grenade: 5, 2 radius, 20 range

    Actions
    Scurry, Move, Attack, Overwatch, Throw Grenade, Suppression

    Special Actions
    Suppression: Can fire a special shot that grants reaction fire at a single target. The target also suffers a -6 Aim penalty.




    Berserker
    Size: 2x2
    Type: Organic
    Health: 20, Aim: +2, Move: 10, Will: 16, Fort: 16, Reflex: 16, Intimidate: +6
    Immune: Critical damage

    Attacks
    Muton Blade: 10, 15-20/+4, melee

    Actions
    Scurry, Move, Attack, Bull Rush, Intimidate, Bloodlust

    Special Actions
    Intimidate: Reaction. When dealt damage a Berserker rolls 1d20, if the result is 15 or higher the Berserker can make a free Intimidation check opposed by the Will of the soldier that damaged the Berserker. If successful, the soldier becomes Panicked.

    Bloodlust: Reaction. When dealt damage a Berserker gains a free move action toward the opponent that dealt it damage.

    Bull Rush: 1 Ending Action. The Berserker moves and attacks in a single action. This movement must be in a straight line, and all destructible cover between the Berserker and her target is destroyed.




    Chryssalid
    Size: 1x1
    Type: Organic
    Health: 8, Aim: 0, Move: 12, Will: 24, Fort: 24, Reflex: 14
    Immune: Poison, Critical damage, Stun

    Attacks
    Chryssalid Claws: 8, 17-20/+3, melee, applies Chryssalid Poison: -4 aim, and 1 damage per round for 3 rounds.

    Actions
    Scurry, Move, Attack, Implant, Leap

    Special Actions
    Leap: Part of a Move Action. May jump up 1 elevation as the equivalent of only moving 1 square.

    Implant: Reaction. If an enemy is killed by the damage of Chryssalid Claws (but not the poison), the Chryssalid may Implant that corpse with a Chryssalid egg, causing it to become a Zombie at the start of the Chryssalid's next turn.




    Zombie
    Size: 1x1
    Type: Organic
    Health: 10, Aim: +0, Move: 6, Will: 24, Fort: 24, Reflex: 10
    Immune: Stun

    Attacks
    Zombie Fist: 8, melee

    Actions
    Gestate Chryssalid, Spawn Chryssalid, Move, Attack

    Special Actions
    Gestate Chryssalid: Free Action. Every round at the beginning of the zombies turn they gestate the Chryssalid, after 3 uses of this ability the Zombie can use the Spawn Chryssalid action.

    Spawn Chryssalid: Free Ending Action. After 3 uses of the Gestate Chryssalid action the zombie will use the Spawn Chryssalid action. The Zombie will die, and a Chryssalid replaces it in the same square. This Chryssalid gains their full actions the first turn they are alive.




    Sectopod
    Size: 3x3
    Type: Mechanical
    Health: 30, Aim: +6, Move: 8, Will: 0, Fort: 0, Reflex: 16
    Immune: Fire, Poison, Critical damage, Stun

    Attacks
    Chest Cannon: 1d4+8, 19-20/+6
    Cluster Bomb: 1d4+3, radius 4, 3 points within 16 squares of the Sectopod, each point must be within 6 squares of each other.

    Actions
    Scurry, Move, Cannon Fire, Overwatch, Prepare Cluster Bomb, Fire Cluster Bomb

    Special Actions
    Cannon Fire: 1 Action. This action works like usual attack actions, only it does not end the Sectopod's turn.

    Prepare Cluster Bomb: 1 Ending Action: The Sectopod prepares to fire the Cluster Bomb, marking each of the three points. The same point cannot be marked more than once, however, the points may be adjacent to each other.

    Fire Cluster Bomb: 1 Action. The Sectopod fires the Cluster Bomb, dealing damage to each of the 3 points designated by the Prepare Cluster Bomb ability. This ability must be used as the first action on the turn after Prepare Cluster Bomb was used.




    Ethereal
    Size: 1x1
    Type: Organic
    Health: 20, Aim: +16, Move: 8, Will: 29, Fort: 29, Reflex: 18, Psionic: +19
    Immune: Critical damage

    Attacks
    Rift: 1d4+*, radius 4, 12 range
    Psi Lance: 10*, range 16.
    Psi-Drain
    Mindfray: 5, target suffers -5 Aim, -5 Will, and -1 Move, Average range

    Actions
    Scurry, Move, Mindfray, Rift, Psi Lance, Mind Control, Psi-Drain

    Special Actions
    Mindfray: 1 Ending Action. Make a Psionics check opposed by a target's Will. If successful, the target suffers the effects of Mindfray. Mechanical enemies are immune.

    Rift: 1 Ending Action, deals 1d4 damage in the designated area this area lasts for 3 rounds and affects all creatures that move through it. In addition, each creature with a Will less than 100 suffers an additional +1 damage, plus an additional +1 damage for every 10 Will the enemy has less than 100. An Ethereal cannot have more than 1 Rift at a time.

    Psi Lance: 1 Ending Action. This action works similarly to a standard Attack action, however, if the attack is successful make a free Psionics check opposed by the target's Will. If the check is successful increase the damage by 5, if the check is unsuccessful reduce the damage -5.

    Mind Control: 1 Ending Action. Make a Psionics check opposed by the Will of a target within 6 squares, if successful the target is under the control of the Ethereal for the next 3 rounds. An Ethereal cannot control more than 1 target at a time.

    Psi-Drain: 1 Action. Pick one ally within 6 square of the Ethereal, that ally takes 1d4+2 damage and the Ethereal heals that much health.




    Uber Ethereal
    Size: 1x1
    Type: Organic
    Health: 25, Aim: +20, Move: 8, Will: 30, Fort: 30, Reflex: 18, Psionic: +19
    Immune: Critical damage, Mind Control

    Attacks
    Rift: 1d4+*, radius 4, 12 range
    Psi Lance: 10*, range 16.
    Mindfray: 5, target suffers -5 Aim, -5 Will, and -1 Move, Average range

    Actions
    Scurry, Move, Mindfray, Rift, Psi Lance, Mind Control, Psi-Drain

    Special Actions
    Mindfray: 1 Ending Action. Make a Psionics check opposed by a target's Will. If successful, the target suffers the effects of Mindfray. Mechanical enemies are immune.

    Rift: 1 Ending Action, deals 1d4 damage in the designated area this area lasts for 3 rounds and affects all creatures that move through it. In addition, each creature with a Will less than 100 suffers an additional +1 damage, plus an additional +1 damage for every 10 Will the enemy has less than 100. An Ethereal cannot have more than 1 Rift at a time.

    Psi Lance: 1 Ending Action. This action works similarly to a standard Attack action, however, if the attack is successful make a free Psionics check opposed by the target's Will. If the check is successful increase the damage by 5, if the check is unsuccessful reduce the damage -5.

    Mind Control: 1 Ending Action. Make a Psionics check opposed by the Will of a target within 6 squares, if successful the target is under the control of the Ethereal for the next 3 rounds. An Ethereal cannot control more than 1 target at a time.

    Psi-Drain: 1 Action. Pick one ally within 6 square of the Ethereal, that ally takes 1d4+2 damage and the Ethereal heals that much health.




    Mechtoid
    Size: 1x1
    Type: Mechanical
    Health: 20, Aim: +6, Move: 9, Will: 0, Fort: 0, Reflex: 13
    Immune: Fire, Poison, Critical damage, Stun

    Attacks
    Plasma Mini-Cannons: 1d4+5, 20/+4, Average range

    Actions
    Scurry, Move, Plasma Barrage, Psi Shield, Overwatch

    Special Actions
    Plasma Barrage: 1 Action. This action works exactly like a normal Attack action, except it does not end the Mechtoid's turn.

