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Proof of Concept: XCom Tabletop

1452074559

Edited 1455165290
so i have been playing Xcom Enemy Within(+Long War) for quite some time now since i ive learned about how good it was and i saw a cool potential for such a game to be adapted into a Tabletop gaming and this forum is all about that proof of concept. i know this site is solely for tabletop gaming and i havent seen anyone try a homebrew of xcom so i kinda want to ask if its allowed here. and if its allowed i will now go ahead and lay down the rules that would be deemed tabletop conversion of a pc game. NEW: Modular Ruleset I made this ruleset with a mindset of allowing players to choose what rules to follow without having a conflict with others by introducing Modular Rulekit. Rulekit consist of smaller ruleset that a player may follow but not necessary all players MUST follow. each player may use any number of rulekit as they please, but the core ruleset is for everyone. rulekit is like a DLC or expansion pack in that it add contents for players who want them but doesnt affect those who want to play vanilla-ish. Modular Rulekits are as followed -none- More will be introduced as i made them or players shows interest in adding their own. Commander Regime Commander Regime adds bonus to the entire squad and each commander gets to pick 1. All regime affects the entire squad. Regime can be upgrade by gaining Officer points. Officer points are gained as followed. +5: Successful Mission +3: Successful Council Mission +10: Successful Terror Attack Mission +1 to all: Successful UFO kill. -20: Mission Failed Level 2 requires 50 OP Level 3 requires 100 OP leveling up consumes the accumulated OP. any left over can be reused. Guirella Warfare : Heavies on half cover takes (1/2/3) less damage Slave Driver : Injured soldiers below 2 days can be sent to another mission. Soldier sent this way suffer (-15/-10/-5) Aim penalty for the rest of the mission. War Merchant : Each Kill, the commander rolls a (1d4/1d6/1d8), multiply it by 10 and the squad receive that amount of credit(shared). Covert Ops : (Sniper/Support/Assault) on Full Cover and on elevated grounds cannot be targeted unless an alien unit is near that soldier. Mob Assault : Assault soldiers gain +(10/15/20) defense bonus after killing an enemy at point-blank. last for the rest of the turn. Paramedic Squad : Supports can use Medikit to heal as free action as long as it doesnt act yet(move or attack). (Once/Twice/Thrice) per turn only. Allied Tuition : Recruiting Soldier cost (20/40/60)less credit. Newly recruited soldiers(not from first creation) gain +(5/10/15) will permanently. Katipunan : All units gain +(5/10/15) will each soldier of the same country. Samurai Code : Killing 2 enemies at the span of 3 turns confers a +(10/15/20) will bonus for the entire squad. Killing the (3rd/4th/5th) enemy forfeit the bonus. Veterans : Soldiers below Sergeant earn (30/40/50)% extra XP. Soldiers above Sergeant earn (15/10/5)% less XP. Grenadier Squad : Grenades does (2/3/4) more damage and can be thrown (2/2/3) tiles farther. Having a grenade in the backpack have +5 Aim Bonus, otherwise its a -5 Aim Penalty. Vengeance : Upon successful Panic resist when an ally is killed, every unit gains -(3/4/5) Critical Difficulty bonus and +10 will during panic will check(panic only, not for psi checks). Salvage Value : Aliens killed by explosive produces (25/50/100) Credit for all commanders. Marching Stance : All soldier gain additional (2/3/4) move when sprinting and (1/2/3) move when moving. Sharpshooter Training : Each sniper in the squad confers +(10/15/20) Aim to non Snipers and +(5/5/10) to snipers. Healthcare Benefits : Injury time is reduced by soldier level. It cannot go pass 1 day. (Gravely Wounded Soldier becomes Wounded)(Wounded Soldier becomes Fatigued) Trench Warfare : Units in cover can only be flanked by enemies on higher elevation. (Grenades can be throw 1 tile farther)(Grenades does 1 more damage and can be thrown 2 tiles farther) Yamashita's Treasure : Successful mission also rewards commanders with credit. (20/25/30) * month has passed. capped at 1000 credit. credit reward is shared. Ace Pilot : During UFO battle, the commander's interceptor does (2/3/4) fixed damage aside from the damage roll. Scavengers : any resource collected is increased by (50/75/100)%(except corpse or captured aliens). Shocktrooper Squad : Assault units gain +(3/5/7) move when using Hit n Run. Support units gain +(3/4/5) move when an ally is bleeding out. Expert Surgeon : Support units heals revived ally with addition (2/3/4) HP. Stoic Warrior : Bleeding out soldier last for (2/3/5) additional turns. Destroyer Squad : Heavy units gain 1 additional regular rockets. (Heavy units gain 1 additional shot) (Heavy unti always hit when suppressing reaction shot triggers) Bodybuilders : All soldier in the squad gain (1/2/3) temporary HP boost during missions. Machine Destroyers : All soldiers inflict (3/5/7) more damage against Robots. Ghost in the Shell : All soldier in the squad gains +(10/15/20) aim each SHIV deployed. Continued Legacy : A soldier killed can pass (1/3, 1/2, 2/3) of its XP to other soldiers of the same commander. Aggressors : All soldiers gain -(1/2/3) Critical Difficulty bonus for every soldier of different country. Resistance : All soldier gain +(10/15/20) will bonus for every soldier of different country. Mixed Tactical Unit : All soldier in the squad gain +(5/10) Aim and -(1/2) Critical difficulty bonus each different class is present(Sniper - Heavy - Support - Assault) Company of the Braves : The will of the entire squad is added together and divided to everyone. (Before dividing, the total is increased by 20/30) Bounty Hunters : Commander with this regime may trade XP bonus from a successful mission for a credit reward instead and each commander gain the same amount of credit.(doubles credit reward using this regime)(triples credit reward using this regime) Warmonger : Commander with this regime gains (1/2/3) Warmonger counter each successful missions capped at (5/10/15) counters. All soldier in the squad gain 2 will bonus and 10 XP bonus per kill multiplier by Warmonger Counter. This Regime is an active skill. Tactician : Commander with this regime gains (3/6/9) Strategy Points per month(it is refreshed not added). All soldier gains (3/4/5) bonus move when the skill is activated. This buff last for the entire mission. Drillmaster : Commander with this regime gains (3/6/9) Training Points per month(its is refreshed not added.). All soldier gains double XP each kill. This buff last for the entire mission. Failed mission forfeit the bonus XP gained. Contractor : Commander with this regime gains (1/2/3) Contract points per month(Its added.). Soldiers who kill an alien gain credit for their commander equal to XP gained. Defenders : During Terror Missions. Each Civilian saved nets (25/50/75) XP for each soldier alive in the current mission. Pacifist : Using Arc Thrower on an undamaged alien gains +(30/40/50) Aim bonus. Bullet Shower : Heavy who shot his/her last ammo when he/she did not move automatically reloads his/her gun.