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X-Com: Tactical Paul Pounds Evan Leybourn June 2, 2004

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Page 1: XCOM Tactical Miniatures Wargame

X-Com: Tactical

Paul Pounds

Evan Leybourn

June 2, 2004

Page 2: XCOM Tactical Miniatures Wargame

Contents

1 Introduction to XCom Tactical 2

2 Playing the Game 32.1 Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32.2 Game Progression / Turn Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32.3 Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32.4 XCom: Enemy Unknown Rules Variations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

3 Game Elements 53.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

3.1.1 Unit Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53.1.2 Squad Creation / Point Allocation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

3.2 X-Com Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53.2.1 Soldiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53.2.2 Heavy Weapon Platforms (HWPs) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53.2.3 X-Com Craft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

3.3 Alien Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63.3.1 Soldiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63.3.2 Terror Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63.3.3 Zombies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63.3.4 UFO’s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

3.4 Civilians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63.5 Weapons and Equiptment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

4 Tactical Map 164.1 Tile System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164.2 Tiles, Objects and Walls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164.3 Line of Sight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164.4 Map Interpretation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

5 Movement 185.1 Description of Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185.2 Flight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185.3 Encumberance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185.4 Kneeling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185.5 Special Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

6 Combat 196.1 Ranged Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196.2 Throwing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196.3 Melee Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196.4 Psi Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206.5 Reactions and Opportunity Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

7 Damage Resolution 217.1 Damage Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217.2 Unit Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

7.2.1 Death and Unconsciousness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217.2.2 Critical Hits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217.2.3 Susceptibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217.2.4 Falling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227.2.5 Medikits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

7.3 Splash Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227.4 Fire and Smoke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227.5 Missed Shots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227.6 Collateral Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227.7 Collapsing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

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Section 1 : Introduction to XCom Tactical

It is the year 1999. In the last years of the 20th century, reports of unknown aerial visual and radar contacts have grownbeyond the heights of the 1950’s UFO flaps. Strange things in the skies is a regular occurance - underpinned by a rash ofhostile close encounters that leave hundreds of people dead. These invaders from beyond the stars bring weapons and craftlike none ever before seen and individual countries are helpless to stop them. In 1998, a global summit called for the formationof an international response team to put an end to the incusions and attacks on population centres. Known as X-Com, theExterrestrial Combat unit is the first line of defence for the Earth.

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Section 2 : Playing the Game

XCom - Tactical is a tactical wargame for 2-10 players. The game isbased on the XCom: Enemy UnknownComputer Game from Microprose. Eachplayer is in control of a military squad.Either as a human crack squad designedto defeat the alien menace, or as thealiens genetically engineered to aid inthe conquoring of Earth.

The game is played in squad turn order.Each different combination of units andweapons means that different tactics arerequired each time.

2.1 Objectives

The objectives to X-Com: Tactical isthe to eliminate all opponants in bat-tle. Each side gets to create a squadfrom from either the X-Com forces orthe Alien invaders, combining them witha variety of weapons, and equiptment inorder to achieve this goal. Each squadcombines fire power, skill and a little bitof luck to survive under enemy fire, andto strike at the enemy. But there canonly be one victor.

2.2 Game Progression/ Turn Order

Game play is divided into turns androunds. In each round opposing playersmove their forces and engage in combat.At the beginning of each round playersthrow dice to determine which force willmove first. First one player moves all ofhis or her units and then the next playerfollows.

Within each round, every unit has aturn - many events in the game dependupon whether a unit has had its turn ornot. During each turn a unit expendstime units (TUs) to move and performactions. When all of a unit’s TUs are ex-pended, or when the controlling playerdeclares all actions complete, that unit’sturn ends. When all units have finishedtheir turns the round ends. At the startof the next round units regain theirTUs for their next turn. A unit mustcomplete its turn before another unitmay be move, except in the instance ofopportunity fire.

2.3 Scenarios

The game can be played as a straightassault, or each side could have a mis-sion to perform. The possible missionsare as follows.

Assault (default): The goal of stan-dard assault missions is to eliminate allopponants in battle. Each side deploysin either a Xcom craft or an Alien UFO.The number and configuration of unitsis up to each side, providing an equalentry cost, or any player can be givena handicap of more (or less) startingpoints. If there are more than 2 playersthen combat can either be team basedor a free for all.

Crashed UFO / Skyranger: The goalof a crashed UFO or crashed Skyrangeris identical to a standard assault, exceptthat one side starts with a damagedcraft (ie missing walls), and also startswith 20% loss in starting points. How-ever they do get two extra turns to startthe game, giving them time to deploytheir units. If there are more than 2players then combat can either be teambased or a free for all.When craft crash it is unusual for themto remain intact on the ground. To de-termine the state of a crashed craft, firstroll to determine if the ship’s drive sys-tems retain flight integrity - there is an85% chance that the each power sourceexplodes on impact. On the ground,drive units are powered down and pro-duce only modest explosions - when anengine explodes during flight the resultsare catastrophic: each exploding engineis treated as a blast doing 100 x 2d10HE-3 damage. Use standard collateraldamage rules to determine the state ofthe downed ship. In the case of X-comcraft, landing gear always collapses oncrashing and the level 2 map tiles shouldbe substituted at ground level.

Base assault / defence: The goalof a base assault is the same as a stan-dard assault except that the terrain forcombat is an XCom or Alien base. De-fending troops can start at any location,but attacking troops must deploy in thelanding pads.

Terror Sites / Urban Combat:

There are two different goals for eachside in a Terror Site Assault. The XComgoal is to eliminate all alien forces, whilstminimising civilian casualties. The aliengoal is to eliminate all civilian targets.A city terrain is used for this missiontype.

Ship Boarding: A ship boarding as-sault uses only a large alien ufo, and anXCom craft docked to it. All combattakes place within these craft. The goalis of course to eliminate all enemy units.

Missions: Instead of the goal to elimi-ate all enemy units, each side can takeone of four random, secret missions.Their goal is to complete their missionwhilst preventing the enemy from com-pleting theirs.

1. Sabotage: A particular object inthe center of the alien craft/basemust be destroyed. This object isselected by the attacker, and writ-ten down at the beginning of thegame.

2. Capture unit: A particular en-emy unit must be either stunnedand taken back to the craft, ormind controlled and taken back tothe craft. Again this unit is chosenby the attacker and must be writ-ten down at the beginning of thegame.

3. Capture ship: All enemy unitsmust be eliminated from the aliencraft, and at least one friendly unitmust be in the enemy craft. Theenemy ship is then captured andflown away to be studied by yourscientists.

4. Capture technology: A partic-ular peice of technology must bestolen from the enemy and takenback to the friendly craft. Thetechnology must be chosen by theattacker and written down at thebeginning of the game. Thatequiptment or weapon can not betaken in by any of your units. Ifthe equipment or weapon is noton any enemy unit, the mission re-verts to elimination of all of theenemy.

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Technology Restriction: Both sidesare limited to lower technology level intheir equipment and weapons choices.Below is the equiptment available foreach side at a given level. Each level alsohas access to all weapons and equipt-ment from the lower levels, includingthose from opposing sides. For exam-ple in a level two game the xcom sidecan take in level two - xcom, level one -xcom and level one - alien. See technol-ogy restriction table

2.4 XCom: Enemy Un-known Rules Varia-tions

Aficionados of the X-Com: UFO De-fense and X-Com: Enemy Unknowngames will note many deviations of theX-Com: Tactical rules to those govern-ing the original computer games. In allcases the changes have been made tosimplify combat resolution for tabletopplay. In addition, several items havebeen added to the game to better bal-ance the game or increase scope; manyof these additions are based on artefactsin the X-Com game and documentation.