    Psi Shield: Passive. A Mechtoid can be the target of a Sectoid's Mind Merge or a Sectoid Commander's Greater Mind Merge. If so, the Mechtoid will instead gain +3 health, and will not die if the Sectoid or Sectoid Commander is killed.




    Seeker
    Size: 1x1
    Type: Mechanical
    Health: 5, Aim: 0, Move: 12, Will: 0, Fort: 0, Reflex: 19
    Immune: Poison, Fire, Stun
    Seekers can bypass ground obstacles when they Move.

    Attacks
    Plasma Pistol: 1d4+1, 19-20/+3, Average range
    Strange: 2+X, melee

    Actions
    Scurry, Move, Attack, Stealth, De-Stealth, Strangle

    Special Actions
    Stealth: 1 Action. The Seeker becomes invisible and can only be targeted if revealed through objects that can reveal invisible enemies. While using Stealth the Seeker cannot Attack, but can Strangle.

    De-Stealth: Free Action. The Seeker becomes visible, and can use Attack.

    Strangle: 1 Ending Action. The Seeker attacks an adjacent enemy, if the attack is successful the target is dealt 2 damage and compare the attack roll to the target's Fort. If successful, the target cannot move, attack, or make any actions, and automatically fails every further Strangle check until the Strangle is broken. Each turn after the first that the Seeker uses Strangle on the same target, the target suffers an additional point of damage. A target can only be Strangled by 1 opponent at a time.
    Last edited by Dienekes; 2016-02-29 at 06:13 PM.

  5. - Top - End - #5
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    Oct 2007

    Default Re: XCOM d20 [WIP]

    Maybe I'm being only overly negative pedantic jerk here, but why d20? The base game's base %'d based rule set was tested/developed initially on the tabletop and can be translated in it's current form with almost no alteration for smooth dice-based play. The calculations are fairly basic and it seems a shame to develop an X-COM RPG experience and reinvent the wheel when the actual games mechanics are so close to being a tabletop game already.

  6. - Top - End - #6
    Titan in the Playground
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    Dec 2008

    Default Re: XCOM d20 [WIP]

    Quote Originally Posted by Mr.Moron View Post
    Maybe I'm being only overly negative pedantic jerk here, but why d20? The base game's base %'d based rule set was tested/developed initially on the tabletop and can be translated in it's current form with almost no alteration for smooth dice-based play. The calculations are fairly basic and it seems a shame to develop an X-COM RPG experience and reinvent the wheel when the actual games mechanics are so close to being a tabletop game already.
    Not overtly negative at all, as I initially thought to use d100s. Simply put, XCOM uses d100 because they calculate incremental minute changes, such as how accuracy works. Like for example, snipers. A sniper rifle starts at -0% accuracy, and every tile closer than 10 decreases that accuracy by 3%, while every tile outside a snipers sight radius decreases that accuracy by 2%.

    And that I felt was very easy for a computer to do on the fly, but while it's not exactly difficult for guys on a tabletop to count each individual tile then multiply what percentage they lose per tile, then subtracting from their total accuracy, it would get time consuming. I felt making areas of accuracy (melee, close, medium, far, very far) would make the game quicker with each shot.

    And that and PCS bonuses were the only things in the entire game that wasn't on a base 5 anyway. Cover is in base 20-40, abilities are always granting 10 or lowering 15, crit, everything. So I figured I'd just put everything in the simplest base 5 solution (d20) and be done with it.

    I could go back and switch to d100 it wouldn't actually be a hard edit to do. Hell, I may just post both, but I'm going to finish up with a d20 first.
    Last edited by Dienekes; 2016-02-17 at 02:59 PM.

  7. - Top - End - #7
    Titan in the Playground
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    Default Re: XCOM d20 [WIP]

    COMBAT





    Combat is broken up into rounds, turns, and actions.

    Each round involves every combatant on all sides of the conflict making their actions.

    A turn involves every combatant on one side making their actions. There is no defined order to who takes their actions first, in fact one character may take an action, another character make take all their actions, then that first character may finish the actions they wanted to take.

    An action is an ability, movement, or thing an individual character can do.


    To determine which side of a conflict gets to make their turn first, use the following rules.
    -If one side is aware of the opposing side, but the opposing side is unaware of them, that side gets the first turn. This turn is considered an Ambush.
    -If both sides are aware of each other every character makes an Initiative check. The team with the character with the highest Initiative result gets the first turn.
    -If both sides stumble on each other after previously being unaware, every character makes an Initiative check and the results are as if both sides were aware.

    Actions
    Every turn, each character has 2 actions (unless abilities allow them additional actions).

    Actions can be broken up into the following groups: Free Actions, Reactions, 1 Action, 2 Actions, and Ending Actions.

    Free Actions: Take no action to accomplish. Such as talking, or reloading a gun with the auto-loader mod.

    Reactions: These actions are similar to free actions, in that they do not cost an action during your turn, however, they only occur when a specific circumstance happens to trigger them.

    1 Action: This action takes up 1 of the 2 available actions

    2 Actions: This action takes up both of the available actions in a turn.

    Ending Action: This action ends the actions you can perform on your team's turn, even if you would usually have another action available to you.


    LIST OF ACTIONS

    Scurry: Reaction. If you or a member of your team within line of sight is attacked by an Ambush, or witnesses a concealed opponent, you can make a Scurry action as a reaction that interrupts the enemy's turn. You can move a distance up to your total Move, but you cannot attack with the Scurry action, even if the option to move and attack is available (such as through the Slash perk). This movement still provokes reaction shots as usual.

    Move: 1 action. Move up a number of squares equal to your Move. You cannot move into a square in which someone else is standing.

    Attack: 1 ending action. Roll your Aim opposed by the enemy's Reflex. If your roll is successful, you deal damage determined by your weapon. Attacking with weapons with the Slow Shot special requires 2 actions instead of 1.

    Throw Grenade: 1 ending action. You do not need to roll accuracy to throw a grenade, simply pick a square within a grenades range and it will take effect.

    Use Utility item: 1 action. For exact benefits of using an item, check the specific item in the Equipment section.

    Overwatch: 1 ending action. You do not attack this round, however, you instead prepare yourself for a Reaction shot. If any enemy moves at least one square (through any form of movement, not necessarily the Move action), and during that movement you would have angle of attack is not blocked by any cover, you can make a Reaction Shot against that enemy. Only 1 Reaction Shot is allowed per use of the Overwatch action. Requires Focus, and any damage dealt to you removes Overwatch.
    Overwatch with weapons with the Slow Shot special quality requires 2 actions instead of 1.

    Reaction Shot: Reaction. Specific actions and abilities allows you to take Reaction Shots when various actions taken by the enemy trigger such shots. All reaction shots suffer a -3 aim penalty, and gain no benefits from Flanking. All Reaction Shots can only be made within 20 squares of you.
    If a Reaction Shot is triggered just after Concealment is broken, the reaction shots suffer no aim penalty.

    Reload: 1 action. Refills the ammo in your gun.

    Hunker Down: 1 ending action. You must be behind cover to perform this action. Against all non-flanking enemies, you gain +4 reflex, and Dodge +10, until the start of your next turn.