(Each regime upgrade increases the Heavy defense by 10/20 after using all action.) Scouting Training : All soldier class gain (1/2/3) Battle Scanner with no inventory cost. Sniper with Battle Scanner perk can use Battle scanner (3/4/5) times per mission. Reuser : All soldier can pick-up killed soldier's weapon for that mission and can bring it back at the base.(At level 3, Soldiers can temporary use Plasma weapon from captured alien during the same mission). Reinforcement : A soldier killed can be replaced by another soldier from the same commander once per mission. (3/2/1) turn wait time. (Soldier at 2 HP or below can be pulled back. As well as Bleeding out soldier) (Panicked Soldier can be pulled back as well). Survivor's Lesson : When a mission has a killed soldier, all surviving soldier gains (x1.5/x2/x3) mission XP bonus. Military Compensation : All commander gains (50/75/100) * Rank Compensation Credit from their fallen soldiers. Government Funding : All commander gains (10/30/50) * Remaining Council Member credits each week. Dark Operation : Every Commander gains (100/200/300) Credits everytime a Council Member pulls back from the project. This bonus increases by 50 per month. Scientific Breakthrough : All Commander gains (100/150/200) Credit each time a Research project is completed. Secret Experiments : All Psionic Soldier only needs half of Psi XP to Psi Rank up.(Psionic Soldier gain +(5/10) permanent will each Psi Rank Up) Apocalypse Troops : All soldiers gains +(5/10/15) Aim Bonus, -(1/2/3) Critical Difficulty Bonus and +(5/10/15) Will Bonus each Council Member Who Left the Project. Creating Character(XCOM Soldier) Each player may make up to 4 character sheets that they can own but only one of those character may be used during any mission. To make a soldier player will do the following UPDATE: ive decided that a fixed 4 soldier per commander is too small considering this is XCOM, a brutal game to begin with, so ive change the maximum amount of soldier a commander can own from 4 to 10 and changed the amount of shiv they can own from 2 to 5. However, the rule of 4 soldier upon creation still applies. im just letting commanders have more soldier in hand. a1) Roll a 1d6 to determine their starting HP. if the roll falls 2 or below they can reroll but 3 and up should be the result. OPTIONAL: Suggested by Animus, players can also instead roll a 1d4 and then add 2 to the result. a2) Roll a 1d20 to determine their starting Aim, XCOM is a shooting game so aim is important. Character starting Aim is 40 + rolled number. For Exsisting soldiers who used the 60 + roll Aim, reduce their aim by 20. This is a nerf to rebalance the aiming and give way to a better Free-from-Limitation Gameplay. a3) Roll a 1d20 to determine their Starting Will. Will is used to determine if your character panics when damaged, an ally is damaged, an ally is killed, or when attacked by a psi ability. If the Result is less than 5, player may reroll. OR Players can use the 2d10 approach. a4) Roll a 1d10 to determine their starting move speed. That would be the amount of tiles your soldier can move. Players may reroll if the result is 3 or below. a5) Assign its First name, Last name and its country(country can be a fictional one or real one, its up to the player.) Each soldier start as a Rookie and has no Class. Rookies need 90 XP to proceed to Rank Squaddie. Once a Soldier reaches Squaddie rank, they roll a 1d4 die to determine their Class and gain additional stats based on what class they rolled. 1 = Sniper: +1 HP, +1 Mov, +5 Hit +2 Will 2 = Heavy: +2 HP, +1 Mov, +3 Hit +3 Will 3 = Assault: +1 HP, +2 Mov, +1 Hit +3 Will 4 = Support: +1 HP, +3 Mov, +1 Hit +3 Will NEW After being promoted to Sergeant, soldiers will be able to choose latent abilities that isnt tied to their class. Soldiers can choose more up to Captain promotion. This abilities have various beneficial effects but needs proper activation. Enduring Soul Retain 1 HP when hit by a killing blow. Can only be used once per mission. Brave Aura Once per 5 turns, Becomes immune to any source of panicking. Shadow Walk When ending a turn doing nothing, you gain +20 Defense bonus. Can only be used once per 3 turns. Ammo Saver When a damage would kill an enemy, it doesnt consume ammo. Morale Boost When an ally killed an enemy within 3 tiles of you, you gain +20 Will bonus for the rest of the mission. Controlled Breathing When ending a turn without moving, you receive a +15 Aim buff for the next shot. Moving Forfeits the bonus. Effect doesnt stack. Quick Reload Reloading before moving doesnt end the turn. Can only be used once per 2 turns. Dual Pistol Shooting pistol will use it twice(Applicable only to Ballistic and Laser) Frugal Medikit Using medikit to heal an ally that doesnt need 4(6) will not fully consume the medikit. Auto-Medikit When you have a medikit remaining and your HP drop to 2, it is automatically used. Last Step When an attack is included in a turn, you may move 2 tiles more before ending the turn. Incorruptible You cannot be infected with poison or chryssalid Egg. EOD Plating While wearing Medium or Heavy armor, you only take 2 damage against Explosives Satellite Access Once per mission, you can unravel Fog of War covering interiors or a 3 tile radius worth of exterior FoW. Arms Experties You can equip any weapon inaccessible from your class with a -15 Aim Penalty. The required XP to level up is as follow Rookie -&gt; Squaddie: 90 Squaddie -&gt; Corporal: 480 Corporal -&gt; Sergeant: 700 Sergeant -&gt; Lieutenant: 925 Lieutenant -&gt; Captain: 1380 Captain -&gt; Major: 1840 Major -&gt; Colonel: 2550 To prevent a commander only having 1 soldier with combat experience, Fatigue System will be introduced. Fatigue system follows this rule. -Soldiers who is injured but only by the amount the armor their wearing, they becomes fatigued for 3 days. -Fatigued Soldiers can still be used for a mission but becomes Exhausted after the mission and doubles the remaining days required to rest. Each Level up player rolls a 1d4 to determine what stat increases on that level up 1 = +1 HP 2 = +1 Mov 3 = +3 Aim(+4 when Sniper) 4 = +3 Will(+4 when Support) OPTIONAL: If the AI Director chooses to give all the level up options then its fine. what weapon they can use is also tied to their classes. Sniper: Sniper Rifle Heavy: LMG and Rocket Launcher Assault: Shotgun Support: Assault Rifles only. Each class also receive an ability upon reaching Squaddie and subsequent ranks Snipers receives the Headshot ability that if the attack lands and you roll your to hit die between 15~20 its a critical hit(damage base on weapon crititical damage). 2 Turns cooldown Heavy receives the Fire Rocket ability that lets you Fire Rockets using a Rocket Launcher Assault receive the Run n Gun ability that lets you either attack or Overwatch after a double move. 2 Turns cooldown Support receive the ability Smoke Grenade that lets you throw smoke grenades that gives +10 defense bonus to everyone in the smoke. After that initial Abilities, player chooses what ability they get on that rank up from 2 choices. Corporal Snipers Snap Shot : Allows sniper to shoot after a move on the same turn with -10 Aim penalty Squadsight : Allow sniper shot at unlimited range with no critical chance(Headshot critical difficulty is reduced by 1) Sergeant Sniper Gunslinger : Damage done by pistols has +2 bonus Damn Good Ground : +10 Aim and Defense when sniper is at higher ground than target(stacks with elevation bonus) Lieutenant Sniper Disabling Shot : Prevent target from attacking using its primary weapon. Reloading removes this debuff. 