Black Site
Black Site
MYTHIC EXPANSION This is a commissioned expansion made for 100DOS and Mythic 6.0. This game
This game is an expansion for use with Mythic 6.0. The Mythic 6.0 Handbook is not a licensed or official product. All rights to XCOM, The Resistance, all
is required for playing this game. During this beta, you can use it with both the imagery and naming are copyright Firaxis.
Mythic 5.x and Mythic 6.0 betas.
1
Contents
the Resistance Soldier ..................................................................................................................................................... 4
The Resistance Psi Operative .......................................................................................................................................... 4
The Resistance Templars................................................................................................................................................. 4
The Resistance Mec Trooper........................................................................................................................................... 6
The Resistance Spark ...................................................................................................................................................... 7
Psi Amp............................................................................................................................................................................ 9
Psionics Test .................................................................................................................................................................... 9
Utilities .......................................................................................................................................................................... 10
Human Weapons........................................................................................................................................................... 12
Human Armor ............................................................................................................................................................... 18
Special Ammo................................................................................................................................................................ 19
Optics, Scopes, Sights.................................................................................................................................................... 20
Rails ............................................................................................................................................................................... 20
Weapon Conversion Modifications............................................................................................................................... 21
Ammunition Attachments............................................................................................................................................. 21
Barrel Attachments And Modifications......................................................................................................................... 22
Xcom Medical................................................................................................................................................................ 23
Gremlin Drones ............................................................................................................................................................. 24
Alien Weapon Armory................................................................................................................................................... 25
Alien Bestiary ................................................................................................................................................................ 28
Viper .............................................................................................................................................................................. 28
Sectoid........................................................................................................................................................................... 28
Faceless ......................................................................................................................................................................... 28
Berserker ....................................................................................................................................................................... 29
Muton ........................................................................................................................................................................... 29
Andromedon ................................................................................................................................................................. 30
Gatekeeper.................................................................................................................................................................... 30
Chryssalid ...................................................................................................................................................................... 31
Codex ............................................................................................................................................................................ 31
Archon ........................................................................................................................................................................... 32
Spectre .......................................................................................................................................................................... 33
The Lost ......................................................................................................................................................................... 33
Avatar ............................................................................................................................................................................ 34
Advent Trooper ............................................................................................................................................................. 34
Advent Trooper Officer ................................................................................................................................................. 35
Advent Shieldbearer ..................................................................................................................................................... 35
Advent Stun Lancer ....................................................................................................................................................... 36
Advent Purifier .............................................................................................................................................................. 36
Advent Priest ................................................................................................................................................................. 37
Advent General ............................................................................................................................................................. 37
Sectopod ....................................................................................................................................................................... 38
Advent Mecs ................................................................................................................................................................. 38
The Chosen – The Hunter.............................................................................................................................................. 39
The Chosen – The Assassin ........................................................................................................................................... 40
The Chosen – The Warlock............................................................................................................................................ 41
2
CHARACTER CREATION
This game replaces the Soldier Types for Character Creation but will
still follow the standard Character Creation offered in the base Mythic
Handbook.
FACTION TRAINING
The two Faction Training options for the XCOM 2 Expansion are
Human and Alien. Each Faction Training will cost 300 Experience.
Characters will always begin with their Faction Training.
XCOM ABILITIES
The XCOM 2 game’s Abilities have been turned into Utilities for the
100DOS game. Because 100DOS already had Abilities that are
important to its gameplay, the XCOM 2 system needed to be renamed
and reworked to fit into a more open game system.
Utilities exist as a supplemental upgrade system where the
Character gains passive upgrades of their choosing. The amount they
can have is based on the Character’s current Experience Tier. These
Utilities are each based on an Ability from the games, though some
were changed to better fit 100DOS’ mechanics and systems.
XCOM-SPECIFIC OUTLIERS
The following is a list of XCOM-Specific Outliers that may be taken
when making Characters using the XCOM Expansion. These do not
replace the main Handbook’s Outliers. These Outliers are not suitable
to be used outside of 100DOS XCOM games, as they are dependent
on the rules offered by this expansion.
OUTLIER OUTCOME
PSI-Buff The Character adds +10 to their Psionic Characteristic.
Stubborn The Character gains a +10 Bonus to fighting off or
breaking out of Mind Control Tests.
Exploit The Character is able to have one extra Utility.
Psiborn The Character recovers 1 extra Psi-Point per Turn.
3
THE RESISTANCE SOLDIER THE RESISTANCE PSI OPERATIVE
CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25
TIER: 2 EXPERIENCE COST: 1,800 TIER: 2 EXPERIENCE COST: 1,800
UPBRINGING: Any TRAINING: Basic and Infantry UPBRINGING: Any TRAINING: Basic and Infantry
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.) HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.) WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal SIZE Normal
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
The Soldier begins with the Human Weaponry Racial Training at The Operative begins with the Human Weaponry Racial Training at
Character Creation. Character Creation.
The Soldier begins with two Skills of their choosing at +10 at Character SQUAD UP: When making Combined Actions with other members of
Creation. their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The
SQUAD UP: When making Combined Actions with other members of Characters also gain a +10 Bonus to Warfare Melee and Warfare
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The Range Tests when taking Combined Actions.
Characters also gain a +10 Bonus to Warfare Melee and Warfare EQUIPMENT PACK: The Operative gains 180 cR to buy their
Range Tests when taking Combined Actions. Equipment Pack based on the Equipment of their choosing. The
EQUIPMENT PACK: The Soldier gains 180 cR to buy their Equipment Soldier must buy Armor and a Psi Amp. Any other cR given to the
Pack based on the Equipment of their choosing. The Soldier must buy Character does not go towards creating the Equipment Pack. The
Armor, a Primary Weapon, and a Secondary Weapon. Any other cR Equipment Pack cannot be changed after Character Creation.
given to the Character does not go towards creating the Equipment CHARACTERISTIC ADVANCEMENTS: The Psi Operative only has one
Pack. The Equipment Pack cannot be changed after Character Characteristic Advancement Pack that they can choose from.
Creation.
CHARACTERISTIC ADVANCEMENTS: The Soldier must choose one of PSI OPERATIVE CHARACTERISTIC ADVANCEMENTS
the following Characteristic Advancement Packs at Character AGI PER INT CRG
Creation. These cannot be changed and multiple cannot be taken. +5 Simple +10 Rookie +5 Simple +5 Simple
4
THE RESISTANCE TEMPLARS
CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR
25 25 25 25 25 25 25 25 25 25
TIER: 2 EXPERIENCE COST: 1,800
UPBRINGING: Any TRAINING: Basic and Infantry
PHYSICAL ATTRIBUTES
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal
SOLDIER TYPE TRAITS
The Templar begins with the Human Weaponry Racial Training at
Character Creation.
PSI-POINTS: Templars do not passively regain their Psi-Points. When
the Templar lands a successful Attack with their Gauntlet, they gain
+1 Psi-Points at the beginning of their Turn, once only per Turn. When
the Character successfully Kills a Target, they gain a +2 Psi-Points at
the beginning of their next Turn.
SQUAD UP: When making Combined Actions with other members of
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The
Characters also gain a +10 Bonus to Warfare Melee and Warfare
Range Tests when taking Combined Actions.
EQUIPMENT PACK: The Templar gains 80 cR to buy their Equipment
Pack based on the Equipment of their choosing. The Templar must buy
Armor. The Templar begins with a Shard Gauntlet. Any other cR given
to the Character does not go towards creating the Equipment Pack.
The Equipment Pack cannot be changed after Character Creation.
CHARACTERISTIC ADVANCEMENTS: The Templar only has one
Characteristic Advancement Pack that they can choose from.
5
THE RESISTANCE MEC TROOPER
MEC ABILITY INFO PRICE
CHARACTERISTICS Shock- The Battlesuit reduces 2 Damage from 45 cR
STR TOU AGI WFR WFM INT PER CRG CHA LDR Absorbent every Attack received, after Damage
25 25 25 25 25 25 25 25 25 25 Resistance is figured.
TIER: 2 EXPERIENCE COST: 2,400 Platform If the Battlesuit has not moved in their 50 cR
UPBRINGING: Any TRAINING: Basic and Infantry Stability Turn, Attacks gain a +10 To Hit.
PHYSICAL ATTRIBUTES Distortion Allies within 4 Meters are at a -10 55 cR
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.) Field Penalty To Hit.
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.) Overdrive Once every 4 Rounds, the Battlesuit 45 cR
SIZE Normal gains +1 Mythic Agility.
SOLDIER TYPE TRAITS One For All If the Battlesuit has not moved in their 50 cR
The Trooper begins with the Human Weaponry Racial Training at Turn, it becomes usable Cover for Allies,
Character Creation. giving 20 Cover Points.
