TEXT:  
   
           TOP SECRET//CHESHIRE/NOFORN 
   
    
   
   
   
   
   
  SUBJ: 
  X-Com: A Capabilities Review  
  for Government Personnel 
  AMPN:  
  A Savage Worlds Conversion of the Classic PC Game 
  ORG:  
  ManMythLegend  (manmythlegend20@yahoo.com) 
   
   
   
   
   
  (CLASSIFICATION FOR ENTERTAINMENT PURPOSES ONLY) 
  
   
   
  TABLE OF CONTENTS 
  INTRODUCTION .............................................................................................................................................. i 
  X-COM ORGANIZATION................................................................................................................................. 1 
  The Start of the Alien War ........................................................................................................................ 1 
  The X-Com Treaty ...................................................................................................................................... 2 
  X-Com Personnel ....................................................................................................................................... 3 
  X-Com Ranks ............................................................................................................................................. 4 
  X-Com Combat Teams ............................................................................................................................... 5 
  X-Com Squadrons ...................................................................................................................................... 5 
  Other X-Com Organizations ...................................................................................................................... 6 
  Character Creation Guidelines .................................................................................................................. 6 
  Promotion and Character Advancement .................................................................................................. 7 
  X-COM COMBAT HANDBOOK ....................................................................................................................... 8 
  New Keywords .......................................................................................................................................... 8 
  Shaken Status Rules .................................................................................................................................. 8 
  Death and Dying Rules .............................................................................................................................. 9 
  Combat Movement Rules ......................................................................................................................... 9 
  Improvised Melee Weapons ..................................................................................................................... 9 
  Called Shots ............................................................................................................................................. 10 
  Unmanned System Rules ........................................................................................................................ 10 
  UAV Operations ...................................................................................................................................... 10 
  UGV Operations ...................................................................................................................................... 10 
  Civilians and Other Combatants ............................................................................................................. 10 
  Knowledge: Battle and Other “Tactics” Skills ......................................................................................... 11 
  X-COM POST MISSION PROCEDURES .......................................................................................................... 12 
  Step 1: The Dearly Departed ................................................................................................................... 12 
  Step 2: Get Paid ....................................................................................................................................... 12 
  Step 3: Gear Buyback .............................................................................................................................. 12 
  Step 4: Final Outfitting ............................................................................................................................ 12 
  X-COM RESEARCH AND DEVELOPMENT ..................................................................................................... 13 
  
   
   
  Research Allocation ................................................................................................................................ 13 
  The Tech-Tree ......................................................................................................................................... 13 
  Alien Life Form Information .................................................................................................................... 15 
  X-COM TRAINING ........................................................................................................................................ 16 
  Professional Competencies ..................................................................................................................... 16 
  Specialty Skills ......................................................................................................................................... 16 
  Psionic Training ....................................................................................................................................... 17 
  X-COM COMBAT EQUIPMENT .................................................................................................................... 19 
  Armor ...................................................................................................................................................... 19 
  Medical Supplies ..................................................................................................................................... 20 
  Miscellaneous Supplies ........................................................................................................................... 21 
  Optics ...................................................................................................................................................... 22 
  Primary Weapons .................................................................................................................................... 23 
  Secondary Weapons ............................................................................................................................... 28 
  Expendable Weapons ............................................................................................................................. 30 
  Melee Weapons ...................................................................................................................................... 31 
  Unmanned Systems ................................................................................................................................ 32 
  Other Purchases ...................................................................................................................................... 33 
  Standard Rookie Kits ............................................................................................................................... 34 
  X-COM SUPPORT EQUIPMENT .................................................................................................................... 36 
  Aircraft .................................................................................................................................................... 36 
  Sensors .................................................................................................................................................... 37 
  Communications Systems ....................................................................................................................... 37 
  ALIEN EQUIPMENT ...................................................................................................................................... 38 
  Primary Weapons .................................................................................................................................... 38 
  Secondary Weapons ............................................................................................................................... 40 
  Expendable Weapons ............................................................................................................................. 40 
  ALIEN DATA ................................................................................................................................................. 41 
  General Information ............................................................................................................................... 41 
  Alien Technology ..................................................................................................................................... 43 
  ALIEN LIFE FORMS ....................................................................................................................................... 46 
  
   
   
  Celatid ..................................................................................................................................................... 46 
  Chryssalid ................................................................................................................................................ 47 
  Cyberdisc ................................................................................................................................................. 49 
  Ethereal ................................................................................................................................................... 50 
  Floater ..................................................................................................................................................... 51 
  Muton ..................................................................................................................................................... 52 
  Reaper ..................................................................................................................................................... 53 
  Sectoid .................................................................................................................................................... 54 
  Sectopod ................................................................................................................................................. 55 
  Snakeman ................................................................................................................................................ 56 
   
  
   
  Page | i  
   
  INTRODUCTION 
   
  I was given X-Com: UFO Defense as a random gift for my 13th birthday many 
  years ago.  The friend who bought it for me had no idea what it was, but knew I liked 
  computer games, so he got it out of a bargain bin and wrapped it up.  A few days later I 
  installed the game from its 3.5 inch floppy disk and promptly had my shit ruined by the 
  relentless onslaught of the alien hordes. 
   
  I had never had my face so thoroughly rocked by a game before, and it was an 
  eye opening experience that has stuck with me almost 20 years later.  The game beat 
  me so thoroughly that I had to throw in the towel.  I figured I would try again later, but 
  soon the small disk was lost, like so many of its kind, and I figured I would never get a 
  chance at revenge. 
   
  Then one day in college, I happened 
  across the July 2000 edition of PC Gamer 
  which 
  happened 
  to 
  be 
  bundled 
  with 
  arguably the best free swag of all time.  
  Among the fabulous games included on the 
  CD was a full copy of the gold edition of X-
  Com.  Without even hesitating I purchased 
  the issue and went straight back to my dorm 
  for a shot at redemption. 
   
  A few days later I looked at the 
  scorched landscape of Cydonia that had 
  been wiped clean of all life by a relentless 
  flurry of blaster bombs and psionic attacks, 
  and smiled.  I had never felt so happy to 
  have not just beaten a game, but completely 
  owned it.  To this day, that is probably my favorite gaming memory. 
   
  While I’m certainly not as hardcore a gamer as I was in my younger days, I have 
  yet to play a game as amazing as X-Com was.  I am still amazed at how such a small 
  game could offer so much depth, both tactically and strategically, and be so endlessly 
  re-playable.  I still break it out every year or so and play through it again, because 
  roasting sectoids with heavy plasmas never gets old. 
   
  This conversion has been a labor of love that let me riff on the setting based on 
  what I’ve seen in my years of military service, and let me tell stories that attempt to 
  capture the same feelings that playing UFO Defense engendered.  I hope you have as 
  much fun with this as I have. 
  
   
  Page | 1  
   
  X-COM ORGANIZATION 
  The Start of the Alien War 
   
  January 1st, 2020 marked the start of the Alien War. That was the day that a platoon of 
  US Marines on patrol near a remote Somali village came under fire from a group of 
  extraterrestrials. The marines took heavy casualties during their withdrawal, and the entire 
  incident was broadcast live on CNN thanks to the embedded reporter’s satellite uplink. The 
  images took the world by storm, and soon after reports of alien attacks began to crop up around 
  the globe. 
  World Governments reacted quickly, and task forces and coalitions of all shapes and 
  sizes quickly sprung up to deal with the alien menace. However, military cutbacks following the 
  conclusion of the wars in Iraq and Afghanistan in the early teens, combined with the ongoing 
  commitments of the Red Sea Intervention that started in the latter part of the decade, left most 
  nations incapable of dealing with an enemy as large, intelligent, and secretive as the aliens. 
  After nearly two years of trying, the era of sovereign action ended with the Annapolis 
  Conference of 2022 where the major industrialized nations agreed that a well-funded, 
  independent entity needed authority to act unilaterally in response to the extraterrestrial threat. 
  Dozens of private military corporations bid for the lucrative contract, but after a year of 
  hearings and negotiations by the international community a small American company by the 
  name of X-Com won the contract. Humanity’s bureaucratically appointed champion had made a 
  name for itself during the early months of NATO's 2018 invasion of Yemen by conducting very 
  effective special operations style, platoon sized raids against high value targets. This highly 
  flexible and rapid mission capability would be the model the company would use in conducting a 
  conflict as unpredictable as the Alien War. 
  By 2025 X-Com sat on the verge of finally taking the fight to the enemy. The company 
  had established bases on nearly every continent, and had put the finishing touches on its air 
  superiority squadrons and long range sensor networks.  
   
  
   
  Page | 2  
   
  The X-Com Treaty 
   
  The Annapolis Conference of 2022 was attended by representatives from the G-20 
  nations as well as envoys from other prominent world organizations such as the EU, AU, 
  ECOWAS, the Arab League, and ASEAN.  Following the conferences the participating 
  organizations formed the Contract Structuring Organization (or CSO), which reviewed the initial 
  bids from the hundreds of PMC’s that were vying for the job and laid out the framework for the 
  Earth Defense Contract which would later be negotiated into the Ongoing Funding and Outfitting 
  Agreement or FOA. 
   
  The FOA establishes three tiers of funding organizations for X-Com, with higher tiers 
  receiving more attention from X-Com then those who contribute less funding.  The highest, Tier 
  I, is reserved solely for sovereign nations, but confederations and treaty organizations are 
  permitted as lower tier funding organizations thus allowing poorer countries to pool their 
  resources and participate in the program.  As part of the FOA, X-Com is granted the right to 
  conduct operations within the territory of all participants, and build and maintain facilities at the 
  company’s discretion.  All totaled, nearly every nation on Earth participates in the FOA at some 
  Tier, either directly or through a treaty organization.  If X-Com were a nation, it would have the 
  20th largest military budget in the world. 
   
  Tier I Funding Nations are guaranteed that X-Com personnel will be on scene of a UFO 
  event within three hours.  Additionally, Tier I nations are party to research agreements with X-
  Com, and can claim the intellectual rights of any technology that X-Com develops as part of 
  these agreements.  Tier I nations are also authorized access to all X-Com intelligence reports 
  and analysis. 
   
  Tier II Funding Organizations are guaranteed an X-Com response within eight hours of a 
  UFO event, except for direct assaults on a major population center which will receive an 
  immediate deployment.  Tier II nations are also allowed to enter research agreements with X-
  Com, but receive only partial ownership of the rights to any technology resulting from them.  
  
   
  Page | 3  
   
  Treaty organizations and confederations are prohibited from entering research agreements with 
  the company.  Tier II Organizations are authorized access to only the X-Com intelligence data 
  pertinent to the nation or organization in question. 
   
  Tier III Funding Organizations are allowed to request X-Com personnel to respond to 
  any alien activity that they detect themselves.  The requesting organization is responsible for the 
  safe transport of X-Com personnel to the location in question.  Tier III Organizations are 
  prohibited from entering research agreements with X-Com, and is barred from all X-Com 
  intelligence reports. 
   
  Tier I Funding Nations: Australia, Canada, China, France, Germany, Japan, Russia, Saudi 
  Arabia, United States, United Kingdom 
  Tier II Funding Organizations: Argentina, ASEAN, Brazil, Egypt, EU, India, Indonesia, Israel, 
  Italy, Mexico, New Zealand, Spain, South Africa, South Korea, Turkey, UAE, Venezuela 
  Notable Tier III Funding Organizations: Arab League, AU, Iran 
  X-Com Personnel 
   
  X-Com is the largest, and best equipped, Private Military Corporation in history. As such 
  it encompasses a wide variety of employees. Everything from high power, corporate executives 
  to quantum physicists are on the payroll. However the largest single pay expenditure is for its 
  combat personnel. 
  For the most part, X-Com’s soldiers are former military of some kind, though the 
  occasional transplant from the law enforcement or intelligence communities has been known to 
  appear. The company likes to give the appearance that it has a strict screening process, but the 
  reality is that there is a high mortality rate among its combat personnel, especially rookies, and 
  they can’t afford to be picky. 
  Every applicant, regardless of previous experience, starts their career with X-Com as a 
  rookie. Fighting extraterrestrials is a completely different animal than normal warfare, which is 
  something a lot of rookies have a hard time wrapping their heads around. Even though they are 
  technically contractees, there is no set rank or insignia for them since they are more or less 
  “trial” employees. Those recruits who demonstrate they can perform on a mission are quickly 
  promoted to Squaddie, and offered full contract status. For those that prove they have what it 
  takes, and demonstrate superior performance in combat, promotions can come quickly. 
  Combat personnel are paid very well per mission, with the pay for rookies starting at 
  $35,000 per contract and rising from there. In order to minimize the amount of capital 
  expenditure from the company at any one time, and given the proclivities of the average combat 
  recruit, X-Com holds most of these earnings in escrow until the employee terminates service. 
  Since combat personnel are housed, fed, and cared for by the company during their 
  employment they don't require excess liquid funds for day to day expenses, thus the small 
  "discretionary" pay they get up front is more than sufficient for their needs. The rest of the 
  money is allocated into a variety of mutual funds, CD's, and other investments, which help to 
  offset the care and feeding costs of the soldiers and pilots. Upon termination of employment 
  (either voluntarily or through death) the escrow funds are released to the employee, or a 
  designated beneficiary, as either a lump sum (at a slightly reduced amount) or an annuity. 
  
   
  Page | 4  
   
  X-Com Ranks 
  Even though X-Com is technically a private 
  military corporation, it has structured itself after 
  actual western militaries. The reasons for this are 
  twofold: 
   
  Most of X-Com’s personnel are former 
  military, and a parallel rank structure 
  makes their transition easier. 
   
  Sharing a similar style rank structure 
  makes joint operations with NATO nations 
  much simpler to coordinate. 
  There are two tiers of combat personnel in the 
  X-Com hierarchy. The first are contractees, which 
  are roughly analogous to enlisted personnel in 
  traditional militaries. These employees are paid per 
  mission via individual contracts signed prior to 
  insertion. They are free to leave X-Com employment 
  at any time. The second tier consists of salaried 
  troops, who have proven themselves in combat 
  enough to be offered full time work by X-Com. 
  These personnel fill the same rolls that SNCO’s and 
  commissioned officers do in conventional militaries. 
  Unlike their standard military counterparts, X-
  Com teams do not necessarily run the gamut of 
  ranks. Due to the relative experience of the 
  company’s soldiers when compared to sovereign 
  militaries, and the small pool of combat ready 
  personnel, teams may consist of entirely contracted 
  personnel. However, X-Com likes to have salaried 
  troops 
  lead 
  combat 
  teams 
  and 
  installations 
  whenever possible. 
  In addition to the formal ranks listed in the 
  table, X-Com occasionally grants its personnel 
  “administrative promotions”. While these promotions 
  don’t carry any extra base pay, they are given cash 
  bonuses commensurate with their extra authority and 
  responsibility. 
  The first of these ranks is Warrant Officer. 
  Warrants are generally used to fill the gap that a 
  Lieutenant or Captain would fill at a base lacking any 
  salaried personnel. The second administrative rank is General, who normally act as advisors to 
  the Board of Directors or as liaisons with foreign governments and militaries. 
  Warrant Officer 
  General 
  
   
  Page | 5  
   
  X-Com Combat Teams 
  X-Com combat teams are the bulk of the combat force. They are the primary assets used for 
  accomplishing missions, both offensive and defensive. There are two broad categories of 
  combat teams: Conventional and Special Applications and Missions (SAM). 
   
  Conventional Teams: There are 200 X-Com conventional combat teams worldwide. Each 
  team contains between 8 and 15 soldiers, with 12 being the average size. On any given day 
  there are approximately 2400 combat personnel on the payroll, not including combat personnel 
  not assigned directly to a team such as OIC’s and training officers. 
  How many combat teams are present in a given country is a function of that nations 
  funding of X-Com. Tier I funding governments are guaranteed personnel on scene within three 
  hours of a UFO event, so large Tier I nations like the US and Canada have a high number of 
  distributed teams. 
   
  Special Applications and Missions (SAM) Teams: The exact amount how many X-Com 
  teams are designated SAM teams is controlled information. Even members of a SAM team may 
  not know how many others like them there are. These teams generally have an OIC who 
  directly controls their operations based on support requests from conventional teams or orders 
  from X-Com Operations Headquarters in Washington DC. 
  SAM teams can be general purpose, and used for missions that require a high degree of 
  success, or they can specialize in a specific function or mission set such as Electronic Warfare 
  (EW) or counter-psionics. 
  X-Com Squadrons 
  Air assets are X-Com's first line of defense against alien incursions, but unfortunately 
  they are very expensive. Since international law and standards of conduct prevented the 
  company from initially owning military aircraft, they are forced to lease their fighters and air 
  transports. While most Western nations were more than willing to help offset the cost of 
  maintaining their fleets by renting them out, this still left X-Com with only a little over 250 aircraft 
  almost split evenly between fighters and transports. The company is contractually obligated to 
  focus their assets on the Tier I and Tier II funding nations, which is why Tier III parties to the X-
  Com contract are required to provide X-Com forces air transport within their borders. 
   