2 turn cooldown. no critical Battle Scanner : Twice per mission, a sniper can throw a Battle Scanner that reveals a 4 tile radius of field for 2 turns. Captain Sniper Executioner : +10 Aim on target with 50% or lower HP Opportunist : Reaction shots from Overwatch now has no -10 Aim penalty and can critical hit. Major Sniper Low Profile : Half Cover is considered Full Cover for defense calculation Colonel Sniper In the Zone : Enemy killed that is Exposed or Flanked does not cost an action. Double Tap : You can use both actions for regular shot, Headshot and Disabling Shot provided no action were used that turn. 1 turn cooldown Corporal Heavy Bullet Swarm : Firing your LMG doesnt end the turn. Holo-Targetting : If the target survives(miss or remaining HP), the next ally who attacks it gain +10 Aim bonus. Also works when suppressing the target Sergeant Heavy Shredder Rocket : Gain 1 Shredder Rocket: Shredder rocket does less damage than regular rockets but Shredded target takes extra 1d4 damage from any damage(guns, explosions, etc). Suppression : Can suppress targets. Suppressed target takes -30 Aim penalty and when it moves, the one who Suppress it gets a free shot with +10 Aim bonus. Lieutenant Heavy HEAT Ammo : Damage roll you do doesnt suffer penalty against Robots. Rapid Reaction : When on Overwatch and the reaction shot hits, a second reaction shot triggers. Captain Heavy Grenadier : Grenades can be used twice per mission(per slot) Danger Zone : Increase AOE of Rockers and Suppression by 2 tiles Major Heavy Will to Survive : Reduce all damage greater than 2 to 2 when in cover and not flanked. Colonel Heavy Rocketeer : Regular Rockets and Shredder Rockets gain 1 more shot Mayhem : Inflict addition damage based on Weapon Tech level and to AOE Effects. Corporal Assault Tactical Sense : +5 Defense each enemy in sight(max +20) Aggression : reduce critical difficulty by 1 per enemy in sight(max -3) Sergeant Assault Lightning Reflex : First reaction shot against the user is a miss. Each reaction shot afterwards loses 5 hit instead(max -20 Aim) Close & Personal : Critical difficulty is reduced by -3 and increases by 1 each tile your away from the target Lieutenant Assault Flush : Forces the target to move away from its cover in open space. does no damage. Rapid Fire : Take 2 shot at a single target. Each successful hit reduces your aim by 15. Captain Assault Close Combat Specialist : Enemy who goes 2 tiles near you will be attacked by a free reaction shot once per turn. Does not need Overwatch. Bring 'Em On : Critical damage is increased by 1 each enemy that the entire squad sees.(max +5) Major Assault Extra Conditioning : Increase HP base on what armor type is worn(+1 on Light, +2 Mon edium, +3 on Heavy), beside the Armor HP bonus. Colonel Assault Resilience : Gain immunity to Critical Hits Killer Instinct : When Run & Gun is used, critical difficulty is reduced by 5 for the rest of the turn. Corporal Support Sprinter : Increase Movement by 3 Covering Fire : Overwatch reaction shot can now trigger on enemy attacks. Sergeant Support Field Medic : Medikit can now be use 3 times per mission. Be it for Stabilizing, Reviving or Healing. Smoke and Mirrors : Smoke grenades can now be used twice per mission. Lieutenant Support Revive : Replace the Stabilize ability to Revive. Revive a bleeding out ally and heal him/her. Suppression : Can suppress targets. Suppressed target takes -30 Aim penalty and when it moves, the one who Suppress it gets a free shot. Captain Support Dense Smoke : Smoke from Smoke Grenade now provides +20 defense. Combat Drugs : Smoke from Smoke Grenade now provides +20 Will and -1 Critical Difficulty Major Support Deep Pockets : All consumable items is increased by 1 use. Colonel Support Savior : Medikit Heals 8 HP(10 HP with Medikit+) Sentinel : Overwatch Reaction shot can trigger twice(different enemy). Becoming a Psionic Soldier Once the Psionic Lab has been built, players may screen one of their character at a time and test if they are psionic gifted. If a soldier fails this test, that soldier is considered not gifted and may not be retested. Testing for the Gift: Once a soldier is placed on the lab, it cannot be used for mission and must stay there for a week of screening. Each day, players roll a 1d20 and record the result until the end of the testing. After the test, the player must add all 7 rolls and compare them to the soldier's will. If the will is at least 5 points higher than the result, the soldier is Gifted. Otherwise he/she is not and my not be tested further. If a soldier is Gifted, he/she becomes Psionic Adept and gained the psi ability Mindfray. Training the Gift The Gift must be trained in order to gain more abilities and this is done by simply using psi abilities. Psi XP is gained differently than level XP. Each time a soldier uses any psi ability he/she gains 10 PXP. Each time a successful hit on psi ability is landed, gain 5 PXP. Each time a soldier passed a will check(any will check), gain 5 PXP. When a soldier is wearing Psi Armor, every PXP gained is doubled. Psi Adept -&gt; Psi Specialist: 90 PXP Psi Specialist -&gt; Psi Operative: 270 PXP Psi Specialist can choose from the following psi ability upon psi rank up. Psi Inspiration :Allies within 4 tiles of the caster have their Panic and Mindflay debuff removed and gains +30 Will for 2 turns. 4 turns cooldown. Psi Panic :Target who fails a will check becomes Paniced. 2 turns cooldown. Psi Operative can choose from the following psi ability upon psi rank up. Telekinetic Field :Creates a stationary barrier with 5 tile radius for the rest of the round. Units inside the barrier gains +40 Defense. Mind Control :Target who fails a will check becomes Mind Controlled and is control is given to player. Soldiers are only humans, and humans get wounded. Wounded soldier are sent to the Hospital to recover before being sent to another mission. Each HP lost after the HP given by armor, 1 day is added to the recovery time. Soldier who bleed out takes longer to heal. Gravely Wounded soldier retreated using the Reinforcement Regime are sent to the infirmary first for 3 days then to the Hospital to heal. Panicked soldier who are retreated using the Reinforcement Regime are sent to the Psychiatric Ward for 3 days. Once the Gollop Chamber is built, Psi Operative can be tested if he/she can be a volunteer. The process also takes a week and still follows the same rule with a couple of changes. The soldier must 15 points higher will than the check to become a volunteer. Only soldier with Captain or higher rank can undergo the test in Gollop Chamber. Only one soldier may become Volunteer for each player. If a soldier becomes a Volunteer, he/she gains the psi ability Rift. During Strategy Phase, each