Technology Restriction TableLevel X-Com Alien1 Knives Plasma Pistols

Pistols Alien GrenadesRifles SectoidsHeavy Cannons SnakemenAuto Cannons FloatersRocket Launchers ReapersGrenadeSmoke GrenadesProximity GrenadesHigh ExplosivesElectro FlaresStun RodMedikitPersonal ArmourTank CannonTank Rocket LauncherX-Com Soldier

2 Sniper Rifles Plasma RiflesGrenade Launcher Small LauncherLaser Pistols EtherealsLaser Rifles MutonsPsi Amps CelatidsPower Suits SilacoidsTank Laser Cyberdisks

3 Heavy Laser Heavy PlasmaFlying Suits Blaster LauncherHovertank Plasma Chrysalids

Sectopods4 Everything from both sides Everything from both sides

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Section 3 : Game Elements

3.1 Overview

3.1.1 Unit Properties

Once you have chosen your side, thenyou can choose the units that you wantto take into combat. Each has vari-ous advantages and disadvantages, somecan use weapons, some have internalweapons, some can hold equiptment,some a naturally good at psi attacksetc. Each unit has ten statistics thatreflect its combat capabilities. Thesevalues are either attributes that arebase die roll numbers or bonuses thatmodify opposed die rolls.

Time Units (TU): represent the num-ber of actions that can take place in aunit’s turn. Different actions cost differ-ent time units. When a unit has usedall of its time units they are unable tomove, shoot, reload etc until their nextturnHealth (HTH): is a measure of thehealth of a unit. It represents theamount of damage that the unit canwithstand before dying.Firing Accuracy (ACC): is a mea-sure of the accuracy for that unit, whenfiring any ranged weapon.Meele Accuracy (MAC): is a mea-sure of the accuracy for that unit, whenusing any close combat, melee or physi-cal weapon.Throwing Accuracy (TAC): is ameasure of the accuracy for that unit,when using grenades.Strength (STR): is a measure of theraw physical strength of that unit. Itrepresents how much that unit can carry,and how much damage a close combat(CC) attack does.Reaction (RET): is how fast a unit re-acts when confronted by an unexpectedevent, such as an alien appearing. Itrepresents the chance of taking a reac-tion shot.Psi Skill (PSK): is a measure of thepsionic ability of the soldier. It rep-resents how effective he or she is atlaunching mental attacks.Psi Strength (PST): is a measureof the psionic ability of the soldier. Itrepresents how effective he or she is atdefending against mental attacks.Armour (ARM): is the units naturalexternal defences. How much damage

they can take before it starts to hurtthem. Humans need to wear armoursuits, whereas aliens are usually en-gineered to withstand major damage.There are five armour locations that canbe hit. Front, Left, Right, Back andUnder.SUSCEPTIBILTIES: is what natu-ral susceptibilities or resistances of thatunit to certain types of damage.

3.1.2 Squad Creation /Point Allocation

Before the game begins, all players mustselect and equip a squad of soldiers,HWPs or terrorists. Forces are chosenusing a points system; a typical squadis worth approximately 1600 points invalue, including weapons, equipmentand boosting.

Boosting soldier stats costs one pointper point stat increase, except for thebonuses RET, PST and PSK, whichcost two per point. HWP and terroriststats cost twice as much to boost. Eachunit stat may be increased a maximumof 20 points from the base value. Hu-man troop armour values may not beboosted, but alien armour values canbe. These also cost two per point.

Surviving units can also be carried overfrom previous campaigns. These unitscost the same as in the previous mission,but also get combat bonuses. Each unitgets a bonus of twenty points to allocateto any of their statistics, which if theunit survives, carries over to the nextcampaign.

3.2 X-Com Forces

X-Com forces employ Earth’s most ad-vanced technology and most talentedsoldiers. Efforts by earth scientists andengineers continued to improve humanweapons, armour and craft. Counter-insurgency actions carried out by X-Com forces attempt to throw back theinvaders and safeguard the planet.

3.2.1 Soldiers

The standard soldier is the backbone ofthe X-Com fighting force. X-Com sol-diers are the elite of the world’s special

forces including SAS, Spetznatz, Kiryu-Kai and Blue Berets. See X-Com sol-diers

3.2.2 Heavy Weapon Plat-forms (HWPs)

Heavy Weapon Platforms (HWP’s) arelarge tanks which have a single maingun. All HWP’s are immune to Psi At-tacks, and can carry no equiptment. SeeX-Com HWP

3.2.3 X-Com Craft

Skyranger Thestandard X-Com transport, theSkyranger is the synthesis of ramjet,heat ablative hull and vectored thrusttechnologies. An unarmed transportcraft, it can carry as many as four-teen fully armed X-Com soldiers. TheSkyranger is the fastest conventionaltransport available with VTOL capabil-ities.

Lightning TheLightning is a first generation alien craftreplication. Boasting superior flight per-formance to the Skyranger and combathardpoints, the Lightning is neverthe-less a less effective transport due to fuellimitations an small payload size. TheLightning carries twelve soldiers.

Avenger TheAvenger is the most effective craft avail-able to X-Com logistics. Capable of car-rying twenty eight soldiers and mountingtwo hardpoints it is far more effectivethan the Skyranger or the lightening.However the Avenger also suffers fromfuel shortages.

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3.3 Alien Forces

The alien invasion of Earth has become awar fought between X-COM forces and anumber of invading alien races. Startingwith animal mutilations and intermit-tent human abductions, alien activityhas steadily escalated, threatening thecontinued existence of humanity. Strik-ing down the X-Com forces will leave theEarth undefended and avaiable for alienconquest. The complete subjugation ofthe human race will ensue, giving thealien races vast quantities of new geneticstock to experiment with.

3.3.1 Soldiers

The alien soldiers are genetically modi-fied for warafe and come from many dif-ferent species. Each species have theirown reasons for invading Earth, and sodo not work with each other, with theexception of Ethereals and Mutons. Co-operation is not an important part ofalien culture. See Alien Soldiers

3.3.2 Terror Units

Terror units are specially engineeredunits which are designed to attack anddestroy civilian and XCom units. Allterror units are unable to carry and useequiptment, utilising instead their natu-ral (or at least engineered) abilities. Un-like X-Com HWP units, terror units can,after being boosted, use psi attacks, andcan in turn be psi attacked. See AlienTerror Units

3.3.3 Zombies

Zombies are rather special. They haveno combat abilities and their attributesdepend on the unit that was impreg-nated. The moment that a unit becomesimpregnated it becomes a zombie. Itis effectively dead for the opposing side,and they have no control over it. Two

turns later, or if it is killed, it will turninto a chrysalid, taking on all the at-tributes of a standard chrysalid. Thezombie’s attributes are identical to theunit that it was created from, althoughit can not attack. If that pre-zombie unithas moved during the current turn, thenewly created zombie has only the re-maining TU’s for that unit, in that turn.

3.3.4 UFO’s

Medium ScoutA medium sized scout vessel that poseslittle threat to earth forces. Normallyappears before larger vessels during mis-sions.

Large Scout Thelargest alien scout craft is a general pur-pose vessel that is used in all types ofalien mission.

Supply Ship Thesupply vessel is used during the con-struction of alien bases or for supplyingexisting bases. It carries alien food con-tainers and reproduction chambers.

Terror Ship Theterror ship has a containment facility forlarge alien terror weapons or creatures.It is used to transport these alien ter-rorists into populated areas.

