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Table of Contents
1. Introduction
2. XCOM Campaign
3. Characters
4. Character Creation
5. Combat
6. Equipment
7. NPCs
8. After the Campaign...
---Introduction--The year is 2016. Earth goes about it's business - fighting, trading, building,
and more.
However, a sinister threat that has lurked behind the scenes for years,
is beginning to show it's teeth.
Entire towns abducted, brutal terror attacks, and horrific alien monsters
all pour onto the beleagured human nations.
Enter the Extraterrestrial Combat Unit - XCOM.
Founded and funded by the Council of Funding Nations (CFN),
XCOM has Earth's best soldiers, her smartest scientists and wisest engineers.
Unfortunately, XCOM can't be everywhere at once, and every unmolested alien miss
ion
takes them closer to their victory...
Welcome to the XCOM RPG, where you'll play as XCOM operatives during the Great I
nvasion.
The best of the best in their home country, thrown against alien monsters beyond
imagining.
Earth is in their hands.
Skill and luck will have to carry them through - or Earth will fall under alien
domination.
The game is 'directed' by the Commander, who functions as a GM for the game.
Unless otherwise stated, all rolls in this game are done on a D100, with lower b
eing better.
The aim is to roll under the applicable stat for the character.
IE, a Rookie shoots at an alien in low cover - his base aim is 65, minus 25 for
the low cover.
He would need to roll 45 or lower to hit.
---XCOM Campaign--The combat missions of XCOM don't happen in a vacuum.
XCOM will have it's own progression through the game, led by the Commander or a
high-ranking player.
XCOM HQ is the primary command center of XCOM, placed wherever the players want
it.
The underground fortress contains everything XCOM needs - hangars, command cente
rs, barracks,
engineering workshops and labs. XCOM also must handle funding
- the CFN provides funding every month, abduction missions and sales of alien ar
tifacts
can increase XCOM's warchest. All funding is handled in Credits.
-MissionsTo fight the alien menace, XCOM must go on missions. There are several forms of
missions.
-Abductions, where the aliens have entered an urban or farmland area to abduct h
umans.
This mission type does not contain a UFO. These missions contain rewards if comp
leted,
which may be 1-3 Engineers (+2 if the alien amount is "Swarming"),
a Scientist (Only possible on missions of "Heavy" alien amount or higher),
or 80 to 150 Credits (+70 on "Swarming").
-Landed UFOs, where an alien craft has set down in a remote area.
-Crashed UFOs, where an alien craft has been shot down by XCOM interceptors.
-Alien bases, where XCOM can take the fight to the enemy unknown.
-EXALT missions, where XCOM can fight against traitors to the human cause.
-Terror Missions, where XCOM prevents the aliens from going into a major city
and massacring civilians.
On Crashed or Landed UFOs, look to the UFO types section for how many aliens sho
uld be there.
For Abductions, consult this table. Alien numbers are handled by Pod,
a group of three to five aliens of the same or similar types, IE 4 Sectoids,
or a Muton Elite and 2 Mutons, or an Ethereal and 4 Sectopods (god help you).
Alien Amount
Light
Medium
Heavy
Swarming
Number of Pods
4
6
8
10
Commanders should assign pod types by alien research at this point in the campai
gn.
-ResearchIn the XCOM campaign, the Commander will have to, if the players want some input
on the campaign,
give options for the players to research.
Research is done by rolling a D10 - a roll of a 1, 2, or 3 will get the players
the tech.
Otherwise, XCOM must wait a week to roll again. XCOM's research abilities can be
improved with
abduction rewards of Scientists, improving it by +1 each time, to a maximum of 1
0.
-EngineeringXCOM needs engineers to build equipment and facilities.
It starts with 10, and can gain more from Abductions.
While money alone is sufficient to build soldier items, XCOM needs certain amoun
ts of engineers
to construct some facilities.
XCOM Facility
rs
Other Reqs.
Alien Containment
Tech: Alien Containment
The Foundry
Tech: Experimental Warfare
Officer Training School
Soldier: SGT Rank
Satilite Uplink
other
Satilite Nexus
other Tech: Alien Computers
Purpose
Cost
Required Enginee
75
15
Improve Gear
100
20
Squad Upgrades
100
15
+2 Satilite Cap.
150
10 + 10 for each
+4 Satilite Cap.