player has an input in what to do and when to do certain action such as research, buying equipment and building facilities. Weapon Fragments, Elerium, and other resources like corpse and captives are shared while Money can be shared or not(everyone may pitch in when buidling facilities). Research: When researching something, every player rolls a 1d10 to determine its progress once a day. Scientist Given by the council and rewards permanently reduces the Research Points by 1 pts each 3 Scientist Facility: Building Facility can be covered by one player or everyone may pitch in to pay for the cost(except for resource like elerium). Engineers reduce the time of construction by 12 hours per 10. Shop: Everyone can buy from the shop with the money they have and the shared Resources they have as well as what Research has been unlocked. Barracks: Each Player can own 10 Soldiers at a time. Recruiting new Rookie Soldier is possible at a cost of 100 Credits and 1 week waiting time. Hangar: Where all the ship are stored, here players can pitch to buy new Interceptors and decide what weapon it can have. Situation Room: Here player decide stuffs and look at the situation of the entire ordeal. Players decide which country gets a satellite, Answer Council Request and See the panic level of the entire world. If any 8 of the council member pull from the XCOM project, the entire campaign is a defeated game. Activities Each passing day, while the XCOM team is working on improving the defenses of the entire world, the alien is also on their mission, whatever it is we do not know. But each day will or will not be an eventful one. Prepareness is key. Once every player decided to advance the day, the AI Director rolls a 1d20 to decide what event happens. Every player rolls a 1d20, and if one player roll is higher than the AI Director, an Alien Abduction happens. If two player roll is higher than the AI Director, a UFO strike happens. If three or more player rolls more than the AI Director, a Terror Attack happens. Terror Attack only happens on 4th month onwards with 2 months grace period. OPTIONAL: AI Direction can instead use the Calendar Event system where the AI Director will make a list of event that is suppose to happen when the game reach that particular date stated by the AI Director him/herself. The following guideline must be taken into account however to prevent AI Directors being too hard on players. Each Month can only have 5 UFO pts, where Small UFO Cost 2, Medium UFO Cost 3, and Large UFO Cost 5. Each Month Can only have a max of 3 Alien Abductions. But it can have up to a max of 6 when there isnt a Terror Assault. But it can only have a max of 2 During the First Month Terror Assault can only happen every 4th Month Once the Director decided to start one. There can only have up to 2 Terror Assault per Year. Optional Missions like Council Request can happen only up to 2 times per month but has a 1 month cooldown. Alien Abductions : The AI Director chooses 3 country to create Alien Abduction, and all the player must agree on which country to save, and which countries to ignore. Upon Mission Success, the country that has been save has its panic level reduced by 1. And the other 2 country not chosen to be saved have their panic level increased by 1d4, where the amount rolled is distributed by the AI Director. REWARDS: Once a mission is completed, rewards is given depending on what the country offers. Credits: Credit reward is given to all commanders equally Scientist: Current research is reduced by n points where n is the reward. Engineers: One Facility under construction have its required day reduced by n where n is the reward. Mercenary: Some country will offer soldier as a reward. Who get this reward the players will deliberate on the matter. OR if the players wishes so, the AI Director will just roll a 1d4(1d6 - 1 with Squad Size I and 1d6 with Squad Size II) to determine who gets the soldier. UFO Strike : The AI Director rolls a 1d6 dice(only Small UFO is allowed on first month) to determine the size of the UFO, where 1 and 2 is small, 3 and 4 is medium, and 5 and 6 is large. MECHANICS: Small UFO has 10 HP, Medium UFO has 20 HP and Large UFO has 50. The amount of Rounds before the UFO escapes is determined by a 1d8 roll(1d10 with foundry projects). Each player then tries to attack the UFO with the aloted rounds and pass the chance to the next player until the UFO dies or the total rounds taken equal to 20, then the UFO got away. The player pilot rolls a 1d20 to determine hit and the AI Director rolls a 1d20 to determine evade. If the hit is greater than evade, the player rolls a damage of 1d6. After the player turn, the AI Director then play the part of the UFO in the same manner. Interceptors only has 10 HP so be careful. A Firestorm has a 45 HP. When the UFO has been destroyed, a UFO Raid is initiated unless the UFO got destroyed completely. There are 2 types of interceptor a commander can use, that is the regular Interceptor and the upgraded Firestorm. Each commander can only own a single Firestorm but they will always have an Interceptor. Interceptors can be equipped with various weaponry to increase its damage. Avalanche Missile(Default): 1d6 Phoenix Cannon: 2 + 1d6 Laser Cannon: 1d8 EMP Cannon: 1d6. doesnt overkill the UFO. Fusion Lance: 1d10. If a commander's interceptor has been shot down by the alien UFO, a penalty of 150 Credit must be paid to get a new one. But if the Ship survives, it just need to be repaired for free. However in Firestorms case, commanders need to buy a new one. The amount of extra damage that destroyed the UFO causes some resources to be destroyed during UFO Raids If the damage dealt is double the amount of max HP of the UFO then the UFO is destroyed completely with no chance to recover resources, but each player is rewarded with 100 credit and a bonus of 25 * 1d4. Everyone rolls their own bonus. The size of the UFO destroyed multiplies the reward credit. S= x1, M = x1.5, L = x2. Each extra damage the UFO takes that causes negative HP, a resource is lost in order. -Elerium x5 -Alloy x5 -UFO Power Source -UFO Computer so a -6 HP will cause 10 Elerium, 10 Alloy, 1 UFO Power Source and 1 UFO Computer to be lost. the content of each UFO is as follow Elerium/Alloy/UFO Power Source/UFO Computer S: 20/20/1/2 M: 50/50/2/3 L: 100/100/4/4 Terror Attack : Terror Attack is almost the same as Alien Abduction but with only one difference, the stakes are high and only one country will be the staging area. -Terror attack consist of Civilian Rescue and Alien Extermination. Successful Terror Attack mission reduces the countries panic level by 3 and the rest of the continent by 1. Failure to defeat the aliens during Terror Attacks causes the country to have an increased panic level of 4 and the rest of the country by 2. Terror Attack doesnt happen n the first month. But once 2 Council member has withdrawn from the project Terror Attacks can occur. Officer Training School Once a single soldier reached rank 3: the Officer Training School faciity may be built and in it, you can buy upgrades such as Squad Size I: Allow a 5th Commander in play. Squad Size II: Allow a 6th Commander