Limbless: To become a MEC Trooper, the Character has their Arms Vital-Point If the Battlesuit has not moved in their 65 cR
and Legs completely removed. These are replaced with cybernetics Targeting Turn, Aim Actions gain a +10 To Hit when
that can come off. In order to be placed into the MEC Battlesuit, the used with a Called Shot.
Character can only be a Torso and Head. Once implanted into the Heavy Armor The Battlesuit loses +1 Mythic Agility but 75 cR
Battlesuit, the Character controls it as if it were their body and gain Plating gains +2 Armor on all Locations.
the Mythic Characteristics of the Battlesuit.
Installation: It takes 2 Full Actions to remove each Limb from the MEC
Trooper. From there, it takes 10 Full Actions to be fully installed into
the MEC Battlesuit.
MEC Battlesuit Abilities: MEC Battlesuits can have two MEC Abilities
installed at a time, allowing for the Battlesuit to perform two unique
roles or abilities.
Weapon Limitations: When the Character is installed into the MEC
Battlesuit, they are limited to [HW] Heavy Weapons.
SQUAD UP: When making Combined Actions with other members of
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The
Characters also gain a +10 Bonus to Warfare Melee and Warfare
Range Tests when taking Combined Actions.
EQUIPMENT PACK: The Operative gains 80 cR they can spend on their
Equipment Pack, which must contain a Primary Weapon. They may
not choose Armor as they will begin with the MEC-1 Warden
Battlesuit.
CHARACTERISTIC ADVANCEMENTS: The MEC Trooper only has one
Characteristic Advancement Pack that they can choose from.
6
THE RESISTANCE SPARK
UPGRADES INFO PRICE
CHARACTERISTICS Bulwark The chosen Location’s Armor is increased 35 cR
STR TOU AGI WFR WFM INT PER CRG CHA LDR by +1. Each Location can be increased up
35 45 15 25 25 15 20 25 10 10 to 5 times.
+5 +6 +1 MYTHIC CHARACTERISTICS Intimidate The SPARK gains a +10 to Intimidation 55 cR
TIER: 2 EXPERIENCE COST: 1,350 Tests.
UPBRINGING: Any TRAINING: Basic and Infantry Auto Repair The SPARK is able to Repair itself as a Full 85 cR
PHYSICAL ATTRIBUTES Action, repairing 2 Wounds.
HEIGHT 250 cm
Channeling Any time the SPARK is targeted by a 100 cR
WEIGHT 522 kg
Field Psionic Ability, half of the Psionic Ability’s
SIZE Large
Psi Points are funneled into the
SOLDIER TYPE TRAITS
Character, increasing the next Half Action
The SPARK begins with the Human Weaponry Racial Training at
of Attacks’ Damage by that much.
Character Creation.
Bombard The SPARK halves the Penalties for 75 cR
ROBOTIC: The Character is Robotic, taking extra Damage from
Indirect Fire when making the Indirect
Bluescreen Rounds and treating EMP (X) Special Rule like Flashbang
Fire Attacks.
(X).
WEAPONS: The SPARK cannot use Weapons with the [OH] and [DW]
Tags.
OUTLIERS: The SPARK cannot take Outliers at Character Creation.
IMMUNITIES: The SPARK is Immune to Disease, Poison, and any Mind-
affecting Psionics and Abilities.
UPGRADES: The SPARK has a set of Upgrades they can purchase using
cR. These Upgrades are unique only to SPARKs.
WOUNDS: The SPARK doubles their Toughness Modifier when figuring
their Wounds.
SQUAD UP: When making Combined Actions with other members of
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The
Characters also gain a +10 Bonus to Warfare Melee and Warfare
Range Tests when taking Combined Actions.
EQUIPMENT PACK: The Spark gains 150 cR to buy their Equipment
Pack based on the Equipment of their Choosing. The SPARK must buy
a Primary and Secondary Weapon. The SPARK does not need to buy
Armor, as it comes built into them. Any other cR given to the Character
does not go towards creating the Equipment Pack. The Equipment
Pack cannot be changed after Character Creation.
CHARACTERISTIC ADVANCEMENTS: The SPARK only has one
Characteristic Advancement Pack that they can choose from.
7
SPECIALIZATION PACKS
BATTLEFIELD MEDIC HEAVY WEAPONS RECON/INFILTRATION
ABILITY SKILL ABILITY SKILL ABILITY SKILL
Cynical Investigation Always Ready Athletics Always Ready Athletics
Stabilization Medication Gather Senses Intimidation Eagle Eye Camouflage
Under Control Technology Heavy Preparation Survival Exceptional Hearing Investigation
LIMITED PACKS
8
PSIONIC ABILITIES
PSIONICS LIST
PSIONICS INFORMATION PSI-P EXP
Soulfire Soulfire can be used against a single visible Target within the Character’s Perception Characteristic in Meters. 1 650
The Character must make a Psionics Test Opposing the Target’s Evasion. If Successful, the Target takes 1D10 +
Psionics Bonus, ignoring Armor.
Soul Steal Prerequisite: Soulfire. Soul Steal will now heal the User for half of the Damage that was dealt using Soulfire. -- 500
Solace The Character is surrounded by a Psionic Aura that temporarily removes any Penalties given by Traits, Psionics, 2 550
and Actions such as Pinning. Does not remove Penalties from Medical, Weaponry, Fatigue, or Wounds.
Characters within 4 Meters of the User of Solace will also have their Penalties removed. Solace will last for 6
Rounds and have a cooldown of 3 Rounds.
When Solace wears off or surrounding Characters leave its radius, the Penalties return.
Insanity Insanity is a Psionic Attack that affects a single Target with a Successful Psionic Test. The Target must be visible 2 400
and within the Character’s Perception Characteristic in Meters.
If Successful, the Target must make a -10 Shock Test. At the beginning of each Round, the Target may
make a Courage Test when being affected by Insanity. If Successful, the Target snaps out of it. If Failed, the
Target gains a stacking Bonus to the next attempt.
Schism Prerequisite: Insanity. Insanity, when successfully used, deals 1D5 Damage +3 Damage for every 10 rolled on 1 475
the Shock Test, meaning if a Character rolled 30 on the Shock Test, they take +9 Damage.
Fuse The Character makes a -(X) Psionics Test, where (X) is 10 for each Damage Dice on the targeted Explosive. If 3 850
Successful, the targeted Explosive is detonated. The explosive must be within the Character’s line of sight.
Null Lance The Character fires a Psionic Beam that deals Damage to each Target it passes through. To fire the Psionic Beam, 2 550
the Character must make a Psionic Test. If Successful, the Beam is fired successfully and deals 3D10 Damage.
Stasis Stasis is directed towards a Target with a Psionics Test, Opposed by the Opponent’s Evasion. If Successful, the 2 550
Target is held in Stasis for their next Round. While in Stasis, the Target cannot take Damage or any type of Effect,
Bonus, Penalty, etc.
Stasis Shield Prerequisite: Stasis. The Character may now target Allies when using Stasis, who can decide to not Oppose the -- 250
Test for an automatic Success for the User.
Inspire On a successful Psionics Test, a targeted Ally gains a +20 Bonus on their next Action taken. 2 400
Sustain Once per Mission, if the Character were to be reduced to 0 Wounds, be reduced to (X), instead. (X) is the 3 375
Character’s Psionic Characteristic Modifier. This may be activated at any point during Combat to be used later.
Fortress The Character makes a Psionics Test. If Successful, the Character becomes immune to Flame, Poison, Acid, and 1 375
Cryo Special Rules for 2 Rounds. This has a cooldown of 2 Rounds.
Domination The Character makes a Psionics Test Opposing the Target’s Courage. If Successful, the Opponent is Mind 5 1,000
Controlled for 1 Round for each Degree of Success higher the User had over the Target. At the beginning of the
Mind Controlled Target’s Turn, they make a -30 Courage Test to attempt to break free. Domination takes 5
Rounds to recharge once the Mind Control is broken or if the Test failed.
Void Rift The Character fires off a Rift with a Blast (6) radius. The Void Rift can be launched as far as the User’s Perception 4 600
Characteristic in Meters. Once cast, the Character makes a Psionics Test. If Successful, all Targets within the
Blast gain a temporary -20 Penalty to all Characteristics. If Failed, the Targets suffer no Penalties. The Void Rift
lasts for 2 Rounds and takes 5 Rounds to recharge.
Volt Fires an electrified bolt of energy that travels as far as the Character’s Warfare Ranged Characteristic in Meters. 1 550
On Hit, deals 1D10 +15 Damage, with a Pierce of 30. May be Evaded normally.
Ionic Storm Prerequisites: Volt. Volt now deals its Damage in an Blast (4) Radius and will arc to others within 3 Meters of +1 750
Characters trapped in the Blast. To use Ionic Storm, 1 extra Psi-Point must be spent.