3.4 Civilians

X-Com forces often have the added dis-advantage of trying to keep civilians

alive. Civilians are not under the directcontrol of the X-Com commander andmove of their own volition. A civilianwill not move unless an alien unit comesinto it’s Line of Sight (LOS).

A reaction roll is then performed, ifthe civilian wins the reaction roll, theywill run away from the alien using alltheir available time units. It will movedirectly away from the alien, only devi-ating if it will take them out of the aliensLOS. The X-Com player (or at least theplayer trying to keep the civilians alive)controls the civilian units during theirrun.

If the civilian loses the reaction roll,they are frozen to the spot in fear forthat turn. If they are still alive atthe beginning of the next turn they runaway as if they had won the reaction roll.

TU = 14, HTH = 17, RET = -10ARM = 2,1,1,1,1SUSCEPTIBILITIES = +10(CC),+30(AC), +10(AP)

3.5 Weapons andEquiptment

Most units can use weapons and equip-ment. The only limit is the strength ofthe unit. Each weapon has an accuracybonus, a TU cost to fire, base damage,shot type, Ammunition per clip, andweight. Ammunition must be purchasedalong with the weapon, although a sin-gle clip is included in the weapon costfor small arms.See Small Arms, Support Weapons,Grenades, Miscellaneous Equiptmentand Internal Attacks for detailed infor-mation on each weapon

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.X-Com Soldiers

Troop - 100pts

X-Com troops combine deadly skill, with the best weaponry available on (or off) the planet.

TU = 27, HTH = 35, ACC = 25, MAC = 75, TAC = 65, STR = 30RET = +0, PSK = +15, PST = +15, ARM = 2,1,1,1,1

X-Com HWPTank Cannon - 200pts

Automated heavy weapons platforms are designed to complement an XCom squad. Thecombination of high fire power and strong armour makes these units valuable for open terrainfire fights.

TU = 35, HTH = 90, ACC = 30, MAC = -, TAC = -, STR = -RET = +0, PSK = -, PST = -, ARM = 90,75,75,60,60

Tank Rocket Launcher - 240pts

This automated heavy weapons platform is armed with powerful rockets. This will be dev-astating for any alien foe.

TU = 35, HTH = 90, ACC = 30, MAC = -, TAC = -, STR = -RET = +0, PSK = -, PST = -, ARM = 90,75,75,60,60

Tank Laser Cannon - 260pts

Laser weapons are a useful addition for HWPs. It combines heavy firepower with no ammu-nition restrictions.

TU = 35, HTH = 90, ACC = 30, MAC = -, TAC = -, STR = -RET = +0, PSK = -, PST = -, ARM = 90,75,75,60,60

Hovertank Plasma - 300pts

Alien technology has given the HWP a new lease of life. The added manoeuvrability of airtravel and the power of plasma beams is a lethal combination.

TU = 50, HTH = 90, ACC = 30, MAC = -, TAC = -, STR = -RET = +0, PSK = -, PST = -, ARM = 130,130,130,130,100

Hovertank Fusion - 350pts

This hovertank has a fusion ball launcher that is capable of immense devastation. Use itwith great care. A fusion ball is an intelligent guided weapon.

TU = 50, HTH = 90, ACC = 30, MAC = -, TAC = -, STR = -RET = +0, PSK = -, PST = -, ARM = 130,130,130,130,100

.

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Alien Soldiers

Sectoid - 70pts

The Sectoid Hierarchy ranges from soldiers to leaders with powerful psionic abilities. Theytend to indulge in human abductions and cattle mutilation. The abduction is used to extractgenetic material for cross breeding and developing clones for infiltrating human society. Thecattle provide both nutrition and genetic material. This race appears to want to developsuperior genetic hybrids to increase the efficiency of their hive-like society.

TU = 27, HTH = 30, ACC = 25, MAC = 76, TAC = 60, STR = 30RET = +15, PSK = +0, PST = +0, ARM = 2,1,1,1,1

Snakeman - 80ptsThis race developed in an extremely hostile environment. They are extremely tough and canresist 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 theyappear to be under the command of some other Intelligence which directs their military-styleincursions on earth.

TU = 20, HTH = 45, ACC = 30, MAC = 54, TAC = 65, STR = 47RET = -5, PSK = +0, PST = +0, ARM = 10,9,9,8,6

Floater - 75pts

The Floaters are primarily soldiers and terror agents. They are naturally predatory beasts,genetically engineered and cybernetically enhanced to make formidable warriors. The lowerhalf of the body and most internal organs are surgically removed, and a life support systemis installed. This implant contains an anti-grav unit which enables the creature to float,albeit unsteadily, through the air.

TU = 25, HTH = 35, ACC = 25, MAC = 70, TAC = 58, STR = 40RET = +0, PSK = +0, PST = +0, ARM = 4,3,3,2,6

Ethereal - 150ptsThis being has awesome mental powers which allow for telepathic communication andtelekinetic abilities. The apparently weak physical abilities of this creature are sustainedby its mental powers. We do not understand how these telekinetic powers work, since theyseem to defy the laws of physics as we know them. They are extremely dangerous in anycombat situation, where they rely on their mental powers for combat. They rarely appearon earth since they seem to rely on other races to pursue their objectives.

TU = 34, HTH = 55, ACC = 40, MAC = 85, TAC = 80, STR = 48RET = +25, PSK = +30, PST = +30, ARM = 17,17,17,17,17SUSCEPTIBILITIES = -10(ST), -15(IN)

Muton - 110ptsThis humanoid creature is physically powerful and intelligent. They have a particular ap-petite for consuming raw flesh of any kind, which they need for sustenance like earth basedcarnivores. 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 andthey die. The cybernetic implants are used to enhance their combat performance. They areclearly the foot soldiers for a higher intelligence.

TU = 28, HTH = 120, ACC = 25, MAC = 78, TAC = 62, STR = 70RET = +10, PSK = +0, PST = +0, ARM = 10,10,10,10,5SUSCEPTIBILITIES = -20(AP)

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Alien Terror Units

Silacoid - 120pts

This silicon based life form generates an enormous amount of heat. It has the strength tocrush rocks which can then be ingested by the hot core. It has a primitive intelligence andcan be controlled by implants or telepathic beings. It works with the Muton alien race.

TU = 20, HTH = 115, ACC = -, MAC = 80, TAC = -, STR = 70RET = -10, PSK = -, PST = -, ARM = 25,25,25,25,25SUSCEPTIBILITIES = Invulnerable to IN, +15(HE)

Chrysalid - 150ptsThe crab like claws of this creature are a powerful weapon in close combat. The highmetabolism and strength of this creature give it speed and dexterity. As an alternative tokilling its victim it impregnates it with an egg and injects a venom which turns it into awalking zombie. A new Chryssalid will burst from the victim two turn after impregnation,or if the zombie is killed. Chryssalids are associated with the Snakeman race.

TU = 55, HTH = 95, ACC = -, MAC = 80, TAC = -, STR = 110RET = +20, PSK = -, PST = -, ARM = 17,17,17,17,17SUSCEPTIBILITIES = -5(ST), -10(IN)

Celatid - 160ptsThis life-form has the mysterious natural ability to float through the air. It appears todetect human brain waves and will move towards a human target even if well hidden. Oncea 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, So for each 4 game turnsthat this creature survives, you may bring in a new celatid. It accompanies the Muton racein its wonderings.For range calculation the acid weighs 5, which means the range of the average celatid is 14tiles.