in play Wet Work: XP from kills is increased by 30% Rapid Recovery: Soldiers recover 2 HP per day. New Guy: Newly recruited soldiers are automatically promoted to Squaddie and rolls a class promotion. Iron Will: Soldiers gain a +5 will per rank up. Dont Die on Me: Soldiers can enter bleeding out state if the conditions are met. Lead by Example: Soldier at lieutenant rank can become a squad leader. Everyone within 8 tiles of the Leader have their will change of that of the leader. If there is two or more lieutenant in the squad, the one with the highest will becomes the leader. Post-mission wounds: Wounds taken from combat stays as the soldier return to the base. Soldier needs to rest when their HP drops below their base HP without armor HP bonus. Each missing HP incurs 2 Days of wounds that needs to be healed. When a soldier bleeds out, the amount of days required to heal is doubled. DLC Mission found in the game can also be played in the tabletop if the AI Director wishes so. If this happen, the AI Director makes a premade character(Shaojie Zhang for Slingshot and Anette for Portent) based on their in game stats with some minor tweaks. However because this is still in beta testing, anything added by enemy within should be avoided. The players who have 1 less unit can take the character. If none can take the unit, that special character is then saved for later until someone needs a new soldier. Players may also role-play just like DnD games to a certain extent as XCOM game isnt much for role-playing. But there is no reason the AI Director should disallow role-playing. But as a player keep in mind whats going on and whats the appropriate role-playing response to events. Bleeding Out Units who took substantial damage may just Bleed Out rather than outright dying and the criteria of this happening is as follows. The following only works if the Dont die on me Officer Training School Upgrade has been bought. :If the damage would drop the target's HP to exactly 1, that targer starts bleeding out for 3 turns. &nbsp; :If the damage would certainly kill the unit, a bleed out check is made and this check consist of comparing the damage ,remaining HP and Base HP. The amount of turn left for a bleeding out soldier is proportional to the base HP. example: a soldier with 2/6 HP left and a damage of 6 would land it would cause a -4 HP. if that soldier is wearing Body Armor it only has a base HP of 5. having -4 / 5 HP means the soldier bleeds out with 3 turn lefts because bleed out timer is 2 + remaining base HP. :If the damage equal or exceeded the base HP then the soldier dies. :Soldier who got its HP dropped to 0(flat) he/she may make one more round of action then he loses 1 HP bring him/her at -1 HP then a bleedout check is activated. :Poison death doesnt trigger bleeding out. :Over Damage from Cryssalid doesnt trigger bleeding out. :Psi Damage doesnt trigger bleeding out, except Psi Lance. :Explosion Damage Considers what armor the soldier is wearing first to check Bleeding Out. -Light Armor doesnt trigger Bleeding out. -Medium Armor Triggers Bleeding out with 2 base timer -Heavy Armor triggers Bleeding out with 3 base timer Panic System XCOM Enemy Unknown as a Panic system where when a soldier is either damaged, his/her ally is damage, his/her ally is killed, or he/she is attacked by a psi ability, he/she will enter in Panic state where no action may be ordered and the soldier will act unpredictably. I havent learned the core mechanics of Panic system that is on the game so i deviced a new mechanic that is still in-tune to the computer game. :when the soldier is damage, the player rolls a 1d6, then multiply the amount of damage taken to the result of the dice. if the result is greater than the soldier's will, he/she panics. :when an allied soldier takes damage, the rest of the squad rolls a 1d4, then multiply the amount of damage taken by the allied soldier to the result of the dice. if the result is greater than the soldier's will, he/she will roll a 1d10 dice again to determine if the allied soldier panics. if the result is 1~5 the soldier panics, otherwise the next soldier will do the same to see if he/she panics until the rest of the squad has been panic checked. :when an ally is killed, the rest of the squad suffer a -10 penalty to Will for the rest of the mission and incur a permanent -5 Will after the mission(post-traumatic syndrome). The panic check for a damaged ally is also applied after the will penalty. :will check from psi attacks varies depending on what psi attack is used. -Mindfray: DC = 20. failure to resist this psi attack causes will and aim penalty as well as 5 damage -Mind Control: DC = 30. failure to resist will take away the control to player and give it to the AI Director until the attacker is damaged. -Psi Lance: DC = 30. failure to resist the will check will increase the damage inflicted of the attack by 5. while successful will check reduces the damage inflicted by 5. -Psi Panic: DC = 35. failure to resist will cause the target to automatically enter Panic. -Psi Drain: DC = 40. failure to resist will cause 5 damage to target and heal the caster by 5. -Rift: there is no DC for the attack as its damage is based on the target's will. Each 10 will the target has reduces the damage by 1 and the base damage of the Rift is 20 + (attacker's will / 5). so target with low will takes more damage. When a soldier panics, the player rolls a 1d4 to cause a random action to trigger before control is taken away. 1:Hunker Down 2:Shoot the nearest enemy 3:Run in the Open. 4:Shoot the nearest Ally Generating Alien Pods for AI Directors. the following guidelines only applies to the AI Director. Alien pod content must be hidden from the players to capture that surprise encounter XCOM games are well known. and to do that here are the guidelines on creating pods. 1) When creating the initial pods, you only have 3 points of slots. each month has passed, that point allowance is increased by 1. However the maximum alien for a single pod is only 4. But an optional rule the AI Director may use is the Swarm Mode where the max alien in a pod is 8. 2) What alien could you use also depends on the in-game date of the current campaign. -First Month: Sectoid Lv.1 -Second Month: Thin Man Lv.1 -Third Month: Floater Lv.1 -Fourth Month: Sectoid Lv.2 -Fifth Month: Thin Man Lv.2 -Sixth Month: Floater Lv.2 -Seventh Month: Muton Lv.1 -Eighth Month: Cyberdisc Lv.1 + Drone Lv.1 -Ninth Month: Muton Elite Lv.1 -Tenth Month: Floater Heavy Lv.1 -Eleventh Month: Berserker Lv.1 -Twelveth Month: Sectoid Lv.3 Outsiders are only encountered during UFO raids(splashed or landed) and their level corespond to what ship they defend. The first Sectoid Commander encountered unlock it to the enemy pool at level 1. The first Sectopod encountered is during the Alien base raid and every Large UFO afterwards.