Shadowstep The Character’s Turn cannot be interrupted by Killzones for 3 Turns. 2 600
Invert The Character makes an Opposed Test between their Psionic Characteristic vs. the Opponent’s Courage. If 2 750
Successful, the Character and the Target change places. The Target must be within the Character’s Perceptive
Range and must be visible.
Cover The Character creates Cover that protects all Body Locations. This Cover lasts for 4 Rounds and offers 20 Cover 2 650
Points.
Regenerate On a successful Psionics Test, the Character recovers their Psionics Modifier in Wounds. 4 550
9
XCOM UTILITIES
UTILITIES
UTILITIES INFORMATION EXP
Aim When in Cover, Aim Actions gain a +5 Bonus To Hit. 650
Battering Ram Tackle and other Actions that attempt to known a Target Prone give that Target a -10 Penalty when attempting to 500
stay on their feet.
Blademaster Melee Attacks used with Weapons that have +1 Melee Reach or longer will gain +2 Damage. 650
Bladestorm If the Character initiates Melee Combat for the first time with a Target, the first Attack is at a +10 To Hit. 500
Blast Padding The Character reduces Pierce from Explosive Blast Radius by 1/4th. Does not halve Pierce if in Kill Radius. 650
Blood Trail If the Character took Damage this Turn, they gain +3 Damage for their first Attack made during their next Turn. 650
Chain Shot If an Attack was made with a Called Shot, the next Attack made gains a +10 To Hit, until the end of Turn. 650
Close Combat Once per Turn, the Character takes no To Hit Penalties and gains a +10 Bonus To Hit when making a Ranged Attack 750
Specialist against a Target who is entering Melee Combat against them.
Combat Gives a chosen Ally a +5 Bonus in a Combined Action with the Character. 450
Presence
Combat The User’s GREMLIN is capable of dealing +2 extra Damage with its Attacks. 350
Protocol
Conceal Immediately count as Camouflaged at the beginning of an Engagement, unless the Character was seen before Combat 500
started.
Covering Fire Killzones can be triggered by Opponents taking Actions, not just moving into the Zone. 500
Deadeye Taking a Called Shot gains +2 Damage to the first Attack made in a Turn. 500
Death From If the Attacking Character is at a higher elevation than their Target, they gain a +5 To Hit. 500
Above
Deep Cover Characters that did not make an Attack or Movement during their Turn will gain +5 to Cover Points until the beginning 500
of their next Turn. This does not activate if the Character is not taking Cover.
Deflect The Character gains a +10 Bonus to the first Parry Action taken in a Round. 500
Demolition Using a Full Action of Attacks against the Target’s Cover, halve the amount of Cover Points for the next Round, until 750
the beginning of the Round after. This may only be done with Explosives and [HW] Weapons.
Desperado The Character reduces Penalties from holding Weapons One-Handed by 5. 500
Distraction The Character gains a +10 Bonus when attempting to use Camouflage during Combat. 500
Ever Vigilant If the Character made no Attack Actions during their Turn, any Investigation and Perception Test gains a +10 Bonus 500
during the next Turn.
Faceoff The Character takes no Penalties for making Attacks against multiple Targets in a Round. 750
Field Medic Medkits and Nanomedkits can be used twice, instead of only once. 850
Flush If the Character flanks a Target, they gain a +10 To Hit against the Target that has been Flanked for one Turn. 800
Fortitude When taking Special Damage from Explosives, the Character counts as taking one less Body Location worth of Special 1,000
Damage. Meaning if a Grenade were to deal 3 Body Locations worth of Special Damage, the Character only takes 2.
Full Throttle After a Successful Attack, the Character gains +10 to Agility until the beginning of their next Turn. 800
GREMLIN The GREMLIN can be used to Stabilize a Target by the User. 600
Stabilize
Guard At the beginning of the Character’s Turn, they roll a Perception Test. If Successful, the first source of Damage they 500
take that Round has 3 extra Armor protecting the Character.
Hail of Bullets Full Action of Attacks made by weapons with a Rate of Fire of 6 or higher gain a +5 To Hit. 750
Hardy When the Character enters Bleedout, the Character’s Bleedout rate is halved. 1,200
10
UTILITIES INFORMATION EXP
Haywire The GREMLIN is capable of hacking mechanical enemies. This is done using the Psionic Ability Domination. Instead of 1,000
Protocol rolling using a Psionic Characteristic, the Character rolls for Intellect.
Holo Target Missed Attacks from Heavy Weapons will give a +10 to the next Attack made, until the end of the Turn. 750
Impending When using Explosives that deal Special Damage against a Target, that Explosive deals 1 extra Body Location worth of 1,200
Doom Special Damage. If a Grenade were to deal 2 Body Locations of Special Damage, the Target takes 3.
Implacable If the Character managed to Kill or make a Target Unconscious, they gain +1 Mythic Agility for their Next Turn when 750
making Movement Actions.
Improvising The Character reduces Penalties from using Improvised Weapons by half. 750
Judgement After a Successful Parry, the Opponent must make a +20 Fear Test. If Failed, they must flee Melee Combat. 1,000
Justice Gives the Character +10 to Grapple Tests. 500
Kill Zone The Character can take a Half Action to set up a Killzone for others to join in. 750
Long Watch Killzones can be joined by a Character well outside of the original Perception Range limitation of the Killzone. The 750
Character can join using their Perceptive Range, including using Scopes to further increase this Range. Characters
using Long Watch to join a Killzone do not increase the Killzone’s distance, meaning the Character’s Perception
Characteristic will not increase the Killzone’s range.
Medical Characters controlling a GREMLIN can now make Medical Tests using the Drone. 600
Protocol
Needle Attacks made against Unaware Targets ignore half Armor. 1,250
Override Reduces a chosen cooldown or Recharge by 1 for the Character, including Abilities, Utilities, Weapons, Psionics, etc. 850
Phantom When the Fireteam is spotted, Characters with Phantom will remain concealed unless they were the direct cause of 250
the Fireteam being spotted.
RapidFire If the Character uses their Full Action to make Ranged Attacks with an active Aim Action, they gain a +5 To Hit for all 750
Attacks, even if the Aim Action is lost from the amount of Attacks made.
Reaper The Character is able to make +1 Melee Attacks when making a Full Action amount of Attacks. 950
Reflect On a successful Parry, the Character makes a Warfare Melee Test. If Successful, the Parried Attack strikes the 750
Opponent, dealing the Attack without its Pierce.
Reflex The Character’s first Reaction in a Round does not give Penalties for the following Reactions. 500
Restoration The User’s GREMLIN is able to use Medkits and Nanomedkits twice, instead of only once. 500
Retribution A successful Parry can be followed up by a Melee Attack as a Reaction. 850
Return Fire If the Character is targeted by an Attack, they gain a +5 To Hit against that Opponent during their next Turn. 650
Revival Characters controlling a GREMLIN can make a -10 Medical Test on a Target Character that is Stunned, under Fear or 750
Protocol Shock, under Penalties gained from Psionics, or Unconscious while still having positive Wounds. If Successful, the
Target Character recovers from these effects.
Run and Gun Attacks made while making Run Actions take 10 less to the Penalty gained. 600
Rupture The last Attack made in a Full Action of Attacks counts as dealing Special Damage as long as the Attack is Successful. 650
Salvo Using Heavy Weapons will count as Braced for the first Attack of a Round. 650
Saturation Fire Doubles the Penalties gained from Suppressing Fire. 700
Scanning The User’s GREMLIN has an increased radius in which it scans by 10 Meters. 500
Protocol
Shadow Strike The Character gains a +10 Bonus To Hit and +10 to Special Damage when making Attacks in a Surprise Round. 500
Shrapnel Explosives used by the Character have a -10 Penalty to be Evaded. 750
Shredder Using a Full Action of Attacks against a Target will give them a -2 to their Armor for the next Round, until the beginning 750
of the Round after.
Shrug It Off At the beginning of the Character’s Turn, they roll a Toughness Test. If Successful, the first source of Damage they 650
take that Round is reduced by half of the Character’s Toughness Modifier.
Silent Killer Attacks made by the Character are at a -20 Penalty to be spotted or noticed. 700
Smash When making Tackle and Charge Attack Actions, the Character gains their Strength Modifier in extra Damage. 800
Soul Harvest Attacks made against Unaware Targets deal Special Damage on rolls of 9 or 10. 950
Steady Hands If the Character did not make any Movement Actions during a Turn, they will gain a +10 Bonus to Aim Actions for the 700
first Attack made on their next Turn.
