TEXT: Savage eXtraterrestrial-COMbat unit
  v0.5
  A Savage Worlds Setting converted by DT Fidler
  Savage Worlds is Trademark 2003, Great White games.  All rights reserved.  I have no idea who owns the rights to X-Com.
       
       Unidentified Flying Objects (UFOs) have started appearing with disturbing regularity in the night skies.
  reports of violent human abductions and horrific experimentation has struck terror into the hearts of millions.
  Mass public hysteria has only served to expose Earth's impotence against a vastly superior technology.
       
       Many countries have attempted to deal independently with the aliens.  Japan established an anti-alien combat
  force, the Kiryu-Kai. Equipped with Japanese made fighter aircraft, the Kiryu-Kai certainly looked like a
  powerful force, however after 5 months of expensive operations they had yet to intercept their first UFO. The
  lesson was clear: this was a worldwide problem which could not be dealt with by individual countries.
       Representatives from the world's most economically powerful countries gathered secretly in Geneva. After
  much debate, the decision was made to establish a covert, independent body to combat, investigate and defeat the
  alien threat. This organization would be equipped with the world's finest pilots, soldiers, scientists and engineers,
  working together as one multi-national force.
       This organization was named the Extraterrestrial Combat unit.
  X-COM RANK & PROMOTIONS
  Rookie
  All new recruits start out as rookies regardless of previous experience.
  Squaddie
  Any rookie who survives a mission and kills an alien.
  Sergeant
  One per 5 rookies/squaddies; must be a squaddie first.
  Captain
  One per 11 soldiers; must be sergeant first.
  Commander
  One per 23 soldiers; must be Captain first.
  Colonel
  Only one, and only available with 30 or more soldiers.
  
  X-Com Weapons
  Weapon
  Range
  Damage
  ROF
  Wt
  Shots
  Str
  Notes
  Pistol
  12/24/48
  2d6
  1
  4/1
  12
  -
  AP1; +1/0/NA
  Rifle
  24/48/96
  2d8
  3
  10/1
  20
  D6
  AP2; +3/0/-2 
  Auto Cannon
  30/60/120
  2d10
  3
  40/4
  14
  D8
  Ammo; 0/-1/-2 sh
  Heavy Cannon
  50/100/200
  3d8+1
  1
  40/4
  6
  D8
  Ammo; +2/0/NA
  Rocket Launcher
  24/48/96
  4d8
  1
  40/9
  1
  D6
  Ammo; large burst; +3/0/NA
  Flamethrower
  Cone Tmplt
  2d10
  1
  30/30
  ?
  D6
  Cone template; ignores armour
  Laser Pistol*
  15/30/60
  2d10
  3
  4
  NA
  -
  Unlimited ammo; no clips; 0/-1/-3
  Laser Rifle*
  30/60/120
  3d8
  3
  8
  NA
  D6
  Unlimited ammo; no clips; +2/0/-1
  Heavy Laser*
  50/100/200
  3d10
  1
  20
  NA
  D8
  Unlimited ammo;no clips;+1/-1/NA
  Grenade
  05/10/20
  3d8
  -
  1
  -
  -
  Medium burst
  Proximity Grenade
  05/10/20
  3d8+2
  -
  2
  -
  -
  Medium burst
  High Explosives
  03/06/12
  4d10
  -
  10
  -
  -
  -2 to throwing skill; large burst
  Smoke Grenade
  05/10/20
  2d10
  -
  1
  -
  -
  Medium burst; Non-Lethal
  Electro-Flare
  05/10/20
  -
  -
  1
  -
  -
  Lights up large burst area 1 hour
  Stun Rod
  Melee
  ?
  -
  5
  -
  -
  Two handed
            * - must be researched and isn't initially available.
  Ammo - See weapon description.
  Weight - 1st number is the gun, 2nd number is ammo
  Sh - 1st number is the modifier for aimed shots; 2nd  is normal/snap 3rd is for  3 shot bursts.
  Auto-Cannon
  May use Armour Piercing (AP2), High Explosive (small template), and Incendiary (small
  template) ammo.
  Heavy Cannon
  May use Armour Piercing (AP4), High Explosive (medium template), and Incendiary (medium
  template) ammo.
  Rocket Launcher
  May use normal and incendiary rockets.
  Proximity Grenade
  Motion sensor starts three seconds after activation.  Explodes when anything comes within 12
  feet of it (two inches).
  Smoke Grenade
  Ever round after initial explosion anyone that is within the area of the smoke (without lung
  protection) must make a vigor check.  First failure means they are shaken.  Second failure
  means they are unconscious.  It is hard to see through smoke and eyes will be burning within
  area unless protected, which gives a cumulative -1 to all skill and trait rolls each round.
  
