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---XCOM: Ashes and Shadows RPG--Rulebook

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

Contain Alien POWs

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

Make MEC Troopers

100

15

Apply Gene Mods

100

15

Test for Psi powers

150

20

-SatilitesEvery nation in the CFN is going to want satilite coverage.


Satilite coverage means that XCOM can see alien operations in the country,
and move against them. Satilites are EXPENSIVE, costing 200 Credits to build.
Each one XCOM puts up also costs satilite capacity, provided by Uplinks and Nexu
ses.
Nations with satilite coverage will provide 150% of their normal funding.
-Countries of the CFNXCOM has an Area of Responsibilty that encompasses all of Earth.
Unfortunately, only 16 nations have signed up to be part of the CFN, and thus,
XCOM is only allowed to operate in their borders.
While no countries will deny XCOM the right to fly aircraft through their airspa
ce,
XCOM can only effect ground operations in CFN countries.
These countries are:
Egypt (Monthly funding: 70)
Nigeria (Monthly funding: 80)
South Africa (Monthly funding: 100)
Austrailia (Monthly funding: 60)
China (Monthly funding: 100)
India (Monthly funding: 60)
Japan (Monthly funding: 100)
United Kingdom (Monthly funding: 100)
Russia (Monthly funding: 150)
France (Monthly funding: 80)
Germany (Monthly funding: 100)
Canada (Monthly funding: 100)
Mexico (Monthly funding: 50)
United States (Monthly funding: 180)
Argentina (Monthly funding: 70)
Brazil (Monthly funding: 80)
It's to the Commander's descretion if a country has to leave the CFN.
If 8 or more countries leave the CFN, the XCOM project will be shut down...
-UFO TypesSmall Scout (4 Pods)
Large Scout (6 Pods)
Overseer UFO (6 Pods, more advanced enemies.)
Abductor (8 Pods)
Supply Barge (8 Pods, all at 5 aliens)
Battleship (12 Pods, all at 5 aliens)
Alien Base (16 Pods, one pod of more advanced enemies)
Terror Mission (8 pods early game, 12 pods mid and late game)
---Characters--Soldiers, civilians, robots and aliens - all are characters. Each has a set of s
tats.
With the exception of Health and Armor, they're on a scale of 0-100,
with higher being better for the character.

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

d gain their class


- Support, Assault, Sniper, or Heavy.
Once a trooper chooses a class, he cannot change it,
nor can he change his abilities or stats after they're chosen.
Once a soldier chooses a class, the costs for changing their stats on level up
change from the standard ones at rookie, to a specialized set for their class.
No matter what, on level up, each soldier gets 8 DP to spend on their stats, and
a class based choice of ability. XP does not reset on levelup.
-Support ClassThey make everyone better, helping XCOM troops stay alive and fight better.
DP costs:
Health - 5DP
Aim - 2DP
Movement - 2DP
Will - 1DP
Perception - 2DP
Charisma - 1DP
Abilities
Rank
Squaddie(100XP)

Battlefield CPR (Restart friendly bleed-out time)

Corporal(300XP)
when doing so)

Sprinter (Use both actions to move and gain +5 movement


OR Covering Fire (On overwatch, fire at first enemy who'

s firing
at friendlies. If hit, confer normal damage and enemy do
esn't fire)
Sergeant(600XP)
times)

Combat Life Saver (Each Medikit item can be used +2 more


or Opportunist (No reaction shot penalty on Overwatch)

Lieutenant(1100XP)

Revive (Bring a bleeding-out ally back to half health,


costs one medikit charge) OR Rifle Supression (Pin enemy

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)

Corpsman (Carry a wounded ally back to cover with no mov


OR Rapid Fire (fire twice at the same enemy with one act

ion,
-15 to hit on both shots)
Major(2300XP)
ts +1 use)

Deep Pockets (Each limited use item in your inventory ge

Colonel(3100XP)

Savior (Medikits can heal armor) OR


Sentinel (Two overwatch shots instead of one)

-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)

Tactical Sense (Gain -5 chance to be hit per enemy in si


OR Aggression (+10% chance to crit per enemy in sight, u

p to +30,
ignore injuries until next turn, 1 turn cool down)
Sergeant(600XP)
guarenteed miss)

Lightning Reflexes (First reaction shot against you is a


OR Close and Personal (Free shot against an enemy within

4 meters,
cannot combine with Run and Gun, 2 turn cool down)
Lieutenant(1100XP)
roy enemy cover)