TU = 35, HTH = 70, ACC = -, MAC = -, TAC = 50, STR = 70RET = -10, PSK = -, PST = -, ARM = 10,10,10,10,10SUSCEPTIBILITIES = +10(CC), +30(AC), +10(AP)

Reaper - 110pts

This bipedal carnivore has powerful jaws and a voracious appetite. It has a number of brainimplants which are used to control its activity. The primitive predatory instincts of thiscreature are of little use except to terrorise and destroy. Reapers are commonly associatedwith Floaters.

TU = 31, HTH = 150, ACC = -, MAC = 80, TAC = -, STR = 90RET = +15, PSK = -, PST = -, ARM = 14,14,14,14,2SUSCEPTIBILITIES = +35(IN)

Sectopod - 160pts

Sectopods are robot creatures with a powerful plasma beam weapon. The control if thesemechanical beasts is via a telepathic link to their controllers, the Ethereals. Sectopods arethe most powerful terror weapon available to the alien forces.

TU = 31, HTH = 100, ACC = 30, MAC = 80, TAC = -, STR = 90RET = +15, PSK = -, PST = -, ARM = 72,65,65,50,45SUSCEPTIBILITIES = -10(HE), +25(LB), -10(PB)

Cyberdisk - 150ptsThis miniature flying saucer is an automated terror weapon armed with a powerful plasmabeam. The anti-grav propulsion gives it a big advantage in difficult terrain. Its primaryfunction is destruction and terror in the service of the Sectoid race. If a cyberdisk is destroyed,roll above 5 on a d10 to seee if they explode, with the force and range of an alien grenade.

TU = 31, HTH = 120, ACC = 30, MAC = 80, TAC = -, STR = 90RET = +15, PSK = -, PST = -, ARM = 17,17,17,17,17SUSCEPTIBILITIES = -10(AP), -10(IN)

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Small Arms

Pistol - 5pts (1)

The standard issue XCom pistol is a high powered semi-automatic with a 12 round capacity.Shot Type Accuracy TU’s Damage Ammo WeightSnap +0 5 26 AP 12 5 (3)Aimed +20 8

Rifle - 10pts (1)

This highly accurate sniper rifle has laser guided sights and takes 6.7mm ammunition in 20round clips.Shot Type Accuracy TU’s Damage Ammo WeightAuto -25 9 30 AP 20 8 (3)Snap +0 6Aimed +50 20

Sniper Rifle - 25pts (1)This arm fires a larger round than the standard rifle and is designed for long-range snipersupport. The main drawback of this powerful weapon is the long time required to line upeach shot.

Shot Type Accuracy TU’s Damage Ammo WeightAimed +60 20 75 AP 8 12 (3)

Laser Pistol - 15pts (-)

The laser pistol is an effective implementation of new technology. It has the convenience ofa pistol with faster and more accurate firing.Shot Type Accuracy TU’s Damage Ammo WeightAuto -30 6 46 LB ∞ 7 (-)Snap -20 5Auto +10 14

Laser Rifle - 20pts (-)

The laser rifle is a more powerful and accurate version of the earlier pistol design.Shot Type Accuracy TU’s Damage Ammo WeightAuto -15 9 60 LB ∞ 8 (-)Snap +10 6Auto +40 13

Heavy Laser - 25pts (-)

The heavy laser is cumbersome, but extremely effective.Shot Type Accuracy TU’s Damage Ammo WeightSnap -10 8 85 LB ∞ 18 (-)Auto +25 19

Plasma Pistol - 15pts (1)Plasma pistols are a lethal alien weapon based on accelerating particles from within a minuteanti-gravity field.Power source for the small alien plasma pistol. Contains Elerium - the source of all alienpower.Shot Type Accuracy TU’s Damage Ammo WeightAuto -10 8 52 PB 14 3 (3)Snap +0 8Aimed +25 15

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Small Arms cont...

Plasma Rifle - 25pts (1)

This is a devastatingly powerful weapon based on accelerating particles from within a minuteanti-gravity field.Shot Type Accuracy TU’s Damage Ammo WeightAuto +0 9 80 PB 28 5 (3)Snap +15 8Aimed +40 15

Heavy Plasma - 40pts (1)

This is a devastatingly powerful weapon based on accelerating particles from within a minuteanti-gravity field.Shot Type Accuracy TU’s Damage Ammo WeightAuto -10 9 115 PB 35 8 (3)Snap +15 8Aimed +50 15

ArmourPersonal Armour - 15ptsThis is the first incarnation of XCom Armour. It allows the unit to absorb more damage before being hurt and also reducesdamage done with stun (AC), and incendenry(IN) weapons.

Front: 50Left: 40Right: 40Rear: 30Under: 30SUSCEPTIBILITIES = +5(AC), -5(ST), -10(IN)

Power Suit - 30ptsWith the development of better defensive technologies, XCom has devloped Power Armour. It allows the unit to absorb a lotmore damage before being hurt, gives a bonus to strength and also reduces damage done with stun (AC), and is invulnerableto incendenry(IN) weapons.

Front: 100Left: 80Right: 80Rear: 70Under: 60+15 STR BonusSUSCEPTIBILITIES = -10(ST), invulnerable to IN

Flying Suit - 40ptsFlying Armour is the final incarnation of Xcom armour technology. It can absorb more damage than power armour, and givesthe wearer the ability to fly.

Front: 110Left: 90Right: 90Rear: 80Under: 70+10 STR Bonus, FlyingSUSCEPTIBILITIES = -10(ST), invulnerable to IN

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Support Weapons

Heavy Cannon - 25pts (3)The heavy cannon is a devastating, but cumbersome, weapon. Its versatility comes fromthe fact that it can take three types of ammunition - armour piercing, incendiary and highexplosive.Shot Type Accuracy TU’s Damage Ammo WeightSnap +0 8 56 AP 6 18 (6)Aimed +30 20 52 HE-1

60 IN

Auto Cannon - 20pts (3)

The auto-cannon combines the versatility and power of a heavy cannon with a faster firerate.Shot Type Accuracy TU’s Damage Ammo WeightAuto -30 10 42 AP 14 19 (5)Snap +0 8 44 HE-1Aimed +20 20 48 IN

Grenade Launcher - 20pts (*)The grenade launcher is a compact weapon used to fire standard grenades further than astandard soldier can throw them; volleys of three grenades may also be fired. The launcheruses individual grenades as ammo - loading up to six into the weapon counts as a singleloading action.Shot Type Accuracy TU’s Damage Ammo WeightAuto -20 17 * 6 10 (6)Snap 0 15Aimed +20 20

* As per grenade type

Rocket Launcher - 30pts (3 HE-1) (4 HE-2)

The rocket launcher is a laser guided system which can fire different sizes of missile.Shot Type Accuracy TU’s Damage Ammo WeightSnap +0 11 75 HE-1 1 10 (6)Aimed +50 19 100 HE-2

90 IN

Blaster Launcher - 100pts (5)This is an alien guided missile launcher which fires powerful ’blaster bombs’. The blasterlauncher is a special weapon. It fires a guided missile, which passes through waypoints. Ateach waypoint there is a 5% chance of missing. So At each waypoint you need to roll to hitthat waypoint - 5% the previous waypoint. If it fails then the blaster bomb travels straight,until it hits something or off the edge of the map.Shot Type Accuracy TU’s Damage Ammo WeightAimed +60 20 200 HE-3 1 16 (3)

Small Launcher - 30pts (2 ST) (4 HE-2)