  Air Superiority Squadrons: The workhorse of most modern air forces in the world is the F-35 
  Lightning II, or Joint Strike Fighter. Since it was common around the world, and rather capable, 
  most of the top tier nations were willing to lease them out of their custody. So far the aircraft 
  have performed admirably against small and medium UFO's, but have not had the same level of 
  success against larger targets. X-Com has committed a good deal of resources to developing 
  more state-of-the-art airframes in concert with some of their funding partners such as the F-33 
  Firestorm 
   
  Air Mobility Squadrons: Surprisingly, X-Com had a harder time leasing the V-22 Osprey then 
  acquiring the F-35. The ongoing military commitments in the Red Sea Intervention had kept the 
  
   
  Page | 6  
   
  demand signal for the very effective transport aircraft consistently high. However, tightening 
  budget constraints on NATO countries, combined with the transition to more static military 
  operations in the Red Sea AOR gave X-Com room to negotiate the leasing of a little over 100 
  airframes from the US, UK, and Canada, the latter two having recently purchased the airframe 
  at the start of the conflict. 
  Given the distributed nature of the teams that they're supposed to carry, air mobility 
  squadrons in large countries, like the US and Canada, have a regional headquarters that 
  oversees numerous smaller detachments (or "dets") of aircraft and pilots stationed at individual 
  operations centers. 
  Other X-Com Organizations 
  There are numerous other X-Com organizations that are pertinent to the company's 
  combat operations that are not combat teams or aircraft squadrons. Generally, these entities 
  are under the control of special executives who are given nearly full control of their respective 
  organizations. This allows compartmentalization of controlled information which makes it easier 
  to work with funding nations who do not want certain information to be free in the international 
  domain. It also allows the company to better control information being provided to funding 
  nations so that it can be used as leverage during future contract negotiations. 
  Examples of these miscellaneous X-Com organizations are PROMETHEUS ROAD, the 
  X-Com psionics project, and EMERALD EAGLE, the X-Com space operations squadron. 
  Character Creation Guidelines 
  The following rules are in effect for creating your very own X-Com rookie.  These rules 
  seek to emulate the generally scrubby and expendable nature of rookies from UFO Defense: 
  1. Characters Aren’t Wild Cards as Rookies: This means no Wild Die, no Wild Card edges, 
  and you die after receiving 1 wound.  Rookies begin play with 1 Benny. 
  2. No Arcane Backgrounds: Obviously the GM can waive this if he wants to play with 
  psionics from the start. 
  3. No Edges from the “Weird” Category 
  4. Rookies Start with a Predetermined Kit: These are found at the end of the X-Com 
  equipment chapter.  Each rookie chooses 1. 
  5. Rookies Need To Be Combat Capable: Remember this when choosing hindrances.  No 
  one armed, blind men to score extra points! 
   
   
   
   
   
   
   
   
   
   
  
   
  Page | 7  
   
  Promotion and Character Advancement 
   Just like in the PC game, advancement 
  comes from mission accomplishment.   As 
  characters successfully complete missions, they 
  will become more capable warriors, as well as 
  more survivable assets to the company.  The 
  table to the right lists the XP requirements for 
  advancement and promotion, as well as the 
  benefits that come with experience. 
  Also, like the PC game, any rookie that 
  participates in a mission and survives is 
  automatically promoted to Squaddie.  Besides 
  the two advances that come from their 10 XP, 
  they also gain an additional wound and Benny, 
  as well as a d4 Wild Die.  They are now 
  affectionately known as “Mild Cards”.  As they 
  rise through the ranks they continue to acquire 
  Wild Card attributes, one at a time until when they reach the rank of Master Sergeant when they 
  are full Wild Cards. 
  Generally XP is awarded in 5 XP increments per completed mission.  However, as the 
  US Navy SEALs say: it pays to be a winner.  At the end of each mission, allow the surviving 
  members of the team to secretly vote for that mission’s MVP or MVP’s (depending on squad 
  size).  These lucky soldiers should be awarded a 5 XP bonus for superior performance for a 
  total of 10 XP for the mission. 
  Obviously, character advancement will come rather quick with this amount of XP being 
  awarded.  Generally there is a high enough casualty rate that no one person should have a 
  meteoric rise through the ranks, however, if a GM wants something a little more subdued they 
  should feel free to award less XP per mission. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  RANK 
  XP 
  LEVEL 
  PERKS 
  Rookie 
  0-9 
  Novice 
  None 
  SQD 
  10-19 
  +1 Wound, +1 Benny, 
  d4 Wild Die 
  SGT 
  20-29 
  Seasoned 
  Choose One:              
  +1 Wound, +1 Benny, 
  d6 Wild Die 
  SFC 
  30-39 
  Choose One of 
  Remaining: +1 Wound, 
  +1 Benny, d6 Wild Die 
  MSGT 
  40-49 
  Veteran 
  Choose One of 
  Remaining: +1 Wound, 
  +1 Benny, d6 Wild Die 
  Lt 
  50-59 
   
  MAJ 
  60-69 
  Heroic 
   
  COL 
  70-79 
   
  GEN 
  80+ 
  Legendary 
   
  
   
  Page | 8  
   
  X-COM COMBAT HANDBOOK 
   
  “Just dual wield an RPG and a shotgun.  That’s like ice cream cake: the 
  best of both worlds.” 
  -ManMythLegend 
   
   
  The following is a list of special rules for combat for use in this conversion.  The attempt 
  of these rules is to better simulate the combat experience of X-Com: UFO Defense.  Give them 
  a try and see if you agree before you decide to cut them out of your game. 
  New Keywords 
  ACOG: This weapon has some sort of optics built in that are the equivalent of having an  
  ACOG sight installed. 
  Airburst: This weapon can be used to target empty hexes in an attempt to hit targets  
  behind cover.  If the shooter misses, roll for weapon deviation like a grenade. 
  Combat Reload: When this weapon is empty, it can be loaded with 1 round and fired in  
  a single action for a -1 penalty to the shooting roll.  If already loaded the same can be 
  done for a -2 penalty and the loss of the currently loaded round. 
  CQB: This weapon can be fired without affecting movement. 
  Heavy Burst: This weapon can be fired in short bursts against a single target when  
  supported by a bipod.  For one action, the user makes a Shooting roll as normal against 
  one target, but adds +4 to any damage roll.  This maneuver uses ammunition equal to 
  twice the weapon’s rate of fire. 
  Non-Lethal: This weapon does non-lethal damage.  This functions as normal except  
  targets dealt their final wound by non-lethal damage are unconscious instead of dead.  
  Unconscious targets with lethal wounds can still die from bleeding out, and will require 
  medical attention. 
  Laser: Laser weapons provide a +1 bonus to shooting rolls due to lack of recoil.  Also  
  they are completely silent, and do not effect Stealth rolls by being used. 
  Slow-Auto: For one action a character may make a number of shooting rolls equal to  
  the weapon’s rate of fire, with the cost of one round of ammunition per roll.  These 
  attacks suffer the normal auto-fire penalty of -2.  Slow-Auto weapons cannot perform a 
  Double Tap or conduct Suppressive Fire. 
  Shaken Status Rules 
  1. The Maximum duration of being Shaken is three turns. If, on the third turn, a character 
  doesn't immediately recover by getting a raise on their Spirit roll they will recover at the 
  end of the round. 
  2. Having a non-shaken team member adjacent to adds a +1 to the recovery roll. If that 
  person uses their action to help a character recover it is instead +2 to the recovery roll. 
  3. If a teammate uses the Heal skill to help a shaken character recover, and succeeds on 
  the check, they immediately recover. If they fail it’s just a +2 to the recovery roll. 
  
   
  Page | 9  
   
  Death and Dying Rules 
  1. If a character receives more than their wound capacity they are dead. 
  2. If a character receives exactly enough wounds to drop them they are "fatally wounded". 
  The wounded character will die in a number of turns equal to half their Vigor (i.e. d4 is 2 
  rounds, d6 is 3 rounds, etc). Anyone with a medkit can attempt a normal stabilization 
  Healing roll to save the dying character. If successful the dying character survives but is 
  out of the current mission. If the Heal power is used instead, the character is healed as 
  normal and restored to fighting condition for the current mission. 
  3. If a fatally wounded character survives the mission, they can choose one of the two 
  ways to finish the following sentence, each is a new edge. If a character is fatally 
  wounded and survives twice, they can choose the survivor edge they don't already have. 
  There is no reward for surviving three fatal wounds, find some cover already! 
   
  The bugs killed me once... 
   
  ...It ain't gonna happen again: +2 Toughness 
  or 
  ...Now they ain't so scary: +1 to all Spirit rolls to resist psionic powers or alien induced panics. 
  Combat Movement Rules 
  1. If a character shoots during normal movement, the amount they can move after the shot 
  is based on the type of weapon fired: 
  a. Anything listed as a Heavy Weapon or Snapfire (i.e. RPG, M82, M249) ends 
  movement once fired. 
  b. Most other weapons halve a character's remaining movement once fired. 
  c. Anything listed as CQB (i.e. submachine guns, pistols) doesn't affect movement 
  once fired. 
  2. A character can move half their current pace (i.e. standing, crouching, prone) and still 
  hold a "fire" action to cover themselves or a teammate.  This is called “Overwatch” and is 
  resolved like any other held action. 
  3. The bonus damage on attack rolls that raise is not capped at +1d6. Every raise adds an 
  additional +1d6. 
  Improvised Melee Weapons 
   
  Sometimes a character may find themselves unable, or unwilling, to spend an action to 
  draw a melee weapon when engaged in melee combat.  In that case they can use their current 
  weapon as an impromptu melee weapon. 
  1. Any weapon from the "primary weapons" category does Strength+d6-2 damage on a hit. 
  (i.e. butt-stroke) 
  2. Any weapon from the "secondary weapons" category does Strength+d4-2 damage on a 
  hit. (i.e. pistol whip) 
   
  
   
  Page | 10  
   
  Called Shots 
   
  If you attempt a called shot, not to the head, and fail, but your Shooting roll would have 
  succeed without the penalty from said called shot, it's a normal hit on the target. A missed head 
  shot is still a miss. 
   
  Example: You want to try and disarm someone. It's -2 to hit the arm. You roll a 4 on your Shooting die, but with the 
  -2 penalty it misses. However, since you hit without the penalty you it's a regular hit center of mass. 
  Unmanned System Rules 
   
  In general, unmanned systems are treated like any other team member.  They are dealt 
  into the initiative order, and are controlled by whatever team member is carrying their TUUVC 
  and, in general, commanding the unmanned system doesn’t use up the controller’s actions.  
  There are further rules for UAV’s and UGV’s found below. 
  UAV Operations 
   
  X-Com UAV's generally have a maximum operating ceiling is 300 ft, or about 100 
  "hexes" up. There are three operational heights for it in this game: 
  1. "Low" is from 1 to 25 hexes (~75 ft).  Vision Range ~20, No penalties. 
  2. "Mid" is from 26 to 50 hexes (~150 ft). Vision Range ~30, -2 to Notice;  Attackers are -2 
  to hit the UAV. 
  3. "High" is from 51 to 100 hexes (~300 ft). Vision Range ~50, -3 to Notice; Attackers are -3 
  to hit the UAV. 
  UGV Operations 
   
  A UGV does not follow standard overwatch rules. Instead, a UGV operator can place 
  their UGV in overwatch as the action for their character so long as the UGV has not already 
  fired its weapon that turn. 
  This has two implications: 
  1. Since it costs the operator their action to do it, the operator cannot also be on overwatch 
  at the same time since they're too busy watching the TUUVC screen. 
  2. Since it's not a UGV action, the UGV can make its full movement and still be placed on 
  overwatch. 
  The contested Agility roll that normally occurs when an enemy is spotted from overwatch to 
  determine who acts first is replaced with a contest Agility/Remote Operations roll between the 
  target and the UGV operator. 
  Civilians and Other Combatants 
  Civilians: Besides blocking line of sight, civilians are in general a huge pain in the ass. If they 
  see or hear you coming, and you’re not actively being shot at (sometimes), they will run toward 
  you. They will also follow the group around as they go. Each civilian has a zone (5 hex radius) 
  around them, and everyone caught in it takes a -1 penalty from the screaming, crying, and 
  begging for safety the panicked person will be distracting you with. This penalty is cumulative for 
  
   
  Page | 11  
   
  each civilian’s zone you’re in. Generally there are multiple ways to deal with civilians, but it is at 
  the discretion of the GM. 
   
  Other Combatants: It's possible to give orders to the non-X-Com combatants such as police 
  officers and soldiers using some of your social skills. Success allows you issue a command to 
  the squad leader (the one with the rank icon) though it may not be exactly the way you want it 
  done. A raise will buy you verbatim compliance. These orders will take effect during the other 
  combatant phase at the end of a round. The Command skill will do the same thing, only it will 
  move that squad's action to immediately following the user instead of the end of the round. 
   
  Both of these actions have the following caveats: 
  1. You need to be within 3 hexes to issue it verbally. If you have their radio frequency and 
  callsigns you can do it up to radio range. 
  2. If a squad leader is alive all orders have to go through them, but that order will be issued 
  to the entire squad. If the squad leader is killed then an order can be issued to any 
  member of the squad, but only that person will follow the order. 
  Knowledge: Battle and Other “Tactics” Skills 
  By spending an action to roll an appropriate battle knowledge, a character can attempt to grant 
  their teammates bonuses to combat. With a success they can grant 1 of the following bonuses 
  to those within 5 hexes until the end of the round: 
   
  +1 Armor for pointing out better cover positions. 
   
  +1 Damage for focusing fire. 
   
  +1 Shooting for held actions/covering fire from better coordination. 
   
  With a raise, a character can choose one of these effects in lieu of the previous ones. These 
  also have a 5 hex radius: 
   
  +1 to the next round's initiative draws to reflect better coordination. 
   
  Swap the initiative draws of two teammates who have yet to act in the initiative order. 
   
  Combine the damage rolls of two teammates in the same spot in the initiative order into 
  one damage roll. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Page | 12  
   
  X-COM POST MISSION PROCEDURES 
   
  Reequipping your squad in UFO Defense was always an exercise in tedium, especially 
  since the game delighted in not telling you what you were missing and what you had lost from 
  the previous mission.  From this you would think I would make the post mission re-equipment 
  process easy and straight forward.  You would be wrong. 
   
  If there is one thing I want to get right about being in the military, or any large corporation 
  really, it’s that the accounting and supply departments are your enemy.  They delight in making 
  your job more difficult, and are more likely than not actually rewarded for making sure you don’t 
  get what you want or need.  With this in mind, the following are the business rules for rearming 
  a squad of X-Com soldiers after a mission. 
  Step 1: The Dearly Departed 
  A. Collect all of the gear of characters that died or left following the mission. This is the 
  depot pile. 
  B. Current characters can swap equivalent gear (primary weapon for primary weapon, 
  armor for armor) they have with the depot pile. Ammo comes with the trade. 
  EXAMPLE: If you swap an M4 for a depot pile shotgun, you get all his shells and the depot pile gets all 
  your 5.56 rounds. 
  C. Characters can each choose to take 1 piece miscellaneous gear (NVG’s, grenades, 
  med-kit, etc.) from the depot pile. 
  D. Anything left in the depot pile at this point is reclaimed by the company and lost to the 
  team. 
  Step 2: Get Paid 
  A. Receive current budget allotment. 
  THE GM SHOULD BASE THIS ON WHATEVER THEY THINK IS A REASONABLE AMOUNT OF MONEY TO GIVE 
  THE TEAM BASED ON THE TEAM’S PERFORMANCE, AND THE ACHIEVEMENT OF ANY BONUS OBJECTIVES.  
  NORMALLY BETWEEN $800 AND $1000 PER MEMBER IS SUFFICIENT DEPENDING ON HOW DIFFICULT YOU 
  WANT TO MAKE THE GAME. 
  B. Combine with any excess funds from character creation or previous budgets to form total 
  cash available. 
  Step 3: Gear Buyback 
  A. Decide what guns, expendables, armor, and other miscellaneous gear the team no 
  longer wants. No ammo, that’s included in the gun buy back. 
  B. The team loses the gear and, unless the GM says otherwise, receives 50% (rounded up) 
  of the gear’s cost from the equipment chapter in exchange. 
  C. Add this amount to the final amount from Step 2. 
  Step 4: Final Outfitting 
  A. Using the money left after 3C, the team buys gear using the costs from Chapter 7. 
  B. Excess funds from this phase are retained by the team for the next budget. 
  