  Stun Rod
  A successful melee attack with the stun rod causes the target to make a vigor roll.  Failure
  means the target is unconscious for 3d6 rounds.  Success means the target is shaken.  Success
  with a raise means the target is unaffected.  Ganging up gives the target -2 on his vigor roll per
  extra attacker that successfully hits (use ganging up rules in SW to hit).  
  Incendiary Ammo does fire damage and has the risk of setting anything within the radius on
  fire.
  Robotic Tanks
  Tank
  Range
  Damage
  ROF
  Shots
  Toughness
  Notes
  Cannon
  50/100/200
  3d6
  1
  30
  18(10)
  Rocket
  50/100/200
  3d10
  1
  8
  18(10)
  Large template
  Laser*
  75/150/300
  4d10
  1
  NA
  18(10)
  Unlimited ammo
  Robotic Hovertanks*
  Tank
  Range
  Damage
  ROF
  Shots
  Toughness
  Notes
  Plasma
  100/200/400
  4d10
  1
  NA
  22(14)
  Unlimited ammo
  Launcher
  100/200/400
  4d12
  1
  8
  22(14)
  Extra large template-9”
  All hovertanks move at a pace of 10 and other tanks move at a pace of 7.
  MEDI-KIT (5 lbs; 10 doses)
  The medi-kit has three settings each using one dose: Healing (heals one wound);
  Stimulant (revive unconscious/stunned creature); Pain Killer (counters shaken &
  increases morale).  Requires a successful healing skill roll.  One round to use a dose.
  MOTION SCANNER (3 lbs)
  This handy device shows up all moving objects or creatures in an eight inch (48 feet)
  radius on a gridded display! It doesn't show size however or who or what is moving, so
  XCOM troops will also show on this device. the faster something moves, the more it registers,
  but this can be problematical. For instance a small, running sectoid would show a bigger trace
  than a huge, walking reaper. And creatures that hardly move at all won't show, so it isn't much
  use when an alien is about to ambush you. However, it is a great tool for spotting aliens
  moving into ambush positions or showing which room in a house has moving creatures (either
  humans or aliens). Note that the scanner displays in 3d, so that  height up or down to a moving
  target can be calculated to within a few metres.
  MIND PROBE (2 lbs)
  Successful Psionics roll will see the target's abilities, skills, special powers, and
  weaknesses.  It will also identify the type or rank of creature.  Line of sight.
  PSI-AMP (9 lbs)
  This unit is required for Psionicists to use their abilities on other creatures.  It has two
  settings:  Panic Unit (Fear) and Mind Control (Puppet).
  