Suppression If you Suppress a Target, they also lose the ability to take Aim Actions until the Turn after they recover. 500
Target Opponents that have been seen by the Character gain a -10 Penalty when making Camouflage Tests later in Combat. 650
Definition
Threat The GREMLIN can be used to create or join in Killzones by the User. 500
Assessment
Total Combat The Character gains a +10 Bonus To Hit when throwing Grenades. 550
Untouchable If the Character managed to Kill or make a Target Unconscious, they gain a +10 to Evasion Tests during their next Turn. 650
Ventilate Once per Turn, the first Attack with a Shotgun against Cover halves the Cover Points given. 900
Volatile Mix Grenades you take into Combat are modified to have +1 to Blast Radius. 500
Waylay When entering or joining a Killzone, the Character may instantly make a Half Action of Attacks. 850
Wrath Gives the Character +3 Damage when making Grapple Attacks. 500
Zero In Attacks made using the Full Aim Action deal Special Damage on rolls of 9 or 10. 850
11
HUMAN WEAPONS
RIFLES
[TH] [UD] Assault Rifle Auto (7)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +8 11 26 45m-225m .390 32 6
Green Polymer finish. WEIGHT (KG): 3.6
SHOTGUNS
[TH] [UD] Shotgun Pump Action (2)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 4D10 +7 5 12 10m-80m 12 Gauge Shell 43 Single Loading
Spread Special Rule. Green finish. WEIGHT (KG): 6
INFANTRY AUTOCANNONS
[TH] [HW] [UD] Heavy Autocannon Auto (9)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Machine Gun 3D10 +12 6 36 35m-500m 12.7x36mm 51 11
Tan finish. WEIGHT (KG): 9.4
12
[TH] [HW] [UD] Helix Rail-Cannon Auto (7)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Machine Gun 3D10 +16 3 36 35m-500m 12.7x36mm 75 15
Kinetic Special Rule. Silver finish. WEIGHT (KG): 9.6
INFANTRY CANNONS
[HW] [TH] [UD] Cannon Auto (10)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Machine Gun 3D10 +8 13 40 40m-750m 7.62x52mm 50 15
Long barrel Special Rule. -10 Penalty To Hit when not used with a Tripod. WEIGHT (KG): 11.4
ROCKET LAUNCHERS
[TH] [HW] Rocket Launcher Semi-Auto (1)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 5D10 +16 12 2 20m-450m Rocket 94 13
Blast (9), Kill (4) WEIGHT (KG): 10.8
SNIPER RIFLES
[HW] [TH] [UD] Sniper Rifle Semi-Auto (1)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 3D10 +13 6 6 50m-1,900m .50 Cal 104 8
Penetrating, Kinetic, Headshot, and Long barrel Special Rule. Comes With: 5x/10x Scope. Tan finish. WEIGHT (KG): 16
13
RAIL GUNS
[HW] [TH] [UD] Railgun Auto (1) with Charge (1)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Railgun 4D10 +15 30 1 20m-1,500m Rail Slug 117 11
Penetrating, Kinetic, Kill (2), Dice minimum (3) Special Rule. Silver Polymer Finish. The weapon has a Charge of (1) but can be held up to 4 Half Actions before WEIGHT (KG): 14.9
firing automatically.
[HW] [TH] [UD] Particle Cannon Auto (1) with Charge (2)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Railgun 6D10 +21 25 1 20m-1,500m Rail Slug 135 11
Cauterize, Kinetic, Kill (2), Dice minimum (3) Special Rule. Silver Polymer Finish. The weapon has a Charge of (2) but can be held up to 4 Half Actions before WEIGHT (KG): 17.9
firing automatically.
GRENADE LAUNCHERS
[TH] Grenade Launcher Semi-Auto (2)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 3D10 +9 12 6 10m-70m 40mm Grenade 86 Single Loading
Blast (8), Kill (4) WEIGHT (KG): 5.3
PISTOLS
[OH] [UD] Pistol Semi-Auto (2)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +10 4 6 30m-160m 12.7x40mm 22 4
Headshot Special Rule. Black Polymer finish. WEIGHT (KG): 2.2
MELEE
[DW] [SD] [PD] Combat Knife
TYPE DAMAGE ROLL BASE DAMAGE PIERCING REACH cR
Knife 2D10 Half Strength Modifier +6 Half Strength Modifier +6 -- 30
WEIGHT (KG): 0.4
14
[TH] [SD] [PD] Fusion Blade
TYPE DAMAGE ROLL BASE DAMAGE PIERCING REACH cR
Knife 3D10 Strength Modifier +8 Strength Modifier +9 +1 58
Hardlight Special Rule. WEIGHT (KG): 2.1
PSI AMPS
[OH] Psi Amp
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Psi Amp -- +6 to Punch Melee Damage -- -- 30
Allows the user to begin casting Psionic Abilities. WEIGHT (KG): 1.1
FLAMETHROWERS
[TH] [HW] [UD] Flamethrower Sustained (3)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Chemical Sprayer 3D10 +5 16 54 5m-35m Flame Fuel 66 17
Flame (1D5), Cauterize, Spread Special Rule. Fires a sticky flammable set of chemicals that are then ignited. Releases in a 45-degree cone of fire that hits WEIGHT (KG): 30
multiple targets. Point Blank Attacks with this weapon causes the User to hit themselves with the Attack alongside the Target. Tank weighs 5 kg.
SHREDDER GUNS
[TH] [HW] [UD] Shredder Gun Auto (1)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 5D10 +12 2 1 20m-65m Multi-Slug 90 Single Loading
Kinetic and Spread Special Rule. Tan finish. WEIGHT (KG): 6
15
[TH] [HW] [UD] Advanced Shredder Gun Auto (1)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 5D10 +12 6 2 20m-75m Multi-Slug 111 Single Loading
Kinetic and Spread Special Rule. Gray finish. WEIGHT (KG): 6
GRENADES
[UD] Frag Grenade
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 3D10 +9 12 Blast (8), Kill (2) 10
The Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn. WEIGHT (KG): 0.5
BOMBS
[UD] Frag Bomb
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 4D10 +9 12 Blast (10), Kill (3) 14
The Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn. WEIGHT (KG): 1.0
16
[UD] Flashbang Bomb
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 2D5 -- -- Blast (10) 10
Stun, Blast (10) Special Rule. Dark Green Matte finish. The Flashbang Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning WEIGHT (KG): 0.8
of the Character’s next Turn. Flashbang Special Rule, no Police cR upcharge.
AMMUNITION COST PER 100 ROUNDS AMMUNITION COST PER 100 ROUNDS
.390 10 cR Lance Slug 40 cR
Magnetic Slugs 10 cR 8.6x63mm 15 cR
5.56x45mm 10 cR Rail Slug 30 cR
Large Bolt 25 cR 40mm Grenade 255 cR
12 Gauge Shell 5 cR 12.7x40mm 10 cR
8 Gauge Shell 10 cR Short Slug 10 cR
Plasma Shell 10 cR Powered Slug 15 cR
12.7x36mm 10 cR 9x19mm 5 cR
7.62x52mm 10 cR Multi-Slug 35 cR
Rocket 340 cR Flame Fuel Tank 15 cR per Tank
Micro-Missile 265 cR Battery 8 cR per Battery
.50 Cal 20 cR Plasma Battery 10 cR per 1 Battery
Gauss Slug 30 cR
17
HUMAN ARMOR
ARMOR MASS PRICE ARMOR RATING SPECIAL CAPABILITY
Kevlar Armor 9.9 kg 34 cR HEAD ARMS CHEST LEGS --
16 17 18 17
Spider Suit 12.1 kg 76 cR HEAD ARMS CHEST LEGS Installs a Grappling Hook on the arm of the suit, doubling
17 18 19 18 Climbing Distance and gives a +20 to all Climb Actions. Grappling
Hook takes 3 Turns to recharge.
Wraith Suit 13.4 kg 122 cR HEAD ARMS CHEST LEGS Allows the user to pass directly through obstacles for 2 Turns. This
17 18 19 18 can only be activated twice per mission.
Serpent Suit 13.4 kg 72 cR HEAD ARMS CHEST LEGS Gives the user a +10 to Agility and an extra +10 to Evasion.
17 18 19 18
Predator Armor 14.5 kg 58 cR HEAD ARMS CHEST LEGS --
18 19 20 19
Warden Armor 14.5 kg 147 cR HEAD ARMS CHEST LEGS As long as the Character is wearing the Warden Armor, they gain
18 19 20 19 +10 total Wounds. These Wounds are lost when the Armor is
removed. Capable of Mounting 1 Weapon.
E.X.O Suit 15.3 kg 170 cR HEAD ARMS CHEST LEGS Capable of Mounting 1 Weapon. Always counts as Bracing
17 19 21 19 weapons.
W.A.R Suit 16.1 kg 210 cR HEAD ARMS CHEST LEGS Gives +10 to Strength. When the Character doesn’t take a Move
18 20 22 20 Action during their Turn, the W.A.R Suit creates a 6 Foot tall Cover
out of energy that offers other Characters 17 Cover Points.