(On the 3rd year, Sectopod is added to the pool.) The first Ethereal is encountered after the Hyperwave Uplink as been built. After the first year, each subsequent month that introduces specific alien(at level 1), that alien gain 1 more level up to level 8 max. During the first Terror Mission(or after Slingshot), the first Cryssalid is unlocked for the alien Pool 3) Each alien uses different alotment points to determine the content of an alien pod. Outsider = 1(max Outsider is dependent on UFO size) Sectoid = 1 *Sectoid Commander = 2 Thin Man = 1 Drone = 1 Floater = 2 Floater Heavy = 2 Muton = 3 Muton Elite = 3 *Berserker = 3 *Cyberdisc = 4 Cryssalid = 4 **Sectopod = 8 + all(there can only be a sectopod equal to the year - 2) *Ethereal = 5(there can only be an Ethereal equal to the year - 2) A single pod can only occupy a 3x3 space in map. All units cost 1 tile but Sectopods cost 3x3. Alien with * at their name means there can only 1 of them per pod. ** Sectopod uses all the pod as slot and each points remaining increases its HP by 1 up to +40. 4) Maps have varying amount of pod spaces that the AI Director can utilize, but most of these are locked by the in-game Month. Slot 1~3 are unlocked by default. each month another slot is unlocked until all 15 slot is unlocked by the end of the year. Small maps only has 1~5 slots, Medium has 1~10 and Large has 1~15. Same goes to UFO site. Weapons and Equipments Weapons are categorized by their tier level of Ballistics, Laser and Plasma. Ballistic weapon is the starting tier and upon researching Laser Weapons, Laser tier is achieved and upon capturing the first alien and its weapon is researched, Plasma tier is unlocked. Each weapon has a base damage that also increases base on its tech level. Value in (*) is for critical damage which is added to the tech level damage as well. Ballistics: +1 (+2) Laser: + 3 (+3) Plasma: +5 (+5) Rifle: 1d4 Shotgun: 1d4 + 1 Machinegun: 1d4 + 2 Sniper Rifles: 1d8 Pistols: 1d4 - 2 Regular Rockets/Shredder Rockets Rocket Launcher: 6 / 5 Blaster Launcher: 9 / 7 Each soldier may carry 1 equipment with an additional 1 more when Tactical Rigging has been unlocked from the Foundry. Grenade : Deals 4 Damage in a 3 tile radius. Destroys Artifact. Alien Grenade : Deals 5 Damage in a 4 tile radius. Destroys Artifact Arc Thrower : Stuns the target for capture. When Field Repair Foundry project is complete, it can be used to heal SHIV. Advanced Arc Thrower Foundry project increases the chance of successful stun. Chitin Plating : Increases HP by 4 and reduces melee damage by half. Medikit : Heals target by 4 HP or can be used to stabilize bleeding out unit. Advance Medikit Foundry project increases the healing by 1(+5 HP). Combat Stim : The user gains +20 Will and +5 Mov, as well as reducing all damage by 1/3 for 3 turns. Nano-Fibre Vest : Increase HP by 2. Mind Shield : Increases Will by 20. SCOPE : Increase Aim by 10. With Advance SCOPE foundry project, it also confers a -2 Critical Difficulty. Flashbang Grenade : Reduce target's Aim and movement by half for 2 turns in a 2 tile radius. Robotic enemy and Psionic enemy are unaffected. Gas Grenade : Leaves a cloud of poison in a 3 tile radius that last 3 turns. Anyone in the cloud suffer from -10 Aim and loses 1 HP. Ghost Grenade : Allies hit by this grenade become Cloaked for 1 turn and have a reduced Critical Difficulty by 3. Attacking removes the Cloaked buff. Mimic Beacon : Creates a noise within a 2 tile radius of the impact zone that attracts aliens. Needle Grenade : Deals 5 damage in a 3 tile radius. Target in half cover takes 2 damage only. Target in Full cover doesnt take damage. Reaper Rounds : Ballistic weapons(Except pistols) have their Critical Difficulty reduced by 3 and their Critical Damage increased by 3. Respirator Implant : Increases HP by 2 and grants immunity to Poison. Armors confers additional HP to protect your soldier from enemy fires. Body Armor : Light. +1 HP Carapace Armor : Medium. +4 HP Skeleton Suit : Medium. +3 HP. +3 Mov. +10 Defense. Has Grappling Hook Titan Armor : Heavy. +10 HP. Immune to Fire and Poison. Archangel Armor : Heavy. +8 HP. Immune to Fire and Poison. Enable Flight with 6 fuel. 12 fuel with foundry upgrade. Ghost Armor : Medium. +6 HP. +3 Mov. +20 Defense. Has Grappling hook. Enables Ghost Mode 4 times per mission. Psi Armor : Medium. +6 HP. +2 Mov. +10 Defense. +20 Will. Psionic Soldiers only. Alien Anatomy Aliens are all different and varied, and learning what they are or what are their weakness is the key to survive this alien attack. Sectoid Starting HP: 3 HP Cap: 6 Weapon: Alien Pistol Aim: 40 + 2 per level Will: 10 + 1 per level Move: 6 + 1 per 3 level XP gained upon death: 18 + 2 per level Abilities: Throw Alien Grenade, Mind Merge, Suppress(Lv.3+) Sectoid Commander Starting HP: 4 HP Cap: 8 Weapon: Alien Pistol Aim: 40 + 5 per level Will: 20 + 1 per level Move: 6 + 1 per 3 level XP Gained upon death: 20 + 5 per level Abilities: Throw Grenade, Mind Merge, Suppress(Lv.2+), Mindflay Thin Man Starting HP: 4 HP Cap: 7 Weapon: Light Alien Rifle Aim: 45 + 3 per level Will: 15 + 2 per level Move: 10 + 1 per 3 level XP Gained upon death: 25 + 2 per level Abilities: Spit Poison. P(Death Poison), P(Flexibility). Floater Starting HP: 5 HP Cap: 8 Weapon: Light Alien Rifle Aim: 40 + 3 per level Will: 15 + 2 per level Move: 9 + 1 per 3 level XP Gained upon Death: 25 + 4 per level Abilities: Throw Grenade, P(Fly) Floater Heavy Starting HP:5 HP Cap:10 Weapon: Light Alien Rifle Aim: 40 + 4 per level Will: 15 + 2 per level Move: 9 + 1 per 3 level XP Gained upon death: 30 + 4 per level Abilities: Throw Grenade, P(Fly) Muton Starting HP: 6 HP Cap: 12 Weapon: Alien Rifle Aim: 45 + 4 per level Will: 25 + 5 per level Move: 8 + 1 per 3 level XP Gained upon death: 30 + 5 per level Abilities: Throw Grenade, Blood Call, Intimidate Muton Elite Starting HP: 8 HP Cap: 14 Weapon: Alien Rifle Aim: 45 + 4 per level Will: 30 + 5 per level Move: 8 + 1 per 3 level XP Gained upon death: 35 + 5 per level Abilities: Throw Grenade, Blood Call, Intimidate Berserker Starting HP: 10 HP Cap: 16 Weapon: Heavy Alien Rifle Aim: 40 + 2 per level Will: 50 + 2 per level Move: 8 + 1 per 3 level XP Gained upon death: 40 + 5 per level Abilities: Throw Grenade, Blood Call, Intimidate, Bull Rush Cyberdisc Starting HP: 15 HP Cap: 20 Weapon: Alien Cannon(special) Aim: 40 + 5 per level Will: 5 + 5 per level(just for the sake of rift damage calculation) Move: 11 + 1 per 3 level XP Gained upon death: 50 + 5 per level Abilities: Cover, Throw Grenade, Death Blossom, P(Fly) Drone Starting HP: 3 HP Cap: 5 Weapon: Drone Gun Aim: 40 + 2 per level Will: 5 + 1 per level(just for the sake of rift damage calculation) Move: 3 + 1 per 3 level XP Gained upon death: 10 + 1 per level Abilities: Repair(unusable when hacked), Self-Destruct Cryssalid Starting HP: 10 HP Cap: 20 Weapon: Poison Claw Aim: 100(melee attack is always a hit) Will: 30 + 5 per level Move: 8 + 1 per 3 level XP Gained upon death: 30 + 5 per level Abilities: Place Egg, Hardened Body Sectopod Starting HP: 25 HP Cap: 90 Weapon: Sectopod Cannon, Plasma Vulcan, Sectopod Rocket Launcher Aim: 50 + 5 per level Will: 10 + 5 per level(just for the sake of rift damage calculation) Move: 3 + 1 per 3 level XP Gained upon death: 120 + 10 per level Abilities: Triple Reaction Shot, Double Attack, Weapon Barrage. Ethereal Starting HP: 20 HP Cap: 20 Weapon: Ethereal Bolt Aim: 60 + 5 per level Will: 105 + 5 per level Move: 4 + 1 per 3 level XP Gained upon