   
  Page | 13  
   
  X-COM RESEARCH AND DEVELOPMENT 
   
  Like in the computer game, the equipment and capabilities of X-Com will gradually 
  increase as they recover and research alien equipment.  There are two primary ways of 
  handling this.  The first is by GM fiat.  Simply put, the GM decides the pace at which he wants 
  the game to advance and doles out technology and information as he or she sees fit.  The 
  second is by using the system below which allows the players to choose what gets researched, 
  and allows them the opportunity to speed up the process. 
  Research Allocation 
   
  As the players complete missions they 
  will accrue Research Points.  They can then 
  distribute these in various research categories to 
  unlock the various pieces of gear they will need 
  to combat the alien menace. 
   
  The amount of Research Points the team 
  earns is dependent on the type of mission they 
  completed.  The more alien artifacts and 
  technology they recover, the faster the scientists 
  and engineers will work things out.  The table to 
  the right offers a basic guide for how many 
  points to award. 
   
  In addition, the team can earn bonus 
  Research Points during a mission for going 
  above and beyond simply securing a site.  The 
  second table on the right lists a number of 
  actions which can award bonus Research Points 
  or penalize the team for their performance on a 
  mission. 
   
  Points should be awarded after the 
  squad is paid, but prior to them reequipping as 
  new equipment is unlocked as soon as all the 
  prerequisites are met and the team may want to 
  purchase some of the new gear.  This also allows the team to purchase Research Points once 
  per mission at a cost of $1000 for 5 Research Points.  This is a bulk purchase, so no fractional 
  purchases allowed. 
  The Tech-Tree 
   
  The following are the various research categories players can invest in.  Each level in a 
  category has both a point value and a number of other prerequisites to unlock it.  Once both of 
  those are met the players gain immediate access to the technology, either for purchase, or to 
  read about in the informational chapters later in this document. 
   
   
  Research Points Per Mission 
  Mission Type 
  Base Research Points 
  Terror Mission 
  2 
  Small/Medium UFO Crash 
  5 
  Small/Medium UFO Landing 
  7 
  Large UFO Crash 
  8 
  Large UFO Landing 
  10 
  Alien Base Assault 
  15 
  Research Point Modifiers 
  Action 
  Research Point Mod 
  Failing an X-Com Base 
  Defense 
  -10 
  Destroying Significant UFO or 
  Alien Base Equipment 
  -5 
  First Time a New Alien 
  Species Is Encountered 
  +2 
  Live Capture of a Regular 
  Alien 
  +1 per 
  Live Capture of a Specialist 
  Alien 
  +3 per 
  Live Capture of an Ethereal  
  +5 per 
  
   
  Page | 14  
   
   
   
   
   
   
   
   
   
   
  Advanced Support Gear (Unlocked at Start) 
  Level 
  Total RP 
  Special Prerequisites 
  Unlocked 
  1 
  5 
  None 
  ILE-1 Repair Kit 
  2 
  7 
  None 
  ATC-8 Advanced Trauma Kit, CPEP Type A, CPEP Type B 
  3 
  12 
  Hyperwave Technology 
  Hyperwave Decrypter, Hyperwave Encrypter 
  Laser Weapons (Unlocked at Start) 
  Level 
  Total RP 
  Special Prerequisites 
  Unlocked 
  1 
  7 
  None 
  LM1 Laser Pistol 
  2 
  12 
  None 
  LM2 Laser Rifle 
  3 
  20 
  None 
  LM3 Heavy Laser 
  Alien Technology 
  Level 
  Total RP 
  Special Prerequisites 
  Unlocked 
  1 
  3 
  Successful UFO mission 
  Alien Alloys, Advanced Armor branch 
  2 
  5 
  Recovery of an undestroyed UFO 
  engine 
  Elerium 
  3 
  12 
  None 
  Plasma Weaponry, UFO Propulsion, Alien Weapons branch, 
  Advanced Weapons Platforms branch, Hybrid Aircraft 
  branch 
  4 
  18 
  Successful alien base mission 
  Genetic Engineering, Hyperwave Technology 
  Alien Data 
  Level 
  Total RP 
  Prerequisites 
  Unlocked 
  1 
  2 
  Live alien captured 
  Alien Hierarchy, Alien Ranks 
  2 
  4 
  Capture of a live Sectoid or Ethereal 
  Racial Tensions 
  3 
  8 
  Capture of a live alien of at least Fleet 
  Commander or Sub-Khan rank 
  Strategic Doctrine 
  4 
  12 
  None 
  Alien Origins 
  5 
  25 
  Capture of a live Khan, Hyperwave 
  Decrypter 
  Earth Operations 
   
  Advanced Armor 
  Level 
  Total RP 
  Prerequisites 
  Unlocked 
  1 
  5 
  Alien Alloys 
  Mk7 Personal Combat Armor 
  2 
  12 
  Elerium 
  Mk19 Power Armor 
  3 
  18 
  UFO Propulsion 
  Mk20 Flying Armor, Next Generation Weapons branch 
  4 
  22 
  None 
  Mk21 Special Reconnaissance Armor 
  
   
  Page | 15  
   
   
   
   
   
  Alien Life Form Information 
   
  Rather than building alien autopsies into the research portion of the game like in UFO 
  Defense, I have simplified the process here.  If a team successfully completes a mission, they 
  automatically gain access to the Name, Scientific Name, Aliases, and Autopsy Data for each 
  alien type they killed.  If the team recovered a live specimen, they gain all of that information as 
  well as the Species Summary for the captured alien. 
   
  If the team manages to capture a live Medic specialist alien, they gain access to the stat 
  block for a randomly chosen alien type that they have previously identified. 
   
   
   
   
  Advanced Weapons Platforms 
  Level 
  Total RP 
  Prerequisites 
  Unlocked 
  1 
  8 
  UFO Propulsion, LM2 Laser Rifle 
  LM2 Laser Wraith 
  2 
  12 
  ADF2 Plasma Rifle 
  ADF2 Plasma Wraith 
  Alien Weapons 
  Level 
  Total RP 
  Prerequisites 
  Unlocked 
  1 
  7 
  Plasma Weaponry, Recovered Plasma 
  Pistol 
  ADF1 Plasma Pistol/Magazine 
  2 
  9 
  Recovered Plasma Grenade 
  ADE1 Plasma Grenade 
  3a 
  15 
  Recovered Plasma Rifle 
  ADF2 Plasma Rifle/Magazine 
  3b 
  15 
  Recovered Stun Launcher 
  ADF4 Stun Launcher/Stun Bomb 
  4 
  25 
  Recovered Heavy Plasma 
  ADF3 Heavy Plasma/Magazine 
  5 
  30 
  Recovered Blaster Launcher 
  ADF5 Blaster Launcher/Blaster Bomb 
  Next Generation Weapons 
  Level 
  Total RP 
  Prerequisites 
  Unlocked 
  1 
  8 
  Mk20 Flying Armor 
  M90 Rail Rifle/Magazine 
  2 
  10 
  None 
  M85 HVEW/Magazine 
  Hybrid Aircraft 
  Level 
  Total RP 
  Prerequisites 
  Unlocked 
  1 
  4 
  UFO Propulsion 
  F-33 Firestorm 
  2 
  8 
  Earth Operations 
  SV-1 Avenger 
  Psionics 
  Level 
  Total RP 
  Prerequisites 
  Unlocked 
  1 
  8 
  Capture of a live psionic alien 
  Offensive Psionics, Psionic Resistance 
  
   
  Page | 16  
   
  X-COM TRAINING 
  Professional Competencies 
  Crowd Control Specialist (Edge): Some X-Com personnel have shown an excellence in 
  dealing with panicked or unruly crowds. This ability has proven invaluable during terror missions 
  in evacuating civilians without a degradation in a team’s combat ability. For some this comes 
  naturally, while for others it is a result of specific law enforcement or military experience. Facility 
  supervisors are encouraged to approve team requests for this sort of training whenever 
  possible. 
   
  Crowd Control Specialist 
  Requirement: Spirit d6 
  A character with this edge can ignore the first 2 points worth of penalties resulting from panicked civilians.  They 
  also receive a +1 bonus to all rolls attempting to disperse, control, or calm said panicked civilians. 
   
  Crowd Control Expert 
  Requirement: Seasoned, Spirit d8, Crowd Control Specialist 
  A character with this edge can ignore all penalties resulting from panicked civilians.  They also receive a +2 bonus 
  to all rolls attempting to disperse, control, or calm said panicked civilians. 
   
  Specialty Skills 
  Technical Intuition (Smarts): Some personnel have been identified as having an intuitive 
  ability to grasp the basic use of even complex and mysterious devices. In the field, some 
  personnel have been able to use the basic functions of certain alien technology in situ, without 
  specific explanation or training. 
   
  A character may make a Technical Intuition check to use any non-psionic alien technology once.  Successive uses 
  require additional rolls.  Failure on the check means the character’s action fails.  If used on an expendable device 
  like a grenade the damage is halved.  If used on a ranged weapon the range is halved.  A raise on the roll negates 
  both of these penalties. 
   
  Remote Operations (Smarts): UAV’s and UGV's provide an unparalleled capability to enhance 
  the situational awareness and survivability of a team in the field. It is projected that training 
  certain personnel to be proficient in UAV use will result in a 17% increase in personnel 
  survivability, and UGV proficiency will provide a 12% increase in mission success, all while 
  requiring only minimal expenditure of training capital. 
   
  Remote Operations is used for making special maneuvers with a given platform like squeezing through tight spots 
  or avoiding burst attacks.  It is also rolled to recover a vehicle from being Shaken.  A character can only control one 
  unmanned vehicle at a time. 
  
   
  Page | 17  
   
  Xeno-Warfare Studies (Smarts): Xeno-Warfare Studies is a catchall for all known and 
  documented alien tactics, procedures, and orders of battle. A working knowledge of the subject 
  can provide personnel with the ability to distinguish between alien species, identify likely 
  methods of attack, and even identify ranks and roles of combatants in the alien hierarchy. 
   
  A Xeno-Warfare Studies roll can be used identify previously unknown alien species.  With a raise the roll will reveal 
  useful tactical information like where that type of alien is probably headed on the map.  Additionally, a XENOWAR 
  roll can be used to identify what rank or position an alien is. 
  Psionic Training 
  The capture of psionic capable aliens has allowed X-Com 
  scientists of the company’s PROMETHEUS ROAD project to extract the 
  necessary genetic code needed to awaken the psionic potential of 
  humans.  This genetic code was then incorporated in a retrovirus to 
  create the Psycho-Enervating Treatment (or PET) which, when coupled 
  with appropriate training and education, can unlock the full potential of the 
  human mind offering potent new tools for X-Com personnel. Psionic 
  training comes in one of two, mutually exclusive, forms: Offensive Psionics and Psionic 
  Resistance.  The PET retrovirus is unable to reproduce naturally with its host, and thus psionic 
  personnel require monthly PET retreatment to maintain their psionic abilities. 
   
  Offensive Psionics (Edge): The psycho-enervating treatments, combined with practicing 
  adaptive thought techniques, conducting extensive visualization training, and experiencing 
  grueling physical hardships, can unlock stunning psionic powers in X-Com personnel allowing 
  them to both effect the minds of others, and push themselves past the limit of human ability. 
   
  Arcane Background: Psionics (X-Com) 
  Requirement: No Psionic Resistance edge 
  Special: If not taken at character creation, this edge costs $1000 
  Arcane Skill: Psionics (Smarts) 
  Starting Power Points: 15 
  Starting Powers: 1 
   
  A character with this edge has the ability to learn and use powers from the list provided.  Regardless of the rank of 
  the character when they gain this edge, their first power must be from the Novice list.  Additionally, a character 
  cannot have more powers of a higher rank then a lower rank. (Example: A character could have 1 Novice power, 1 
  Seasoned power, and 1 Veteran power, but not 1N/2S/1V, or 2N/0S/1V.) 
   
  Psychic Overload: If a character critically fails a Psionics roll they are immediately Shaken and  are at -2 to resist or 
  recover from any Psionic attack for their next two turns.  Additionally, all Psionic creatures and characters on the 
  board know the character’s location when they critically failed. 
   
   
  
   
  Page | 18  
   
  Available Powers (As per SW: Fantasy Companion) 
  Novice:  
  Analyze Foe, Boost/Lower Trait, Confusion, Fear, Speak Language, Speed, Stun 
  Seasoned:  
  Blast, Farsight, Quickness, Sluggish Reflexes, Slumber 
  Veteran:  
  Puppet 
  Heroic:   
  Drain Power Points 
   
  Psionic Resistance (Edge): By enduring hardships, coupled with the psycho-enervating 
  treatments, X-Com personnel can learn to block out foreign mental influence over their bodies 
  and minds. For some this is a result of sheer force of will, while for others it is about being their 
  minds and bodies becoming one. 
   
  Psionic Resistance 
  Requirement: Spirit d8 or Vigor d8.  No AB: Psionics (X-Com)  edge 
  Special: If not taken at character creation, this edge costs $1000 
   
  A character with this edge gains a +2 to all contested rolls involving psionic powers used against them.  If there is 
  no contested roll to resist a power, the caster is instead at -2 to their Psionics skill roll (this includes friendly uses of 
  psionics).  Additionally, the character gains a +2 to all rolls involving recovery from the effects of a psionic power.  
  Finally, the character gains +2 Toughness against damage caused by Psionic powers. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Page | 19  
   
  X-COM COMBAT EQUIPMENT 
  Armor 
  X-Com Service Utilities: In 2012 the US Army officially changed its 
  BDU pattern to the popular, and very effective, MultiCam pattern after its 
  mostly ambiguous experiment with ACU's. The years the pattern spent 
  on the civilian market prevented the Army from limiting its sale, and with 
  such a large amount of stock available it makes it very cost efficient for a 
  company like X-Com to purchase in bulk. The standard “battle rattle” is a 
  set of MultiCam utilities with various company and team patches, a ball 
  cap or helmet, and a MOLLE-equipped kevlar vest. Boots are at 
  employee discretion, but are preferred to be tan or green. 
   
  Type 
  Armor 
  Weight 
  Cost 
  Notes 
  X-Com Service 
  Utilities 
  +2/+4 
  8 
  250 
  Covers torso, +4 Armor vs Bullets, -1 to enemy Notice rolls in 
  natural environments 
   
  Mark 7 Personal Combat Armor: Following a breakthrough by X-Com 
  material engineers in studying recovered alien armors, lightweight and 
  flexible ballistic plates have been created using newly replicated 
  extraterrestrial alloys. These plates have been combined and 
  overlapped to form a full body armor system that has almost no impact 
  on mobility. Currently it is only available in matte black. 
   
   
   
  Type 
  Armor 
  Weight 
  Cost 
  Notes 
  Mk7 Personal 
  Armor 
  +5 
  15 
  800 
  Full body coverage 
   
  Mark 19 Power Armor: Continuing research into Elerium power systems, 
  combined with large scale alien alloy manufacturing, were the two 
  breakthroughs MIT’s Biomechatronic’s Group needed to for their full body 
  power armor. Based off of earlier breakthroughs in microcontrollers and 
  mechanical muscle analogs the Mark 19, in addition to offering superb 
  protection, also augments the wearer’s strength allowing them to carry 
  more into the field and physically outperform non-power armored soldiers. 
   
  Type 
  Armor 
  Weight 
  Cost 
  Notes 
  Mk19 Power 
  Armor 
  +8 
  25 
  1500 
  Full body coverage.  +1 to Strength rolls.  +20lbs of carrying 
  capacity.  Environmentally sealed. 
   
  
   
  Page | 20  
   
  Mark 20 Flying Armor: A continuation of the Mk 19 Power Armor project.  The Mark 20 is the 
  result of further breakthroughs in the study of alien flight systems such as those of Floaters and 
  Cyberdiscs, allowing a similar system to be added to the Mk 19.  The larger Elerium power 
  supply needed for the flight system has allowed for the addition of more armor plating to the suit 
  as well. 
   
  Type 
  Armor 
  Weight 
  Cost 
  Notes 
  Mk20 Flying 
  Armor 
  +10 
  35 
  2500 
  Full body coverage. +1 to Strength rolls.  +20lbs of carrying 
  capacity.  Environmentally sealed. 20 power points, can use 
  Flight power with a d8. 
   