A small launcher which fires stun bombs. Very useful for capturing live aliens. The Stunbomb is used for capturing live human specimens, but it can also be used against most alienraces. It is fired from a small launcher. It also has the capability of firing small explosives.Shot Type Accuracy TU’s Damage Ammo WeightSnap +0 10 90 ST 1 5 (1)Aimed +50 19 90 HE-2

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Grenades

Grenade - 3pts

This standard issue grenade has an accurate and sophisticated timer for precision control.Damage: 50 HE-1Weight: 3

Smoke Grenade - 2pts

Smoke grenades are useful for providing cover in exposed combat situations. Use with carebecause they can benefit the enemy as well. When a smoke grenade detonates, it fills itsarea of effect with obscuring smoke cover, which will last for the duration of combat. Theyalso block LOS for more than 4 squares of smoke.Damage: 60 STWeight: 3

Proximity Grenade - 4ptsA proximity grenade is thrown like an ordinary grenade but is set-off by nearby motion afterit lands. Movement in the square grenade occupies, or any adjacent square (including thoseone level above or below) will trigger the explosion. Triggering motion includes walking,kneeling/standing, thrown objects, or explosions. Aiming and firing do not count as move-ment. The grenade, unlike all the other, does not detonate if it hits a unit directly, onlyonce they move.Damage: 70 HE-2Weight: 3

High Explosive - 6pts

This explosive should only be used for demolition purposes. Keep personnel clear of demo-lition sites.Damage: 110 HE-3Weight: 6

Electro Flare - 1ptsThis compact device produces a bright flare light when it is thrown. This will highlightenemy units in the vicinity of the electro-flare during night missions but produces a glare inday missions. The flare has an area of effect the same as an HE-2 splash area. At night,targets in this area receive no night penalty; in the day, treat the effected area as if it werefilled with obscuring cover.Damage: 0Weight: 3

Alien Grenade - 4pts

This device works in the same way as a terrestrial grenade - except that it is more powerful.Damage: 90 HE-2Weight: 3

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Miscellaneous Equiptment

Knives - 5pts

A backup combat knife, for when things go really bad.Shot Type Accuracy TU’s Damage Ammo WeightMeele +15 10 15 CC ∞ 1

Stun Rod - 20pts

This device can only be used in close combat, but will stun a living organism without killingit by using electric shocks.Shot Type Accuracy TU’s Damage Ammo WeightMeele +15 10 90 ST ∞ 6

Psi Amp - 15ptsThe Psi-amp can only be used by soldiers with psionic skill. There are two types of psionicattack:PANIC UNIT: If the attack is successful it will reduce the target’s morale and may cause itto panic.MIND CONTROL: If this is successful then you will gain immediate control of the enemyunit as if it was one of your own (except that you cannot access the object screen). It ismore difficult to be successful with this type of attack.MIND PROBE: The mind probe is an alien communication device which is used to takeinformation directly from brain waves. XCom units can use this device in combat to displayan alien’s characteristics.Shot Type Accuracy TU’s Damage Ammo WeightPsi psi 10 - ∞ 8

Medikit - 10pts

Shot Type Accuracy TU’s Damage Ammo WeightHeal 70% 10 -10 10 5Critical -1 critical

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Internal Attacks

Tank CannonShot Type Accuracy TU’s Damage AmmoSnap +0 8 60 AP 30Aimed +30 20

Tank Rocket LauncherShot Type Accuracy TU’s Damage AmmoSnap +0 11 85 HE-2 8Aimed +50 19

Tank LaserShot Type Accuracy TU’s Damage AmmoSnap +10 8 110 LB ∞

Aimed +25 19

HoverTank PlasmaShot Type Accuracy TU’s Damage AmmoSnap +15 8 110 PB 255Aimed +50 15

HoverTank Fusion

Shot Type Accuracy TU’s Damage AmmoAimed +60 20 230 HE-3 8

CyberdiskShot Type Accuracy TU’s Damage AmmoSnap +15 9 130 PB 255Aimed +50 19Detonate - 0 90 HE-2

SectopodShot Type Accuracy TU’s Damage AmmoAuto -10 11 100 LB 255Snap +15 9Aimed +50 19

CelatidShot Type Accuracy TU’s Damage AmmoSnap +15 10 140 ACAimed +50 20

Silacoid

Shot Type Accuracy TU’s Damage AmmoMeele +0 10 70 IN

ChysalidShot Type Accuracy TU’s Damage AmmoMeele +0 10 110 CCImplant -40 10 Zombify

Reaper

Shot Type Accuracy TU’s Damage AmmoMeele +0 10 90 CC

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Section 4 : Tactical Map

4.1 Tile System

The game is played on a square grid mapcomposed of tiles. Each tile is a seper-ate card piece that joins with others toproduce the environment. Before play,each player would place tiles in turn toproduce a 5x5 tile grid. Once the map iscomplete, players place craft on the mapto set their beginning locations. Craftmay be placed at any point on the mapthat does not cross over any buildings(fences, vegetation and mounds are ok;they just get flattened). Craft shouldbe placed square to the underlying grid.In the case of base missions, commandcentres and elevators take the place oflanding craft.

Each tile is divided into squares. Mostunits occupy soldiers and some terror-ists occupy a single square each, whileHWPs and other terrorists occupy a 2x2square. Units and structures may oc-cupy one of four levels of altitude abovethe base map level (level 1). Hilly ter-rain may also extend one or more levelsabove ground level.

The standard game set provides ter-rain for farmland and desert terrain,as well as template layouts for Mediumand Large Scout, Terrorship and Battle-ship UFOs as well as the Skyranger andAvenger X-Com craft.

4.2 Tiles, Objects andWalls

Each square on a map tile may consistof a floor, walls and an object in thesquare. Each of these elements is out-line below. Almost all map items maybe destroyed in the game.

Floors are solid horizontal surfaces thatunits may walk on. All squares onground level have a floor tile, which maynot be destroyed. All floors except ele-vators block line of sight. If a non-flying

unit is in a square without a floor, it willfall to the floor beneath it. Multi-squareunits will not fall unless all the squaresit occupies have no floor. Some floorsare sloped and allow passage to a higherlevel for units that cannot fly. Elevatedterrain is shaded to indicate the slopeand terrain higher than ground level isnoted on the map; three slope eleva-tion changes are required to change awhole level. Some floor tiles are unevensurfaces or dense vegetation, rubble orsmall objects that impede movementover them; these require an additionaltime unit to traverse.

Walls are solid vertical surfaces thatblock movement through the edge ofthe square it occupies. All walls exceptthose with windows block line of sight.A unit may not move through the edgeof a square with a wall; in the caseof multi-square units, both edges mustnot have a wall. For diagonal motion,no edge touching the squares commoncorner may have a wall. Similarly formulti-square units, no edge throughwhich the unit wishes to move may havea wall. Multi-square units may not oc-cupy any set of squares with walls onany of the four internal edges.

Doors behave just like walls except thata unit may expend TUs to open it andthus move through. A door need only beopened once per turn to allow all unitsto move through freely; all doors closeautomatically at the end of each turn.Multi-square units may move throughdoors so long as they are wide enoughto permit them through. A door thatspans more than one square activates asa single unit and individual edges maynot be opened seperately to the rest ofthe door.

Objects are structures that take up thebreadth of the containing square. Ob-jects make a square impassable; someobjects occupy multiple squares andlevels. In the case where separate level

tiles are not provided for multiple levelobjects, contours will be draw indicatingthe outline of the object on each level.