    Pick Up Person: 1 Action. When an ally is knocked unconscious, or possibly even killed, or maybe when you need to extract an enemy civilian, you can spend an action to pick up an adjacent individual. If you do so, you can no longer make any aggressive actions, such as going into Overwatch, or Attack, or using most of your perks. However, you can still Move, Call Skyranger, and Extract.

    Call Skyranger: Free Action. Send up a signal for the Skyranger to extract allies in an open 4x4 area within 16 squares of you.

    Extract: Free Ending Action. This action can only be done when in the 4x4 area designated by you or an ally using the Call Skyranger action. You are brought into the hovering Skyranger ship and out of the action. In addition, you can use the Extract action even after spending all your other Actions, provided your last action was not an Ending Action.

    Interact: Free Action. This can be any action that interacts with the environment, such as pushing a button, to flipping over a table to create cover. Usually this is a free action, though some more complicated interactions can take more time (ex. If you decide to stop mid-combat to try and set a table, it is perfectly fine for the GM to say that costs an action or two).

    Use Ability: Varies, usually 1 action. This depends upon the ability in question.

    Use Skill: Varies, usually 1 action. This depends upon the skill in question.


    CALCULATING ATTACKS, DODGE, DAMAGE, ARMOR, AND DEATH

    Attacks
    You can only make attacks against opponents within your weapons range, and within your line of sight. The first step is to declare who it is you are attacking. Then, roll d20+aim+additional modifiers and compare the result to the target's Reflex+modifiers. If your attack surpasses the opponent's reflex, the attack is considered a success and you roll damage and crit.

    Dodge
    If you are attacked and you have a Dodge chance, roll a d20 + Dodge modifiers when the opponent makes his attack roll. If the result of the Dodge roll is 21 or greater the damage is halved and the damage cannot crit.

    Damage and Crit
    If the attack is successful you can roll your damage and critical at the same time. Weapon damage is almost always determined by 1d4+modifiers, while criticals are always determined by 1d20. If the crit is at the lowest crit range of the weapon or higher, add the critical damage of your weapon to the total damage dealt.

    Subtract the total damage dealt from the health of the enemy. If the enemies health is reduced to 0 the target is dead or dying (see Death below).

    If the target has an Armor Value, subtract that value from the damage before you subtract the damage from the enemies health.

    For example, Sergeant Bob attacks a Sectopod and after rolling his attack he succeeds on his hit. He then rolls damage, and gets 7 damage. Unfortunately, the Sectopod has 6 armor, meaning Bob only succeeded in dealing 1 damage to the Sectopod.


    Death and Dying
    If an organic creature is reduced to 0 hit points, the GM rolls d20+10 and compares it to the creature's Fortitude. If greater than the creatures Fortitude that creature is Dead. If lesser than the creatures Fortitude that creature is Bleeding Out. See the Conditions below for further details.

    If a mechanical creature is reduced to 0 hit points, it is destroyed, with no chance for Bleeding Out. In addition, if a creature has a self-destruct ability, regardless of being organic or mechanical (ex. Gatekeepers and Sectopods), they automatically fail their chance for getting the Bleeding Out condition.


    MODIFIERS AND CONDITIONS

    Flanking: If you are attacking an opponent with no cover, you are considered to be Flanking that opponent. Your crit range increases by 8 when attacking Flanked targets. To determine flanking, draw a straight line from the center of your square to the center of your target's square. If this line does not touch a single piece of cover, you are considered to be flanking your target. You can ignore 1 piece of cover that you are currently using, provided that your target is not also currently using that piece of cover.

    Concealed: If the enemy is unaware of you, you are concealed. You remain Concealed until some action occurs to break concealment, such as moving within an enemies sight (generally close range) and failing a Stealth check, attacking the enemy, or causing some noise that would give your presents away, such as breaking a window.

    Elevated: If you are attacking an opponent 1 elevation degree (essentially 1 story, or 2 squares up), or more lower than you, you gain a +4 bonus to your Aim when attacking the lower target.

    Burning: deals 1d4 fire damage for 3 rounds, all actions that require Focus automatically fail or are ended for duration.

    Poison: deals 1d4 poison damage for 3 rounds, lowers Aim by -6 for duration.

    Acid Burn: deals 1d4 acid damage for 3 rounds.

    Disoriented: Suffer a -2 aim penalty and all actions and abilities that require Focus is automatically ended or fails for 3 rounds.

    Stunned: All actions and abilities that require Focus are automatically ended. You cannot make any actions until a full round has passed.

    Panicked: You lose control of your character, instead the GM rolls to see what actions he or she performs each round. For further details see Fear below.

    Shaken: Your Will is reduced to 0, until the Shaken condition is removed. For further details see Fear below.

    Mind-Controlled: All actions made are now controlled by the enemy. Mind controlled units cannot take actions until the next round.

    Unconscious: You lose Focus, you cannot take any more actions, until you receive non-combat Healing.

    Dead: You lose Focus, you can never take any more actions. You're dead.

    Bleeding Out: You lose Focus, you fall prone, you cannot take any actions. If you take a single point more of damage, you are Dead. If you have not received a Heal before 4 rounds, you are Dead. If you receive combat Healing before 4 turns are over, you gain 1 hit point and are instead considered Unconscious.



    COVER

    Cover's role is to shield you from taking damage. There are three types of cover, Half Cover, Full Cover., and Total Cover

    Half Cover: Usually at least waist high. Provides +4 reflex when between you and an enemy. If an attack would have hit the opponent except for the cover bonus, roll a d20, if the result is 16 or above, the damage is inflicted on the cover.

    Full Cover: Usually at least shoulder high. Provides +8 reflex when between you and an enemy. If an attack would have hit the opponent except for the cover bonus, roll a d2o, if the result is 11 or above, the damage is inflicted on the cover.

    Total Cover: Completely covers the body to the point that not only can the opponent cannot attack you, but you cannot attack the opponent.


    Cover Health
    Cover can have 1-20 hit points, depending on what it is made of.

    1: paper thin walls, a plastic box
    2: Thick wood
    5: A car
    10: Thick stone
    15: Thick steel
    20: Alien alloys

    Sometimes the remaining rubble still can provide half-cover even if destroyed. This is usually the case with thicker, larger objects, and cars.

    Destroying a car deals 1d4+2 damage to all adjacent tiles after 1 full round of being destroyed. If the damage surpassed the car's health by 3 or more, the explosion occurs immediately.



    FEAR AND MENTAL EXHAUSTION

    Combat is terrifying, and the stress of combat takes a toll on any soldier.

    If a creature takes damage equal to half their health over the course of combat, make a d20 check and compare the result to the Will of the character, if the roll surpasses their Will then they will be Panicked for 3 rounds.

    If an ally is killed within 6 squares of a creature, make a d20 check and compare the result to the Will of the character, if the roll surpasses their Will they will be Panicked for 3 rounds.

    If an ally within 6 squares of a creature is gains the Panicked condition, make a d20 check and compare the result to the Will of that character, if the roll surpasses their Will they will be Panicked for 3 rounds.

    If during a mission a character is Panicked, Mind-Controlled for more than 1 round, had 3 or more losses in a single mission, or suffered Grave Wounds or Critical Wounds, make a d20 check and compare the result to the Will of the character with no other modifiers (such as Mindshield), if the roll surpasses their Will then they suffer the Shaken condition.

    If a character with the Shaken condition goes out on a successful mission, and is not injured during that mission, roll a d20 and compare the results to what the characters Will would be if he was not suffering from the Shaken condition +5, with no other modifiers (such as Mindshield). If the character's Will surpasses the roll they lose the Shaken condition, and in addition, gain a permanent +2 bonus to Will.