  ARMOUR
  May not be available early on as they utilizes alien alloys.
  Personal Armour  +6  - does not protect hands or head - +2 vs fire (2 lbs)
            Power Suit +12 -self contained - low light vision- immune to fire (22 lbs or worn)
            Flying Suit +14 -self contained - low light vision - flight (pace 6) - Elerium 
                                      - Can fly for 12 rounds - immune to fire (33 lbs or worn)
  Alien Weapons
  Weapon
  Range
  Damage
  ROF
  Wt
  Shots
  Str
  Notes
  Plasma Pistol
  40/80/160
  2d10+2
  3
  5/1
  25
  -
  +1/0/-1
  Plasma Rifle
  60/120/240
  3d10
  3
  6/1
  30
  -
  +3/+1/-1 
  Heavy Plasma
  75/150/300
  3d12
  3
  8/2
  35
  -
  +3/0/-1 sh
  Blaster Launcher
  100/200/400
  5d12+2
  1
  30/2
  1
  ?
  ExtraLargeTemplate; +4 
  Stun Launcher
  12/24/98
  3d12
  1
  6/1
  1
  -
  +3/0/NA
  Helium Thrower
  Cone Tmplt
  2d12
  1
  10/10
  1
  -
  Cone template
  Alien Grenade
  05/10/20
  4d8
  -
  1
  -
  -
  Large template
  Aliens
  Species
  Pace
  Pry
  Tgh
  Ag
  Sm
  Sp
  St
  Vi
  Other
  Sectoid
  5
  2
  3
  d8
  d10
  d12+1
  d4
  d4
  Fleet footed; ldrs/cmdrs have psionics
  Reaper
  6
  6
  14
  d8
  d4-2
  d12+1 d12+2 d12+7 Weakness to fire; hth only
  Floater
  5
  4
  6
  d6
  d4
  d12+1
  d6
  d4
  Floats
  Cyberdisc
  6
  0
  11
  d8
  ?
  d12+3 d12+2 d12+5 AP10; immune to HE;Construct;3wds
  Snakeman
  4
  5
  5
  d4
  d4
  d12+1
  d8
  d6
  Immune to fire; d4 to run
  Chryssalid
  11
  7
  10
  d12
  d4-2
  d12+2 d12+4 d12+2 Weakness to fire & stun
  Zombie
  4
  5
  7
  d6
  d4-1
  d12+3 d12+1 d12+1 No run; see description
  Ethereal
  7
  8
  7
  d12 d12+8
  d12+1
  d8
  d10?
  Psionics; weakness to laser; other
  Sectopod
  6
  2
  10
  d8
  ?
  d12+3 d12+2 d12+2 Energy beam;deflects some plasma/he
  Muton
  5
  7
  11
  d8
  d4
  d12+1
  d12
  d12+2 Weakness to psionics; AP not work
  Celatid
  7
  3
  11
  d6
  d4-1
  d12+2
  d12
  d12+2 Acid Spit; detect human brain waves
  Silacoid
  4
  9
  13
  d6
  d4-2
  d12+3
  d12
  d12+2 Immune to fire; Weakness to HE
  Toughness does not include armour listed in descriptions.  Launcher can pierce UFO hulls.
  
  SECTOID
  Small -2 to hit; Fleet Footed edge; Leaders and Commanders have Psionics d8/d10
  respectively.  With 12/18 points respectively.  They have the powers Fear and Puppet.
  Commanders are wild cards.  -2 to use Psionics on Sectoids.
  They tend to indulge in human abductions and cattle mutilation. The
  abduction is used to extract genetic material for cross breeding and
  developing clones for infiltrating human society. The cattle provide both
  nutrition and genetic material. This race appears to want to develop
  superior genetic hybrids to increase the efficiency of their hive-like society.
  They are sometimes accompanied by Cyberdiscs.
  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. 
  Agility d8; Smarts d10; Spirit d12+1; Strength d4; Vigour d4
  Pace 5; Parry 2; Toughness 3
  Shooting d4; Investigation d10; Notice d10+1; Throwing d10; Stealth d6?
  CYBERDISC
  Construct; half damage from high-explosives; deadly Plasma Beam (+2/+1/NA)
  range-100/200/400 damage-4d12; cannot run; anti-gravity system to float a couple
  feet above ground;  armour +2; immune to stun; 3 wounds; +2 to hit Cyberdisc.
  This miniature flying saucer is an automated terror weapon armed with a
  powerful plasma beam. The anti-grav propulsion gives it a big advantage in
  difficult terrain. Its primary function is destruction and terror in the service
  of the Sectoid race.
  Agility d8; Smarts d?; Spirit d12+3; Strength d12+2; Vigour d12+5
  Pace 6; Parry 0; Toughness 13
  Shooting d4; Notice d10+1
  FLOATER
  Called shots have no effect;  Floats.  
  The Floaters are primarily soldiers and terror agents. They are naturally
  predatory beasts, genetically engineered and cybernetically enhanced to
  make formidable warriors. The lower half of the body and most internal
  organs are surgically removed, and a life support system is installed. This
  implant contains an anti-grav unit which enables the creature to float, albeit
  unsteadily, through the air.  The creature has been drastically altered by
  surgery. The device which seems to form the core of the body is a life
  support system, taking over the function of heart, lungs and digestive
  system. This would enable the creature to survive in extremely hostile
  environments. The brain is smaller than ours, but the sensory organs are
  well developed.  They tend to be seen with Reapers.
  Agility d6; Smarts d4; Spirit d12+1; Strength d6; Vigour d4
  Pace 5; Parry 4; Toughness 6
  Shooting d4-1; Throwing d10; Notice d8+4; Fighting d4?
  