All walls, floors tiles and objects arerated by their structural strength; nor-mal, hardened, super-tough and inde-structible. All farm houses and urbanbuildings are normal structures. X-Comand alien bases and UFO interiors arehardened. X-Com craft and UFO hullsare all super-tough, as are reinforcedUFO doors. Few items are indestruc-tible - most notable are all dirt groundlevel floors. Some objects are also classi-fied as explosive - these objects detonatewhen destroyed.

4.3 Line of Sight

Line of sight is an important conceptin attacks and reaction. Before mostattacks can be launched, it must be es-tablished that the attacking unit cansee the target. In most cases this isself-evident while in others it is dubious.

A unit has line of sight if there areno obsticles in the direct path betweenthe two units. Any solid object, suchas trees, hedges, hills or walls counts asand can not be seen through, althoughwindows can be seen through. Mostobjects are only one level high. If a unitis on a higher, or lower, altitude to thetargetting unit then they can be seen ifthey are standing on or near the edge ofthe level. If they are more than threetiles from the edge, then in general theycan not be seen. This does not includepartial levels. These count as flat forline of sight purposes, unless a unit iscrouching in which case two thirds of alevel counts as cover.

Most importantly, use your commonsense. If it looks like they can be seen,or if it is logically impossible to seethem, then do what seems sensible.

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4.4 Map Interpretation

Type No Ha ST Ex Un ImageFloors

Grass X

Dirt, sand, gravel X

Pavement X

Tall Grass, Crops X X

Hay X XSnow X X

Building Floor X

X-Com / Alien Base Floor X

Elevator X

Craft Hull XObjects

Trees, Cacti X

Rocks XSoil Column X

Rock Column X

Skyranger Engines X X

Skyranger Cockpit X

Skyranger Stabiliser X

UFO Navigation X X

UFO Chairs X

UFO Power Source X X

Other Alien Equipt X XNo = NormalHa = HardenedST = Super-ToughEx = ExplosiveUn = Uneven

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Section 5 : Movement

5.1 Description ofMovement

Units move around the tactical mapby expending time units (TU). Thereare several different types of motionclassed under movement. Everythingfrom walking, flying, turning and evenreloading. Each of these may cost differ-ent time units. It should be noted thatunits that are capable of flight may alsouse walking movement.

Motion time units may also be mod-ified by the type of terrain the unitis passing though (Although this onlymodifies walking). Heavy Weapon Plat-forms and Terror Units that occur morethan one square only take into accountthe modifier once, regardless of howmany obstructed squares they occupy.

It costs a different amount to moveforward straight along the map grid orto move diagonally, see the below table.Units that walk may only move alongthe ground, and can only change their el-evation by using elevators, ramps, stairsor falling. Most ramps and stairs areseveral tiles long and so the level changemodifier should only be applied whenon the tile the level changes, and not onevery tile. Some actions, such as firinga weapon, are not normally associatedwith movement and also cost TU’s.

5.2 Flight

There are some special rules regard-ing units with flight capabilities. Each

unit above ground level must be markedwith the level they are on. They can bemarked with the level marker, althougha single dice is sufficient. Flying allowsunits to hover up and down without us-ing stairs, ramps or elevators, althoughthe flying systems that both X-Com andthe aliens use can only rise to maximumof 4 levels.

There is no limit to the amount of timea unit can stay hovering or moving inthe air. It costs no time units to stayhovering, just as it costs no time units tostay standing still. Similarly all move-ment in the air costs the same as on theground.

5.3 Encumberance

It is possible for a unit to be encum-bered. Since every item has a weight,if the combined weight of those items isabove that units strength, then they areencumbered and each movement cost isdoubled. Keep this in mind if you pickup weapons, equiptment, or bodies onthe battlefield.

5.4 Kneeling

Soldier can choose to kneel to take theirshots. Kneeling gives a soldier severalbenifits. It is easier to aim at anotherunit, harder to be shot by the opposi-tion, and can take you out of LOS ifthere is a small slope in the way. How-ever if a unit is crouched they can notmove, they must stand before they can

move anywhere. Only soldiers can kneel,HWP’s and terror units are unable todo so.

Movement Cost TableAction TU’sWalk forward on level ground 2Walk diagonally on level ground 3Walk up a level +3Walk down a level +2Walk through uneven terrain +1

Turn 45 degrees * freeTurn 90 degrees 1Turn 180 degrees 2

Kneeling or Standing 2

Fly forward 2Fly Diagonally 3Hover up or Down one level 4

* No you can’t turn 45 degrees and thenanother 45 degrees for free; that wouldbe cheating.

5.5 Special Movement

Some movement is considered specialmovement. Special Movements are ac-tions which does not move the unit onthe tactical map, but still uses TU.

Action TU’sLoad a Weapon * 8Unload a Weapon 4Open a door 2Prime a grenade 12Throw an Object 6

* Only soldiers need to reload. HWP’sand terror units have no reload cost.Also meele attacks do not, by there verynature, have a reload cost.

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Section 6 : Combat

6.1 Ranged Combat

The majority of combat takes the formof ranged attacks made by soldiers fir-ing weapons. Firing is resolved byrolling percentile dice. To determinethe outcome, add all applicable bonusesand penalties from the Ranged At-tack/Throwing Modifiers Table to thebase skill of the soldier/unit making theattack. Percentile dice are then rolled -if the value rolled is lower than the sum,the attack hits. An ACC of 0 denotesunits incapable of ranged attacks.

A unit may fire as many times in aturn as it has available TU to do so. Inthe case where a unit fires a weapon andthen switches to fire different weapon inthe same turn, a 20% penalty applies.HWP platform attacks are handled iden-tically as per any other ranged attack,using their built-in weapons.

Attacks may be made against units orsquares. In the case of an unconsciousunit, attacks must be made against thesquare as opposed to the unit itself.

Ranged combat attacks can only bemade when line-of-sight exists betweenthe target and the attacker. Walls blockline of sight completely; walls with win-dows and fences may be fired throughwith no penalty. Non-target units, ob-jects and smoke in the attack line-of-sight are counted as obstacles whenfiring. Four squares of obstruction blockline-of-sight completely.

When using targeted weapons (blasterlaunchers and HWP fusion launchers)a roll must be made for each succes-sive waypoint followed. A cumulativepenalty is incurred for each waypointtraversed: zero to reach the first way-point, -5% for the second, -10% for thethird and so on. Targeted weapons donot incur range penalties.

It is possible for a soldier to hold andfire two weapons simultaneously, calledfiring akimbo. To fire akimbo, bothweapons must fire snap shots or autoshots (aimed shots are not permitted).The number of TU used is the higherof the two weapons. Akimbo shots withtwo pistols receive a 5% penalty; shotswith rifles (or one rifle, one pistol) re-

ceive a 15% penalty - do not include thepenalty for firing two different weaponsin the same turn. Support weapons maynot be fired akimbo. Resolve each firedshot individually.

To reflect the uncertainty of combat,attack probabilities are capped at 95%,irrespective of the normally calculatedvalue.

6.2 Throwing

Grenades and equipment may be thrownusing similar rules to ranged combat, ex-cept that throwing range is limited andall throws are aimed at squares with afloor. It is impossible to aim at clearair, or flying units. Add penalties andbonuses to the soldier’s base throwingskill and roll percentile dice. If the rollis successful, the thrown object landsin the target square. Throwing attacksuse the same applicable modifiers asfor ranged attacks - the 95% accuracycap also applies to throwing. A TACof 0 denotes units that are incapable ofthrowing.

The distance an object may be thrown isequal to the strength of the throwing sol-dier divided by the weight of the object.Thrown objects are always targeted atsquares, not units. Unlike direct-fireweapons, grenades and equipment maybe thrown over intervening obstructions.Items may be thrown over obstacles 1level higher than the throwing unit.