  Mark 21 Special Reconnaissance Armor: Based on the study of alien 
  entertainment devices recovered from captured UFO’s, X-Com 
  engineers were able to create a suit that can change its appearance to 
  match its surroundings, rendering it effectively invisible for short periods 
  of time. 
   
  Type 
  Armor 
  Weight 
  Cost 
  Notes 
  Mk21 Special 
  Recon Armor 
  +6 
  15 
  2500 
  Full body coverage. +1 Stealth rolls.  Environmentally sealed.  15 
  power points, can use Invisibility power with a d8.  Built in NVGs 
  Medical Supplies 
  Field Medical Kit: The field med-kit is an assortment of medical supplies that may be 
  necessary on the battlefield, such as tourniquets, dressings, sutchers, and sterile water, all 
  contained in a small back pack than can be worn over top of normal body armor. It's no 
  substitute for proper medical care, but it can keep someone alive long enough to get it. 
   
  Type 
  Weight 
  Cost 
  Notes 
  Field Medical Kit 
  5 
  50 
  Adequate supplies for Heal checks. Can stop an incapacitated character 
  from bleeding out. 
   
  ATC-8 Advanced Trauma Kit: X-Com scientists, in conjunction with Johns Hopkins Medical 
  Center and the US Army's Research, Development and Engineering Command, have put 
  together a set of advanced, man portable, medical equipment that can not only stabilize combat 
  casualties, but can even restore them to combat effectiveness in the field. A combination of new 
  stimulants, antibiotics, and pain killers, as well as a breakthrough in synthetic tissue technology, 
  enables trained personnel to execute "medical miracles" during a mission and should prove 
  invaluable. 
   
  Type 
  Weight 
  Cost 
  Notes 
  ATC-8 Advanced 
  Trauma Kit 
  10 
  500 
  Minimum Smarts d8 or Minimum Healing d10.  Gives character the 
  Heal power with 9 power points. This power uses a character's Healing 
  skill, not an Arcane skill. It also functions as a normal Med-Kit. 
  
   
  Page | 21  
   
   
  CPEP Combat Enhancement Patch: For decades, militaries 
  around the world have worked on developing chemical 
  enhancements for their soldiers’ combat performance. The 
  recent medical breakthroughs behind the ATC-8 have led to 
  drugs that appear to be safe enough for use. The new 
  stimulants and pain killers are not without risk however, and 
  reports of physiological side effects following use are not 
  uncommon. The demands of the Alien War have led to a shortened testing and evaluation 
  period, so possible dependency issues have yet to be addressed. Supervisory personal should 
  track usage rates by their assigned personnel and submit them to their local Research and 
  Development Department. 
   
  Type 
  Weight 
  Cost 
  Notes 
  CPEP Type A 
  (Stimulant) 
  Nil 
  200 
  The turn after application, roll 1d4+1. For that number of turns gain +2 
  Pace and decrease the multiaction penalty to -1. At the end of the 
  duration, roll Vigor. If failed take a -2 penalty to Pace, and a -1 penalty 
  to all actions for 1d4+1 rounds. 
  CPEP Type B 
  (Pain Killer) 
  Nil 
  200 
  The turn after application, roll 1d4+1. For that number of turns gain +2 
  Toughness, a +1 bonus to Soak rolls, and reduce wound penalties by 1. 
  At the end of the duration, roll Vigor. If failed take a -2 penalty to 
  Toughness, a -1 penalty to Soak rolls, and increase wound penalties 1 
  for 1d4+1 rounds. 
  Miscellaneous Supplies 
  ILE-1 Repair Kit: The ILE-1 (short for Intermediate Level Equivalent) is an advanced repair kit 
  that contains numerous tools and spare parts for the many NATO standard UGV's and UAV's in 
  X-Com service. It includes equipment such as new circuit boards, cameras, gyros, gimbals, and 
  micro-controllers, as well as diagnostic tools and applications for use by either a TUUVC tablet 
  or an included PDA. Prompt use of the ILE-1 can restore UGV's damaged on a mission to full 
  capability with only minimal downtime. 
   
  Type 
  Weight 
  Cost 
  Notes 
  ILE-1 
  Intermediate 
  Level Equivalent 
  Kit 
  10 
  300 
  Minimum Smarts d8 or Minimum Repair d10. Gives character the Heal 
  power with 6 power points, and can only be used on UAV's and UGV's. 
  This power uses a character's Repair skill, not an Arcane skill. 
   
  Standard MILSPEC Suppressor: There are MILSPEC standard sound suppressors for most 
  weapons capable of accepting one in the NATO arsenal. These suppressors are based on 
  caliber, and are threaded right onto the end of the barrel. 
   
   
  
   
  Page | 22  
   
  Type 
  Weight 
  Cost 
  Notes 
  Standard 
  Suppressor 
  0.5 (Pistol) 
  1 (Other) 
  250 
  Allows weapon to be fired without a penalty to Stealth rolls. (Used 
  with: P220, P226, M4, SCAR-H, MP5, UMP45) 
   
  M50 Gas Mask: The common service gas mask for the US and Canadian 
  militaries, as well as the US Department of Homeland Security, it was adopted 
  shortly after the conclusion of the Second Gulf War in 2011. Large numbers of 
  these were produced in anticipation of a WMD incident in the United States 
  which never materialized. X-Com was able to purchase the surplus masks 
  during a government auction. 
   
  Type 
  Weight 
  Cost 
  Notes 
  M50 Gas Mask 
  4 
  50 
  Renders wearer immune to harmful gases and vapors, -1 to Vigor rolls, 
  0/-3/-5 Range penalties, Running die decreased one size, Can't wear 
  NVG's 
  Optics 
  TS-30 Mk4 Telescopic Scope: One of the many designated marksman scopes of both the US 
  Army and the US Marine Corps. The TS-30 series offers 30x magnification, and is more than 
  sufficient for designated marksman (DM) operations in support of a squad. 
   
  Type 
  Weight 
  Cost 
  Notes 
  Mk 4 Scope 
  1.5 
  150 
  +2 to shooting rolls longer then short range as long as you don't move 
  the same round as you fire it. (Used with: M4, SCAR-H, M82, M90) 
   
  ACOG Sight: The advanced combat optics gun sight is designed to assist a 
  shooter in acquiring an aiming at targets at mid to long range without 
  interfering with close quarters, more reflex based use. Normally provides 4x 
  magnification, it can be adjusted for less depending on the shooter's needs. 
  Type 
  Weight 
  Cost 
  Notes 
  ACOG Sight 
  100 
  1 
  +1 to shooting rolls longer then short range as long as you don't move 
  the same round as you fire it. (Used with: M4, SCAR-H, MP5, UMP45, 
  M82) 
   
  AN/PVS 28 Night Vision Goggles: The latest GEN IV night vision device, the 28 offers both 
  passive and active modes allowing it to be used even in complete darkness. 
   
  Type 
  Weight 
  Cost 
  Notes 
  AN/PVS 28 
  NVG’s 
  2 
  900 
  Passive mode eliminates penalties for dim or low light. Active negates 
  penalties for no light but may be detectable. 
   
  
   
  Page | 23  
   
  Primary Weapons 
  M4 (SOPMOD Blk 3): Based off the standard service rifle 
  of the United States for much of the early 21st century. The 
  SOPMOD Block 3 was developed shortly before the end of 
  the wars in Iraq and Afghanistan in 2014 to address the 
  increasing complaints of malfunctions by soldiers in the 
  field. The traditional gas impingement action of the M16/M4 
  family was heavily modified to make it more robust after prolonged exposure to harsh 
  environments. Following the US led invasion of Yemen in 2018, the Army worked quickly to 
  complete the upgrade of their inventory. It wasn’t quick enough to silence complaints however, 
  and in 2020 the US Military officially switched their standard service rifle to the SCAR-C A1 and 
  SCAR-L A1 models. Because of this rapid change in inventory, an enormous surplus of the 
  SOPMOD Block 3’s existed allowing X-Com to purchase thousands of the very capable 
  weapons at cost. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  M4 (SOPMOD 
  Blk 3) 
  24/48/96 
  2d8 
  3 
  400 
  5 
  30 
  - 
  AP 2, 3RB, Auto (5.56) 
  M4 Magazine 
  - 
  - 
  - 
  30 
  1.5 
  30 
  - 
  30 rounds of 5.56  
   
  SCAR-H (Mk 17 Mod 1): The SCAR-H (H for heavy) is 
  similar to the current US Army service rifle except it is 
  chambered in 7.62x51 NATO ammunition. This round 
  offers superior range and power to the more common 5.56 
  caliber, but is heavier and reduces the magazine capacity. The Mod 1 shortened the barrel 
  slightly, and lightened the frame allowing the weapon to be more effective in CQB situations. 
  The SCAR-H also makes a good designated marksman rifle and is starting to replace the M14 
  in this role for those services who still use it. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  SCAR-H (Mk17 
  Mod 1) 
  24/48/96 
  2d8+1 
  3 
  600 
  7 
  20 
  d6 (for 
  auto) 
  AP 2,  Auto, -1 Penalty 
  to target’s soak (7.62) 
  SCAR-H 
  Magazine 
  - 
  - 
  - 
  20 
  2 
  20 
  - 
  20 rounds of 7.62  
   
   
   
   
   
   
   
  
   
  Page | 24  
   
  LM2 Laser Rifle: Following the break-through in battery 
  technology that led to the LM1 Laser Pistol, it was not 
  difficult to scale it up to rifle size. The larger size also 
  allowed the USAF/X-Com team to scale up the power 
  output of the weapon to approximately 6.0 kW/mm2 in 
  laboratory conditions. Like in the LM1, the LM2 Laser 
  Rifle's power supply should be able to last an entire 
  mission without needing to be recharged. Unfortunately the LM2 is larger and heavier than most 
  modern battle rifles, but the combination of power, no reloading, and extreme accuracy, should 
  still prove invaluable in the field. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  LM2 Laser Rifle 
  30/60/120 
  3d6+1 
  3 
  800 
  10 
  - 
  - 
  AP 1, Laser, Auto 
   
  MP5-N: Built to design specifications for US Navy 
  SPECWAR sailors in 1986, this very capable sub-machine 
  gun has been in service for the better part of 40 years. Its 
  distinguishing features from other MP5 models are its anti-
  corrosion coating, ambidextrous mode selector, and being 
  designed for suppressor use. While other firearms have 
  undergone numerous upgrades since their creation the Navy and H&K both agree: “if it ain’t 
  broke, don’t fix it.” 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  MP5-N 
  12/24/48 
  2d6 
  3 
  300 
  4 
  30 
  - 
  AP 1, Auto, CQB (9mm) 
  MP5 Magazine 
  - 
  - 
  - 
  15 
  1 
  30 
  - 
  30 rounds of 9mm 
   
  UMP45: Built by the makers of the MP5, Heckler and Koch, 
  the UMP was designed as a replacement for the ubiquitous 
  sub-machine gun. It uses a larger .45 caliber round for more 
  stopping power then the 9mm of the MP5, but makes up for 
  it with a smaller magazine capacity. Amazingly enough, the 
  larger round doesn’t make the gun heavier than the MP5 
  thanks to the UMP’s polymer construction. 
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  UMP45 
  12/24/48 
  2d6+1 
  3 
  400 
  3 
  25 
  - 
  AP 1, Auto, CQB (.45) 
  UMP45 
  Magazine 
  - 
  - 
  - 
  15 
  1 
  25 
  - 
  25 rounds of .45 
   
   
  
   
  Page | 25  
   
  Mossberg 590A1: Though both the US Army and Marine Corps 
  switched to semi-auto models for a standard service shotgun in 
  the late 1990’s, the US Navy and most police forces around the 
  world kept this firearm for its simplicity and nearly unparalleled reliability all the way until the 
  current day. Despite being a dinosaur technology wise, few weapons on Earth can match its 
  effectiveness in close quarters fighting or its affordability. 
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  Mossberg 590A1 
  12/24/48 
  1-3d6 
  1 
  150 
  6 
  8 
  - 
  Shotgun, Combat 
  Reload (12 gauge) 
  12 Gauge 00 
  Buck 
  - 
  - 
  - 
  15 
  2 
  12 
  - 
  12, 12 gauge 00 
  buckshot shells 
  12 Gauge Slug 
  - 
  - 
  - 
  25 
  2.5 
  12 
  - 
  12, 12 gauge slug shells, 
  +2 Damage, -2 Shooting 
  12 Gauge HEAP  
  - 
  - 
  - 
  50 
  3 
  12 
  - 
  12, 12 gauge HEAP 
  rounds, AP3, +3 
  Damage, -2 Shooting 
  12 Gauge 
  Beanbag 
  - 
  - 
  - 
  15 
  2 
  12 
  - 
  12, 12 gauge beanbag 
  shells, +1 Damage, -2 
  Shooting, Non-Lethal, 
  Biological targets only 
   
  AA-12: The AA-12 is a powerful select fire auto-shotgun. Military Police 
  Systems Inc. continually tweaked and developed the AA series hoping 
  to land a major contract for their procurement with a Western military, 
  with their breakthrough coming in 2008 when the AA-12 became the 
  weapon of choice for the HAMMER UGV which saw limited use by NATO forces. Since then the 
  AA-12 has been a go-to weapon for anyone looking for more punch then a pump shotgun. 
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  AA-12 
  12/24/48 
  1-3d6 
  3 
  600 
  12 
  8 or 20 
  (Drum) 
  d8 (for 
  auto) 
  Shotgun, Slow-Auto (12 
  gauge) 
  12 Gauge 00 
  Buck Drum 
  Magazine 
  - 
  - 
  - 
  30 
  5 
  20 
  - 
  20, 12 gauge 00 
  buckshot shells 
  12 Gauge Slug 
  Drum Magazine 
  - 
  - 
  - 
  50 
  6 
  20 
  - 
  20, 12 gauge slug shells, 
  +2 Damage, -2 Shooting 
  12 Gauge HEAP 
  Drum Magazine 
  - 
  - 
  - 
  100 
  7 
  20 
  - 
  20, 12 gauge HEAP 
  rounds, AP3, +3 
  Damage, -2 Shooting 
  12 Gauge 
  Beanbag Drum 
  Magazine 
  - 
  - 
  - 
  30 
  5 
  20 
  - 
  20, 12 gauge beanbag 
  shells, +1 Damage, -2 
  Shooting, Non-Lethal, 
  Biological targets only 
  
   
  Page | 26  
   
   
  M249 Para: A heavily modified M249, the para variant 
  was designed for use by American airborne personnel 
  with mobility in mind. Slightly smaller and lighter than its 
  full sized counterparts, the para also features a collapsing 
  stock to make movement in cramped areas easier. Its 
  devastating rate of fire is truly an asset on the battlefield. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  M249 Para 
  30/60/120 
  2d8 
  4 
  750 
  15 
  200 
  d8 
  AP 2, Heavy Burst, Auto, 
  Bipod, Snapfire (5.56) 
  M249 Box 
  Magazine 
  - 
  - 
  - 
  200 
  10 
  200 
  - 
  200 rounds of 5.56 
   
  LM3 Heavy Laser: X-Com and the US Air Force have scaled up 
  the technology of the LM1 and LM2 to create a fire support laser 
  weapon. The LM3 is a devastating weapon with a very high rate of 
  fire and extremely long effective range. Unfortunately, the LM3 is 
  extremely heavy and requires bipod support to achieve maximum 
  effectiveness which limits mobility. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  LM3 Heavy Laser 
  50/100/200 
  3d6+2 
  5 
  1400 
  20 
  - 
  - 
  AP 2, Laser, Auto, Heavy 
  Burst, Heavy Weapon, 
  Snapfire, Bipod 
   
  M82A3: The M82A3 is a semiautomatic .50 caliber sniper 
  rifle manufactured by Barret Arms. It can be found in 
  arsenals around the world for its amazing range and power. 
  Besides being devastating to personnel it is also commonly 
  used as an anti-vehicle weapon for its ability to penetrate into engines and other heavy 
  machinery. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  M82A3 
  50/100/200 
  5d4 
  1 
  1000 
  30 
  10 
  d8 
  AP 4,Snapfire, Heavy 
  Weapon, -1 Penalty to 
  target’s soak (.50 BMG) 
  M82 Magazine 
  - 
  - 
  - 
  75 
  2 
  10 
  - 
  10 rounds of .50 BMG 
   
   
  
   
  Page | 27  
   
  RPG-7: This Russian made anti-tank weapon is probably 
  one of the most influential weapons in history. Though most 
  of the X-Com arsenal is American or NATO standard, the 
  venerable workhorse RPG-7 is as cheap as it is powerful. It 
  is also abundant and simple to use, which makes finding 
  supplies and training combat personnel easy even in remote locations. There are multiple types 
  of warheads for the launcher though the most common are the standard PG-7VL round and the 
  TBG-7V thermobaric antipersonnel round. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  RPG-7 
  24/48/96 
  4d8 
  1 
  900 
  20 
  1 
  d6 
  AP 9, Large Burst 
  Template, Snapfire, 
  Heavy Weapon (85 mm 
  Warhead) [Max carry of 
  4 rounds] 
  PG-7VL Round 
  - 
  - 
  - 
  50 
  6 
  1 
  - 
  Standard HE round 
   
  TBG-7V Round 
  - 
  - 
  - 
  75 
  6 
  1 
  - 
  AP 12 for personnel, AP 
  4 for craft and 
  structures 
   
  XM25: The only portion of the modular XM future rifle program 
  to survive the developing and testing of the early 2000’s, the 
  XM25 is a versatile airbursting grenade launcher with an auto 
  range finder and the ability to program the round to penetrate 
  cover before exploding. The weapon is heavier, and bulkier, 
  than traditional grenade launchers, but its accuracy and 
  versatility have been invaluable in the field. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  XM25 
  20/40/60 
  3d6 
  2 
  1000 
  14 
  6 
  d6 
  Small Burst Template, 
  Airburst, Slow-Auto, 
  Heavy Weapon, ACOG 
  (25mm Grenade) 
  HE Round 
  Magazine 
  - 
  - 
  - 
  75 
  3 
  6 
  - 
  AP 4 for direct hit 
  targets.  Standard HE 
  round 
  Thermobaric 
  Round Magazine 
  - 
  - 
  - 
  100 
  3 
  6 
  - 
  AP 8 for personnel, AP 2 
  for direct hits on craft 
  and structures. 
   