  REAPER
  Weakness to fire (double damage).  Has two wounds.  Called shots have no effect.
  One attack with jaws doing strength damage.  -1 to use Psionics on Reapers.  HTH
  only; +2 to hit Reaper.
  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 to terrorize and
  destroy. Reapers are commonly associated with Floaters.  The Reaper
  contains two 'brains' and two 'hearts' which allow it to function even when
  heavily wounded. However its furry skin is highly flammable, making the
  creature vulnerable to incendiary weapons.
  Agility d8; Smarts d4-2; Spirit d12+1; Strength d12+2; Vigour d12+7
  Pace 6; Parry 6; Toughness 16
  Notice d8; Fighting d8?
  SNAKEMAN
  Immune to incendiary (immune to all heat and cold based attacks).  
  This race developed in an extremely hostile environment. They are extremely
  tough and can resist extreme temperature variations. Their mobility depends on
  a snake-like giant 'foot' which protects all the vital organs. Their objectives
  appear to be purely predatory and they appear to be under the command of
  some other Intelligence which directs their military-style incursions on earth.
  The skin is extremely tough and heat resistant. 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'. 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. Left to its own devices this species would be a severe threat to life on earth.
  Agility d4; Smarts d4; Spirit d12+1; Strength d8; Vigour d6
  Pace 4; Parry 5; Toughness 5
  Shooting d4; Throwing d10+1; Notice d6+1; Fighting d6?\
  CHRYSSALID
  Exoskeleton-armour +2.  Half toughness vs. High Explosives.  Any successful hit
  (whether it does damage or not) infects the target and they become a zombie for d6
  rounds (or when the zombie is slain-whichever comes first) where they then become
  Chrysalids (rips through targets skin).  A Chryssalid can infect 20 times.  HTH only.
  The crab like claws of this creature are a powerful weapon in close combat.
  The high metabolism and strength of this creature give it speed and
  dexterity.  Instead of killing it's victim it impregnates it with an egg and
  injects a venom which turns it into a walking zombie.  A new Chryssalid will
  burst from the victim shortly after impregnation.  Chryssalids are associated
  with the Snakeman race.  
  Agility d12; Smarts d4-2; Spirit d12+2; Strength d12+4; Vigour d12+2
  Pace 11; Parry 7; Toughness 10
  Fighting d10; Notice d12
                                                                                                                                           