Ranged Attack/Throwing Modi-fiersModifier bonusWeapon shot as per weapon, auto/snap/aimed bonusRange -1 per squareOnstruction -5 per square (4 squares block LOS)Night (humans only) -15Kneeling +15 (attack) -5 (defence)LOS from spotter -10No LOS (throwing only) -20Additional Waypoint -5 per waypointAkimbo (Pistols) -5Akimbo (Rifles and above) -15Firing Second Weapon in one turn -20

Some attacks, such as the grenadelauncher and celatid spit, use throw-

ing rules as opposed to ranged attackrules. Weapons-based throwing attackshave no maximum range. Biological at-tacks are resolved normally.

To use a grenade, it must first be primed.When priming a grenade, the number ofturns before detonation must be spec-ified - anywhere from 0 (end of thesoldier’s turn) to 5 turns hence. Onceprimed, a grenade must be thrown ordropped to activate the count down.Proximity grenades do not have a timer -rather, they are motion activated. Whena unit moves into a square within the3x3 square radius around the grenade,it detonates. If a unit is already withinthat radius it will only detonate if theunit moves. Grenades can only be pre-maturely detonated by enemy troops ifthey cause high explosive damage in thegrenade’s square.

6.3 Melee Combat

In a world of high-power, rangedweapons, close combat may appear afutile anachronism. However, in dire sit-uations melee attacks may be the onlyoption open to a unit. For some alienterror units, it is the only form of attackavailable. A MAC of 0 denotes unitsincapable of melee attacks. All meleeattacks take 20 TUs.

Like any other attribute-based attack,close combat is resolved by rolling per-

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centile dice against a modified base at-tribute, Mac. However, in this case, theonly relevant modifier is base weaponaccuracy, if a melee weapon is used.Missed melee attacks have no furthereffect.

6.4 Psi Combat

A new innovation in combat introducedby the aliens, psionic attacks forgo phys-ical force. Instead, psionic attacks area direct incursion against the target’smind. Three basic types of attack exist:mind probe, panic and mind-control.Humans may only engage in psionicattacks if they are equipped with a psi-amp. Whereas aliens need no otherequiptment.

Unlike physical attacks, psionics pitsthe attacker directly against the mentalstrength of the target. To resolve a psiattack, each player rolls percentile diceand add any bonuses or penalties. Theattacker adds the attacking unit’s PSKbonus, in addition to any appropriatemodifiers. The defender adds the tar-get’s PST bonus. If the attacker’s result

is higher than the defender’s, then theattack succeeds. Otherwise, there is nofurther effect.

The first attack is MindProbe. Themindprobe allows you to have a lookat that opponants character sheet. Themindprobe attack has an attacking mod-ifier of +10.

The second type is a Panic Attack.If you succeed in panicing them, roll ad10 to find out what they do. If you roll1-4, then they are paralysed with fearand have no TU’s for their next turn.If you roll 5-7, they drop the weaponsin their hands and run away with alltheir TU’s in the opposite direction tothe enemy, and if they roll a 7-10 thenthey go beserk start firing their primaryweapon (snap shots) in random direc-tions. To calculate the direction of thefiring roll a d10 per shot, and use themissed throw direction table to see thedirection of firing. The shots travel inastraight line from that point and willhit any unit or object in the way. Thepanic attack has a modifier of +0.

The third type is a Mind Control. If

you succeed then you have full controlover that unit until the end their nextturn. The Mind Control modifier is -25.

6.5 Reactions and Op-portunity Fire

In the actions phase of a player’s turn,enemy units with quick reflexes may beable to take snap shots at targets asthey come into LOS. Whenever a unitcomes into LOS of an enemy with suffi-cient time for a snap shot, both playersroll percentile dice and add the unit’sRET bonus to the result. If the enemyunit wins the roll then they may take asingle snap shot at the moving unit. Ifthe moving unit wins the roll, no attackmay be made. If the rolls tie, then bothsides reroll.

This roll may be made every time aunit moves into LOS so long as enoughtime units remains to make a snap shot,even if the unit has made opportunityattacks previously in the same round.If appropraite a reaction shot may betaken akimbo with two pistol weapons.

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Section 7 : Damage Resolution

7.1 Damage Types

Each weapon and attack does a partic-ular type of damage. Different damagetypes produce different effects; also someunit types are especially susceptible orresistant to certain damage types. Eachtype of damage is described below.

• Close Combat (CC) Close com-bat damage is the striking, pierc-ing and crushing damage sustainedfrom hand-to-hand fighting. Al-though not generally as destruc-tive as other types of damage, itcan nevertheless cause great injuryto the target.

• Acid (AC) Acid attacks consistof spraying or splashing the tar-get with a corrosive fluid. The de-livered agent eats through metal,cloth and flesh to cause ruinousburns and injury.

• Armour Piercing (AP)Favoured by modern human mili-taries, armour-piercing rounds aredesigned to penetrate layers ofsteel and ceramic. Armour pierc-ing damage is especially effectiveon soft targets.

• Stun (ST) The only form of dam-age that does not kill, stun dam-age instead renders a target uncon-scious. On mechanical units stuneffects represent electro-magneticeffects that disrupt computer sys-tems.

• Incendiary (IN) Incendiarydamage is caused by fire andflame weapons. Incendiary at-tacks ignite the surrounding areaand have a good chance of settingany units unfortunate enough tobe caught in the inferno on fire.

• High Explosive (HE) The mostpowerful weapons cause high ex-plosive damage. Using chemical oranti-matter reactions, high explo-sive detonations spread their de-structive effect over a large ra-dius. These blasts can radicallyalter the landscape and obliteratestructures and objects in their areaof effect.

• Laser Beam (LB) Laser beamsare tightly focussed streams ofphotons that deliver energy to thetarget. Laser damage causes de-struction by melting and burning.

• Plasma Beam (PB) Similar tolaser beams, plasma beams consistof fired ionised particles. This pro-duces more penetrating damagecapable of damaging structures.

7.2 Unit Damage

Units have a limited tolerance for ab-sorbing damage; each time a unit isdamaged, record the damage down onthe record sheet. When the total accu-mulated damage equals the unit’s HTHattribute, it is knocked unconscious -if this value exceeds the attribute, theunit is destroyed.

Armour can protect a unit by absorb-ing damage before it is applied againstthe HTH attribute. Unlike HTH, ar-mour has varying values dependingupon facing - only the armour facingthe direction of attack protects the unit.When a unit with armour take damage,first record damage against the armour.Only mark damage against HTH whenthe armour in the facing location hasbeen depleted.

Unlike normal damage, stun damagedoes not cause bodily harm. Instead,record the amount of accumulated stundamage just like lethal damage. Whenthe total stun damage taken exceeds thecurrent HTH value (not attribute) theunit is knocked unconscious. It is notpossible to kill a unit with stun damage.

7.2.1 Death and Uncon-sciousness

When a unit is knocked unconscious itfalls prone to the floor and may make noactions. The accumulated stun damageof an unconscious unit decreases by 5points each turn; when the total fallsbelow the current HTH value the unitwakes up again and may proceed nor-mally.

If a unit is destroyed any equipment itcarried is dropped in the square where

it died. Another unit that subsequentlymoves into the square may pick up theequipment at no cost. Armour may notbe picked up in this fashion and is con-sidered destroyed at the same time asthe soldier wearing it.