  
   
  Page | 28  
   
  M90 Rail Rifle: The M90 Rail rifle is the culmination of years of 
  work by the Naval Postgraduate School’s Applied Physics 
  Department.  NPS had been working at miniaturizing a rail gun 
  for years, but breakthrough work with alien alloys and elerium 
  power sources allowed the school to complete this devastating 
  weapon.  The extremely high velocity of the alien alloy 
  projectiles being fired by this gun give it unparalleled range, 
  armor penetration, and damage potential. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  M90 Rail Rifle 
  60/120/240 
  5d6 
  1 
  2000 
  30 
  15 
  d8 
  AP 8, Snapfire, Heavy 
  Weapon, -1 Penalty to 
  target’s soak (Alloy Slug) 
  M90 Magazine 
  - 
  - 
  - 
  100 
  2 
  15 
  - 
  15 Alloy Slugs 
   
   
  M85 High Volume EM Weapon: Another product of NPS’s Applied 
  Physics Department, the M85 HVEW (colloquially called the “Sweeper”) 
  uses the same basic principles as the M90, but exchanges power and 
  range for ammunition capacity and rate of fire.  The gun fires small 
  alien alloy BB’s which can be fed into the chamber by a hopper, 
  allowing for an extremely high magazine capacity.  Additionally, the 
  process of being fired down the gun’s rails forms the BB’s into 
  penetrators giving them good ballistic profiles and performance. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  M85 HVEW 
  12/24/48 
  3d6+2 
  5 
  1800 
  5 
  60 
  - 
  AP 5, Auto Fire Only, 
  CQB, -1 Penalty to 
  target’s soak (Alloy BB) 
  M85 Magazine 
  - 
  - 
  - 
  75 
  1 
  60 
  - 
  60 Alloy BB’s 
  Secondary Weapons 
  P220: The P220 is the standard sidearm for military and law enforcement 
  organizations around the world. This semi-automatic .45 caliber pistol is 
  relatively compact for its caliber and yet is reminiscent of the venerable Colt 
  1911. 
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  P220 
  12/24/48 
  2d6+1 
  1 
  200 
  2 
  7 
  - 
  AP 1, Semi-Auto, CQB 
  (.45) 
  P220 Magazine 
  - 
  - 
  - 
  12 
  0.5 
  7 
  - 
  7 rounds of .45  
  
   
  Page | 29  
   
   
  P226: The standard pistol for the US Navy SEALs, the Sig Sauer P226 is a 
  full sized service pistol and is most commonly found chambered in 9mm. 
  Though the US military as a whole does not use Sigs, a number of 
  militaries around the world recognize their quality and reliability and use 
  them as their standard service pistol. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  P226 
  12/24/48 
  2d6 
  - 
  200 
  2 
  15 
  - 
  AP 1, Semi-Auto, CQB 
  (9mm) 
  P226 Magazine 
  - 
  - 
  - 
  12 
  0.5 
  12 
  - 
  15 rounds of 9mm  
   
  M26 Advanced Taser: This less-than-lethal weapon is commonly used by 
  military and law enforcement organizations around the world. The M26 
  uses a taser pack, pressurized with nitrogen gas, to fire electrodes up to 12 
  yards and delivers up to 50 kV peak voltage to the target. Additionally it 
  can be used in melee after being fired. X-Com engineers believe the 
  weapon's performance against extraterrestrials should be comparable to its 
  performance on humans based on similar bio-electrical properties 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  M26 Taser 
  3/6/12 
  2d6 
  1 
  100 
  2.5 
  1 
  - 
  Ignores Armor, Non-
  Lethal, Biological targets 
  only, CQB, Can be used 
  as a melee weapon 
  when not loaded (Taser 
  Pack) 
  M26 Taser Pack 
  - 
  - 
  - 
  5 
  0.1 
  1 
  - 
  1 M26 Taser Pack 
   
  LM1 Laser Pistol: The US Air Force's Directed Energy Directorate has 
  been working on personal laser weapons for the better part of a 
  decade. Thanks to a number of sharing agreements with X-Com, as 
  well as cooperative projects with company scientists and engineers, the 
  DED has finally been able to create a suitable power source for a laser 
  weapon with a comparable effect to a pistol. The power packs for these 
  weapons are designed to last for an entire fire fight before needing to be recharged, though this 
  has yet to be verified. 
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  LM1 Laser Pistol 
  15/30/60 
  2d6+2 
  1 
  600 
  3.5 
  - 
  - 
  AP 1, Laser, Semi-Auto, 
  CQB 
  
   
  Page | 30  
   
  Expendable Weapons 
  M67 Fragmentation Grenade: The standard hand grenade used by most NATO military forces. 
  The grenade contains 6.5 ounces of Composition B high explosive, and has a kill radius of a few 
  yards. It brings a nice balance of carry weight and destructive potential. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  M67 Frag 
  Grenade 
  5/10/15 
  3d6 
  - 
  75 
  1 
  - 
  - 
  Medium Burst Template 
   
  M8 Smoke Grenade: This grenade is filled with hexachloroethane which produces a thick white 
  smoke when burned. These grenades are primarily used for aircraft signaling, and for screening 
  team movements. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  M8 Smoke 
  Grenade 
  5/10/15 
  - 
  - 
  50 
  1 
  - 
  - 
  Large Burst Template, 
  Gives heavy cover until 
  end of thrower’s second 
  turn. 
   
  M84 Stun Grenade (Flashbang): This grenade contains a magnesium based pyrotechnic 
  charge which produces a flash of approximately one million candela and a bang of 
  approximately 180 dB. Personnel in the blast radius are left disoriented and stunned. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  M84 Flashbang 
  5/10/15 
  - 
  - 
  50 
  1 
  - 
  - 
  Medium Burst Template 
  outdoors, whole room 
  indoors. Targets must 
  make a Vigor roll at -2 
  or be shaken. 
   
  M14 Incendiary Grenade: A devastating special purpose grenade that uses thermate and a 
  small explosive charge to create an extremely hot ball of molten metal capable of cutting 
  through most armor. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  M14 Incendiary 
  Grenade 
  5/10/15 
  5d4 
  - 
  100 
  1 
  - 
  - 
  Ignores Armor, Medium 
  Burst Template, 
  Flammable objects in 
  burst catch on fire 
  
   
  Page | 31  
   
   
  M47A Riot Control Grenade: This grenade combines a potent CS gas with a burst of heavy 
  rubber pellets to rapidly disburse crowds. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  M47A Riot 
  Control Grenade 
  5/10/15 
  2d6+1 
  - 
  50 
  1 
  - 
  - 
  Non-Lethal, Large Burst 
  Template, Targets must 
  make a Spirit roll at -2 or 
  panic, Gives heavy cover 
  and panic effect until 
  end of thrower’s second 
  turn, Biological targets 
  only. 
  Melee Weapons 
  KA-BAR: The traditional combat knife of the US Marine Corps, the KA-BAR 
  is widely known for its ruggedness and ability to maintain an edge even after 
  repeated use. Most modern models have a parkerized finish for both 
  corrosion protection and for anti-glare purposes. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  KA-BAR 
  5/10/15 
  Str+d4 
  - 
  10 
  1 
  - 
  - 
  Throwable 
   
  Collapsible Baton: This weapon has been a favorite of police and security 
  forces for years due to its blend of small size and man stopping capability. 
  Nearly two and a half feet fully extended, the baton allows the wielder to 
  maintain a safe distance from their opponent while still being able to deliver 
  incapacitating blows. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  Collapsible 
  Baton 
  - 
  Str+d6 
  - 
  25 
  2.5 
  - 
  - 
  +1 Parry 
   
   
   
   
   
   
  
   
  Page | 32  
   
  Stun Baton: This collapsible, less-than-lethal, weapon has seen increasing 
  use by law enforcement around the world for its man stopping ability. Current 
  active models deliver around 800 kV peak voltage which is normally enough 
  for total incapacitation of a target. Stun batons feature a rechargeable battery 
  pack which allows for multiple uses during a single encounter, though precise 
  life cycle measurements under X-Com mission conditions are not available. 
  X-Com engineers believe it will have comparable results when used on extraterrestrials due to 
  them having similar bio-electrical characteristics as humans. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  Stun Baton 
  - 
  Str+2d6 
  - 
  75 
  4 
  - 
  - 
  Ignores armor, Non-
  lethal, Biological targets 
  only 
  Unmanned Systems 
  Tactical Universal Unmanned Vehicle Controller: The TUUVC consists of 
  a lightweight, ruggedized OLED tablet device, an encrypted frequency 
  hopping, UHF radio, a small status HUD, and a controller, all using a 
  common operating system that can control most current NATO standard 
  unmanned vehicles. The full setup can be distributed on a soldier’s person 
  however they desire based on the needs of their specific vehicle, but 
  generally feature the tablet PC in an easily accessible location so video 
  feeds can be monitored and the controller on a retractable belt lanyard for 
  quick access. The system was extensively tested by the US Army’s 
  Asymmetric Warfare Group in the early teens, and became very popular due to ease of use, 
  versatility in carry, and intuitive controls. 
   
  Type 
  Weight 
  Cost 
  Notes 
  TUUVC 
  2 
  - 
  Cost is included in vehicle purchase 
   
  RQ-18 
  Thunderhawk 
  II: A 
  small 
  reconnaissance 
  UAV, 
  the 
  Thunderhawk II is a modification of earlier models and is designed to 
  be small and light enough for use without extensive support making it 
  perfect for small squad sized operations. Unfortunately this means 
  there isn’t enough payload space for any sort of weapons, but the 
  Thunderhawk II’s night vision and normal cameras can provide 
  invaluable situational awareness to a squad leader. The RQ-18’s 
  normal operating ceiling is around 300 feet meaning that an operator has to be aware of the 
  threat of small arms fire bringing it down. 
  Type 
  Weight 
  Cost 
  Notes 
  RQ-18 
  Thunderhawk II 
  - 
  850 
  Night vision and visible spectrum cameras, [Pace 10; Toughness 4; 
  Small -1; Agility d10; Notice d10+1] 
  
   
  Page | 33  
   
  THUMPER Ground Combat Vehicle: The Thumper is a six 
  wheeled, semi-autonomous, unmanned ground vehicle. It has a 
  rotating weapon hardpoint that can be adjusted to carry a number 
  of standard NATO weapons. Produced by Boeing, the Thumper 
  saw extensive use in Somalia during the early years of the Red 
  Sea Intervention where it could be used to cover squad 
  withdrawals and movements in the larger cities. 
   
  Type 
  Weight 
  Cost 
  Notes 
  M4 Thumper 
  - 
  1500 
  Armed with M4 (SOPMOD Blk3), 4 Magazine Capacity [Pace 5; 
  Toughness 10 (4 Armor); Vigor d8; Shooting d10, Notice d6; 2 Wounds] 
  AA-12 Thumper 
  - 
  1500 
  Armed with AA-12, 3 Drum Capacity [Pace 5; Toughness 10 (4 Armor); 
  Vigor d8; Shooting d10, Notice d6; 2 Wounds] 
  XM-25 Thumper 
  - 
  2000 
  Armed with XM-25, 4 Magazine Capacity [Pace 5; Toughness 10 (4 
  Armor); Vigor d8; Shooting d10, Notice d6; 2 Wounds] 
   
  WRAITH Weapons Delivery Hovercraft: A spin-off from ongoing 
  UFO propulsion research being conducted by Lockheed Martin 
  and X-Com, the Wraith is the world's first Elerium powered craft. 
  As a hovercraft, the Wraith is fast and can move unaffected by 
  terrain, but its anti-gravity system is a first attempt at miniaturizing 
  the systems recovered from intact UFO's, and its lift power is 
  limited. This leaves little room for weapons payload or armor 
  which makes the Wraith more fragile than traditional UGV's.  
  However its improved mobility should be sufficient to have a positive impact on mission 
  performance 
   
  Type 
  Weight 
  Cost 
  Notes 
  LM2 Laser Wraith 
  - 
  2700 
  Armed with LM2 [Pace 7; Toughness 8 (3 Armor); Vigor d6; Shooting 
  d10, Notice d6; 2 Wounds; Ignores Terrain Effects] 
  ADF2 Plasma 
  Wraith 
  - 
  3000 
  Armed with ADF2, 3 Magazine Capacity [Pace 5; Toughness 10 (4 
  Armor); Vigor d8; Shooting d10, Notice d6, 2 Wounds] 
  Other Purchases 
  New Rookies: It’s inevitable that X-Com teams will experience casualties and replacements will 
  need to be hired.  Deciding how many personnel are on a team is the decision of the individual 
  team leader.  Some may want as many bodies as possible, others may want to buy the most 
  effective equipment for their squad. 
   
  Type 
  Weight 
  Cost 
  Notes 
  New Rookie 
  - 
  1500 
  GM’s should make sure that teams have enough money at the end of 
  the mission to replace their losses.  Let them decide if they want to 
  spend it all on rookies or split it between rookies and gear. 
  
   
  Page | 34  
   
  Rail Mountable Flashlight: A powerful LED flashlight that can affix to any basic weapon. 
   
  Type 
  Weight 
  Cost 
  Notes 
  Flashlight 
  0.5 
  10 
  Provides 10’ of illumination in a cone shape.  Can affix to all starting 
  weapons. 
   
  Chemlights: A very cheap, and very lightweight, solution for low light situations.  Very effective 
  at providing enough light for passive NVG use. 
   
  Type 
  Weight 
  Cost 
  Notes 
  Chemlights 
  Nil 
  1 
  10 Sticks. 5/10/15. Provide dim illumination in a small burst template. 
   
  Flare: A magnesium flare that provides a superior illumination solution then chemlights. 
   
  Type 
  Weight 
  Cost 
  Notes 
  Flare 
  0.2 
  1 
  5/10/15.  Provides bright illumination in a large burst template 
  Standard Rookie Kits 
  In an effort to standardize initial training, build efficient logistical chains, and capitalize on 
  economies of scale, X-Com has established four basic kits that they issue to all new combat 
  personnel.  Effective teams find a good balance of the four available kits. 
   