    INJURIES

    A soldier is often wounded in the course of combat, how long it takes that soldier to heal between missions is based off of how much damage they were dealt. There are 3 types of injuries: Lightly Wounded, Wounded, Gravely Wounded, and Critically Wounded.

    Lightly Wounded: If a soldier suffers damage in a mission but still has 2/3 of their health by the end they are Lightly Wounded. It takes 1 week to heal from being Lightly Wounded, without being given Long-Term Care (see First Aid under Skills).

    Wounded: If a soldier suffers damage in a mission but still has 1/3 of their health by the end they are Wounded. It takes 2 weeks to heal from being Wounded, without being given Long-Term Care.

    Gravely Wounded: If a soldier suffers damage in a mission but has less than 1/3 of their health by the end they are Gravely Wounded. It takes 4 weeks to heal from being Gravely Wounded, without being given Long-Term Care.

    Critically Wounded: If a soldier was Bleeding Out on a mission, but managed to survive they are Critically Wounded. It takes 6 weeks to heal from being Critically Wounded, without being given Long-Term Care.

    Wounds and on-mission Heal: Being healed on a mission is a quick patch job that allows a soldier to keep fighting, but the damage is still there. When calculating what Wound was received after a mission calculate the total damage dealt to you, even if it was all healed up.

    For example, Bob had 9 life, he was attacked twice both for 5 damage, but was healed for 5 after both shots. He ended the mission at 9 health, however he had received 10 points of damage. This would put him at -1 health, this is obviously less than 1/3 health and therefore he was Gravely Wounded, he might have even died if he was not healed. However, since he never was actually Bleeding Out he never qualified for being Critically Wounded. Therefore after the mission he received the Gravely Wounded condition. Without Long-Term Care he will not be able to fight for a full 4 weeks


    Concealment

    Concealment is essentially, when the enemy does not know your team is anywhere on the map. They will not be ready for you.

    Concealment and Overwatch

    Overwatch has a penalty, but Overwatch that is triggered just after Concealment is broken (essentially the Scurry action of the enemy after your Concealment being broken) does not suffer from Overwatch penalties. So there would be no -3, it'd be the equivalent of a normal shot.

    Moving in Concealment:

    If all tiles in the movement are behind full cover between you and the opponent, then you're going to stay concealed. If you have to move between two pieces of cover between which there is at least 1 tile where the opponents can spot you, you need to roll a Stealth check or lose Concealment. The closer you are to the opponent the more difficult this is, 8 tiles away is your basic Stealth check, for every 2 tiles closer increases the opponent's Perception by 2.

    If all tiles in the movement are behind half cover between you and the opponent it gets trickier, 8-6 tiles away you will remain concealed, no check required. 4-6 tiles away requires a Stealth check, but the opponent suffers a penalty to their Perception (about -5), being behind half-cover while within 3 tiles requires a Stealth check, no modifiers. Being behind no cover at all, will always require a Stealth check, and ending your turn in the open is basically a guaranteed failure.



    Windows and Concealment

    In the base game, if you break any window, ever, you will break Concealment (unless you send your Gremlin to do it, honestly I think that was more of programming error than an intended work around). Now personally, I think that's a bit unfair.

    In this game, your can break a window as a free Interaction action (which can be part of a move), which will break Concealment if an opponent is within Medium range of you.

    Or, you can make a Stealth check to quietly open the window, also a free Interaction action, but it cannot be part of a Move. You have got to stop moving to do it. Stealth vs Perception of anyone within Medium range (penalty to their perception if there are reasons why this sound would not be heard, like if there were full walls in the way, if battle was actually happening on the same rounds elsewhere on the map, or if there are other loud noises, such as, say, a city that is currently in party mode), this penalty is usually -5 to their Perception, but it's ultimately up to the GM. If there are multiple things going on (such as this is occurring behind a wall, in the middle of a battle, in the middle of city that is throwing a rave) then it might be as high as -10, while if it is behind a wall, but the target is literally adjacent to the wall and it is the dead of night and there is no other sounds to distract them, it might only be a -2).
    Last edited by Dienekes; 2016-03-24 at 01:00 AM.

  8. - Top - End - #8
    Titan in the Playground
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    Default Re: XCOM d20 [WIP]

    Skills

    Each skill can be trained at level 1, picking a skill to be trained allows the skill to improve at the rate listed in the Skill section of the class tables. All other skills do not improve as you level up. All skills start at rank 0 at rookie level, regardless of if they are trained skills or not, unless they are improved through character points.

    To use a skill, roll 1d20+ skill rank+modifiers.

    Skills are relatively lose with the GM determining the difficulty, some skill benchmarks:
    DC 0: Everyone should be able to do this.
    DC 5: An unskilled individual can probably do this.
    DC 10: Usually requires some training.
    DC 15: Usually requires a lot of training.
    DC 20: Even well-trained individuals have trouble doing this.

    In addition skills work generally as the players can think how to make them work. If a player has a great idea to to use a skill that makes sense then the GM is encouraged to allow it, so long as it would not break the game. However, below are the uses that each skill was designed for.

    ACROBATICS
    You're trained in some acrobatic stuff

    -Reduce Falling Damage: Reaction. DC 15 check to lower Fall Damage by 2.

    -Escape: 1 Action. If you are Bound (for example, from a Viper's Tongue Pull), you are allowed to make a single Escape check as one action to attempt to remove the Bound condition (Bound characters are not allowed to make any other actions). Make an Acrobatics check the DC is equivalent to whatever roll caused the Bound condition (in the case of Tongue Pull that would be the Viper's attack roll), if your check succeeds you are released from the Bound condition. You are only allowed to use the Escape action once per Turn. If the Escape attempt is successful you can use all remaining actions to complete your Turn.


    ATHLETICS
    You are a particularly fit individual

    -Jump: Part of a Move action. You can Jump 1 square with a DC 10, and an additional square every +3 on your check.

    -Climb: Part of a Move action. With a DC 10 check you can climb ladders without slowing your movement (usually 1 move up is equal to 2 squares). More difficult surfaces increase DC.

    -Swim: 2 Actions. DC 10 allows you to Swim up to half your Move speed (usually 1/4). More difficult waters increase DC.


    COMPUTERS
    You understand how computers work

    -Hack: 1 Action. You can attempt to hack a computer to gain information. Make a Computer check opposed by the computer's Will to determine if the hack was successful, and how successful.

    -Write Program: Out of combat action. DC is based on the difficulty of the Program, up to DM discretion.


    DECEPTION
    You can lie to others.

    -Lie:Out of combat action. You can have others believe what you are saying is true, when it is not. These lies should be somewhat believable. Make a Deception check opposed by the Perception or Will (whichever is higher) of the target that you are trying to lie too.

    -Disguise: Out of combat action. You can make yourself not look like yourself. Make a Deception check against the Perception of those who see you for them to notice that you are wearing a disguise. You gain a bonus or penalty on what you are trying to do, based on how big a change you are trying to make and how well known. Ultimately up to GMs discretion, though if you're trying to disguise yourself and no one knows who you are anyway, you should have a decent bonus (+3 or +4), however if you are disguising yourself as a specific person that many have met before and would recognize you might get a significant penalty (-5).


    DIPLOMACY
    You can be convincing

    -Build Trust: Out of combat action. You can make a non-enemy NPC start to like you by making a Diplomacy check opposed by their Will.

    -Negotiate: Out of combat action. You can get contacts and make deals by making a Diplomacy check opposed by the opposite negotiator's Will, or against a set DC for a specific action.