death: 100 + 5 per level Abilities: Psi Lance, Mind Control, Psi Drain(Lv.3+), Psi Barrier, Rift(Lv.5+) This is WAR The war against the aliens rest upon our brave soldiers, the XCOM Project has been activated and you have been chosen to be commander of your troops. The council is vigilant, you must endure all hardship through teamwork. Combat Mechanics. Each soldier is given 2 action points that they can use to perform action such as. Moving : Soldiers can only move the amount of space according to their Mov stats. Spriting : Soldiers can double the amount of their Mov by using both action points as movement. &nbsp; Attacking : Soldiers can attack at a cost of an action points, but without proper training, attacking before moving forfeit the remaning action point. Overwatch : Soldiers can enter Overwatch mode where they get a reaction shot againts the first alien who come within their sight range. Overwatching forfeit the remaining action points. NOTE: Reaction shots can be controlled if the player dont want to attack a specific target or choose the target if its within range. Hunker Down : Soldiers in half cover can Hunker Down to consider its defense value as full cover but reduce the sight range of the soldier to 2 tile radius. Hunkering Down in full cover doubles its defense value. Reload : Primary weapons can only be fired a limited times before needing a reload. Reloading requires an action points and forfeits the rest of the action points. Change Weapon: Classes that can carry pistols can change what weapon to use in the midst of combat. This action is a free action and doesnt cost any action points nor ends the soldier's turn. NEW Lower Stance: Lower Stance can now be used to change from standing to crouching and crouching to crawling position. This Action is a Free Action. Entering Crouch Stance reduces the soldier's move by 50% but gains a +2 Defense. While Crouching or Crawling and on Half Cover, the cover is considered Full-Cover for defense calculation. Entering Crawl Stance reduces the soldier's move by 75%(Crouch Stance penalty is replaced) but gains a +5 Defense. Crawling Snipers also gains a +5 Aim bonus and -1 Critical Difficulty bonus. For a more liberated gameplay, player may now perform actions outside of the preceding ruleset and various condition will be presented depending on action. This condition are under the AI Director's Discretion. Action that isnt too demanding can be considered a Free Action but if it will affect the gameplay in way it must be limited it will be considered a costly action. When all soldiers have used their actions for the turn, the turn is passed to the alien and it is controlled by the AI Director until their actions as been spent as well. XCOM is a game of shooting down alien or be shot down by the alien. As such, several mechanics applies that give benefit to those who use it properly. Elevation: If a unit's Elevation is greater than 5 than the target, that unit gains a +5 Aim and -1 Critical DC. Flanked: Unit in cover but have its enemy behind that cover causes an automatic critical against the unit flanked. Uncovered: Units outiside of cover run the risk of getting hit much easier because of the lack of defense bonus. Destructible Terrain: Terrains can be destroyed with enough wear and tear pose on it, dynamically changing the entire battlefield for better or worse, such as cover being destroyed, exposing the unit behind it. Take aim soldier When attacking, several factor is considered to determine a successful hit. Landing a hit is crucial as a miss can mean the destruction of a squad. When a unit attacks, it rolls a 1d20 to determine randomized hit chance and it is added to the unit's Aim. Several Buffs and Debuffs reduces this chance. Target is in Half Cover: -5 *NERFED from 10* Target is in Full Cover: -10 *NERFED from 20* Target is in Lower Elevation: +10 and - 1 Critical DC Attack is a Reaction Shot from Overwatch: -5 Attacker is afflicted with Poison: -20 After the aim calculation from the above sources, the Target(AI Director for Alien and Soldier for players)rolls a 5d20 to determine the requirement to hit the target. Most other bonus comes from either equipment or the effective range of weapons Pistols: 2 tiles Rifles: 4 tiles Shotguns: 3 tile LMG: 3 tiles Sniper Rifle: 14 tiles. 10 tiles boundary. 5 tiles close penalty. When a weapon is shot 2 tiles each outside of the Effective Range, the target will roll an extra 1d10 to determine Evasion. Shotgun on the other hand, will confer an extra 1d20 to the penalty. Sniper follows its own rule however. -Sniper shot inside 10 tiles reduces the total Evasion by 5(max -20) -Sniper shot inside 5 tile increases the total Evasion by 10(max +50) -Sniper shot 4 tiles and closer is always a miss EXCEPT if its a reaction Shot. Miscellaenus Rules: If 2 support unit throws a grenade with 2 different buff bonus(Dense Smoke and Combat Drugs) in a single spot, the last grenade matters. When a unit is bleeding out and the mission is completed, that unit survives. A player can stay on a campaign even when he/she has no more soldier available. He/she can still buy soldiers to be able to play again or if money is the problem, other player can pitch in to buy that player a soldier but the 1 week wait time still applies. In the meantime, one player must use 2 soldiers to fill in. Critical Difficulty reduction stack. so with headshot + SCOPE 2 + Combat Drugs means your Critical Difficulty becomes 5 + 1 + 1 = -7 or 13~20 Alien first seen from their pods can move using its Move stats and where it goes the AI Director handles the matter. Alien killed leaves weapon fragment equal to its deployment cost(ie. Sectoid leaves 1 but muton leaves 3). It is however, destroyed when killed with an explosives. Reaction Shot can either be triggered or not on player's discretion. Also it can be controlled on who to shoot when there is more than one target. Scavenge Alien Tech to Survive Using alien tech is our only option to win this war. Studying weapons and artifacts from aliens could prove to be useful in our endeavor against the alien menace. Researching is the first step and it is the only way to progress in the tech tree. To know about the research tech tree and what unlocks it here is the actual tech tree flow. <a href="http://vignette2.wikia.nocookie.net/xcom/images/7/" rel="nofollow">http://vignette2.wikia.nocookie.net/xcom/images/7/</a>... How to research: Each player rolls a 1d10 to determine the amount of points added to the research. Once every player rolls their die, it is added and it reduces the required points for the current research. Once the Research points hits 0 or every player has contributed their roll, everyone must agree to advance the day. If the research has 0 RP left the next day, it is completed. Having Scientist speeds up the Research process at a rate of 1 pts per 3 Scientist. The Engineering Team Here at engineering, equipments are made for your soldier if they have the required research and materials as well as a small sum of credit for the labour. The following list will guide you to the shop: Engineers can be obtained through various means to reduce the Building time of an