250
20 + 10 for each
Cybernetics Lab
Tech: MELD Recombination
Genetics Lab
Tech: MELD Recombination
Psionics Lab
Tech: Psionics
100
15
100
15
150
20
When rolling against a stat, however, lower is better - they want to roll under
the stat.
In addition to this, difficult tasks or easy tasks will add a modifier to the ro
ll,
meaning that the character must roll lower to succeed (in case of a difficult ta
sk)
or can roll higher and still succeed (in case of easier tasks).
These modifiers will be left to the Commander's descretion, though the average s
ituations
for a stat will have no modifiers applied to them.
In the XCOM RPG, characters have 2 Major actions (moving, firing, reloading) and
some minor actions
(talking for example) as decided by the Commander in that instance.
-Character StatsHealth: How tough a character is. Starts at 3 for XCOM troops.
When this is zero, a soldier dies or is critically wounded. Costs 5DP to increas
e by 1.
Armor: Health added by armor, this doesn't require hospital time after the battl
e.
Starts at 0 for XCOM troops. May be acquired via equipment. This cannot be incre
ased otherwise.
Aim: Skill at firing weapons. Starts at 55 for XCOM troops. Costs 1DP to increas
e by 1.
Movement: Movement speed, in meters per action. Starts at 11 for XCOM troops.
Costs 2DP to increase by 1.
Will: Willpower, cajones, mental toughness. This is also the stat for using or r
esisting Psi powers.
Starts at 30 for XCOM troops. Costs 2DP to increase by 1.
Perception: Sight, smell, hearing. Starts at 30 for XCOM troops. Costs 1DP to in
crease by 1.
Charisma: Ability at talking and convincing others. Starts at 30 for XCOM troops
.
Costs 2DP to increase by 1.
Aliens have their stats by unit laid out in NPCs.
Note that the aliens don't care about things like charisma
- they want the destruction and perversion of humanity.
---XCOM Character Creation--To create a player character, each character gets an XCOM trooper as laid out ab
ove 3 Health, 0 Armor, 55 Aim, 11 Movement, 30 Will, 30 Perception, 30 Charisma.
Then the character is given 15 DP to spread between their stats, however they ch
oose to do so,
at the costs laid out in the prior section.
Thus, the player has a Rookie character.
They have no class yet, nor do they get any specialized abilities or equipment.
-Leveling upThe levels in XCOM are done as promotions through XP awarded at the end of a mis
sion.
A soldier starts with 0/100 XP. When the player reaches 100 XP, they level up an
Corporal(300XP)
when doing so)
s firing
at friendlies. If hit, confer normal damage and enemy do
esn't fire)
Sergeant(600XP)
times)
Lieutenant(1100XP)
in place,
confering -30 for them to hit and a free shot against th
em
if they move with no reaction shot penalty)
Captain(1600XP)
ement penalty)
ion,
-15 to hit on both shots)
Major(2300XP)
ts +1 use)
Colonel(3100XP)
-Assault ClassSpeed and violence of action are what Assaults deal in taking damage and dishing it out, preferably in close range.
DP costs:
Health - 4DP
Aim - 1DP
Movement - 2DP
Will - 3DP
Perception - 1DP
Charisma - 2DP
Abilities
Rank
Squaddie(100XP)
n)
Run and Gun (Move twice and take a shot, 2 turn cool dow
Corporal(300XP)
ght, up to -20)
p to +30,
ignore injuries until next turn, 1 turn cool down)
Sergeant(600XP)
guarenteed miss)
4 meters,
cannot combine with Run and Gun, 2 turn cool down)
Lieutenant(1100XP)
roy enemy cover)
ion,
-15 to hit on both shots)
Captain(1600XP)
emies
he squad, up to +6)
Major(2300XP)
Colonel(3100XP)
3 turns and
+3 damage on all shots for three turns, four turn cool d
own)
-Sniper ClassDeath from afar, Snipers use long ranged, accurate rifles to kill their targets.