  Standard Rifleman 
  20.5 lbs base 
   
  X-Com Service Utilities 
  Radio and Headset (1 lbs) 
  M4 (SOPMOD Blk III) 
  Sig Sauer P220 
  2 M4 Magazines (60 rounds total) 
  3 P220 Magazines (21 rounds total) 
  $150 for expendables and miscellaneous 
   
  CQB Quiet 
  19 lbs base 
   
  X-Com Combat Gear 
  Radio and Headset (1 lbs) 
  MP5-N (with Suppressor) 
  Sig Sauer P226 (with Suppressor) 
  3 MP-5 Magazines (90 rounds total) 
  2 P226 Magazines (30 rounds total) 
  $225 for expendables and miscellaneous 
   
  
   
  Page | 35  
   
  CQB Loud 
  22 lbs base 
   
  X-Com Combat Gear 
  Radio and Headset (1 lbs) 
  Mossberg 590A1 
  Sig Sauer P220 
  24 12 Gauge Shells 
  2 P220 Magazines (14 rounds total) 
  $430 for expendables and miscellaneous 
   
  Heavy Weapons 
  36.5 lbs base 
   
  X-Com Combat Gear 
  Radio and Headset (1 lbs) 
  M249 Para 
  Sig Sauer P220 
  1 Box Magazine (200 rounds total) 
  1 P220 Magazines (7 rounds total) 
  $75 for expendables and miscellaneous 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Page | 36  
   
  X-COM SUPPORT EQUIPMENT 
  Aircraft 
  F-33 Firestorm: The F-33 represents the first successful 
  foray into hybrid alien aircraft.  With its Elerium power 
  source, and alien plasma engines, the Firestorm offers a 
  significant increase in speed, maneuverability, load, and 
  range over the F-35 making it much more capable of 
  confronting larger UFO’s.  The product of a joint project 
  between X-Com, Lockheed Martin, and the US Air Force, 
  the Firestorm is based on the airframe of the F-22 with 
  significant alien technology grafted into the design.  The F-33 shares a 15% parts commonality 
  with the Raptor, helping to keep the cost down somewhat, but the Firestorm is still an extremely 
  expensive aircraft and X-Com has been slow in procuring and fielding them. 
   
  F-35C Lighting II: The carrier variant of the F-35 Lightning 
  II, Joint Strike Fighter, X-Com leased a number of these 
  aircraft from the United States Navy for use as a UFO 
  interdiction fighter. Though some called for the more 
  maneuverable A variant, in use by a number of air forces 
  around the world, X-Com ultimately decided the longer 
  range and larger payload of the C would be more valuable. 
  The actual effectiveness of the platform in aerial combat 
  with a UFO has yet to be seriously tested, though modeling 
  indicates decent success rates. 
   
  MV-22C Osprey: An upgraded model of the original US 
  Marine Corps variant of the Osprey.  Despite much criticism 
  early in the platform’s life, the C variant validated itself in 
  the early years of the Red Sea Intervention where NATO 
  forces used them extensively for very rapid operations. X-
  Com chose to lease the Marine Corps version instead of 
  the Air Force version (the CV-22) due to its ability to be 
  deployed from ships, a capability the company has not 
  ruled out attempting. 
   
   
   
   
   
   
   
  
   
  Page | 37  
   
  SV-1 Avenger: The pinnacle of alien hybrid aircraft 
  technology, the SV-1 is a high capacity personnel carrier 
  capable of long distance space travel.  The high powered 
  plasma engines make the Avenger the fastest terrestrial 
  vehicle in history, and it has demonstrated speeds in 
  excess of Mach 6.4 in atmospheric flight and approaching 
  0.0055% c in sustained spaceflight.  While not high on 
  creature comforts, the Avenger is capable of supporting 20 
  humans (to including a crew of 4) for up to a month of 
  sustained space travel.  The SV-1 should enable X-Com to 
  conduct combat operations against the aliens’ non-terrestrial facilities. 
  Sensors 
  AN/SPY-2B Radar: The SPY-2 series of radar was originally developed as a land based 
  version of the US Navy’s AN/SPY-1, and was initially used for theater ballistic missile defense. 
  X-Com was able to purchase a number of the systems, and upgraded them to draw less power 
  so they could be used in areas of the world without a sophisticated infrastructure. Actual 
  effectiveness of the system in identifying and tracking UFO’s is closely controlled data available 
  only to Class 1 employees and Tier I funding nations. 
   
  Hyperwave Decrypter: Continued work by a research conglomerate consisting of X-Com, the 
  University of Chicago, and Raytheon has allowed X-Com to construct humanity’s first 
  hyperwave communications device.  Using the same quantum mechanical principles as 
  extraterrestrial hyperwave technology, the Hyperwave Decrypter (or HWD) is able to intercept 
  and translate alien communications within a large area.  When connected to X-Com’s worldwide 
  tactical data link, HWD’s allow X-Com to match target tracks with their assigned tasking thus 
  allows them to better assess and interdict alien activity in a given area. 
   
  Communications Systems 
  Hyperwave Encrypter: In parallel with the research and development of the HWD, X-Com and 
  the US National Security Agency have also developed the Hyperwave Encrypter (or HWE) 
  which allows X-Com to mask its own wireless communications from alien interception.  Users 
  input their desired message traffic, and then a random time later HWE takes the data and 
  modulates it using an algorithmically chosen non-human brainwave pattern such as a canine.  
  This process obfuscates the human observations that the aliens use to decipher the message.  
  Unfortunately, the process is slow, and the data throughput is low, which limits the system to 
  only simple messages, but the HWE provides a secure method for coordinating vital operations 
  where security is a concern. 
   
   
   
   
  
   
  Page | 38  
   
  ALIEN EQUIPMENT 
  Primary Weapons 
  ADF2 Plasma Rifle: The standard firearm of the alien arsenal. 
  This weapon is accurate and devastatingly powerful.  Its 
  effectiveness has been demonstrated in the field on nearly 
  every mission X-Com has conducted. With reports from the 
  field indicating that terrestrial weapons are becoming less 
  effective against some of the newer alien species, combat 
  teams are strongly encouraged to start the transition to plasma 
  weaponry. Like other alien weapons, it lacks a traditional 
  trigger, and is operated by a tailored motion of the hand 
  gripping the rear handle. All X-Com field personnel should be familiar with this motion in case 
  the need arises on a mission. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  ADF2 Plasma 
  Rifle 
  30/60/120 
  4d6+1 
  3 
  1500 
  7 
  30 
  d6 
  AP 2, Auto (Plasma 
  Cartridges) 
  Plasma Rifle 
  Magazine 
  - 
  - 
  - 
  75 
  1.5 
  30 
  - 
  30 Plasma Cartridges 
   
  ADF3 Heavy Plasma: The heavy plasma is primary heavy 
  support weapon in the alien arsenal.  It differs from 
  terrestrial fire support weapons in that it trades volume of 
  fire for extreme damage output.  The weapon is almost akin 
  to a small, alien anti-tank weapon.  Though large and 
  heavy, the ADF3 offers unparalleled firepower for teams 
  willing to carry it into the field. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  ADF3 Heavy 
  Plasma 
  30/60/120 
  4d8+1 
  3 
  2000 
  18 
  18 
  d8 
  AP 3, Slow-Auto, Heavy 
  Weapon, Snapfire 
  (Plasma Slugs) 
  Heavy Plasma 
  Magazine 
  - 
  - 
  - 
  100 
  5 
  18 
  - 
  18 Plasma Slugs 
   
   
   
   
   
   
  
   
  Page | 39  
   
   
  ADF4 Stun Launcher: The ADF4 is the primary live capture 
  weapon in the alien arsenal.  Its grenade like ammunition consists 
  of a small elerium explosive at the center of an acoustic horn 
  aperture with a weaponized sleep agent used as a binder.  When 
  the bomb hits, the small explosive’s concussive force is shaped into 
  intense radial beams thus maximizing its potential to stun and daze.  
  The explosion also aerosolizes the sleep agent in a large area, 
  adding to the stun effect and possibly affecting more targets. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  ADF4 Stun 
  Launcher 
  12/24/48 
  3d6 
  1 
  1700 
  9 
  1 
  d6 
  Medium burst, Ignores 
  armor, Non-lethal, 
  Biological targets only 
  (Stun Bomb) 
  Stun Bomb 
  - 
  - 
  - 
  100 
  1 
  1 
  - 
  1 Stun Bomb 
   
  ADF5 Blaster Launcher: The most stunning weapon in the 
  Alien arsenal, the Blaster Launcher is a literal “game 
  changer” for all those who can field it.  Using a rudimentary 
  hyper-wave device, the blaster launcher is able to read the 
  intentions of the firer and guides the plasma-explosive 
  projectile on target.  It is able to make course changes in 
  flight, and even airburst above or behind targets deep 
  enough in cover that the projectile cannot be maneuvered 
  directly on target.  Only a few of these devices have been fielded, but that makes the logistics of 
  supplying combat personnel with them very costly. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  ADF5 Blaster 
  Launcher 
  30/60/120 
  4d8 
  1 
  3000 
  30 
  1 
  d8 
  Large burst, Heavy 
  Weapon, Snapfire, 
  Airburst, Can use 2 Turn 
  Templates, Determine 
  path before shot, -2 
  Shooting per template 
  used (Blaster Bomb) 
  [Max Carry 4] 
  Blaster Bomb 
  - 
  - 
  - 
  300 
  10 
  1 
  - 
  1 Blaster Bomb 
   
   
  
   
  Page | 40  
   
  Secondary Weapons 
  ADF1 Plasma Pistol: The smallest of the alien firearms 
  recovered so far, personnel should not be fooled by its small 
  size. Though the plasma bolt fired by this weapon is around the 
  size of a .22 caliber round, it is as energetic, and effective, as 
  most modern assault rifles. This much power at such a low 
  weight might seem attractive to field personnel, but the plasma 
  pistol has a shallow magazine and slow rate of fire. It is probable 
  that this is a weapon used by aliens who don’t expect combat. It 
  lacks a traditional trigger, and is instead operated by a tailored squeeze of the handle and flick 
  of the firing hand’s wrist. All X-Com field personnel should be familiar with this motion in case 
  the need arises on a mission. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  ADF1 Plasma 
  Pistol 
  15/30/60 
  2d8 
  1 
  500 
  2.5 
  10 
  - 
  AP 1, CQB (Small Plasma 
  Cartridges) 
  Plasma Pistol 
  Magazine 
  - 
  - 
  - 
  50 
  0.5 
  10 
  - 
  10 Small Plasma 
  Cartridges 
  Expendable Weapons 
  ADE1 Plasma Grenade: The plasma grenade uses the same mechanism 
  as all plasma weapons, only it carries a much larger payload of Elerium 
  and Thallium then standard plasma shells. The alien alloy casing allows 
  for internal pressure to build much higher before discharge which gives it 
  such an enormous area of effect when compared to a plasma shell. An 
  alien grenade is activated by simultaneously squeezing its two activation 
  switches. These are marked by very slight depressions in the alloy skin of 
  the device. All X-Com field personnel should familiarize themselves with 
  these activators. 
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Shots 
  Min 
  Str. 
  Notes 
  ADE1 Plasma 
  Grenade 
  5/10/20 
  3d8 
  - 
  150 
  1 
  1 
  - 
  Large burst template 
   
   
   
   
   
   
   
   
  
   
  Page | 41  
   
  ALIEN DATA 
  General Information 
  The Alien Hierarchy: Interrogations of captured extraterrestrials indicate that there is a definite 
  hierarchy amongst the aliens. At the top of this structure is something referred to as “The Elder”, 
  or “The God”, as there doesn’t appear to be a direct translation of the word into any Earth 
  language. This entity directs the actions of the aliens as a whole, and directs the conduct of the 
  war through its priesthood. 
  The Elder’s edicts and directions are then passed down to various “Khans”. These khans 
  are autonomous warlords and rulers who exercise direct control over their forces. It is unclear 
  as to how one becomes a khan, but what is known is that most aliens of this rank are Ethereals, 
  though apparently there are a few Sectoid khans as well. While khans cooperate in the general 
  sense, there is no direct cooperation between their forces, and they appear to be unable to 
  conduct joint operations. 
  Beneath the khans are an array of sub-khans who serve as a sort of aristocracy for a 
  given khanate, and fleet commanders who are their chief military commanders. The ranks of 
  sub-khan are dominated by Ethereals while Sectoids make up the bulk of fleet commanders. 
  The rest of the alien species seem unable to enter these higher levels of the hierarchy, and are 
  relegated to more menial rolls though they seem to be able to become captain of smaller ships. 
   
  Alien Origins: The history of the alien Horde stretches back to before the dawn of man.  From 
  the analysts’ best estimations, the creation of “The Elder” by the Ethereals on their homeworld 
  marked their transition to a pseudo-theocratic and war-like society bent on bringing all sentient 
  life under their, and The Elder’s sway.  Sometime in the century that followed, the Ethereals 
  were able to partially subjugate the occupants of their planet’s nearest neighbor, the Sectoids, 
  thus gaining a measure of control over the Sectoids’ incredible technological capabilities and 
  allowing them to spread beyond their own star system. 
   
  From there the Horde began to fan out from its native system into nearby star systems 
  looking for more species to assimilate.  Additionally, scouts were sent out far and wide 
  throughout the Milky Way to identify planets that demonstrated the potential for sentient life to 
  develop so they could be marked for visitation in the future.  Extremely sensitive, source 
  controlled, evidence indicates that the horde discovered Earth sometime during the Triassic 
  time period. 
  Currently, the Horde is estimated to control approximately 300 star systems and some 
  2300 sentient, or semi-sentient, species. 
   
   
   
   
   
   
   
   
  
   
  Page | 42  
   
  Alien Ranks: While not as in-depth as 
  terrestrial military ranking structures, 
  the alien hierarchy has a defined set of 
  ranks and insignia to mark and 
  delineate the position and authority of 
  the aliens within it. Below the top tier 
  members of khan, sub-khan, and fleet 
  commander, there are believed to be 
  two parallel ranking structures: fleet 
  ranks and troop ranks. 
  Fleet ranks are used for aliens 
  who serve as the crews on larger 
  ships. Analysts believe that aliens in 
  this track are not experienced in 
  ground combat operations and can 
  only act in self-defense if shot down or 
  ambushed during a non-combat mission. 
  Troop ranks are used for the ground combat element of the alien hierarchy. These 
  extraterrestrials are trained in conducting offensive ground operations to include terror attacks 
  and X-Com base assaults. 
  In addition to their rank insignia, qualified aliens will also wear specialist devices to 
  denote special training or qualifications they possess. Analysts believe that specialist aliens 
  offer prime capture targets for the information they may be able to provide X-Com Intelligence. 
   
  Earth Operations: X-Com analysts have finally 
  been able to locate the source of alien 
  operations within the solar system.  Based on 
  dozens of psionically enhanced interrogations, 
  and hundreds of petabytes of recovered alien 
  data, the nexus of the alien Horde’s Earth 
  Campaign has been pinpointed as the Cydonia 
  region of Mars. 
   
  The aliens are inhabiting a series of 
  structures built by the first khans that arrived in 
  the solar system millennia ago to scout for 
  potential life.  These facilities were left 
  abandoned and dormant in anticipation of 
  future operations on Earth. 
   
  With the identification of this massive operations center, it should be possible for X-Com 
  to stage a direct assault.  The destruction of the genetic engineering facilities, local genetic 
  library, and UFO shipyard should be enough to defeat the khanates in this solar system, and 
  end the threat of alien combat operations for the foreseeable future. 
   
  
   
  Page | 43  
   
  Racial Tensions: Based on information gained from captured aliens, it is clear that there is a 
  significant amount of racial instability within the alien Horde.  The primary cleavage is between 
  the Ethereals and the Sectoids, who both believe they are the superior species. 
  The Ethreals base this belief on the scope of the psionic powers they wield, the fact that 
  they created The Elder, and were able to defeat the Sectoids millennia ago.  The Sectoids 
  believe that they are the source of the Horde’s success as they are the creators of the vast 
  majority of the technology that has lead them this far.  They also feel that their own psionic 
  potential is on par with that of the Ethereals, and they have a stronger genetic code based on 
  thousands of years of engineering and refinement. 
   
  The most common manifestation of this tension is intra-khanate where the two species 
  vie for the loyalty of the various species that make up that khanate.  The Ethreal khans hope to 
  shore up their position against their Sectoid subordinates, while the Sectoids try to gain enough 
  support that they will be able to overthrow the khan and claim another khanate for their species. 
   
  During wartime the two species normally set aside their differences while conducting 
  operations, but apparently open conflicts still occur.  This is particularly true at the inter-khanate 
  level were Ethreal and Sectoid khans will not support one another’s operations, or will allow 
  their opponent to be defeated by a planet’s resistance thus weakening their position. 
   
  Strategic Doctrine: When targeting a new star system, the Horde combs its genetic libraries to 
  determine which species are most compatible with conditions likely to be found in the targeted 
  system.  The khanates possessing the proper demographics are then selected as the initial 
  invasion force. 
   