    DRIVE
    You can drive a vehicle

    -Steering: 1 Action. DC 10 for basic driving. During chases, use your Drive opposed to the opponent's Drive to see who wins. Faster vehicles gain an advantage.


    FIRST AID
    You have a healer's touch.

    -Heal: 1 Action. Provides short-term relief to a wounded soldier. Make a Heal check, DC 5, if successful you have healed them for however much health the medkit provides+1 for every 5 points above the DC. Requires a medkit and expends 1 use. This does not change the level of injury a character will have at the end of a mission, however.

    -Long-term care: Out of combat action. You can help a character heal after a mission, to halve their recovery time. DC 10 for lightly wounded, DC 13 for wounded. DC 16 for gravely wounded. DC 20 for critically wounded. The character using the Long-term care action must stay by the character they are healing until they are fully healed, meaning they cannot go out on missions.


    INITIATIVE
    You have fast reactions

    -Determine Turn Order: Reaction. At the beginning of combat, provided no one is attacking an unaware opponent, all participants in the combat roll their Initiative. Whichever team has the character who rolled the highest gets the first Turn of the round.


    INTIMIDATE
    You know how to be scary

    -Frighten: 1 Action. You can attempt to cause one enemy within 6 squares of you to Panic. Make an Intimidation check opposed by their Will. If your check is successful they will be Panicked for 3 rounds. Mind-controlled, Brainwashed, Mechanical, and Aggressive enemies are immune.

    -Coerce: Out of combat action. To get someone to do what you want, usually under threat. Make an Intimidation check opposed by their Will. Mind-controlled, Brainwashed, Mechanical, and Aggressive enemies are immune.


    MECHANICS
    You can build and fix objects

    -Jury-Rig: 1 action, make a difficult (DC 20) check to make some small object out of spare parts nearby, such as a frag grenade.

    -Build: Out of combat ability, use this skill to help construct equipment. DC is set by the GM.

    -Fix: Out of combat ability, use this skill to fix damaged armor and equipment. DC is set by the GM.


    PERCEPTION
    You are very aware of your surroundings

    -Spot Deception: Reaction. Roll Perception against a person you believe to be lying to you against their Deception check to see if your character can tell if she's being lied to.

    -Spot Stealth: Reaction. If a character is attempting to sneak past you, make a Perception check opposed by their Stealth skill to determine whether the stealth check was successful.

    Search: Out of combat action. Roll Perception against a DC set by the GM to determine what you can find by thoroughly searching an area, no larger than an average sized room.


    PSIONICS
    You're a psion
    *Special: Unlike all other skills, you cannot increase your Psionic skill score at level 1 with Hero Points.

    -Power Psionic Device: Out of combat action. Certain devices like Psionic Gateways and the Psionic Network can be powered through various psionic means. To do so usually requires a difficult (DC 20) check, though that is not always the case.

    -Use Psionic ability: Varies, usually 1 or 2 ending actions. See Psionic Perks for further details.


    STEALTH
    You know how to move unaware and remain hidden from your enemies.

    -Sneak: Part of a Move Action. Successfully, move without being observed, roll Stealth opposed by the Perception of those you are trying to sneak past. To be successful, there should be some cover to move around, and you should not be drawing attention to yourself (by, for example, standing right next to them).
    Once an opponent is aware of where you are, you cannot attempt to sneak past them again.

    -Silent Interaction: Free Action. Successfully interact with an object that will normally break concealment (such as breaking a window), roll Stealth opposed by the Perception of those nearby to do this action without breaking Concealment.
    Last edited by Dienekes; 2016-03-05 at 10:51 PM.

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    Default Re: XCOM d20 [WIP]

    RULES FOR GMING

    Setting up missions


    Enemies and Aliens

    While there are no hard and fast rules for when you can throw what enemies at your players, there is a rough idea of what is an appropriate difficulty for them.

    Groups are made up, usually, of a leader and two support enemies. Though, at times a Leader can appear alone, or a pod of enemies can be of 3 supporting units.

    At the start of the game, all pods that the team encounters are filled with Advent Troopers, and Advent Officers. Every week of the campaign move down the list for the next unit to be thrown at your players:

    1: Sectoid as leaders
    2: Advent Stun Lancer as support
    3: Advent Officer can share leader role with an alien in pods of 4
    4: Viper as leader
    5: Advent MEC as leader
    6: Muton as leader
    7: Advanced Advent Trooper replaces Advent Trooper
    8: Berserker as leader or alone
    9: Sectoid as support
    10: Viper as support
    11: Faceless as solo-unit
    12: Advanced Advent Officer replaces Advent Officer
    13: Advent Shieldbearer as support (only 1 per pod)
    14: Advanced Advent Stun Lancer replaces Advent Stun Lancer
    15: Muton as support
    16: Archons as leaders
    17: Chryssalids as support (usually alone)
    18: Elite Advent MEC as leader, Advent MEC as support
    19: Elite Advent Trooper replaces Advanced Advent Trooper
    20: Elite Advent Officer replaces Advanced Advent Officer
    21: Elite Advent Shieldbearer replaces Advent Shieldbearer
    22: Andromedon as leader
    23: Elite Stun Lancers replace Advanced Stun Lancers
    24: Elite MEC replace Advent MEC as support
    25: Sectopod as leader
    26: Berserkers as support
    27: Archons as support
    28: Gatekeepers as leader

    Special: In the base game Codexes and Avatar appear after reaching certain story events. Within the context of the game it is usually recommended that Codexes appear around week 15 (if so push everything back one week) as support (after meeting the first one), while 1 Avatar is met around week 20, though Avatars are not put into the enemy rotation, instead appearing in specific story missions. The GM does not have to do this, of course, in fact, the GM does not have to follow the above order at all, it is simply the order that the game uses.

    Usually XCOM faces pods of enemies of 3-4 at a time with between 3-5 pods per mission. Certain enemies, such as Faceless or Avatar usually do not appear in pods, instead one or two are in the mission, alone.

    However don't feel like you need to follow this model, there are enough times when 2 or even 3 pods trigger at the same time, and that can be some of the most interesting fights. Mix them up and have fun.


    Missions
    Most weeks have a minimum of 1 mission to go on. Though this is entirely up to GM discretion. Any GM may want to give their players a week off for all their soldiers to heal. While planning out a campaign completely is encouraged, here are some helpful ideas to planning out the frequency of weekly missions.

    Every week roll 1d20, if the results are a 15 or above, there is an additional mission mid-week that needs your soldiers attention.

    There are several types of missions:
    VIP escourt/release: The team must find and release a person of interest that is against the Advent administration. Safely getting them to the Extraction point without being killed. Usually there is a limited time to free the VIP and Extract the team. Begin mission concealed.

    Dark VIP: The team must find and capture a person of interest loyal to the Advent cause, it must either be an assassination, or captured alive for intel. Usually there is a limited time to kill or capture the VIP and Extract the team. Begin mission concealed.

    Hack Advent Computer: There is a computer that is open for hacking, allowing XCOM to gain valuable information on Advent's future plans, or to incite rebellions. Usually there is a limited time to hack the computer, though afterwards you are free to stay and fight. Begin mission concealed.

    Supply Run: Resistance has provided some resources, however, Advent has learned of the drop off and are attempting to destroy your equipment. These missions fail if aliens destroy the supplies.

    Steal Supplies: Capture Advent resources that your allies were able to locate. These missions fail if you destroy the supplies. Begin mission concealed

    Retaliation: Advent has found a village of XCOM friendly rebels and are attacking them.
    Resistance Rumor: Attempt to make contact with a resistance cell that is in danger. These missions fail if there are less than 6 survivors of 14. Usually 1 civilian is killed a round until all pods have been engaged. Occasionally 2 civilians will be killed in a single round.