Capable of Mounting 2 Weapons.
ADVENT ARMOR
ADVENT Armor, if being used as a Character from the Resistance, must be modified to not look the same as the ADVENT Faction.
18
SPECIAL AMMO ADDITIONS
19
OPTICS, SCOPES, SIGHTS
EQUIPMENT BENEFITS TYPE MOUNT WEIGHT CR
Holoscope 1x holographic scope. It is projected when the Character makes an Aiming Optic Upper, 0.1 15
Action. Takes up minimal space on the Rail it is mounted to, allowing for Side
another item to be mounted.
Red Dot Sight 1x sight for firearms. Uses an illuminated red dot on a transparent screen for Optic Upper, 0.1 8
close-combat and quick aiming. Side
Holographic Scope 1x/2x modular holographic scope sight. Uses an illuminated red dot that is Optic Upper, 0.1 20
projected onto a 1x/2x modular scope. The red dot is only illuminated during Side
aiming actions.
2x Scope 2x Scope. Optic Upper 0.1 12
3x Scope 3x Scope. Optic Upper 0.1 15
4x Scope 4x Scope. Optic Upper 0.2 18
5x Scope 5x Scope Optic Upper 0.2 21
6x Scope 6x Scope Optic Upper 0.3 24
S-C 8x Scope 8x Scope. Sniper Optic Upper 0.4 28
S-C 10x Scope 10x Scope. Sniper Optic Upper 0.4 31
2x/4x Scope 2x/4x Modular Scope. Optic Upper 0.1 24
3x/5x Scope 3x/5x modular scope. Optic Upper 0.2 25
4x/6x Scope 4x/6x modular scope. Optic Upper 0.4 20
Mod Scope V1 3x/6x/9x modular scope. Sniper Optic Upper 0.8 26
Mod Scope V2 4x/8x/12x modular scope. Sniper Optic Upper 0.8 28
Mod Scope V3 5x/10x/15x modular scope. Sniper Optic Upper 0.8 30
RAILS
EQUIPMENT BENEFITS TYPE MOUNT RESTRICTION WEIGHT CR
Angled Grip An Angled Grip is added to the bottom rail in front of the Brace Lower None 0.4 15
weapon, giving a +5 Bonus To Hit.
Bayonet A bayonet with the stats of the Combat Knife. Gives +1 Melee Underslung Any None 1.7 25
Reach. Counts as having Slow Special Rule when used. weapon
Bipod Deployed and undeployed as a Half Action. Any Attacks made Brace Lower [TH] and [HW] 1.4 12
with the weapon will count as being Braced as long as it is Weapons
resting against a surface and the weapon isn’t being moved.
While deployed, if the weapon is not resting against
a surface, a -5 Penalty To Hit is gained from the weight of the
bipod/tripod, even if the weapon is being Braced by the user.
Tripod Deployed and undeployed as a Full Action. As long as the Brace Lower Sniper Rifles, 5.4 18
Tripod is resting against a surface and the weapon is not being Machine Guns,
moved, all Attacks made have a +5 Bonus To Hit and the Explosive Launchers
weapon is considered Braced. Tripods can also be detached
and reattached as a Half Action, keeping the Tripod deployed
in-place until needed, again.
If the user attempts to move with the weapon with
the Tripod still deployed, the Character’s Movement Action
distances are halved. If the weapon is being moved or not
being braced with the Tripod deployed, all Attacks with it are
at a -30 Penalty To Hit.
Flashlight Lowers any Darkness Penalties by 30, while also lowering Flashlight Any None 0.1 10
Low-Light Penalties by 15.
-20 to Aim Actions if mounted on Top Rail.
Laser Aiming Gives a +5 Bonus To Hit when not using Aim Actions, while Aiming Any None 0.1 10
Module also giving the Opponent being aimed at a +5 Bonus to Module
Evasion from attacks made with this weapon. The Opponent
only gains this Evasion Bonus if they notice the laser.
-20 to Aim Actions if mounted on Top Rail.
Tactical Flashlight Lowers any Darkness Penalties by 40, while also lowering Flashlight Any None 0.2 15
Low-Light Penalties by 10. When in Darkness, Opponents gain
a -20 Penalty To Hit and a -30 Penalty to Visual Perception
Tests. When in Low-Light, Opponents gain a -10 Penalty To
Hit and a -15 Penalty to Visual Perception Tests.
-20 to Aim Actions if mounted on Top Rail.
Vertical Grip When making any Charge or Run Movements, the Penalty Brace Lower, None 0.6 15
gained To Hit is lessened by 10. Side
20
EQUIPMENT BENEFITS TYPE MOUNT RESTRICTION WEIGHT CR
Canted Irons A small 45-degree offset Rail mount is added to the top of the Modification Upper Rifle, Carbine, 0.1 15
weapon for the use of a secondary Ironsight, Optic, Aiming Pistol, PDW,
Module, or Flashlight. The new rail is diagonally facing, Machine Guns
allowing for one extra non-intrusive attachment.
When using a secondary scope or Ironsight on this
new rail, the weapon must be held diagonally to use. This rail
cannot be used with Sniper Optics.
Underslung Attaches an underbarrel grenade launcher. Shares the stats Underslung Lower Rifle, Shotgun, or 1.4 45
Grenade Launcher with the Grenade Launcher, but only holds one shot. weapon Flamethrower
Underslung Attaches an underbarrel shotgun. Shares the stats with the Underslung Lower Rifle, Shotgun, or 1.4 30
Shotgun Shotgun but only holds two Shots. weapon Flamethrower
AMMUNITION ATTACHMENTS
EQUIPMENT BENEFITS TYPE RESTRICTION WEIGHT CR
Bullet Loop A Loop that holds up to six Shotgun Shells, allowing the Character to use a Misc. Shotguns 0.1 10
Reaction to reload one extra Shell in a Round.
Drum Magazine A Drum Magazine that offers triple the ammunition in the weapon’s Magazine Weapons that use (X) (X)
Magazine. Any weapon’s Magazine is tripled, increasing the weapon’s Magazines and
weight by 0.05 KG per round, multiplied by 2, in the original Magazine. The Clips
price is 1/4th the rounds in the Magazine in cR.
Dual-Sided Two linked Magazines at opposing ends. The Magazines each empty as Magazine Weapons that use (X) (X)
Magazine usual, but when reloading from one of the linked Magazines to another Magazines and
lower the weapon’s Base Reload Time by -2. The price is 1/3rd the cost of Clips
how many rounds are in the Dual-Sided Magazine in cR.
Due to the longer Magazine size, firing the weapon Prone gives
a -5 Penalty To Hit.
21
EQUIPMENT BENEFITS TYPE RESTRICTION WEIGHT CR
Extended Belt The belt of any belt-fed weapon is doubled in size. This increases the Magazine Belt-Fed Weapons (X) (X)
weight of the weapon by 0.05 KG per round in the belt. The price is 1/4th
the rounds in the new sized Belt.
Extended Extended Magazine that offers double the weapon’s ammunition. This Magazine Weapons that use (X) (X)
Magazine increases the weapon’s weight by 0.05 KG per round in the original Magazines and
Magazine. The price is 1/4th the rounds in the Magazine in cR. Clips
Due to the larger Magazine size, firing the weapon Prone gives a
-5 Penalty To Hit.
Reduced-Capacity A reduced-capacity magazine that halves the weapon’s Magazine count. Magazine Weapons that use (X) (X)
Magazine This reduces the weapon’s weight by 0.02 KG per each round less than the Magazines and
original magazine and reduces the weapon’s Reload Time by 2, to a Clips
minimum of 1. The price is 1/4th the rounds in the Magazine in cR, to a
minimum of 2.
22
XCOM COMBAT EQUIPMENT
EQUIPMENT BENEFITS WEIGHT COST
Battle Scanner A Battle Scanner is small grenade-like pod that is thrown to receive data in unknown locations. The Battle 1.1 55
Scanner, once it stops moving after being thrown, will scan in a 15 Meter Radius. It will report back all
friendly, enemy, and neutral Characters in that location. Battle Scanners can be reused but must be
recharged for 5 Turns.
Overdrive Serum Overdrive Serum is a hyper adrenaline booster that gives a +20 to the Character’s Strength, Toughness, 0.9 60
Agility, Perception, Warfare Melee, and Warfare Range Characteristics for 2 Rounds, starting at the
beginning of their next Turn. Overdrive Serum has one use and takes a Half Action to administer. If the
Character continues to take Overdrive Serums within the same day, each time they are taken, the Character
gains +5 levels of Fatigue. Multiple doses of Overdrive Serum do not stack benefits or extends the time the
benefits are gained. Single Use.