  The first mission sets the aliens will conduct are scouting missions in order to determine 
  major population centers on targeted worlds, as well as to bring back information for further 
  strategic development.  Next they will conduct abduction missions in order to collect native 
  specimens to augment the alien’s genetic libraries so hybrids more suited to the targeted world 
  can be develop. 
   
  Lastly comes major combat operations to include terror attacks as well as attacks on 
  centers of resistance.  If facing a sophisticated enemy where there is an effective resistance, the 
  horde will also attempt to infiltrate the targeted species, in an attempt to segment the resistance 
  into more manageable opponents. 
  Alien Technology 
  Alien Alloys: The aliens have produced a number of very novel 
  alloys for use in their technology. Most fall into the category of 
  bulk metallic glasses which allows the extraterrestrials to rapidly 
  produce a wide array of shapes and forms in an industrial 
  setting. These alloys have high strength, low thermal 
  conductivity, and are highly resistant to plastic deformation as 
  well as being light weight, making them perfect for spaceflight 
  and ballistic armor applications. Like terrestrial metallic glasses, they are primarily made of 
  zirconium but silicon, aluminum, titanium, and zinc are all common components as well. 
   
  
   
  Page | 44  
   
   
  Elerium: Formerly known as Ununpentium (Uup), the IUPAC has recently 
  agreed to rename the  element Elerium in honor of Dr. Joseph Eler who was 
  the first to extensively study it at the X-Com Center for Materials Science at 
  the University of California in Berkley California. It serves as the primary 
  energy source for nearly every piece of alien technology yet discovered. 
  As a super heavy element, Elerium was previously thought to be 
  extremely unstable which is why Dr. Eler devoted so much energy into 
  studying it once he determined what the black stones actually were. Further study revealed the 
  compound to be the isotope 238El which had previously never been isolated, even in laboratory 
  conditions, and is currently far beyond our ability to create. This discovery of an additional peak 
  in the Islands of Stability has had profound implications in the field of high-energy materials. 
  Elerium appears to be stable at most normal temperatures and pressures, and has 
  physical properties in line with what is expected of a 7p element. What is significant, however, is 
  that when 238El is exposed to a beta emission source it undergoes electron capture into element 
  116, ununhexium, which is highly unstable and undergoes self-fission. Therefore the rate of 
  energy release is directly proportional to Elerium's rate of beta exposure which allows for very 
  fine control and makes it suitable as a power source for multiple applications. 
   
   
  Genetic Engineering: Evidence shows that the extraterrestrials 
  possess extremely advanced genetic engineering capabilities.  This has 
  allowed the aliens to both enhance existing species, as well as to 
  create extremely lethal hybrid specimens.  The aliens are able to 
  extract genetic samples from abduction victims and incorporate them 
  into their genetic library thus expanding the capabilities of future 
  generations of aliens.  It is assumed that abduction missions occur very 
  early in any alien incursion in a new star system as it allows them to engineer aliens able to 
  survive in that system’s climates. 
  Mostly developed by the Sectoids, the extraterrestrials are almost wholly dependent on 
  genetic engineering for their survival at this point in their evolution. Based on growing body of 
  autopsy data, it is extremely unlikely that that the aliens would be able to reproduce naturally as 
  they have either critically underdeveloped reproductive organs, or have no discernable 
  reproductive organs at all.  Analysts have concluded that the destruction of any large scale 
  genetic engineering facilities will have severe impacts on the extraterrestrials’ ability to conduct 
  sustained combat operations. 
  
   
  Page | 45  
   
  Hyperwave Technology: The aliens have had great success in intercepting and deciphering 
  even the most secure terrestrial communications.  They have been able to capitalize on the little 
  understood “observer effect” of quantum mechanics.  Simply put the very act of using a 
  communications system has, previously imperceptible, effects on the resulting wavestates of the 
  electrons travelling through the system and the resulting electromagnetic field emitted from the 
  antenna.  These are known as hyperwave states.  These hyperwave states carry information in 
  parallel with the intended communications, and generally contain the surface thoughts of the 
  individual sending the message. 
   
  The aliens are able to detect these hyperwaves, which normally consist of a summation 
  of whatever message the communicator was sending, by running any intercepted 
  communications through a synthetic brain built from the genetic material of whatever species’ 
  communications they are trying to intercept.  This allows the aliens to circumvent whatever 
  encryption is in place and extract the message contents. 
   
  Plasma Weaponry: Recent laboratory data has confirmed what 
  many have suspected: alien weapons are plasma based. 
  Thanks to the continued work of Dr. Eler, and his team, X-Com 
  has finally been able to understand the mechanism behind 
  these devastating weapons, allowing the company to use 
  recovered samples as well as build and develop new uses for 
  the technology. 
  Plasma cartridges consist of small pellets of Elerium cased with slugs of Thallium. The 
  weapons themselves contain an “exciter” of Strontium-90 (90Sr). When activated, the weapon 
  exposes the Elerium of a plasma cartridge to the beta emission of the exciter which causes the 
  Elerium to begin self-fission. This rapid release of energy converts the Thallium slug in the 
  cartridges to its characteristic bright green plasma. The excess energy from the Elerium reaction 
  powers a series of electromagnets which contains the plasma bolt while it forms, and eventually 
  fires it down the barrel. 
   
  UFO Propulsion: Like almost all alien technology, UFO 
  propulsion is powered by Elerium. The engines of these craft 
  appear to be extremely advanced plasma propulsion engines 
  which use the energy released by Elerium self-fission to 
  convert bulk heavy elements into plasma which they 
  magnetically eject from the craft. 
  While terrestrial plasma engines are less powerful than 
  traditional rocket engines, the alien models are extremely 
  powerful. Based on the limited testing conducted so far, a 
  medium UFO with a four engine configuration has a top speed of near 0.005% c, which is 
  approximately 33,333 mph, or twice as fast as the fastest earth spacecraft. 
   
   
  
   
  Page | 46  
   
  ALIEN LIFE FORMS 
  Celatid 
  Scientific Name: Alienus Homo Mollis  
  Aliases: Shifter, Changeling 
  Autopsy 
  Data: 
  This 
  species 
  possesses 
  similar 
  dimensions and organ structures to humans, but their 
  musculature and skin is very different at the cellular level. 
   
  Locked in the nucleus of those cells are a number 
  of dormant genetic sequences.  When these sequences 
  are activated, by a currently unknown biological process, 
  they rapidly manifest themselves through extreme cellular 
  reproduction with the end result being that the Celatid 
  takes on the appearance of whatever species was coded 
  into their cells. 
   
  Additionally, Celatids have a pair of glands at the 
  top of their throats which produce an extremely acidic bile 
  (pH immeasurable at this time, but appears to be less than 0.7).  The species appears to be 
  able to excrete this bile in a jet from their mouths which can pose a threat to even heavily 
  armored personnel. 
   
  This report concludes that Celatids pose an extreme infiltration risk to not just X-Com, 
  but all major terrestrial organizations.  Teams should establish code words and phrases to help 
  prevent infiltration during a mission where Celatids are expected. 
  Species Summary: The origin of this species is unknown.  While it is clear that they have been 
  heavily modified and engineered by the Sectoids, whether they are a completely synthetic 
  species, or based on some actual organism cannot be readily determined. 
   
  There does not appear to be an upper limit to the amount of species that can saved in 
  the genetic memory of a Celatid, but they can only be programmed in vitro.  It is believed that 
  large abduction campaigns will precede any Celatid manufacturing program in order to harvest 
  suitable genetic code to build into that batch to achieve maximum shifting ability. 
   
  Genetic testing will expose a Celatid if samples can be taken.  The only known method 
  of identifying one on the field is through the use of dogs which display an immediate hostile 
  reaction to them. 
  Celatid  
  Attributes:  
  Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6 
  Skills: 
  Fighting d6, Notice d8, Persuasion d10, Shooting d6, Spitting d10, Stealth d10, Throwing d6 
  Abilities: 
  Horror (-1) 
   
  Change Form: The Celatid can spend an action to make a Vigor roll to change form.  Success and 
  they are at -2 to all actions until the end of its next turn when the transformation finishes.  With 
  a raise the transformation occurs at the end of the current turn. 
   
  Acid Spray: Roll Spitting skill to attack.  10/15/20, 3d10+2 damage, AP 6 
  Pace: 6 
  Parry: 5  
  Toughness: 5 (+ Whatever armor they are wearing to blend in) 
  
   
  Page | 47  
   
   
  Chryssalid 
  Scientific Name: Alienus Insecta Horrificus  
  Aliases: Roach 
  Autopsy Data: This insect like alien has only been 
  documented during alien terror missions. Its biology is 
  similar to that of terrestrial insects only on a much 
  larger, and more rugged scale. However, the most 
  notable characteristic of this species is its method of 
  attack. The chryssalid seeks to bite it’s victims with its 
  large mandibles, and implant an egg inside their 
  abdominal cavity via an oral appendage leading to the 
  creature’s large internal egg sac. While a precise 
  developmental timeline of chryssalid eggs is unknown, 
  what is known is that very shortly after implantation the 
  victim loses all control over motor functions while the 
  chryssalid nymph matures. These so called “zombies” 
  are very aggressive, and will attack nearby humans. It is unclear if this is simply a side effect of 
  the implantation, or if the chryssalid nymph can actually exert some form of control over the 
  victim. Once a victim has reached this stage, there is no known cure. If a zombie is killed the 
  chryssalid will emerge. 
  It is also unclear how the alien commanders control deployed chryssalids, as they seem 
  to have only animal intelligence. Analysis of the telomeres of recovered specimens shows that 
  they are very short, which sets a maximum ceiling on the amount of generations that may be 
  derived from a given chryssalid. This may very well be a genetic failsafe added by the aliens to 
  prevent a “rogue” chryssalid from posing a threat. 
  The chryssalid’s exoskeleton is very hard and thick, which can pose a threat to 
  personnel using conventional weapons. However, reports from the field indicate that 
  thermobaric and incendiary weapons are extremely effective, and may prevent chryssalid 
  nymphs from emerging from an implanted host. 
  Species Summary: Besides its disturbing method of reproduction, the chryssalid’s claws are a 
  powerful close combat weapon, and it’s extremely high metabolic rate gives it incredible speed 
  and dexterity.  It is clear that this species sole purpose is to serve as a terror weapon for the 
  aliens. 
   
   
   
   
   
   
   
   
  
   
  Page | 48  
   
  Chryssalid Zombie 
  Attributes:  
  Agility d4, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6 
  Skills: 
  Fighting d6, Guts d4, Notice d6, Intimidate d8 
  Abilities: 
  Horror (-1) 
   
  Claw: Strength+d4 
   
  Infravision: Chryssalids can see in the dark and take no penalties for lighting.  They can see IR 
  sources. 
   
  Gory Birth: When a Chryssalid Zombie is killed it is replaced with a Chryssalid which is dealt into 
  the initiative next round. 
   
  Fearless: Chryssalid Zombies are immune to fear and intimidation. 
   
  Animated Dead: +2 Toughness, +2 to recover from being shaken 
   
  Weakness (Fire): Chryssalid Zombies are at -2 to soak damage from fire or incendiaries.  If killed 
  by fire or incendiaries Gory Birth is negated. 
  Pace: 4 
  Parry: 5  
  Toughness: 7 
   
  Chryssalid 
  Attributes:  
  Agility d12+1, Smarts d4 (A), Spirit d8, Strength d10, Vigor d8 
  Skills: 
  Fighting d12, Guts d8, Notice d8, Intimidate d8, Stealth d10, Climbing d8 
  Abilities: 
  Horror (-2) 
   
  Bite: Strength+d10 
   
  Carapace: A Chryssalid’s chitin provides 2 Armor. 
   
  Infravision: Chryssalids can see in the dark and take no penalties for lighting.  They can see IR 
  sources. 
   
  Spider Climb: Chryssalids can adhere to walls and ceilings.  Movement on these surfaces is 
  treated as though they were difficult terrain unless a successful climbing roll is made.  With a 
  raise, the Chryssalid can run on these surfaces as well. 
   
  Fleet Footed: Running die is a d8 
   
  Impregnate: Anything wounded by a bite attack must make a Vigor check or be incapacitated 
  immediately.  Additionally at the end of 1d4 turns the character dies and is replaced by a 
  Chryssalid Zombie.  A successful us of the Healing power at -2 before a target becomes a zombie 
  will end this effect. 
   
  Fearless: Chryssalids are immune to fear and intimidation. 
   
  Weakness (Fire): Chryssalids are at -2 to soak damage from fire or incendiaries. 
  Pace: 8 
  Parry: 8  
  Toughness: 8 (2 Armor) 
   
   
   
   
   
   
   
   
   
  
   
  Page | 49  
   
  Cyberdisc 
  Scientific Name: Not Applicable  
  Aliases: None 
  Engineering Data: This miniature flying saucer 
  is an automated terror weapon armed with a 
  powerful gattling-style plasma weapon. Its anti-
  gravity propulsion system is similar to that of a 
  floater, and gives the disc a distinct advantage in 
  difficult terrain. The cyberdisc is well armored, 
  and 
  is 
  particularly 
  good 
  at 
  withstanding 
  explosives. 
  This specimen’s anti-gravity system is too 
  badly damaged to gain any understanding of its 
  function. 
  Based on both reports from the field, and 
  this study, it is clear that these devices are devastating foes. Cyberdiscs have a uniform 
  exterior, and well shielded vital systems. There are no specific weak spots in its armor, instead 
  X-Com personnel should simply focus fire until the disc is brought down. The device’s self-
  destruct mechanism is similar in power and lethal area to a plasma grenade. Personnel should 
  remain at least 18 yards away from a cyberdisc at all times. 
  Functional Summary: The cyberdisc serves much of the same functions for the aliens as 
  UGV’s do for terrestrial military organizations.  However, it is clear that cyberdiscs are more 
  autonomous then terrestrial UGV’s and are used much more aggressively, to the point where 
  cyberdiscs are used as one half of a flanking maneuver with a squad of aliens. 
   
  Cyberdisc  
  Attributes:  
  Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d8 
  Skills: 
  Notice d8, Intimidate d8, Shooting d10 
  Abilities: 
  Horror (-2) 
   
  Size: Large +1 
   
  Construct: No additional damage from called shots.  Immune to fear, poison, and disease. 
   
  Explosive Resistant: +2 to soak rolls against damage from explosives. 
   
  Hover: Cyberdiscs hover 4 to 6 off the ground.  They suffer no penalties from difficult terrain. 
   
  Gatling-Plasma: Use the cone template.  Make a contested cyberdisc’s Shooting vs. target’s 
  agility roll against all targets in template. 3d10+1 damage, AP 4, 20% of catching on fire. 
   
  Self-Destruct: When a cyberdisc is killed it explodes.  Center a large burst template over the 
  cyberdisc.  All targets in the template must roll Agility-2.  If successful move them to just outside 
  the blast radius or behind the nearest cover.  Those who fail take 3d8 damage. 
  Pace: 6 
  Parry: 5  
  Toughness: 11 (4 Armor) 
   
   
   
   
  
   
  Page | 50  
   
  Ethereal 
  Scientific Name: Alienus Homo Mentalis 
  Aliases: None 
  Autopsy Data: This being is physically 
  retarded and seems incapable of sustaining 
  any life functions.  The muscles are severely 
  atrophied and the internal organs appear to be 
  under-developed. 
   
  The 
  sensory 
  organs, 
  including the eyes, do not appear to function at 
  all.  The brain, however, is well developed and 
  draws on a high proportion of the body's blood 
  supply.  
   
  The psionic faculties of this species are 
  the only explanation as to how it sustains 
  normal physical functions.  It must either be 
  able to subsist on lower levels of body function, 
  or be able to augment their organ function 
  above what seems physically possible. 
  Species Summary: This species has awesome mental powers which allow for telepathic 
  communication and telekinetic abilities. The apparently weak physical abilities of these 
  extraterrestrial are sustained by its mental powers. We do not understand how these telekinetic 
  powers work, since they seem to defy the laws of physics as we know them at this time. 
  It is clear that Ethereals are the dominant species in the extraterrestrial hierarchy. They 
  are highly intelligent, cunning, and ruthless. This, combined with their psychic abilities, makes 
  them extremely dangerous. Reports from the field indicate that they are able to possess 
  humans and control their actions in addition to manipulating emotional and physiological 
  responses. 
   
  Ethereal  
  Attributes:  
  Agility d6, Smarts d12+2, Spirit d10, Strength d6, Vigor d8 
  Skills: 
  Notice d10, Intimidate d12, Fighting d8, Guts d12, Shooting d8, Psionics d12, Throwing d6 
  Abilities: 
  Horror (-2) 
   
  Mind Over Matter: +2 Toughness, +2 to recover from being Shaken, called shots not to the head 
  have no extra effect. 
    