Collateral Damage (+30 to hit, half damage, if hit, dest


OR Rapid Fire (fire twice at the same enemy with one act

ion,
-15 to hit on both shots)
Captain(1600XP)
emies

Close Combat Specialist (Take a reaction shot against en


attempting to hit you in melee) OR
Bring 'Em On (+1 damage on crits per enemy in sight of t

he squad, up to +6)
Major(2300XP)

Extra Conditioning (+5 Armor)

Colonel(3100XP)

Resilience (Enemies cannot crit you, two turn cool down)


OR Killer Instinct (Cannot panic or be Psi-Panicked for

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)

Snap Shot (Can fire the sniper rifle after moving)


OR Squadsight (can fire at an enemy in an allies' line o

Sergeant(600XP)
an enemy

Gunslinger (Can draw and fire a pistol as one action at


within 20 meters, free pistol reloads)
OR Damn Good Ground (an additional -10 to be hit and +10

crit chance
against enemies at a lower elevation)
Lieutenant(1100XP)
Reload

Disabling Shot (Shoot an enemy's weapon, making them use


to clear it on their turn)
OR Sniper CQB (Remove the penalty to sniper shots within

30 meters)
Captain(1600XP)

Bloodhunter (+10 to hit wounded enemies)


OR Opportunist (Overwatch shots get full aim and can cri

t)
Major(2300XP)
otice you

Chameleon (Can hide outside of enemy sight, they won't n


until you fire, if the sniper hasn't fired or been notic

ed yet)
OR Skeet-Shooter (+15 to hit flying targets)
Colonel(3100XP)

In The Zone (Fire and Reload in the same turn)


OR Recon (Can find invisible or hidden enemies, 2 turn c

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)

Bullet Swarm (Fire twice, if you don't move)


OR Holo-Targeting (+10 for allies to hit enemies you fir

e at)
Sergeant(600XP)
uent hits

Shredder Ammo (Enemies take +30% more damage from subseq


after being hit by your primary weapon)
or Suppression (Pin an enemy in place, confer -30 for th

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)

Grenadier (throw grenades farther, and carry 2 per grena


OR Area Suppression (confer suppression to enemies withi

n 8 meters
of the suppressed enemy, fire reactions at them at norma
l aim)
Major(2300XP)
Psi-Panic,

Will To Survive (Re-roll once each panic roll, including


and critical wounded rolls get +20 to succeed)

Colonel(3100XP)

Rocketeer (+5 damage from Rockets)


or Mayhem (Suppression confers half your weapon's damage

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

-40 to hit past

9-11

20

-40 to hit past

14-16

20

-40 to hit past

6-8

25

Can't fire after

9-11

30

Can't fire after

14-16

35

Can't fire after

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

1 Shot, can carr

N/A

N/A

1 Shot, can carr

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

Explodes on death for 10 Damage


Muton Elite - Alien SEAL teams.
Health: 18
Armor: 0
Aim: 90
Movement: 12
Perception: 30
Charisma: 0
Weapon: Heavy Plasma
Suppression
Ethereal - Alien leaders and masters.
Health: 20
Armor: 0
Aim: 0
Movement: 12
Will: 145
Perception: 30
Charisma: 0
Weapon: Psi Lance (9 Damage, uses Will vs cover)
Can Drain health from allies, use Mind Fray and Mind Control
-60 to be Crit
Uber Etheral - Alien overarching leader.
Health: 25
Armor: 0
Aim: 0
Movement: 12
Will: 150
Perception: 60
Charisma: 0
Weapon: Greater Psi Lance (18 Damage)
Can Mind Fray, Drain health from allies and Mind Control
-60 to be crit
Immune to Mind Control, and Stunning
Explodes on death for 10 Damage
---After the Campaign--Don't take these as what HAS to happen after the campaign,
ultimately the Commander should do what he thinks the Players will enjoy the mos
t.
-XCOM VictoryYou did it. You've won. The Temple Ship is destroyed, Earth is saved. Co
ngratulations,
but at what cost did Earth win?
-XCOM DefeatMaybe your team died to a man on the Temple Ship.
Maybe the Aliens assaulted XCOM's base, and the team slipped away once it was cl
ear the base was lost.
Either way, the stage is set for the ADVENT Coalition...

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