Mimic Beacon The Mimic Beacon is a small grenade-like pod that is thrown or set. The Beacon emits a holographic decoy 0.9 60
of the Character, which mimics the Character’s movements and actions. The Mimic Beacon lasts for 12 Turns
or until the Beacon takes 25 Breakpoints worth of Damage. Mimic Beacons can be recovered and reused, if
not destroyed, but must be recharged for 5 Turns.
Mindshield The Mindshield leaves the Character who has it completely immune from Psionic Abilities that alter the 1.9 155
Character’s mind. This includes Mind Control or any Shock and Fear-based Attacks.
Sustaining Sphere When the Character becomes Unconscious from reaching 0 or lower Wounds, the Sustaining Sphere will 3.2 165
activate. This piece of equipment will envelop the Character’s body in a small stasis sphere, stopping all
further Damage and Effects from reaching the Character. This includes Bleedout or any other Medical Effect
the Character may already be suffering. When the Sustaining Sphere is disabled by another Character, the
Unconscious Character will continue to take Damage and Effects normally. Single Use.
Ultrasonic Lure Ultrasonic Lures will are a small grenade-like pod that is thrown. The device will emit an ultrasonic pulse 1.1 45
that lures away The Lost Characters. The Ultrasonic Lure lasts for 6 Rounds or until the Lure takes 25
breakpoints worth of Damage. Ultrasonic Lures may be reused but must be recharged for 5 Turns.
Turncoat Grenade The Turncoat Grenade deploys a massive Psionic burst that briefly convinces Characters to see Friends as 2.1 95
Foes. Those within the Blast (6) Radius must make a +10 Courage Test. If Failed, they’ll see all allies as
enemies for 2 Turns. Single Use.
Shield Bestow A piece of equipment that straps to the back of the Character’s Armor. This bestows an Energy Shield to any 10.2 135
Character within 10 Meters, unless they already have an Energy Shield. This gives an Energy Shield with a
Shield Integrity of 30, a Delay of 3, and a Recharge Rate of 15.
XCOM MEDICAL
EQUIPMENT BENEFITS WEIGHT COST
MedKit Used as a Full Action, the Medkit removes 2D5 Fatigue and heals 2D10 Wounds. Single Use. 0.7 15
Nanomedkit Used as a Full Action, the Nanomedkit removes 3D5 Fatigue and heals 3D10 Wounds. The Nanomedkit also 1 25
removes all Poison, Radiation, and will remove any Cryo and Flame Special Rules from the Character. Single
Use.
Dermacortic Standard steroid drug that doubles the Natural Healing of wounds per one day, including bonuses given by 0.5 20
Steroids medics and Medical Tests. Dangerous when used with other medication. If used with other Medication,
wounds are still removed, but the character gains 3D10 - Toughness Modifier levels of Fatigue. Effects last
one day per use. Each bottle of Dermacortic has 10 uses.
Limb Splint Reduces any Movement or Attack penalties from a broken limb by half. 2.3 10
Medigel A specialized rubbing-gel that heals minor injuries. Takes a Full Action to apply and does not come into effect 0.1 5
until the beginning of the Character’s next Turn. Heals 1 Wound. Medigel also increases the Character’s
Natural Healing by 1 for the next day, to a maximum of 3, only if the Character is already injured. Medigel
no longer heals Wounds after a Character has used it 10 times in a day. Any further use will instead inflict
1D5 Fatigue each time.
Morphine Removes penalties from Special Damage for 1D5+Toughness Modifier in hours. Used as a Half Action. While 0.1 5
on Morphine, the Character gains a -20 Penalty To Hit and Perception Tests. Each dose given to the Character
while still under the effects of Morphine will give the Character 2 degrees of Fatigue. Each purchase comes
with 5 uses.
Neuroglasgomycin, otherwise known as the Counter-Glasgow Treatment, treats brain damage and counters 0.7 10
Neuroglasgomycin the effects of being in a coma. Every dose given to a Character in a Coma will have their Coma reduced by
the Character’s Toughness Modifier + 1D5 in hours. A Character that takes more than 3 Doses in one day will
have to make a Toughness Characteristic Test or gain 2D5 levels of Fatigue, instead. Comes with 15 uses.
Poly- Removes all of the Character’s Fatigue but makes the user unconscious for 1D10-Toughness Modifier in 0.1 4
pseudomorphine Hours. Comes with 10 uses.
23
EQUIPMENT BENEFITS WEIGHT COST
Respirator Pack Standard-issue emergency gear. This unit contains breathable oxygen for situations when the atmosphere is 4.5 30
no longer breathable, such as contamination, hull breach or deliberate venting of atmosphere. Contains 2
hours of Oxygen.
While this gear is not a full pressure suit, and thus will not protect against direct exposure to
vacuum, it does contain a reservoir of oxygen that lasts an average of four hours and can replenish itself in
contact with breathable oxygen. A respirator pack supply air directly to a wearer or features an adaptor to
feed air to rebreather-equipped armor.
Thermal Blanket Allows characters to stay warm in harsh colds. Treats Extreme Heat as up to 20 degrees cooler, and Extreme 0.2 3
Cold as up to 20 degrees warmer, as close to the users’ body temperature as possible.
Trauma Kit As a Full Action, reduces a Character’s existing Bleedout to 2 Wounds per Turn. Single use. 0.4 15
HAZMAT Suit A HAZMAT Suit is used to reduce the amount of harmful chemicals and radiation that reach the user. 3.2 20
HAZMAT Suits are an enclosed suit that reduces the effects of Acid Special Rule by half, as well as reduce the
effects from Radiation Levels by 3 levels.
CBRN Suit CBRN Suits are hefty and useful tools against radiation, heat, and other dangerous effects. CBRN Suits ignores 3.7 75
the Acid Special Rule and reduces the effects from Radiation Levels by 5 levels.
Radiation Suit Offers the user complete immunity to Radiation, regardless of Radiation Levels the Character is in. 4.1 75
Potassium Iodide After an hour of being taken, the Potassium Iodide pill reduces the effects from Radiation Levels by 1 level. 0.1 20
Tablets The effect lasts for 15 hours. Comes with 25 uses.
CHARACTERISTICS
VERSION MpT ARMOR BREAKPOINTS DAMAGE PRICE
MARK 1 20 15 100 +6 100 cR
MARK 2 22 17 125 +8 175 cR
MARK 3 25 19 150 +10 250 cR
PHYSICAL ATTRIBUTES
HEIGHT 78 cm
WEIGHT 45 kg
SIZE Small
DRONE TRAITS
Combat Protocol: The Drone makes an Attack using built-in weaponry. This
deals 2D10 Damage + the Drone’s listed Damage, with a Pierce of 12. It has an
Auto (4) Rate of Fire.
Capacitor Overcharge: The Drone makes an Area of Effect Attack by
overcharging its Capacitors and releasing the energy. This strikes in Blast (3)
and deals 4D10 Damage + the Drone’s listed Damage, with Pierce of 10. This
Attack takes 6 Rounds to recharge.
Commands: The GREMLIN is capable of accepting vocal and typed commands,
which can be simplistic instructions to perform tasks. It takes a Half Action to
give a GREMLIN a usable Command. You can say things like, “Use Equipment
on Ally.” “Attack specified Target.” “Attach to Electronics so I can hack it.” And
so on.
Equipment: Equipment such as Medkits can be attached to the GREMLIN
Drone for use. The Mark 1 GREMLIN can hold 1 Equipment, the Mark 2
GREMLIN can hold 2 Equipment, and the Mark 3 GREMLIN can hold 3
Equipment.
Scanner: The GREMLIN Drone has a Scanner that can be used once every 5
Turns. The Scanner will pulse out at a 10 Meter Radius and ping Enemies within
the area.
Evasive: The GREMLIN Drone is Small, meaning it is already at a -5 To Hit. On
top of that, the GREMLIN Drone has an Evasion Test of 70 to evade Attacks.
Replacement: If a GREMLIN Drone is destroyed, it will be replaced between
missions. Only one GREMLIN Drone can be replaced per Character, the rest will
be permanently lost.