    Defend Resistance Comm: Advent has found a Comm and is attacking it with everything they've got. Save the device. If the device is destroyed before all aliens have been killed the mission is a failure. Usually a pod starts the mission either attaching the device or within 1 round worth of movement to the device. When in range only the strongest attack in the pod will damage the device until the pod is engaged in combat all others will be on Overwatch.

    Destroy Facility: You've found a facility that is valuable for Advent. Plant X4 to blow it up, but be sure to get out of the blast radius by using an Extraction first. Begin mission concealed.

    Base Defense: Advent have found your base and are attacking it directly. Destroy the EMP pulse that is grounding your ship before any aliens make it inside. Then make it to the ramp before the ship takes off.

    Investigate Facility: Send in a team to quietly learn what is going on at certain facilities for intel. Enter to uncover what is going on and Extract. Begin mission concealed.

    Story Mission: Various missions that progress the story in some way.

    Each time you need a mission, roll 1d20 2 times each roll determines a possible mission.

    1-2: VIP escourt/release
    3: Investigate Facility
    4-5: Dark VIP
    6-7: Hack Advent Computer
    8-9: Supply Run
    10-11: Supply Steal
    12-13: Retaliation
    14-15: Resistance Rumor
    16-17: Defend Resistance Comm
    18-19: Destroy Facility
    20: Base Defense


    Your players would then choose which of the two missions they feel like completing. Will they risk the future of the war by rescuing a Resistance Outpost being attacked, or will they sacrifice helpless civilians to instead rescue a scientist with information that could lead to Advent's eventual defeat?

    Non-combat oriented missions could also be fun to mix things up for your players, perhaps a mission where you have to win the trust of a resistance leader, and uncover the hidden Advent mole in their ranks. Or maybe, you have to undercover infilitrate an Advent facility, and leave before you are recognized.

    Story missions occur at whatever pace you, and your players desire. Perhaps the story is triggered by certain events, such as in the XCOM games themselves, for example, perhaps you can continue going on missions, but your goal is to bring back an Advent Officer alive, and the story will not progress until your players perform such a feat.

    Concealment and Perception:
    If the soldier moves are behind full cover between you and the opponent, then their going to stay concealed. If they have to move between two pieces of cover between which there is at least 1 tile where enemies can spot your players, they need to roll a Stealth check or lose Concealment. The closer they are to the opponent the more difficult this is, 8 tiles away is your basic Stealth check, for every 2 tiles closer increases the opponent's Perception by 2.

    If all tiles in the movement are behind half cover between your player and the opponent it gets trickier, 8-6 tiles away they will remain concealed, no check required. 4-6 tiles away requires a Stealth check, but the opponent suffers a penalty to their Perception (about -5), being behind half-cover while within 3 tiles requires a Stealth check, no modifiers. Being behind no cover at all, will always require a Stealth check, and ending your turn in the open is basically a guaranteed failure.

    Rewards:
    Each mission should have some sort of reward to incentive your players for picking that specific mission. Some types of missions lead to obvious rewards, such as VIP extraction missions may provide scientists or engineers to use to power certain aspects of the game, while a supply steal mission may provide Elerium to power weapon upgrades.

    It is suggested that early on the reward for a full time Medic to permanently lower injury timers is provided for the players. However, they by no means have to take it.
    Last edited by Dienekes; 2016-03-05 at 10:17 PM.

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    Default Re: XCOM d20 [WIP]

    I have a few friends who will squee when they see this...
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

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    Default Re: XCOM d20 [WIP]

    Quote Originally Posted by Bhu View Post
    I have a few friends who will squee when they see this...
    Cool, it does need to be tested, a lot.

    For example, I thought it would be more interesting to, instead of having every ability be on a timer you have to keep track of, to instead be a bit more situational, and some to have a save.

    In the base game there is only Will but it is used against certain abilities that are more physical, in my mind, so I separated it into both Will and Fortitude, but as is, every enemy just has the same Will and Fortitude, so it doesn't really do anything. So I think I'm going to switch up some creatures so they have more one than the other, to increase benefits certain abilities have on certain enemies. For example, Mutons in the base game would have a Will of 50 (basically 0, as 50 for some reason is the starting point for everyone and no one goes lower), so they would have a Will and Fort in my game of 10. But, it might be more fun to make Mutons, who are the big brutish guys to keep that hilariously low Will, but bump up their Fortitude by a reasonable amount to add some diversity.

    But I don't know if that would just add complication for no reasons.

    So, yeah, the game is playable. But I'm the only one working on it, so there are probably some rather large gaps that I have not accounted for yet. Still, I hope they enjoy it.

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    Default Re: XCOM d20 [WIP]

    CHARACTER SHEET

    Name:
    Nickname:
    Nationality:
    Gender:

    Description:





    Character Biography:






    Stats

    Class:
    Level:
    Experience:

    Health:
    Aim:
    Movement:
    Will:
    Fortitude:
    Reflex:

    Loadout
    Primary Weapon
    Damage: Crit Chance: Crit Damage Ammo:
    Aim Modifiers: Adjacent: Close: Average: Far: Very Far:
    Upgrade 1:
    Upgrade 2:
    [Upgrade 3]:


    Secondary Weapon
    Damage: Crit Chance: Crit Damage Ammo:
    Aim Modifiers: Adjacent: Close: Average: Far: Very Far:
    Special Benefits:


    Utility Items
    Slot 1:


    [Slot 2]:


    [Slot 3]:


    Armor:
    Health Benefit: Armor Value:
    Special Benefits:



    Skills
    1:


    2:


    3:


    4:


    5:


    [6]:



    [7]:
    Last edited by Dienekes; 2016-02-22 at 10:57 AM.

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    Default Re: XCOM d20 [WIP]