Prone units do not fill squares; unitsmay move over them freely and do notcount as an obstruction for firing pur-poses. If the square a unit fell in isoccupied when it regains consciousnessthe controlling player may move theprone unit one square into an unoc-cupied area. If no such area exists theunit may displace one square but cannottake any other actions in the next turn.Units can be stunned with stun rods,small launchers, or inhaling smoke.

7.2.2 Critical Hits

If a weapons damage penetrates armour,and yet does not actually kill the unit,they take a critical hit. There are fourtypes of critical hit. A head shot rattlesthe unit and doubles the damage thatpenetrated the armour. An arm shotdecreases the accuracy (ACC), meeleaccuracy (MAC), and throwing accu-racy (TAC) of the unit by 10%. A legshot doubles the movement cost for thatunit. These critical hits are cumulative,so if a unit gets two critical hits in theleg, they then have 4 times the move-ment cost. So a single square will cost8TU to cross. Finally a torso shot hasno extra effect on the unit.

To calculate the critical hit type rolla d10 and read of the table below.

10 Head x2 damage6-9 Torso4,5 Arms -10 accuracy1-3 Legs x2 movement cost

7.2.3 Susceptibility

Some units are more succepable to dif-ferent types of damage than others.Similarly some units are naturally resis-tant to damage than others. In order tocalculate the damage to the unit, add orsubtract the susceptibilty modifier fromthe weapon damage. The following ta-ble shows the modifiers for all units.

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Unit CC AC AP ST IN HE LB PBUnarmoured Human, +10 +30 +10Sectoid, Celatid,Floater,Personal Armour +5 -5 -10Power/Flying Suit -10 invulnerableTanks -5 -30 -30 -15Snakeman -15Ethereal -10 -15Muton -20Silacoid invulnerable +15Chrysalid -5 -10Reaper +35Sectopod -10 +25 -10Cyberdisk -10 -10

7.2.4 Falling

When a non flying unit enters a square(or squares) that does not contain a floorit will fall vertically until it reaches thehighest floor beneath it. Every level af-ter the first fallen causes the unit 10 CCpoints of damage applied to the under-side. If a unit drops on top of anotherunit, the lower unit becomes a proneunit (see Death and Unconciousness).

7.2.5 Medikits

X-Com troops have an advantage overall alien units. They have developeda medikit capable of healing most non-fatal wounds. It can restore 10 units ofhealth (not armour unfortunately), or itcan remove the effects of a critical hit.

7.3 Splash Damage

Some types of rounds can cause splashdamage. Areas of effect are rated by thesize of the blast or splash region. Theappropriate area size is calculated fromthe explosive damage, and the explosivetype. HE-1 reduces by 20 damage perturn, HE-2 reduces by 30 damage perturn, and HE-3 reduces by 40 damageper turn. eg. 60 HE-1 represents a size1 explosion, with 60 damage in the firstsquare, 40 in the second, and 20 in thethird.

To determine the damage taken by unitsin the effect radius of a shot, subtractthe damage modifier for that explosivetype for each square between them andthe center of the explosion. In the caseof an HWP or large terrorist, use theclosest square that the unit occupies.The damage taken is applied to theunit’s armour facing the centre of theexplosion.

7.4 Fire and Smoke

During the game it is almost certainthat someone will use a high explosive,or incendary weapon. If that happensthere are two factors that must be takeninto account smoke and fire. Smoke iscreated from both high explosive andincendenry weapons. The smoke lastsfor three rounds, from the moment theweapon is fired, to the end of the roundtwo hence. This can be marked usinga dice, or counters. The only exceptionto this rule is smoke grenades. Smokegrenades are specially built for this pur-pose, and thus last for six turns. Smokecauses 10 ST damage per turn to anyunit in the smoke field. Although keepin mind that human armoured troopshave a -10ST susceptibility, so won’ttake any stun damage. Flying units arestill in the smoke and thus still take thedamage.

Similarly incendinary weapons also ig-nite the area around their impact. Thisarea will burn for three turn, similar tosmoke. The fire causes 20 IN damageper turn to any unit in the fire (as wellas the 10 ST). Flying units do not comeinto contact with the fire, and do nottake any damage.

7.5 Missed Shots

When a shot or throw misses, the errantprojectile or beam must inevitably hitsomewhere. In many cases, the shot willsimply exit the edge of the map harm-lessly. In other circumstances, it maycause unexpected destruction. Missedthrows and shots are resolved similarly;missed melee attacks have no furthereffect.

To determine where a missed shotstrikes, roll a 10-sided die and con-

sult the Missed Shot table to determinethe direction in which the shot missed.Next, calculate the margin of failure(MOF) by subtracting the attack’s tar-get percentile from the actual rolledresult. The shot passes one square inthe direction indicated away from thetarget for every 10% (rounding up) ofthe MOF. A missed shot travels fromthe firing unit, towards and through theindicated square and strikes the firstobject, wall, ground tile or unit in itspath (except for the target itself).

Errant shots will always hit any unitor object in their path - fate is kind offunny that way. Note that it is impossi-ble to ”accidentally hit” the target witha missed shot through a square it occu-pies (eg. multi-square units like HWPsor by rolling a 5 or 6). It is, however,perfectly acceptable for a missed explo-sive round to cause the target splashdamage.

Missed shots by targeted weapon aretreated as though the missed shot wasfired from the last successful waypointtowards the next. Scattered throwscannot land on terrain more than 1 ele-vation higher than the throwing unit - inthese cases, the throw lands at the baseof the obstructing elevation feature. Inall cases when resolving missed shotsand throws, use geometry and commonsense to determine the most likely out-come.

7.6 Collateral Damage

If a shot or explosion strikes objects orstructures on the map it is necessary todetermine what damage results. Items(doors, objects and walls) are classifiedas Normal, Hardened, Super-Tough orExplosive.

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Normal Normal items make up themajority of the items on the maps. Allitems are assumed to be normal un-less otherwise specified. Normal itemsare destroyed by any amount of HE orPB damage, 40 AP or 80 LB or morepoints of damage. Additionally, ex-tremely strong units can destroy itemswith 80 CC or more points of damage.Normal objects are always set alight byany amount of IN damage.

Hardened Hardened items are spe-cially reinforced to resist damage. In-terior UFO panels and base walls aretypical hardened structures. Hardeneditems are destroyed by 70 HE, 70 PB or80 LB or more points of damage.

Super-Tough Super-Tough items arethe strongest structures ever developed

and can only be destroyed by the mostpowerful weapons. UFO hulls and X-Com craft are all super-tough. Only160 HE or more points of damage willdestroy super-tough items.

Explosive Explosive objects are piecesof equipment containing volatile sub-stances. If an explosive object is de-stroyed, it detonates, causing 90 HE-2.

Destroyed items are obliterated andremoved from the map. A destroyedwall ceases to block line of sight; de-stroyed floors cease to support units onthem (causing non-flying units to fall).Floors on level 1 that are destroyed aresimply replaced by dirt floors; this ismost significant when clearing patchesof uneven terrain. Dirt floors on level 1are indestructible.

7.7 Collapsing

When structures take a sufficiently largeamount of structural damage they willcollapse. If a building loses more thanhalf of its walls the levels above will fallonto the lower levels. Any unit caughtunder the collapsing levels takes damageto its front; every level that falls on theunit does 20 CC points of damage, timesthe number of levels fallen. Also notethat units higher in the structure willfall onto the higher standing level, thusalso take falling damage. Remove anycollapsed building levels from the map;any equipment on the levels is lost. Thetop of the highest standing level will be-come rubble.

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