DP costs:
Health - 6DP
Aim - 1DP
Movement - 4DP
Will - 2DP
Perception - 1DP
Charisma - 2DP
Abilities
Rank
Squaddie(100XP)
Headshot (+30 Critical chance, +1 damage on ballistic gu
ns, +2 on laser,
+3 on plasma, one turn cool down)
Corporal(300XP)
f sight)
Sergeant(600XP)
an enemy
crit chance
against enemies at a lower elevation)
Lieutenant(1100XP)
Reload
30 meters)
Captain(1600XP)
t)
Major(2300XP)
otice you
ed yet)
OR Skeet-Shooter (+15 to hit flying targets)
Colonel(3100XP)
ool down)
-Heavy ClassHeavies are the fire of an XCOM squad, using machineguns and rockets to bring th
e hurt.
DP costs:
Health - 3DP
Aim - 2DP
Movement - 4DP
Will - 2DP
Perception - 3DP
Charisma - 2DP
Abilities
Rank
Squaddie(100XP)
Fire Rocket (Gives the Heavy a free rocket)
Corporal(300XP)
e at)
Sergeant(600XP)
uent hits
em to hit,
and take a +20 to hit shot against them if they move)
Lieutenant(1100XP)
ts and rockets)
HEAT Ammo (Robotic enemies get +50% damage from your sho
OR Empty The Belt! (Take shots equivalent to the remaini
ng ammo in
the magazine against one enemy, with no penalty to hit i
n one turn)
Captain(1600XP)
de item you take)
n 8 meters
of the suppressed enemy, fire reactions at them at norma
l aim)
Major(2300XP)
Psi-Panic,
Colonel(3100XP)
to any enemies
in it's radius)
---Combat--Combat is a fundamental part of XCOM - the aliens won't just leave because you a
sked.
As such, you'll have to kill them. XCOM squads are deployed to an AO via the Sky
ranger,
which can get anywhere on Earth inside of four hours. Once deployed,
the squad has to clear the aliens out of the area. They may be scattered or in g
roups of 3-5,
called pods. Characters have 2 actions while on the battlefield
- shooting ends your turn if it's the first action (unless you have an ability t
hat says otherwise),
but can be the second with no penalties. Using items is one action,
and moving to your movement stat in meters is one action that can be done twice.
-CoverThere are two forms of cover - High and Low. High cover gives a -45 to be hit, i
f not flanked.
Low cover gives a -25 to be hit, if not flanked. Flanking the enemy, aka going a
round their cover,
denies them the protection of the cover.
-WeaponsWeapons are how you go about killing the enemy.
They have various qualities, including ammo capacity and range.
These stats are detailed in full in the Equipment section.
To find if a soldier hits an enemy, you roll against their aim, with
o hit
from enemy cover if applicable. If the shot is below this, congrats,
You roll for critical hits next. This is done on a d100 roll against
s crit stat.
If below, then you get a hit. Next, you roll for damage (crit or no)
one on a D10.
A 1 or 2 means the weapon does the lowest damage in the Damage stat
(or crit damage stat, if the shot is a critical hit).
A 9 or 10 means the weapon does the HIGHEST damage in the applicable
Otherwise, the weapon does the midpoint of those two damages.
the minus t
you hit.
the weapon'
- this is d
field.
-Injuries and DeathWhen the health of an XCOM trooper reaches 0 health, he falls to the ground.
He then rolls a D100 to find if he's critically wounded instead of killed.
To find a soldier's critical wound chance, you take 20, then add 3 for every ran
k he has
- IE, a Sergeant has +15 from rank. Every 10 will also adds +1 to this number.
If the D100 is below the soldier's crit wound chance, then they have 3 turns to
receieve
medical attention from a trooper with a medikit. If the turns run out,
or the D100 roll is above his crit wound chance, the soldier dies.
There are no respawns.
Alien troops cannot be critically wounded.
---Equipment---Weapons, Asssault RiflesDamage
X-9 Assault Rifle
2-4
X-12 Laser Rifle
4-6
Light Plasma Rifle
4-6
Plasma Rifle
6-8
-Weapons, PistolsX-5 Pistol
1-3
X-6 Laser Pistol
1-3
Plasma Pistol
2-4
-Weapons, LMGs (Heavies Only)X-7 LMG
3-5
X-3 Heavy Laser
5-7
Heavy Plasma
8-10
-Weapons, Shotguns (Assaults Only)X303 Shotgun
3-5
15 meters, +30 to hit inside of 8
X431 Scatter Laser
5-7
15 meters, +30 to hit inside of 8
Alloy Cannon
8-10
15 meters, +30 to hit inside of 8
-Weapons, Sniper Rifles (Snipers Only)Sniper Rifle
3-5
moving without Snap Shot, -30 to
hit inside of 30 meters
Laser Sniper Rifle
5-7
moving without Snap Shot, -30 to
hit inside of 30 meters
Plasma Sniper Rifle
8-10
moving without Snap Shot, -30 to
hit inside of 30 meters
-SHIV Weapons (SHIVs Only)Minigun
5-7
Laser Cannon
7-9
Plasma Cannon
9-11
-MEC Only WeaponsMinigun
4-6
Railgun
6-8
Particle Cannon
9-11
Grenade Launcher
8
Flamethrower
6
ange?!