    Things I noticed:
    Spoiler: Stuff
    Show
    • There is no explanation what happens if you have or don't have proficiency for something
    • There is no explanation how diagonal movement/range is handled. I am assuming the classic 1-2-1-2 squares?
    • Lightning Reflexes does not specify that it lets the soldier dodge the first overwatch per turn.
    • How far can soldiers/aliens see? How is the sight radius affected by darkness, fog, smoke, rain, if at all? XCOM makes pretty heavy use of fog of war after all
    • Deep Cover is missing an "when you end your turn" at the end
    • Killer Instinct says using Slash after two move actions when it should (probably) mean using Slash after a move action
    • Medical Protocol: What does happen if you do bring a medkit?
    • Isn't the guaranteed damage a big selling point of Combat Protocol in the game, balanced by the low-ish damage? Requiring a check would make it a lot less valuable.
    • Sprinter: Maybe change it to "increases your Move stat by 3" for clarity?
    • Do the GREMLIN skills require line of sight to their targets?
    • Field Medic sounds a bit wonky, maybe change it to "it can be used two additional times during a mission"?
    • Haywire Protocol usually seems to stun units for two turns, not just one, in the game.
    • Scanning Protocol is no longer guaranteed (and the roll is pretty difficult without GREMLIN upgrades) and also does not increase the sight radius temporarily?
    • Covering Fire for simplicity's sake, maybe go with "Overwatch is now also triggered by enemy attacks"?
    • Does Guardian require additional triggers to make additional Overwatch shots or can the Guardian, say, shoot several times at the same enemy that is currently moving until they miss or stop rolling 11+?
    • Restoration: What is the range of this ability?
    • The check for Capacitor Discharge goes from difficult to moderate to trivial with rising GREMLIN upgrades and since it is at the very end of the skill tree, I wonder why there even is a check? Also, what happens if you fail the check, is the single use still expended?
    • Suppression: no mention of duration
    • Chain Shot: Clarify to "attack a single enemy in range"?
    • How are you supposed to roll 2-4 additional damage from Biggest Boom?
    • Saturated Fire: you'll need to specify how you draw a cone for this ability. Is it a 90° cone? Do you need to point it into one of the 8 directions or is more granular targeting possible? Having diagrams would help a lot here, one for a diagonal cone, one for a cone pointed into a cardinal direction.
    • How long does the Rupture effect last?
    • Squadsight should probably have a different name, as it doesn't really do what it did in the games. Once more, it feels unclear how far units can see, especially for people familiar with the games.
    • Return Fire should specify that you need to shoot at the enemy that triggered the ability
    • Typos in Headshot, says "damaged" instead of "damage", and "wepaon" instead of "weapon"
    • How long does the Snap Shot penalty last?
    • Kill Zone is now omni-directional? Holy hell
    • Steady Hands is missing a duration
    • So the only reason to ever make a normal pistol shot again once you have Fan Fire is if you have Quick Draw to shoot before Fan Fire? Also, the ability reads like a passive. Are the additional attacks done immediately as part of the action that triggered Fan Fire?
    • Psionic Focus: Do allies need to remain within the zone to keep the benefit? Can you move into the area and gain the effect?
    • Stasis Shield: Why a check?
    • Solace is no longer auto-successful either?
    • Psi-Reanimation: define "recently deceased"
    • Whenever you refer to a point, might want to replace that with square
    • Domination mentions no duration
    • Null Lance: you'll need to specify how drawing the line works, especially in regards to diagonals. Again, diagrams help.

    That's it for now, might go through Equipment and all the stuff below that at some other time.

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    Default Re: XCOM d20 [WIP]

    Only thing I noticed right now is, under the current rules, Sharpshooters intending to focus pistols will be almost constantly needing to reload, making the weapon a bit moot. Is there a reason you decided to remove the unlimited ammo they have in the games?

    For Return Fire, does that occur when the attack is declared or after the result?

    Also, are grenades purchased XCOM style, or 1 by 1?

    One more! Sniper rifles currently have the Sidearm tag, and Grenade Launchers don't. I'd guess this is intentional?

    Just kidding! Skills (even selected ones) all start at 0, correct?

    I love editing! Currently the Computer skill says to make a Mechanics check; is this correct?
    Last edited by Arcran; 2016-02-24 at 01:59 PM.
    Props to Ceika for the new and improved avatar!

    Spoiler: Quotes
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    Quote Originally Posted by IrnBruAddict
    Yeah, but Arcran is the GM. Can we be sure of anything?
    Quote Originally Posted by IrnBruAddict
    I always picture Arc as LE, with CE tendancies
    Quote Originally Posted by Espirit15
    Arc is a good GM. Evil, but a good GM

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    Default Re: XCOM d20 [WIP]

    The corrections and responses

    Spoiler: Ridai
    Show

    Quote Originally Posted by Ridai View Post
    Things I noticed:
    [LIST][*]There is no explanation what happens if you have or don't have proficiency for something
    Added in the Equipment section.

    [*]There is no explanation how diagonal movement/range is handled. I am assuming the classic 1-2-1-2 squares?
    I will check how it is calculated in the game when I have time over the weekend, but I would assume so.

    [*]Lightning Reflexes does not specify that it lets the soldier dodge the first overwatch per turn.
    Fixed.

    [*]How far can soldiers/aliens see? How is the sight radius affected by darkness, fog, smoke, rain, if at all? XCOM makes pretty heavy use of fog of war after all
    I'm thinking of implementing a bit more immersive longer sight radius than the base game has, as shown by my weapon ranges and changes to Squadsight (which really has nothing to do with the squad giving you sight any more. I'm open to changing it to the game's much smaller sight range.

    [*]Deep Cover is missing an "when you end your turn" at the end
    Fixed.

    [*]Killer Instinct says using Slash after two move actions when it should (probably) mean using Slash after a move action
    No, this one is intentional, but I have re-written Killer Instinct and Slash to make how they interact more clear.

    [*]Medical Protocol: What does happen if you do bring a medkit?
    Made clear.

    [*]Isn't the guaranteed damage a big selling point of Combat Protocol in the game, balanced by the low-ish damage? Requiring a check would make it a lot less valuable.
    It requires a roll, but has no mission limit. I'm going to see if this makes a meaningful choice for the Specialist in the current playthough whether to target an opponent's Reflex or Fortitude each round. If it turns out that all Specialists keep failing their Fort checks or refuse to take this ability (or it scales weird, which I honestly think will be the biggest problem) then I will remove the Fortitude check and re-introduce the mission limit.

    [*]Sprinter: Maybe change it to "increases your Move stat by 3" for clarity?
    Done.

    [*]Do the GREMLIN skills require line of sight to their targets?
    Yes, this has been made more clear.

    [*]Field Medic sounds a bit wonky, maybe change it to "it can be used two additional times during a mission"?
    Changed

    [*]Haywire Protocol usually seems to stun units for two turns, not just one, in the game.
    It actually depends on the unit being stunned between 2 and 3. I gave it 3 because, let the Specialists have a fun toy.

    [*]Scanning Protocol is no longer guaranteed (and the roll is pretty difficult without GREMLIN upgrades) and also does not increase the sight radius temporarily?
    Scanning Protocol is pretty thoroughly changed, personally I think this version is more useful and goes hand in hand with the sight changes. If, my changing sight ends up messing the game up in ways I did not anticipate, or is just not fun, I will change Scanning Protocol back.

    [*]Covering Fire for simplicity's sake, maybe go with "Overwatch is now also triggered by enemy attacks"?
    I think that basically says the same thing, but I changed it. Also, an idea I had to run by you. So, Covering Fire and it's variations is usually not particularly good, since it's a reaction that occurs after the shot is made, so it's not preventing attacks, the shot is suffering from the standard reaction shot penalty, and cover is still applied. All this makes Covering Fire kinda bad. What do you think about when using Covering Fire, halving the Cover bonus of enemies that trigger this reaction shot. It's still not great (+4 from half cover becomes +2, with the Reaction Shot penalty of -3 it essentially becomes +5, while full cover becomes +7 instead of +8, which is a slight improvement, but still not exactly great).

    [*]Does Guardian require additional triggers to make additional Overwatch shots or can the Guardian, say, shoot several times at the same enemy that is currently moving until they miss or stop rolling 11+?
    This has been made more clear. On this ability I've been using videos to see how it works,

    [*]Restoration: What is the range of this ability?
    Added.

    [*]The check for Capacitor Discharge goes from difficult to moderate to trivial with rising GREMLIN upgrades and since it is at the very end of the skill tree, I wonder why there even is a check? Also, what happens if you fail the check, is the single use still expended?
    I'm trying to get rid of automatic successes. For me it doesn't seem very XCOM, if this ends up being problematic in the test run, I will remove the check.

    [*]Suppression: no mention of duration
    Fixed.

    [*]Chain Shot: Clarify to "attack a single enemy in range"?
    Made clearer.

    [*]How are you supposed to roll 2-4 additional damage from Biggest Boom?
    Poor edit and forgetfulness. Fixed.