  
  ETHEREAL
  Immune to Incendiary/fire and stun (smoke/stun rod/stun launcher); No sensory
  organs.  Everything (shooting/throwing/moving/notice/etc) is controlled by
  telekinetic ability.  Telekinetic armour +2 (not affected by AP).  They have the
  powers telekinesis, fear, puppet, armour, boost/lower trait, fly.  30 power points.  -3
  to use Psionics on Ethereals.  Telepathy.
  This being has awesome mental powers which allow for telepathic communication
  and telekinetic abilities. The apparently weak physical abilities of this creature 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. They are
  extremely dangerous in any combat situation, where they rely on their mental
  powers for combat. They rarely appear on earth since they seem to rely on other
  races to pursue their objectives. 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. It is a mystery as to how this creature
  can sustain itself without external support.
  Agility d12; Smarts d12+8; Spirit d12+1; Strength d8; Vigour d10?
  Pace 7; Parry 8; Toughness 7
  Psionics d12; Shooting d6; Throwing d12+1; Notice d10+2; Fighting d?
  SECTOPOD
  Construct; half toughness vs. lasers; +10 armour/+20 vs plasma; 1 shot per round -
  4d10 damage - small burst template?; 3 wounds?; +2 to hit sectopod.
  Sectopods are robot creatures with a powerful plasma beam weapon. The control if
  these mechanical beasts is via a telepathic link to their controllers, the Ethereals.
  Sectopods are the most powerful terror weapon available to the alien forces.  The
  robot is sturdily constructed with powered armour capable of resisting most forms of
  attack, in particular plasma weapons. However, the sensing circuitry seems
  particularly vulnerable to laser weapons.
  Agility d8; Smarts d?; Spirit d12+3; Strength d12+2; Vigour d12+2
  Pace 6; Parry 2; Toughness 12
  Shooting d4; Notice d10+1
  MUTON
  Go berserk if all accompanying Ethereals die; negates 10 AP.
  This humanoid creature is physically powerful and intelligent. They have a particular
  appetite for consuming raw flesh of any kind, which they need for sustenance like
  earth based carnivores. They appear to rely on telepathic commands from a race
  known as 'Ethereals'. Once separated from this telepathic link their mental system
  appears to break down and they die. The cybernetic implants are used to enhance
  their combat performance. They are clearly the foot soldiers for a higher intelligence.
  The 'skin' of this creature appears to be an organically created protective armour
  which is grafted onto the body. There are numerous cybernetic implants which are
  used to enhance the cardio-vascular system and the senses. The reproductive organs
  appear to have been surgically removed. Evidently these unfortunate creatures are
  limited to a life of warfare and conquest. Armour piercing ammunition is not very
  effective against their toughened skin.
  Agility d8; Smarts d4; Spirit d12+1; Strength d12; Vigour d12+2
  Pace 5; Parry 7; Toughness 11
   Shooting d4; Throwing d10; Notice d10; Fighting d10
  
  CELATID
  Float; detect human brain waves-range 50; cloning; called shots are useless against
  it; immune to psionics; acid spit 4d6 range 15; targets with armour gain +2
  toughness vs Celatids.
  This life-form has the mysterious natural ability to float through the air. It
  appears to detect human brain waves and will move towards a human
  target even if well hidden. Once a target is detected the Celatid lands and
  fires small globules of extremely corrosive venom. The creature has the
  ability to clone itself at an alarming rate. It accompanies the Muton race in
  its wanderings. The core contains a small bio-mechanical device which
  appears to be a naturally evolved anti-gravity propulsion system. The sac of
  venom is the largest organ and there does not appear to be a separate
  brain structure. There is no discernible digestive or reproductive system. A small organ contains
  embryos which can grow rapidly into a new being.
  Agility d6; Smarts d4-1; Spirit d12+2; Strength d12; Vigour d12+2
  Pace 7; Parry 3; Toughness 11
  Shooting d8; Notice d6 
  SILACOID
  Immune to fire; half toughness vs. high explosives; HTH only; mighty blow edge.
  This silicon based life form generates an enormous amount of heat. It has
  the strength to crush rocks which can then be ingested by the hot core. It
  has a primitive intelligence and can be controlled by implants or telepathic
  beings. It works with the Muton alien race. The core of the creature is
  extremely hot, and seems to be the basis for a digestive system. Its unique
  muscle system has tremendous power and speed. Its rock like skin is not
  harmed by fire or incendiary ammunition.
  Agility d6; Smarts d4-2; Spirit d12+3; Strength d12; Vigour d12+2
  Pace 4; Parry 9; Toughness 13
                                        Fighting d10; Notice d6
  ZOMBIES
  Double toughness vs. AP/laser/plasma/high explosives; immune to psionics; HTH only; no run; cannot use weapons.
  A result of being implanted with a Chryssalid egg.  A mindless killing machine.
  Agility d6; Smarts d4-1; Spirit d12+3; Strength d12+1; Vigour d12+1
  Pace 4; Parry 5; Toughness 7
  Fighting d6; Notice d4
  PSIONICS
  FEAR is as written in the SW rulebook.  PUPPET victims cannot commit suicide but will
  readily attack allies.  Soldiers may take Psionics as a skill upon advancement after the GM
  gives the okay (generally once it's deemed the Psi-Labs have been built-only after capture and
  interrogation of live Ethereal or Sectoid leader or commander).  They will go away for a
  certain amount of time for surgery and study.  
  