Kinetic Strike Module 12
nly, +4 Mobility
-Launchers (Heavies Only)Rocket Launcher
6
y extra ammo
Blaster Launcher
9
y extra ammo
-GrenadesFrag
3
grenade, destroys cover
Crit Damage
4-6
7-9
7-9
10-12
Crit
10
10
10
10
Other
N/A
3-5
5-7
0
10
10
6-8
9-11
14-16
10
10
10
6-8
20
9-11
20
14-16
20
6-8
25
9-11
30
14-16
35
N/A
N/A
N/A
N/A
N/A
N/A
8-10
11-13
15-17
N/A
N/A
10
10
10
N/A
N/A
MECT Primary
MECT Primary
MECT Primary
2 Shots
3 Shots, Close R
N/A
N/A
3 Shots, Melee o
N/A
N/A
N/A
N/A
N/A
N/A
Equipment Slot,
+10 to hit
+10 to hit
Alien
5
N/A
grenade, destroys cover
Smoke
0
N/A
blocks LoS
Battle Scanner
0
N/A
provides LoS, Long Range
Needle
3
N/A
grenade, Blocked by cover
Gas
1
N/A
does an additional 1 damage/turn
for 4 turns, -20 for affected targets to hit
Flashbang
0
N/A
no Friendly Fire, -50 Aim and 1/2
movement for affected targets
N/A
Equipment Slot,
N/A
Equipment Slot,
N/A
Equipment Slot,
N/A
Equipment Slot,
N/A
Equipment slot,
N/A
Equipment slot,
-Equipment ItemsArc Thrower - Roll against enemy Will to stun them for capture, 2 uses
Combat Stims - 2 uses, friendly trooper or self gets +20 Aim and crit ch
ance, +4 movement
Medikit 1 Use, friendly trooper or self recovers 4 health, doesn
't heal armor.
Mind Shield - +30 Will
Nanofiber Vest - +2 Armor
Chitin Plating - +4 Armor, 1/2 damage from enemy melee
SCOPE +15 Aim
Reaper Rounds - Ballistic Weapons Only, -20 to hit but +30 crit chance
-ArmorStandard Armor - +1 Armor
Carapace Armor - +4 Armor
Skeleton Suit - +3 Armor, -10 to be hit, +3 Movement
Titan Armor - +10 Armor, Immune to fire and poison
Archangel Armor - +8 Armor, Can fly
Ghost Armor - +6 Armor, -20 to be hit, +3 movement
Psi Armor - +6 Armor, -10 to be hit, +2 Movement, +30 Will
---NPCs--XCOM Rookie - A basic human soldier.
Health: 3
Armor: 1
Aim: 65
Movement: 12
Perception: 30
Charisma: 30
Weapon: X-9 Assault Rifle
XCOM Sergeant - A Soldier with some Experience
Health: 5
Armor: 1
Aim: 73
Movement: 14
Perception: 35
Charisma: 30
Weapon: X-9 Assault Rifle
XCOM Captain - A long-time soldier.
Health: 7
Armor: 4
Aim: 80
Movement: 15
Perception: 50
Charisma: 30
Weapon: X-9 Assault Rifle
XCOM Colonel - The best of the best.
Health: 9
Armor: 10
Aim: 86
Movement: 16
Perception: 55
Charisma: 25
Weapon: X-9 Assault Rifle
Sectoid - A basic, grey little alien with weak psi powers.
Health: 4
Armor: 0
Aim: 65
Movement: 12
Will: 10
Perception: 30
Charisma: 0
Weapon: Alien Pistol (3-5, 10 Crit chance, 4-6 Crit)
Can Mind Merge with other sectoids, giving +1 HP and +10 Aim and Crit Chance to
reciever.