    [*]Saturated Fire: you'll need to specify how you draw a cone for this ability. Is it a 90° cone? Do you need to point it into one of the 8 directions or is more granular targeting possible? Having diagrams would help a lot here, one for a diagonal cone, one for a cone pointed into a cardinal direction.
    Good suggestion, I'm going to put this on the back-burner for right now, as I draw up some cones.

    [*]How long does the Rupture effect last?
    It's permanent.

    [*]Squadsight should probably have a different name, as it doesn't really do what it did in the games. Once more, it feels unclear how far units can see, especially for people familiar with the games.
    Ah, you've got to what I was talking about up thread. When I get home I will create the vision section in Combat.

    [*]Return Fire should specify that you need to shoot at the enemy that triggered the ability
    Fixed.

    [*]Typos in Headshot, says "damaged" instead of "damage", and "wepaon" instead of "weapon"
    Fixed. I'm actually surprised you haven't found more typos.

    [*]How long does the Snap Shot penalty last?
    Fixed

    [*]Kill Zone is now omni-directional? Holy hell
    Yeah, but I made it a little weaker in what triggers a reaction shot for it. Still will probably be too powerful, when we get to it in the game. I'll keep an eye on it.

    [*]Steady Hands is missing a duration
    Fixed.

    [*]So the only reason to ever make a normal pistol shot again once you have Fan Fire is if you have Quick Draw to shoot before Fan Fire? Also, the ability reads like a passive. Are the additional attacks done immediately as part of the action that triggered Fan Fire?
    Horrible, horrible wording by me. Fixed.

    [*]Psionic Focus: Do allies need to remain within the zone to keep the benefit? Can you move into the area and gain the effect?
    Yes. Clarified

    [*]Stasis Shield: Why a check?
    To put them in line with everyone, Psi Ops were nerfed in several ways, that was one of them.

    [*]Solace is no longer auto-successful either?
    Yep

    [*]Psi-Reanimation: define "recently deceased"
    Clarified.

    [*]Whenever you refer to a point, might want to replace that with square
    Yeah I should, I'll try to do that tonight/over the weekend

    [*]Domination mentions no duration
    Fixed

    [*]Null Lance: you'll need to specify how drawing the line works, especially in regards to diagonals. Again, diagrams help.
    Done


    Spoiler: Arcan
    Show

    Quote Originally Posted by Arcran View Post
    Only thing I noticed right now is, under the current rules, Sharpshooters intending to focus pistols will be almost constantly needing to reload, making the weapon a bit moot. Is there a reason you decided to remove the unlimited ammo they have in the games?
    I thought it would be more interesting to have pistol with only 6 ammo, but give them 1 upgrade slot. But, your comment kinda makes me think this game is for those who like playing XCOM so maybe just put down what the game has. So, as of now, pistols get back unlimited ammo but lose their upgrade slot.

    For Return Fire, does that occur when the attack is declared or after the result?
    After, this has been made more clear.

    Also, are grenades purchased XCOM style, or 1 by 1?
    XCOM style, this has been made more clear in the grenade and utility item section.

    One more! Sniper rifles currently have the Sidearm tag, and Grenade Launchers don't. I'd guess this is intentional?
    Dumb error on my part, corrected.

    Just kidding! Skills (even selected ones) all start at 0, correct?
    Yes, this has been specified in the Skills section.

    I love editing! Currently the Computer skill says to make a Mechanics check; is this correct?
    No, it's corrected.
    Last edited by Dienekes; 2016-02-24 at 11:13 PM.

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    Default Re: XCOM d20 [WIP]

    Oh, I could've sworn that it said no mod slots on a pistol. If it has a slot then it's fine to use as-is!
    Props to Ceika for the new and improved avatar!

    Spoiler: Quotes
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    Quote Originally Posted by IrnBruAddict
    Yeah, but Arcran is the GM. Can we be sure of anything?
    Quote Originally Posted by IrnBruAddict
    I always picture Arc as LE, with CE tendancies
    Quote Originally Posted by Espirit15
    Arc is a good GM. Evil, but a good GM

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    Default Re: XCOM d20 [WIP]

    Quote Originally Posted by Arcran View Post
    Oh, I could've sworn that it said no mod slots on a pistol. If it has a slot then it's fine to use as-is!
    You may have been confused by my shoddy editing. When I went back to switch the pistols, I found out only tier 2 and 3 were given mod slots. Somehow I didn't give the basic pistol one.

    Whatever, I'm gonna keep the infinite ammo, 0 mods for this initial test. I may try the other method, but I don't think I'll force the sharpshooters to have to cough up the supply to mod 2 weapons just to stay relevant.

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    Default Re: XCOM d20 [WIP]

    Typos: I wasn't really looking for them, the two I wrote about where just ones I noticed.

    Changing Covering Fire: I am not very good at balancing things, especially in a complex system like XCOM, and the devs probably had Very Good Reasons™ for all their decisions, but here goes: It depends. It's good for Specialists who otherwise don't have a better Overwatch. If that Specialist has Opportunist from the Sniper (and if the Specialist goes for all things Overwatch, that would be a no-brainer), the changed version would make for really terrifying Overwatches, especially in combination with Guardian and Cool Under Pressure (not to mention the many Overwatch enablers). Covering Fire (in theory) has the dual selling point of being able to punish what would normally be safe as well as creating a very tangible threat that might lead to some enemies thinking twice about shooting if that Specialist is anywhere nearby and on Overwatch. So it also depends on the playstyles of the players and the GM and how smart the aliens are.

    Sight: I feel a little iffy about the comparatively huge sight radius in XCOM d20 and how detection works. XCOM 2 was built to make the player go on the offense with Concealment and give them the upper hand in terms of starting the firefights (and especially in the beginning, that is hugely important given how quick things can go sideways). The set detection radii and it being either pass or fail with no randomness involved is game-y, but it actually lets you plan and execute your first move before everything becomes chaos again. With huge sight radii and very 50/50 rolls, Concealment is much, much weaker and far more unreliable, kind of nipping the goal of Concealment in XCOM 2 in the bud.

    Checks instead of guaranteed damage: matter of opinion, I guess, and somewhat related how sight is handled in XCOM 2 vs XCOM d20. I don't think random checks are what defines XCOM, even if they are frequently played up by the community. It is kind of the Dark Souls situation where everyone goes on and on about how the difficulty is what defines Dark Souls and how sadistically hard it is, when that for me is neither true nor the important thing about Dark Souls. The guaranteed damage items/abilities are all either very low damage and/or strictly limited per mission, making them resources to manage smartly as well as a bit of an equalizer if RNG completely screws you over and you at the very least need that flanking Viper all the way over there in full cover having 2 HP left to die right now so you can deal with the other three aliens that have you pinned down.

    They are options and something you can plan around or use as a very limited emergency measure, so I'm fine with them, but we'll need to see how things shake out. More randomness doesn't inherently make things more exciting for me and can often also frustrate quite a lot when you have absolutely nothing to depend on and just need to get lucky. At the same time, I don't need a game to be entirely deterministic, either. We'll see.


    Also, where is Lightning Hands? And why do shotguns only have 3 ammo instead of 4?

    I am assuming that in the absence of research and development, we are back to the XCOM 1 model of having to buy individual higher tech weapons and armor instead of higher tiers completely replacing lower tiers like in XCOM 2?

    I'll need to theorycraft some builds to see some of the interactions between the perks. Still uncertain about using swords, for example, as the shotgun pretty much does what they do (except in very specific cases) while offering a lot more flexibility in positioning (as often, making a melee attack means exposing yourself to flanking, and if you don't hit, you are royally screwed).

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