exsisting project at a rate of 4 Hours per 5 Engineers(30 Engineers effectively reduce the time by a day.) Name Credit Cost Material Cost Time Needed Medikit 25 Instant Nano-Fibre Vest 20 Instant SCOPE 20 Instant Arc Thrower 35 Instant Laser Pistol 10 10 Alloy Instant Laser Rifle 25 15 Alloy Laser Sniper Rifle 35 25 Alloy Scatter Laser 30 25 Alloy Heavy Laser 30 25 Chitin Plating 85 15 Alloy + 4 Chryssalid Corpse Combat Stim 50 10 Alloy + 1 Berserker Corpse Plasma Pistol 100 10 Alloy + 10 Elerium Light Plasma Rifle 125 20 Alloy + 15 Elerium Plasma Rifle 200 30 Alloy + 20 Elerium Plasma Sniper Rifle 250 30 Alloy + 30 Elerium Heavy Plasma 250 30 Alloy + 30 Elerium Alloy Cannon 250 50 Alloy + 30 Elerium Mind Shield 150 20 Alloy + 30 Elerium + 1 Ethereal Corpse Blaster Launcher 275 50 Alloy + 65 Elerium + 1 Fusion Core + 2 UFO Flight Computer Satellite 100 20 Days Uplink Targetter(Aim) 10 3 Sectoid Corpse UFO Tracking (Boost) 20 3 Cyberdisc Wreck Defense Matrix(Dodge) 50 3 Floater Corpse Phoenix Cannon 35 Laser Cannon 35 25 Alloy Plasma Cannon 100 20 Alloy + 20 Elerium EMP Cannon 200 30 Alloy + 20 Elerium Fusion Lance 150 30 Alloy + 20 Elerium SHIV 100 7 Days Alloy SHIV 150 40 Alloy 7 Days Hover SHIV 200 60 Alloy + 40 Elerium 7 Days Firestorm 200 40 Alloy + 20 Elerium + 1 UFO Power Source + 1 Alien Flight Computer 14 Days Carapace Armor 25 15 Alloy Immediate Skeleton Suit 30 10 Alloy Titan Armor 150 35 Alloy + 10 Elerium Archangel Armor 200 50 Alloy + 35 Elerium Ghost Suit 250 40 Alloy + 50 Elerium Psi Armor 450 20 Alloy + 40 Elerium
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Ziechael
Forum Champion
Sheet Author
API Scripter
I have moved this from the suggestions board to the general on-topic board as suggestions are for the future development ideas of Roll20 itself which is not a games developer, merely a platform to facilitate such activities. Also this is bordering on off-topic but I am going to assume that you intend to create a game based around your proposed rules in order to test the system and that this game will be hosted on Roll20 should enough interest be generated. As a huge fan of the Xcom series I also want to say that this sounds great and that you have clearly put a lot of work into developing a system that could recreate the tactical brilliance of Xcom. The stat generation looks to be about right to me (although i regularly got recruits with aim in the 40's and 50's and would have killed for a group all 60-80 ;) ). Once you have the mechanics worked out it could be worth creating a LFG listing to get some play-testers involved. Good luck but just be aware of copyrighted material/names&nbsp;
thanks for the heads up man. i know such recreation could be potential copywright infringement but as long as i gave credit where credit is due i am certain firaxis and 2k would be pleased that their awesome game be adopted into a tabletop to increase their fan-base rather than restrict them to solely computer games.
this seems like a awsome ideal i like xcom i have EU on the 360 as my computer could not run it but i would love to give it a shot and have you thought any about the mechs and genetic mutations but i would be fine trying it with out those since i haven't played with them but if u can get enough people count me in as willing and if u dont mind im willing to take this to the unpub con in april and try to get some people interested and give you feed back i also would like to try to get a for of my local gaming buddys to try it out if you dont mind me doing that if i get anyone to test it out ill make sure to take detailed notes and send them to you and give you credit
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mr. tauntdragon i appreciate your enthusiasm in this little love child of mine. once i solidified the core mechanics, i will make 2 new forums dedicated for both AI Director(Dungeon Masters) and Commanders(Players) Because this post is solely for the concept pitch and yes i will also include the Enemy Within stuffs like MEC and Gene Mods. How though im still thinking about it. as for the initial Beta test of this game, im preparing it already and its nice someone is willing to test it with me so welcome aboard man. As for public usage, as it is you can now use it because the only missing core feature is how the shot will land but as i post this reply i am editing the rules so stay tuned. EDIT: Instead of making 2 forums, clogging the site up, ill just make a pastebin like post somewhere in the internet to store all data. For those of you who is gonna ask whether i know how to PDF first i dont have a PDF and second no i do not know how :D. The ruleset will be split just like DnD rulebook, a player manual and a DM manual. i will post it here once im done.
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Ziechael
Forum Champion
Sheet Author
API Scripter
Just to chime in again, it would be best for you to set up a game for your future threads to sit under, these will be 'private' forums and will allow you to discuss the mechanics in greater detail without skirting the realms of off-topic for the general forums. To allow freedom of access you can then create a LFG listing dedicated to the play-testing and idea gathering which will allow players to find your game and access the private forums associated with it :)
Ziechael said: Just to chime in again, it would be best for you to set up a game for your future threads to sit under, these will be 'private' forums and will allow you to discuss the mechanics in greater detail without skirting the realms of off-topic for the general forums. To allow freedom of access you can then create a LFG listing dedicated to the play-testing and idea gathering which will allow players to find your game and access the private forums associated with it :) ill keep that in mind man. but for the record im pretty new to this LFG listing thing so can you tell me more about it or how do i use such feature? i would much apprpeciate it man. thanks again for such support.
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Pat S.
Forum Champion
Sheet Author
Not to step on Ziechael's toes but he is referring to the&nbsp; Looking for Group aspect. Specifically the&nbsp; listing part of the page.
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Ziechael
Forum Champion
Sheet Author
API Scripter
Thanks Pat, my toes remain untrodden, I was on my phone earlier so couldn't apply those links myself :)
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Gen Kitty
Forum Champion
Aye; you do not even have to enable a LFG directory listing to utilize it for for the Listing Discussion portion of it to be functional. :)
Instead of rolling a d6 for health and rerolling for values under 3, a d4+2 results in a same curve, and ensures that players aren't rolling unnecessarily.
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well guys thanks for the support and Animus, that could be an even more feasible way to roll the health. thanks for the feadback. ill update it now. Also WOW. Multiple mods helping me out? this is awesome man. thanks for the support. im hard on my ass working on this love child. i really love xcom that much.