  Human Aircraft
  Aircraft
  Acc
  Top Sp.
  Climb Tgh
  Crew
  Cargo
  Notes
  Skyranger
  20
  350
  40
  17/4
  ?
  14/3
  No weps
  Interceptor
  70
  970
  50
  16/5
  1
  0
  2 weps
  Firestorm*
  150
  1935
  150
  25/5
  1
  0
  Short range, 2 weps
  Lightning* 100
  1430
  100
  30/5
  1
  12/0
  Short range, 1 wep
  Avenger*
  200
  2490
  200
  40/10
  ?
  26/4
  Long range,  ? weps
  Alien Aircraft
  UFO
  Acc
  Top Sp.
  Climb
  Tgh
  Crew
  Dmg
  Range/Notes
  Sm Scout
  100
  1010
  100
  10/1
  1
  -
  0
  Md Scout
  100
  1100
  100
  20/2
  9
  3d10
  8200
  Lg Scout
  100
  1240
  100
  23/3
  13
  3d10
  18600
  Harvestor
  100
  1840
  100
  25/3
  21
  4d8+2
  12000; 1 ldr
  Abductor
  100
  1980
  100
  25/3
  18
  4d8+2
  11000; 1 ldr
  Terror
  100
  2210
  100
  40/4
  14/10
  5d10+5 23000; 1 ldr
  Supply
  75
  1475
  75
  45/4
  20
  4d10
  15600; 1 ldr
  Battle
  100
  2304
  100
  50/20
  22/6
  5d12
  35500; 1 ldr; 1 cmndr
  Cargo 1st number is people, 2nd number is Heavy Weapon Platforms (which take up space for 4
  people)
  Alien Crew is maximum number and the 2nd number is the number of terrorists.
  * Elerium based
  Range is in inches (one inch being 2 yards)
  Tgh 1st number is toughness including armour; 2nd number is the armour.
  Human Aircraft Weapons
  Weapon
  Damage
  Range
  ROF
  AP Shots Sht. Mod.
  Cannon
  3d8
  800/1600/3200
  3 (auto)
  6
  200
  -3
  Stingray
  6d8
  1350/27005400
  1
  6
  6
  0
  Avalanche
  6d8+3
  4100/820016400
  ½
  8
  3
  +2
  Laser Cannon
  5d10
  2850/5700/11400
  2
  -
  99
  0
  Plasma Beam
  5d12
  7100/14200/28400
  2
  -
  99
  +3
  Fusion Launcher
  8d12+4
  9575/17750/35500
  ½
  -
  2
  +5
  Sht. Mod. - Shooting modifier
  