24
ALIEN WEAPON ARMORY
RIFLES
[TH] [UD] Beam Rifle Sustained (5)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +14 27 32 40m-430m Plasma Battery 40 6
Cauterize Special Rule WEIGHT (KG): 5.9
SNIPER RIFLES
[TH] [UD] Darklance Semi-Auto (1)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle 6D10 +17 24 6 50m-2,000m Lance Slug 134 8
Cauterize, Kinetic, Headshot, and Long barrel Special Rule. Comes With: 5x/10x Scope. Dark Gray finish. WEIGHT (KG): 5.9
SHOTGUNS
[TH] [UD] Arashi Pump Action (2)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 4D10 +9 8 12 20m-120m EX Shell 67 6
Spread and Penetrating Special Rule. Dark Gray finish. WEIGHT (KG): 6.1
PISTOLS
[DW] [UD] Write-Mounted Beam Pistol Semi-Auto (3)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 2D10 +13 23 18 15m-90m Plasma Battery 35 4
Cauterize Special Rule, -10 Penalty To Hit. WEIGHT (KG): 3.2
25
CANNONS
[TH] [UD] [HW] Sectopod Blaster Auto (4)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Autocannon 6D10 7 16 24 20m-325m Plasma Battery 84 15
Blast (4), Kill (2). WEIGHT (KG): 18.7
EXPLOSIVES
[UD] Plasma Grenade
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 2D10 +10 20 Blast (7), Kill (3) 12
Cauterize Special Rule. The Plasma Grenade has a 6-second fuse. Once stuck, the grenade will detonate at the beginning of the Character’s next Turn. WEIGHT (KG): 0.9
MELEE WEAPONS
[TH] [UD] Archon Staff – Ranged Attack Semi-Auto (1)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 4D10 +19 27 32 40m-430m Plasma Battery 140 6
Cauterize Special Rule. WEIGHT (KG): 5.9
[TH] [UD] Archon Staff – Melee Attack
TYPE DAMAGE ROLL BASE DAMAGE PIERCING REACH
Polearm 2D10 15 + Strength Modifier 25 +2
Cauterize Special Rule.
LAUNCHERS
[TH] [UD] Blazing Pinions Burst (3)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 4D10 +22 19 27 100m-350m Plasma Battery 165 13
Homing Special Rule. Blast (5), Kill (3) WEIGHT (KG): 9.9
26
ALIEN RULERS AND THE CHOSEN
ALIEN RULERS Binding The Ruler can use Binding to knock Characters unconscious on a
Alien Rulers are powerful, unique genetic modifications of the various failed Toughness Test. This is tied to Melee Attacks and can be
enemies in XCOM 2. In the game, you come across the Berserker done once a Turn.
Queen, the Archon King, and the Viper King. These genetically Immunity The Ruler is immune to the GM’s decision of a Special Rule or
Medical Effect.
enhanced Characters are something you can create using this system
Ruler The Ruler does not take Penalties for their first two Reactions
to give your players much riskier combat scenarios. Think of Alien Reaction taken.
Rulers like incredibly powerful Nemesis Characters that far surpass Mythic The Ruler has +2 to all Mythic Characteristics.
what a normal Character could ever attain with normal means. Knowing The Ruler always knows the locations of the Players.
Psi-Op The Ruler has the ability to use Psionics. If the Ruler already had
ALIEN RULER WOUNDS Psionics, they gain the Ability to use them as a Half Action instead
An Alien Ruler has more health than your average Bestiary Character. of a Full Action.
When creating your Alien Ruler, their total Wounds should be
doubled after being figured. This signifies the heavy genetic ALIEN RULER LUCK
modification the Ruler underwent. The Alien Ruler should have more Luck than the average Bestiary
Character. The best rule of thumb is to give the Alien Ruler the same
ALIEN RULER CHARACTERISTICS amount of Luck as the average Player of your game, or to give them
While Alien Rulers should use the Legendary or Nemesis Bestiary the same amount of Luck as their Bestiary Rank. A Legendary (BR5)
Ranks, you should still give an extra +20 to a chosen Characteristic. would then have 5 Luck, which would be comparable to the average
This will signify the Ruler’s adept combat capabilities from their Player’s Luck after Character Creation.
modifications. The Characteristic you boost should be the types of
Abilities or combat scenarios the Ruler will be built around. For ALIEN RULER EXPERIENCE PAYOUT
example, if you build an Alien Ruler based on Sniping, either Warfare The Alien Ruler should have their experience payout doubled from
Range or Perception would be your go-to Characteristic to increase. the listed Experience of the Character used. If you used a Legendary
Sectoid with an Experience Payout of 170 Experience, the Alien Ruler
ALIEN RULER ALTERNATIVE DAMAGE TYPES Sectoid would have an Experience Payout of 340.
Some Aliens will deal special types of Damage or Effects based on
their race or equipment. An Alien Ruler should be given a different THE CHOSEN
version of this ability that reflects their modification. For example, the The Chosen are unique enemies that work as the main antagonists of
Viper has a Poison Cloud Trait that deals Damage based on poison. an XCOM 2 game. The Chosen have access to Chosen Strengths and
The GM could replace this Poison Damage with a Special Rule, such as Weaknesses, which are exclusive Abilities that give the Chosen
Electrified, Flame, or Acid of similar Damage output. If the Poison powerful tools in battle. However, the Weakness exists to let players
were to deal 1D5 Wounds ignoring Damage Resistance, the GM could learn what the Chosen is weak to and begin to plan around it.
change this to Acid (1D5), ignoring Damage Resistance.
If an Alien Ruler has an Attack that doesn’t have a significant CREATING A CHOSEN
combat potential normally, such as The Faceless’ Claw Attack, the GM When the GM is creating a Chosen enemy, they have the ability to use
could give this a Special Rule to improve it. This could be like giving the pre-made Bestiary Ranking options or to create a fully-fleshed out
the Claw Attack the Kinetic Special Rule to increase Damage, or the and realized Character. Obviously one is quicker, while the other
Stun Special Rule to increase lethality by reducing the Players’ ability offers more personality.
to fight back. The GM may choose a Nemesis Ability to go alongside the
Chosen, however the Chosen gain multiple exclusive Abilities on their
ALIEN RULERS AND PSIONIC RIFTS own, so choosing too many options can become hard to track. The
The Alien Ruler has a means of escape if things begin to go poorly. If same goes for making an Alien Ruler Chosen. There comes a point
the Alien Ruler is hurt, they may try to escape using a Psionic Rift. where an enemy is too powerful for most Players to deal with or has
The Psionic Rift is an Extended Action move that teleports too many capabilities that it becomes increasingly difficult to track.
the Alien Ruler to a pre-determined location far from the Players Each of the Warlock, Assassin, and Hunter Chosen list their
current whereabouts. This would then allow them to heal and return own unique Traits to that type of Chosen. All three gain the same list
at a later date to try again. of Strengths and Weaknesses. Depending on the difficulty desired,
When using the Psionic Rift, the first Full Action the Alien Chosen can gain multiple Strengths. However, the GM should only
Ruler can still Attack and Move as normal, but they will begin to glow give the Chosen a single Weakness, as some can be crippling once
purple as the energy is being gathered to escape. This alerts the discovered.
Players to know something is happening, which will allow them to
react in kind. During the Ruler’s next Turn, they will use a Full Action PLAYING XCOM ALIENS
to complete the rift and escape. One other Character can be taken XCOM Aliens can be playable if the GM allows it. To do so, you take
into the Rift alongside the Alien Ruler, allowing them to take a the “PC” Characteristics as the base Characteristics for your Soldier
hostage. Type. The Experience Cost for your Soldier Type is listed as “Player
EXP Cost” which is listed alongside the Physical Attributes. Player EXP
ALIEN RULER TRAITS Cost is not the Experience Payout of an NPC or Player Character.
Alien Rulers have a special Trait that can be chosen from the list of Advent Characters should use the standard Character Creation and
Alien Traits offered on the following table. The GM may also come up Chosen Characters shouldn’t be allowed the Strength and Weakness
with their own Ruler Traits. Each Alien Ruler should have one Ruler Traits.
Trait.
TRAIT DESCRIPTION
27
ALIEN BESTIARY
VIPER SECTOID
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
PC 35 25 30 25 25 30 25 30 20 20 PC 20 15 20 25 25 25 35 25 25 25
1 45 30 50 40 35 35 30 35 25 25 1 45 30 50 40 35 35 30 35 25 25
2 50 35 55 45 40 40 35 40 30 30 2 50 35 55 45 40 40 35 40 30 30
3 55 40 60 50 45 45 40 45 35 35 3 55 40 60 50 45 45 40 45 35 35
4 60 45 65 55 50 50 45 50 40 40 4 60 45 65 55 50 50 45 50 40 40
5 70 55 75 65 60 60 55 60 50 50 5 70 55 75 65 60 60 55 60 50 50
-- -- -- -- MYTHIC CHARACTERISTICS -- -- -- -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 250 cm WEIGHT 150 kg HEIGHT 170 cm WEIGHT 60 kg
SIZE Large PLAYER EXP COST 2,650 Exp SIZE Normal PLAYER EXP COST 1,600 Exp
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Snake Body: The Character does not have legs, but a snake tail for a lower Mindspin: A random chance of one of the following on a roll of a 1D5. Psi-Panic
body. The Character halves all Penalties from Terrain and gains a +20 Bonus to (1-2), Psi-Disorientation (3-4), or Psi-Mind Control (5). Can only be used on a
Grapple and Hold Actions. When taking Special Damage, both Legs count as Target within 3 Meters and in full view of the Sectoid.
the lower Tail. All Climb Actions are at a -20 Penalty. Psi-Panic: An Opposed Test where the User makes a Perception Test against
Constrict: On successful Grapple or Hold, is able to double all Damage and the Opponent's Courage. If Successful, the Opponent is considered Pinned for
Fatigue dealt using Grapple and Hold Actions. Only works if the Character is in 4 Rounds, reduced by 1 for every 3 Courage Modifier of the Opponent.
control of the Grapple. Psi-Disorientation: An Opposed Test where the User makes a Perception Test
Poison Cloud: The Character expels a cloud of Poison spit from their mouth, against the Opponent's Courage. If Successful, the Opponent is Disorientated
reaching out 3 Meters. The Character is immune to this Poison. Others within for 2 Rounds. When Disorientated, the Opponent gains a -20 Penalty To Hit
the cloud will take 1D5 Wounds, ignoring Damage Resistance, on a failed and a -20 Penalty to Courage.
