so after my old computer died and quite a long time of revising the ruleset of my previously proof of concept XCOM tabletop, ive decided to make it a professional Ruleset where everything make sense and it isnt tied by video-game rules. so what can you expect on this revision? well here is the gist of it 1) campaign will be supplied by the game master. it can be his/her fictional work or game masters can just use one of the presets i will be making. 2) campaign can have non-default weapons supplied by using preset made by me as default or made by users. 3) how the game would play out will always depend on players and GM alike. no holds bar. 4) a game master can submit his/her own custom campaign once it has been completed so other game masters can try to play it and maybe approach it with different mindset and rules. 5) the core ruleset can be altered to have in-house rules. the only ruleset that i will be making now is Core Ruleset: Just the base vanilla ruleset with its own vanilla game mechanics Game Masters Guide: An instrunction manual for game masters. this contains map making(how to place objects and its properties), decision makings(regarding events and player inputs), and lastly, information on how to create a full campaign Player Guide: this player guide will be for the vanilla mechanics included on the Core Rulesets and the basis on how to create your own maps, events, ect that can be submitted to the contribution page this kind of ruleset makes the XCOM tabletop game much more roleplayable by adding mechanics not in the video-game akin to modding. this also removes every restriction imposed on the player by the rules. lastly, this very post will be where the ruleset can be downloaded for use. it will be in MS Word form so you will need MS word. PS: as i write this topic, im still finalizing the Core Ruleset so theres nothing you can use yet. just to start the topic and then add the files later. suggestion is welcome as well.