Thin Man - Alien infiltration units, with some combat skills.
Health: 5
Armor: 0
Aim: 75
Movement: 15
Will: 15
Perception: 30
Charisma: 30
Weapon: Alien LPR (4-6, 10 crit chance, 7-9 crit)
Can Poison Spit, functions like a Gas Grenade.
Floater - Vicious, legless flying torso monsters.
Health: 4
Armor: 0
Aim: 60
Movement: 12
Will: 10
Perception: 20
Charisma: 0
Weapon: Floater LPR (4-6, 10 Crit Chance, 7-9 crit damage)
Outsider - Aliens made of pure energy
Health: 6
Armor: 0
Aim: 80
Movement: 17
Will: 20
Perception: 30
Charisma: 0
Weapon: Outsider LPR (4-6, 10 Crit chance, 7-9 Crit)
Chrysalid - Insectoid monsters, who use humans to breed.
Health: 8
Armor: 0
Aim: 0
Movement: 20
Will: 120
Perception: 20
Charisma: 0
Weapon: Claw (8 Damage), humans killed with this get up the next turn as a zombi
e.
Zombie - As unprofessional as it is, the product of a Chysalid attack...
Health: 10
Armor: 0
Aim: 0
Movement: 8
Will: 120
Perception: 10
Charisma: 0
Weapon: Fist (6 Damage), Three turns from getting up to have a chrysalid burst f
rom it's chest.
Seeker - Pissed off flying robo-squids.
Health: 6
Armor: 0
Aim: 75
Movement: 14
Will: Robotic (cannot be affected with Psi powers, Stunned with the Arc Thrower,
or poisoned)
Perception: 35
Charisma: 0
Weapon: Seeker Plasma Pistol (3-5, 0 Crit Chance)
Flying, Can go invisible, Can strangle humans (4 damage a turn, immobile, must b
ecome visible)
Muton - Alien Special Forces
Health: 10
Armor: 0
Aim: 80
Movement: 12
Will: 10
Perception: 30
Charisma: 0
Weapon: Light Plasma Rifle, upgrades to Plasma Rifle at Commander's discretion.
Also has Alien grenade.
Cyberdisk - Alien armored vehicle. It can also fly.
Health: 20
Armor: 0
Aim: 80
Movement: 18
Will: Robotic
Perception: 40
Charisma: 0
Weapon: Cyberdisk Cannon (7-9, 10 crit chance, 12-14 crit)
Flying
-60 to be critically hit
Explodes on death for 10 damage
Drone - Small alien utility drone
Health: 3
Armor: 0
Aim: 70
Movement:
Will: Robotic
Perception: 40
Charisma: 0
Weapon: Drone Beam (1-3, 0 Crit chance)
Heavy Floater - An even more pissed off Floater, that's gotten swole.
Health: 14
Armor: 0
Aim: 80
Movement: 12
Will: 25
Perception: 25
Charisma: 0
Weapon: Heavy Plasma
Flying
Suppression
Mechtoid - The counter to XCOM's MECTs, a sectoid in a robot suit.
Health: 22
Armor: 0
Aim: 80
Movement: 14
Will: Robotic
Perception: 35
Charisma: 0
Weapon: Plasma Cannon (6-8, 10 Crit chance, 10-12 Crit)
Sectoid Commander - A Sectoid with enhanced psi powers.
Health: 14
Armor: 0
Aim: 95
Movement: 12
Will: 115
Perception: 35
Charisma: 0
Weapon: Sectoid Plasma Pistol
Can Mind Control, Mind Fray, Psi Panic, and Mind Merge all nearby Sectoids.
Berserker - A Muton with PMS, wants to beat your men to death.
Health: 20
Armor: 0
Aim: 0
Movement: 17
Will: 80
Perception: 25
Charisma: 0
Weapon: Claw-Fists (10 Damage, 33 Crit Chance, 13-15 Crit)
Sectopod - A bipedal war walker. Oh, fuck...
Health: 30
Armor: 0
Aim: 90
Movement: 12
Will: Robotic
Perception: 45
Charisma: 0
Weapon: Cannon (9-11, 10 Crit Chance, 15-17 Crit)
-50% Damage
-60 chance to be crit
Can fire Sectopod Mortars (2 shots, 18 damage, one turn set up, cannot move)
Can fire twice if it doesn't move