  Battle Trance: No wound penalties to Psionics skill rolls. 
   
  Channel: For 2 power points the Ethereal may take its action through one of its thralls. 
   
  50 Power Points.  Knows: Analyze Foe, Farsight, Fear, Sluggish Reflexes, Telekinesis, Stun, Puppet, 
  Confusion, Havoc, Armor, Blind, Fly 
  Pace: 6 
  Parry: 6  
  Toughness: 8 
   
   
   
  
   
  Page | 51  
   
  Floater 
  Scientific Name: Alienus Homo Volatilis  
  Aliases: None known 
  Autopsy Data: These specimens have been drastically altered 
  by surgery. There has been some sort anti-gravity and life 
  support device grafted throughout its body which has replaced 
  nearly all of its internal organs. In theory, this device could 
  enable the species to survive in nearly any environment. The 
  brain is smaller than a human's, but the sensory organs are well 
  developed and are most likely very acute. 
  Its body appears to have similar biological tolerances as 
  that of a human, and the life support device is well armored. 
  Recent reports from the field reveal that this species' acute 
  senses are vulnerable to extremely high powered stimuli such 
  as M84 Flashbangs. 
  Species Summary: The Floaters primarily fill menial positions 
  in the alien hierarchy.  They can be found as UFO crewmen, soldiers, and terror agents.  They 
  are naturally a human like species, but have been heavily modified through genetic engineering 
  and cybernetic enhancement by the Sectoids to augment their capabilities. 
   
  Generally Floaters prefer the Sectoids, but most just follow the orders of their 
  commanders and are hesitant to participate in any racial conflicts within the hierarchy. 
  Floater  
  Attributes:  
  Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6 
  Skills: 
  Fighting d6, Guts d6, Notice d8, Shooting d8, Throwing d6, Intimidate d6 
  Abilities: 
  Horror (-1) 
   
  Flight: Has a flying pace of 8, and climb of 4 
   
  Dodge: When airborne, -1 penalty to being hit by ranged attacks. 
   
  Infravision: Floaters halve penalties for bad lighting. 
   
  Light Sensitive: -1 to recover from being shaken by explosions such as grenades. 
  Pace: 8 
  Parry: 5  
  Toughness: 8 (3 Armor) 
  Other Roles: 
  Medic (Healing d8), Navigator (Piloting d8), Soldier (Stealth d6) 
   
  Floater Commander  
  Attributes:  
  Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6 
  Skills: 
  Fighting d6, Guts d6, Notice d8, Shooting d8, Throwing d6, Intimidate d6 
  Abilities: 
  Horror (-1) 
   
  Flight: Has a flying pace of 8, and climb of 4 
   
  Luck: +1 Benny 
   
  Improved Dodge: When airborne, -2 penalty to being hit by ranged attacks. 
   
  Infravision: Floaters halve penalties for bad lighting 
   
  Light Sensitive: -1 to recover from being shaken by explosions such as grenades. 
  Pace: 8 
  Parry: 5  
  Toughness: 8 (3 Armor) 
  
   
  Page | 52  
   
  Muton 
  Scientific Name: Alienus Homo Fortis  
  Aliases: Nordic, Hulks 
  Autopsy Data: DNA sequencing revealed that this species is 
  97% genetically identical to humans, with the final 3% being of 
  extraterrestrial origin. It is unclear if the extraterrestrial portion is 
  taken from some other alien species, making this creature a 
  chimera, or if it was engineered and added to the human DNA. 
  An examination of the remains revealed that they also 
  contained heavy cybernetic modification, and that there were no 
  apparent reproductive organs. This report concludes that this 
  species is created for war and most likely is some sort of shock 
  troop. 
  Species Summary: This species is physically powerful and 
  cunning, and are the top of terror unit commanders for the aliens. 
  Though engineered by the Sectoids, Mutons appear to be completely loyal to the 
  Ethereals. This is more than likely the result of heavy psionic conditioning by the Ethereals.  
  Mutons will be assigned as “bodyguards” for troublesome Sectoid fleet commanders and sub-
  khans by Ethereal khans who want to ensure compliance from their subordinates. 
   
  Muton  
  Attributes:  
  Agility d6, Smarts d4, Spirit d8, Strength d12, Vigor d12 
  Skills: 
  Fighting d10, Guts d8, Notice d6, Shooting d10, Throwing d8, Intimidate d8, Stealth d4 
  Abilities: 
  Large (+1), Horror (-1) 
   
  Hardened: +2 to recover from being shaken 
   
  Hardy: No wounds from multiple shaken results, except from Psionic powers. 
   
  Hybrid Vigor: The Muton gets one free soak roll.  
   
  Fearless: Mutons are immune to fear and intimidation, except from Psionic powers. 
   
  Weakness (Psionics): Mutons are at -4 to resist, or recover from, psionic attack 
  Pace: 5 
  Parry: 7  
  Toughness: 12 (4 Armor) 
  Other Roles: 
  Medic (Healing d6), Engineer (Demolitions d6) 
   
  Muton Commando  
  Attributes:  
  Agility d6, Smarts d4, Spirit d10, Strength d12+1, Vigor d12+1 
  Skills: 
  Fighting d10, Guts d8, Notice d6, Shooting d10, Throwing d8, Intimidate d8, Stealth d6 
  Abilities: 
  Large (+1), Horror (-1) 
   
  Hardened: +2 to recover from being shaken 
   
  Unstoppable: No wound penalties 
   
  Hardy: No wounds from multiple shaken results, except from Psionic powers. 
   
  Hybrid Vigor: The Muton gets one free soak roll. 
   
  Fearless: Mutons are immune to fear and intimidation, except from Psionic powers. 
   
  Weakness (Psionics): Mutons are at -4 to resist, or recover from, psionic attack 
  Pace: 6 
  Parry: 7  
  Toughness: 12 (4 Armor) 
  
   
  Page | 53  
   
  Reaper 
  Scientific Name: Alienus Ursus Horribilis 
  Aliases: Bear 
  Autopsy Data: DNA sequencing revealed 
  that this species is 98% genetically identical to 
  terrestrial grizzly bears, with the final 2% 
  being of extraterrestrial origin. It is unclear if 
  the extraterrestrial portion is taken from some 
  other alien species, making this creature a 
  chimera, or if it was engineered and added to 
  the bear DNA. 
  Not much more could be determined 
  due to the condition of the remains received, 
  however based on field reports it is postulated 
  that these creatures are extremely sensitive to fire based or incendiary weapons. 
  Species Summary: This bipedal carnivore has powerful jaws and a voracious appetite. It has a 
  number of brain implants which are used to control its activity. The primitive predatory instincts 
  of this creature are of little use except as a particularly vicious terror unit naturally suited for the 
  Earth’s many environments.  
   
  Reaper 
  Attributes:  
  Agility d8, Smarts d6(A), Spirit d8, Strength d12+2, Vigor d12+2 
  Skills: 
  Notice d12, Intimidate d8, Fighting d10, Guts d8, Stealth d6 
  Abilities: 
  Horror (-2) 
   
  Size: Large +2 
   
  Tough Hide: 1 Armor 
   
  Bight/Claws: Str + d8 
    
  Weakness (Fire): -5 to Soak rolls against incendiary and fire based weapons. 
   
  Pin Down: If the Reaper gets a raise on a Fighting roll, the target is knocked prone and grabbed.  
  The opponent is at -2 to escape this grab.  Only one opponent can be grabbed like this at a time. 
   
  Improved Frenzy: The Reaper can make two Fighting attacks without a multi-action penalty in a 
  turn. 
   
  Charge: If the Reaper moves its full pace before an attack, the roll is automatically considered to 
  have earned a raise if it is successful. 
  Pace: 6 
  Parry: 7  
  Toughness: 12 (1 Armor) 
   
   
   
   
   
   
   
  
   
  Page | 54  
   
  Sectoid 
  Scientific Name: Alienus Caput Magnus  
  Aliases: Grey 
  Autopsy Data: The autopsy reveals vestigial digestive organs 
  and a simple structure. The brain and eyes are very well 
  developed. The structure suggests genetic alteration or 
  mutation. The small mouth and nose appear to have little 
  function. The webbing between the fingers and the flat feet 
  suggest aquatic origins. There are no reproductive organs and 
  no clues as to how this species can reproduce. They are most 
  probably a genetically engineered species. 
  Its body appears to have similar biological tolerances as 
  that of a human. Thus there are no special weapon or tactical 
  recommendations for this species. 
  Species Summary: The Sectoid race runs the gamut of the 
  alien hierarchy from crewman to khan. They are an extremely intelligent race and are 
  responsible for the invention and creation of the vast majority of alien technology.  Extraordinary 
  specimens can manifest psionic abilities like their chief rivals, the Ethereals. 
  It is impossible to know what the Sectoids’ original biological traits are as they have 
  heavily modified their own genetic code over millennia.  It is not even possible for them to 
  reproduce naturally at this point, and they are wholly dependent on cloning and genetic 
  engineering to continue the species.  They use abduction to extract genetic material they can 
  add to their species so they can thrive on new planets and to increase their overall viability. 
  There appears to be a deep seated dislike and mistrust of Ethereals by Sectoids and the 
  two bicker and compete for position in the hierarchy and the favor of “The Elder”.  Some 
  Sectoids have noted that in times of relative peace and slow expansion, Ethereal and Sectoid 
  khans have gone so far as to wage open war on one another. 
   
  Sectoid 
  Attributes:  
  Agility d8, Smarts d10, Spirit d6, Strength d4, Vigor d6 
  Skills: 
  Fighting d4, Guts d6, Notice d6, Shooting d8, Stealth d10, Throwing d8, Intimidate d6 
  Abilities: 
  Small (-1), Horror (-1) 
  Pace: 5 
  Parry: 5  
  Toughness: 7 (3 Armor) 
   
  Other Roles: 
  Medic (Healing d8), Engineer (Knowledge d10), Navigator (Piloting d10) 
   
  Sectoid Commander 
  Attributes:  
  Agility d8, Smarts d10, Spirit d8, Strength d4, Vigor d6 
  Skills: 
  Fighting d4, Guts d6, Notice d8, Shooting d8, Stealth d10, Throwing d8, Intimidate d6, Psionics d8 
  Abilities: 
  Small (-1), Horror (-1) 
   
  Command: Allies are +1 to recover from being shaken. 
   
  15 Power Points.  Knows: Analyze Foe, Farsight, Fear, Sluggish Reflexes 
  Pace: 5 
  Parry: 5  
  Toughness: 7 (3 Armor) 
  
   
  Page | 55  
   
  Sectopod 
  Scientific Name: Not Applicable  
  Aliases: Bot, Mech, Walker 
  Engineering Data: Weighing in at close to one 
  ton, the Sectopod is the ultimate in fully 
  autonomous assault systems.  Its armor is 
  extremely rugged and allows the Sectopod to 
  absorb large amounts of punishment with no 
  loss of combat performance.  This armor is 
  specifically hardened against plasma weapons, which indicates that Sectopods may fill some 
  sort of internal security role for the alien Horde as well. 
   
  The Sectopod is a highly lethal killing machine which is nearly as effective in combat as 
  a small fire team. It is armed with two installed ADF3 Heavy Plasmas which it can fire with 
  punishing accuracy. 
   
  Internally, the Sectopod’s command and control systems are centered on an actual brain 
  implanted inside and augmented with cybernetic devices.  It is assumed that this central brain 
  also allows the aliens to issue commands to the Sectopod psionically.  This implies that 
  psionically trained X-Com personnel can use their abilities against them as well. 
   
  Additionally, the Sectopod’s EO/IR sensors are extremely sensitive to the near-IR 
  energy emitted by X-Com’s laser weapons.  It is recommended that combat teams carry laser 
  weapons on any mission involving high ranking aliens. 
  Functional Summary: It is confirmed that the primary function of Sectopods is for internal 
  security and protection of khans. 
  Additionally, the Sectopod requires a psionic-capable brain.  Normally these are taken 
  from executed aliens, but interrogations have revealed that a number of captured psionic X-
  Com soldiers have been used as well. 
   
  Sectopod  
  Attributes:  
  Agility d6, Smarts d8, Spirit d8, Strength d10, Vigor d12+2 
  Skills: 
  Notice d10, Intimidate d8, Shooting d12 
  Abilities: 
  Horror (-2), Size Large (+2) 
   
  Construct: No additional damage from called shots.  Immune to fear, poison, and disease. 
   
  Battle Hardened: Immune to Suppressive Fire tactic. 
    
  Plasma Resistant: +2 to Soak rolls against plasma weapons. 
   
  Weakness (Laser): -5 to Soak rolls versus lasers. 
   
  Armor: The Sectopod is heavily armored (+6 Armor) 
   
  Advanced Targeting: The Sectopod can make two Shooting attacks per turn without a mulitaction 
  penalty. 
   
  Installed Weapons: Sectopods are considered to be armed with a Heavy Plasma with unlimited 
  ammunition.  They cannot be disarmed. 
  Pace: 5 
  Parry: 4  
  Toughness: 17 (6 Armor) 
   
   
  
   
  Page | 56  
   
  Snakeman 
  Scientific Name: Alienus Homo Serpens  
  Aliases: Reptiloid, Reptile Alien, Lizard Man 
  Autopsy Data: The autopsy confirms reports from the 
  field that the skin is extremely tough and heat resistant. 
  Additionally, the cardio-vascular system is part of the 
  muscular system which uses the hydraulic principle to 
  create motion. The only true muscle is the heart which 
  takes up approximately 30% of the thoracic cavity. The 
  reproductive system appears to be very efficient. 
  Reproduction is asexual, with each snakeman carrying up 
  to fifty eggs inside its body at any one time. It is the 
  assessment of this team that, if left to its own devices, this 
  species would be a severe threat to life on earth. 
  With its extreme toughness, and lack of traditional musculature, it is recommended that 
  soldiers in the field aim for the head and neck. If the target is unarmored, center of mass shots 
  have a good chance of hitting the heart and would also be very effective. Additionally, field 
  reports indicate that certain members of this species exhibit chameleon like abilities which allow 
  them to nearly perfectly blend in with their surroundings. Personnel should use alternative 
  sensors when there is a possibility of encountering this species. 
  Species Summary: It is apparent that this race was originally from an extremely hostile 
  environment and further modified to enhance their hardy characteristics. They are extremely 
  tough, and can resist extreme temperature variations and atmospheric variations.  They mostly 
  fill the ranks of front line soldiers and terrorists for the aliens. 
  Snakemen appear to be loyal to Sectoids, and many seem to chafe under the rule of the 
  Ethereals.  Almost all the specimens that have been observed as loyal to the Ethereals have 
  had brain implants installed, which are more than likely some sort of control mechanism.  This 
  indicates that there is a fear of Snakeman rebellion by the Ethereals. 
   
  Snakeman 
  Attributes:  
  Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8 
  Skills: 
  Climb d6, Fighting d8, Guts d10, Notice d8+2, Shooting d8, Stealth d8, Throwing d8, Intimidate 
  d8, Swim d8 
  Abilities: 
  Horror (-1) 
   
  Aquatic: Pace 6 in the water 
   
  Bite: Str+d4 
   
  Constrict: Make a fighting roll to entangle an opponent.  Thereafter the target takes   Str+d8 
  damage.  The only action the target can take is to escape with an opposed Strength roll. 
   
  Keen Senses: +2 to Notice rolls and always “active”. 
  Pace: 6 
  Parry: 6  
  Toughness: 9 (3 Armor) 
   
  Other Roles: 
  Medic (Healing d6), Engineer (Demolitions d8) 
   
  
   
  Page | 57  
   
   
  Snakeman Commando 
  Attributes:  
  Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d10 
  Skills: 
  Climb d6, Fighting d10, Guts d10, Notice d10+2, Shooting d10, Stealth d10, Throwing d8, 
  Intimidate d8, Swim d8 
  Abilities: 
  Horror (-1) 
   
  Aquatic: Pace 8 in the water 
   
  Bite: Str+d6 
   
  Constrict: Make a fighting roll to entangle an opponent.  Thereafter the target takes   Str+d8 
  damage.  The only action the target can take is to escape with an opposed Strength roll. 
   
  Quick: Redraw initiative cards of less than 5 
   
  Keen Senses: +2 to Notice rolls and always “active”. 
   
  15 Power Points, Knows: Invisibility (Uses Stealth skill) 
  Pace: 6 
  Parry: 8  
  Toughness: 10 (3 Armor) 
   
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - X-Com 2.pdf