  Alien Missions
  Research: usually scout UFOs.
  Harvest: usually cattle abduction - of great concern to governments.
  Abduction: abducts humans-causes great alarm.
  Infiltration: infiltrates countries to make a pact with the government (who would then end X-
  Com funding).
  Base: survey and establish alien base-may contain commander.
  Terror: terrorize a city.
  Retaliation: scout / attack X-Com base.
  Supply: supplies alien bases.
  NOTE: Only Terror ships or Battle ships contain terrorists (bases might too).  Snakemen,
  Mutons, and Ethereals are never found on Harvestors or Abductors.
  Large aliens
  Cyberdisc, Reaper, Sectopod.... Don't know about Silacoid and Celatid.
  They take up four squares (or large bulldog pin).  +2 to hit these creatures; +2 toughness
  (included in alien descriptions but not table).
  Aliens
  Non-terror aliens have different specialties.  Soldier (higher Guts), Medic (healing), Navigator
  (piloting), Engineer (higher investigation), Leader (higher investigation, notice, shooting),
  Commander (higher notice, shooting; natural leader edge; ethereals have the improved rapid
  charge edge).
  Terror aliens are: Reaper, Cyberdisc, Sectopod, Celatid, Chryssalid, Silacoid.
  Non-Terror aliens are: Ethereal (no medic), Sectoid, Snakemen (no medic), Mutons (no medic
  or commander), Floaters.
  Each alien race is not all the same.  The ratings are the average ratings.  Leaders are generally
  a step above the basic ratings, and commanders are a step above that.  It also depends on how
  brutal you want the campaign/scenario to be.  
  Other Rules
  Panicked characters drop everything they're holding before they flee.  
  Phobia on the fear table is replaced with Berserk.  The character immediately attacks the nearest
  creature.  Multiple creatures if possible (closest first).  No movement and the character is shaken next
  round.
  OR
  New fear Table
  2 Heart attack
  3-5 Panicked
  6-8 Shaken
  9-10 Berserk (not the edge)
  11 Mark Of Fear & Phobia
  12 Adrenaline Surge
  If a player is already Shaken when he rolls Shaken on the fear table, he's then panicked.  If he's
  already panicked and he rolls shaken or panicked, he goes berserk.  Otherwise it's as rolled.
  Anyone Panicked twice in a row gets a phobia.
  
  Extra large template is nine inches diameter.  UFO power source explosions use medium burst
  with 3d6 damage.
  Alien piloting ability averages out at d6.  Few would be higher.  Each alien that might need it,
  has a Guts skill equivalent to their Spirit ability.
  ADVENTURES
  These are the basic adventures.
  Downed Ship – Your pilots have taken out a UFO and it's your job to clean up the mess.
  Landed Ship – A UFO has landed in a rural area.  Take it out before they can get away, trying
  not to destroy any valuable alien artifacts.  
  Terror Site – Aliens are terrorizing a populated area.  Stop them and keep as many civilians
  from harm as possible.  
  Alien base – You've found an Alien base on earth.  Take it out.
  X-Com base – The aliens have found our 'secret' base (or at least one of them) and have
  launched an assault to wipe us out.  Survive and defend the base!
  Cydonia – They come from mars.  Go there and destroy them all!
  You can add other elements too.
  You can play out air-to air combat to down a ufo.  
  Japan has it's own force called the Kiryu-Kai who might get in the way.
  Countries might pull out of the X-Com project and ally with the aliens or attempt to fight the
  aliens themselves.  For me, the USA and China are prime possibilities.  Japan begins as part of
  X-Com funding, and has 'officially' scrapped their own force.  You might even find yourself
  fighting humans!
  Possibly infiltrating a human sanctuary to capture an alien leader who is residing there.
  NOTES:
  Aircraft weapon ranges seem waaay too high.  They are as written in the X-Com game itself
  though.  Aircraft toughness will need tweaking.  Anything larger than the large scout ship
  should require multiple aircrafts to shoot it down.  Aircraft climb ratings might need some
  tweaking too.  There wasn't anything in game to accommodate that rating that I found.  Alien
  fighting ability might need some alteration as well.  I didn't see anything in game to convert to
  SW.  Alien firing accuracies seem low.  Rules needed for aircraft fuel. We need how much of
  the aircraft's toughness is armour.  Are the Silicoid and Celatid large (take up four squares in
  game)?  I apologize for the layout as well, this is not likely how the final version will look.  It
  was just easier for the start.  Comments and suggestions are welcome. 
  
