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Xcom (Rules)

1) Character creation
1.1) Home continent

Africa
Characteristic Modifiers
+ Strength, + Toughness, - Influence

Fate Threshold
2 (Kissed by Fate 3+)

Home Continent Bonus


Stick and Bow: In the hands of a character, any Low-Tech weapon loses the Primitive quality
(if it had it) and gains the Proven (3) quality.

Home World Aptitude


Toughness

Wounds
Start with 9+1D5 Wounds

North America
Characteristic Modifiers
+ Ballistic Skill, + Perception, - Fellowship

Fate Threshold
3 (Kissed by Fate 7+)

Home Continent Bonus


Rely on None but Yourself: A frontier world charactergains a +20 bonus to Tech-Use tests when
applyingpersonal weapon modifications, and a +10 bonus when repairing damaged items.

Home World Aptitude


Ballistic Skill

Wounds
Start with 8+1D5 Wounds
Europe
Characteristic Modifiers
+ Fellowship, + Influence, - Toughness

Fate Threshold
4 (Kissed by Fate 10+)

Home Continent Bonus


Networked: Any time a networking character would reduce his Influence, he reduces it by
1 less (to a minimum reduction of 1).

Home World Aptitude


Fellowship

Wounds
Start with 9+1D5 Wounds

Asia
Characteristic Modifiers
+ Agility, + Perception, - Willpower

Fate Threshold
2 (Kissed by Fate 6+)

Home Continent Bonus


Avoid the Masses: A character ignores crowds for purposes of movement, treating them
as open terrain. When in enclosed spaces, he also gains a +20 bonus to Navigate (Surface) tests.

Home World Aptitude


Perception

Wounds
Start with 8+1D5 Wounds

South America
Characteristic Modifiers
+ Fellowship, + Willpower, - Perception

Fate Threshold
3 (Kissed by Fate 6+)

Home Continent Bonus


Embrace Fate: Whenever a shrine world character spends a Fate point, he rolls 1d10. On a result of
1, the character’s total number of Fate points is not reduced.

Home World Aptitude


Willpower

Wounds
Start with 7+1D5 Wounds
Oceania
Characteristic Modifiers
+ Perception, + Weapon Skill, - Intelligence

Fate Threshold
3 (Kissed by Fate 6+)

Home Continent Bonus


At Home in Armour: A feudal world character ignores the maximum Agility value imposed
by any armour he is wearing.

Home World Aptitude


Weapon Skill

Wounds
Start with 7+1D5 Wounds

1.2) Backround
Quartermaster
Starting Skills
+ Perception, + Weapon Skill, - Intelligence

Fate Threshold
3 (Kissed by Fate 6+)

Home Continent Bonus


At Home in Armour: A Quartermaster ignores the maximum Agility value imposed
by any armour he is wearing.

Home World Aptitude


Weapon Skill

Wounds
Start with 7+1D5 Wounds
Weapons Stats

Name Class Range RoF DAM PEN CLIP RLD SPECIAL WT TECH
Ballistic
Heckler & Koch MP 5 Pistol 30m S/-/6 1D10+2 I 0 18 Full - 3 kg X-COM

FN Scar Basic 100m S/3/6 1D10+3 I 0 30 Full - 4 kg X-COM

MK 44 Bushmaster II Heavy 300m S/3/- 3D10+8 I 10 24 2 Full Reliable, Tankweapon 40 kg Military

IMI Desert Eagle Pistol 35m S/-/- 1D10+4 I 2 7 2 Full - 2 kg X-COM, Private

M249 light machine gun Heavy 100m -/-/8 1D10+4 I 3 80 2 Full - 10 kg X-COM

M240G Heavy 150m -/-/10 1D10+6 I 4 80 2 Full Heavy (10), Training 14 kg X-COM

Remington Model 887 Basic 30m S/-/- 1D10+4 I 0 8 2 Full Scatter 3,5 kg Private

Auto-Assault-12 Basic 30m S/3/- 1D10+4 I 0 18 Full Scatter 4 kg X-COM

M110 SASS Basic 600m S/3/- 1D10+4 I 3 20 Full Accurate, Reliable, Training 7 kg X-COM

Barett XM500 Heavy 600m S/-/- 2D10+6 I 8 10 Full Accurate, Reliable, Training 13 kg X-COM

Heckler & Koch HK 45 Pistol 30m S/3/- 1D10+2 I 0 9 Full - 1 kg X-COM

Smith & Wesson M. 500 Pistol 30m S/-/- 1D10+3 I 1 6 2 Full Reliable 1,5 kg Private

Milkor MGL Basic 80m S/2/- # # 6 2 Full # 5 kg X-COM

M72 LAW Heavy 200m S/-/- # # 1 Full # 3 kg X-COM

Flame
M202 FLASH Heavy 200m S/-/- # # 4 2 Full Min. Range (20m) 12 kg X-COM

X15 Flamethrower Heavy 20m S/-/- 1D10+4 E 2 6 2 Full Flame, Spray, Unreliable 6 kg Private

E115 Flamethrower Heavy 30m S/-/- 1D10+6 E 4 10 2 Full Flame, Spray, E115, Proven (2) 12 kg Techlevel

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