  ADD-ON 1:  Ally templates
  Basic quick templates for extras in X-Com.
  Heavy Weapons
  Agility
  Smarts
  Spirit
  Strength
  Vigour
  d6
  d4
  d6
  d8
  d6
  Shooting
  Guts
  Notice
  Stealth
  Throwing
  Fighting
  d6
  d6
  d6
  d6
  d6
  d6
  Missile Launcher or Auto Cannon or Heavy Cannon or Flamethrower. Backup pistol.
  Scout
  Agility
  Smarts
  Spirit
  Strength
  Vigour
  d8
  d6
  d6
  d4
  d6
  Shooting
  Guts
  Notice
  Stealth
  Throwing
  Fighting
  Tracking
  d6
  d6
  d6
  d8
  d6
  d6
  d6
  Motion Scanner, Stun Rod, Pistol.  Higher levels will have the Fleet Footed edge.
  Grenadier
  Agility
  Smarts
  Spirit
  Strength
  Vigour
  d6
  d6
  d6
  d6
  d6
  Shooting
  Guts
  Notice
  Throwing
  Fighting
  d6
  d8
  d6
  d10
  d6
  Grenades, high explosives.  Pistol.
  Sniper
  Agility
  Smarts
  Spirit
  Strength
  Vigour
  d6
  d6
  d6
  d6
  d6
  Shooting
  Guts
  Notice
  Stealth
  Throwing
  Fighting
  d10
  d4
  d6
  d8
  d4
  d4
  Rifle.
  
  Medic
  Agility
  Smarts
  Spirit
  Strength
  Vigour
  d6
  d6
  d6
  d6
  d6
  Shooting
  Guts
  Notice
  Stealth
  Throwing
  Fighting
  Healing
  d6
  d6
  d6
  d6
  d6
  d6
  d8
  Medi-Kit, pistol.  May also take the fleet footed edge at higher levels.
  Pilot
  Agility
  Smarts
  Spirit
  Strength
  Vigour
  d10
  d6
  d6
  d4
  d4
  Shooting
  Guts
  Notice
  Stealth
  Throwing
  Fighting
  Piloting
  d8
  d6
  d6
  d4
  d4
  d4
  d10
  Pistol, parachute, 2 clips.
  
  ADD-ON 2: Edges & Hindrances
  Edges Not Allowed: Champion, Followers, Gadgateer, New Power, Noble, Rich, Filthy Rich,
  Wizard.
  Possibly exclude Scholar and Sidekick.
  Altered Professional Edge: Holy Warrior
  Prerequisites - Novice, Arcane BackGround (Psionics), Smarts d10, Psionics d6
  He can use Psionics without the aid of a psi amp.
  Starts with the powers Fear and Boost/Lower Trait as well as 10 power points.  May take the
  new power Edge one time and gain Puppet once Seasoned.  May take the Power Points edge
  once veteran (or perhaps needs psi-lab training).  
  Note on Edge: Connections
  A character with connections is always the first character to get new technology.  If more than
  one has connections, they either all get the new tech or dice off for it (or you could see who
  roleplays their connection the best).
  Hindrances Not Allowed: Clueless, Greedy, Loyal, Outsider, Poverty, Vengeful, Wanted.
  Vow might be excluded, or it can also be mandatory as all X-Com soldiers take a vow.
  Bad Eyes and Bloodthirsty are both only minor hindrances.  Code of Honour may need to be
  considered minor too.  
  ADDITIONAL RULES:
  Aim and autofire is altered.  Each weapon notes it's modifier for aimed/normal-snap/burst
  shots.  Autofire is altered in that only 3 bullets are fired in a burst.  The double tap and 3 round
  burst rules are not used.  Suppressive fire uses 6 bullets (double normal rate of fire).
  Characters may also have a knife using the stats from the SW rulebook. Blaster Launcher must
  take a full round aiming.  The knife is also available to X-Com operatives.  Stats in SW book.
  If an extra survives a mission after being incapacitated, he is out of combat for d12 (plus the
  number of raises from the damage that incapacitated him minus one) missions.  Thus three
  raises would be d12+2 missions.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - X-Com 1.pdf