Toughness Test for each Round until the Character makes a successful Psi-Mind Control: An Opposed Test where the User makes a Perception Test
Toughness Test. The cloud lasts for 1 Round. This may be used once an hour as against the Opponent's Courage. If Successful, the Opponent is Mind
a Free Action. Controlled 1 Round for each Degree of Success higher the User has over the
Tongue Pull: The Character’s Tongue can stretch and support up to 100kg of Opponent.
weight outwards of 7 Meters. This means the Character can shoot their tongue Psi-Reanimate: Targeted on a corpse as a Full Action, Psi-Reanimate will bring
at an Opponent to grab them with their Tongue and pull them closer. This is an back one dead Character to be Mind Controlled to follow the orders of the
Opposed Test. If Failed, the Opponent doesn’t move. User. If the User dies, the corpse dies again. The Corpse can only take 1 Half
Action each Round and goes during the User's Initiative.
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Easy 100 42 -- LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Normal 125 46 -- Easy 85 40 --
Heroic 160 52 1 Normal 110 44 --
Legendary 180 56 3 Heroic 145 50 1
Nemesis 215 62 6 Legendary 170 54 3
Nemesis 205 60 6
EQUIPMENT
Beam Rifle Viper Armor EQUIPMENT
Wrist-Mounted Beam Pistol
VIPER ARMOR
HEAD ARMS CHEST LEGS
18 20 22 --
28
FACELESS BERSERKER
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
PC 25 25 15 25 25 25 25 25 25 25 PC 45 30 15 10 30 10 30 45 10 10
1 35 35 25 30 35 35 40 30 30 30 1 55 40 25 15 45 15 40 55 15 15
2 40 40 30 35 40 40 45 35 35 35 2 60 45 30 15 50 20 45 60 15 15
3 45 45 35 40 45 45 50 40 40 40 3 65 50 35 15 55 25 50 65 15 15
4 50 50 40 45 50 50 55 45 45 45 4 70 55 40 15 60 30 55 70 15 15
5 60 60 50 55 60 60 65 55 55 55 5 80 65 50 15 70 40 65 80 15 15
-- -- +1 +2 MYTHIC CHARACTERISTICS -- +5 +2 +1 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 300 cm WEIGHT 175 kg HEIGHT 410 cm WEIGHT 275 kg
SIZE Large PLAYER EXP COST 2,400 Exp SIZE Huge PLAYER EXP COST 3,050 Exp
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Regeneration: The Character heals 1 Wound at the beginning of their Turn. Berserker: Berserker activates when the Character’s Wounds are at 25% or
High Jump: The Character quadruples their Strength and Agility Modifiers less, or if the Character took an attack that dealt 25% of their wounds in one
when figuring Jump and Leap Distance Round. Berserking Characters are in a bloodlust rage where they rush through
Mimic: The Character is able to disguise themselves as another that they've the battlefield as fast as possible to reach their enemy. Characters Berserking
studied for at least one minute. This transformation takes a Half Action to are given a +20 Bonus to Toughness Tests and double their Strength Modifier
create and remove and the Faceless is able to become Size Category Normal when making Melee Attacks. The Character takes a -20 Penalty to all Evasion
during this transformation. Cannot copy memories, magic, abilities, traits, etc. and Reaction Tests and a -30 Penalty to any Warfare Range Tests. The
Claw Attack: The Character can make Claw Attacks. Adds Strength Modifier, Character will also automatically pass any Shock, Fear, and Pinning Tests.
multiplied by 2, to Pierce on Punch Attacks. The length of the Faceless’ Claws Other Characters may use medication such as tranquilizers to force
give it +1 to Melee Reach. the Character to calm down, or to knock them unconscious. When a Berserking
Character becomes Unconscious, they are no longer under the effects of
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK Berserker.
Easy 95 44 -- Built Tough: Gives a +20 Bonus to Opposing Grapples or any Actions for falling
Normal 120 50 -- over.
Heroic 155 54 1 Natural Armor: The Character has a Natural Armor of 25.
Legendary 180 60 3 Uncaring: The Berserker is animalistic and uncaring of their allies. If the
Nemesis 215 66 6 Berserker cannot make it to their enemy target, they may Attack allies who are
closer.
29
MUTON ANDROMEDON
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
PC 35 30 35 30 30 25 25 25 25 25 PC 25 25 25 25 25 30 25 15 20 20
1 50 40 45 40 40 30 35 30 30 30 1 35 35 35 40 40 35 30 20 25 25
2 55 45 50 45 45 35 40 35 35 35 2 40 40 40 45 45 40 35 25 30 30
3 60 50 55 50 50 40 45 40 40 40 3 45 45 45 50 50 45 40 30 35 35
4 65 55 60 55 55 45 50 45 45 45 4 50 50 50 55 55 50 45 35 40 40
5 75 65 70 65 65 55 60 55 55 55 5 60 60 60 65 65 60 55 45 50 50
-- +2 +1 +1 MYTHIC CHARACTERISTICS -- +5 +2 +1 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 275 cm WEIGHT 175 kg HEIGHT 265 cm WEIGHT 220 kg
SIZE Large PLAYER EXP COST 2,750 Exp SIZE Large PLAYER EXP COST 2,800 Exp
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
SQUAD UP: When with Mutons; these Characters gain a +5 Bonus to Built Tough: Gives a +20 Bonus to Opposing Grapples or any Actions for falling
Courage Tests. The Characters also gain a +10 Bonus to Warfare Melee over.
and Warfare Range Tests when taking Combined Actions. Acid Bomb: The Character is able to shoot an Acid Bomb with Spread Special
Rule. This deals Acid (7) to all Characters within a range of 10 Meters. The
Character can only make this Attack once every 5 Rounds.
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Battlesuit: When the Andromedon dies, the Battlesuit will take over at the
Easy 105 56 --
beginning of the next Round. When the Battlesuit takes over, its Warfare
Normal 125 60 --
Range, Intellect, Charisma, and Leadership are reduced to 5. Once the
Heroic 160 68 1
Battlesuit takes 50 Breakpoints after the Andromedon dies, the Battlesuit will
Legendary 180 72 3
be destroyed. The Built Tough Trait and Mythic Characteristics are given by the
Nemesis 215 80 6 Battlesuit. The Character inside the Battlesuit cannot survive without it.
Robotic: When the Andromedon Battlesuit has taken over after the Character
EQUIPMENT died, the Character is now Robotic, taking extra Damage from Bluescreen
Beam Rifle Two Plasma Grenades Rounds and treating EMP (X) Special Rule like Flashbang (X).
Bayonet Muton Armor
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
MUTON ARMOR Easy 105 46 --
HEAD ARMS CHEST LEGS Normal 125 52 --
18 23 26 22 Heroic 160 56 1
Legendary 185 62 3
Nemesis 215 68 6
EQUIPMENT
Andromedon Cannon EMP Grenade
Acid Bomb Andromedon Battlesuit
ANDROMEDON BATTLESUIT
HEAD ARMS CHEST LEGS
24 25 30 26
30
GATEKEEPER CHRYSSALID
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
PC 25 25 35 25 20 30 35 20 20 20 PC 25 25 35 25 20 30 35 20 20 20
1 30 30 45 40 30 40 50 25 25 25 1 30 30 35 5 25 15 25 35 5 5
2 35 35 50 45 35 45 55 30 30 30 2 35 35 40 5 30 20 30 40 5 5
3 40 40 55 50 40 50 60 35 35 35 3 40 40 45 5 35 25 35 45 5 5
4 45 45 60 55 45 55 65 40 40 40 4 45 45 50 5 40 30 40 50 5 5
5 55 55 70 65 55 65 75 50 50 50 5 55 55 60 5 50 40 50 60 5 5
-- -- -- -- MYTHIC CHARACTERISTICS -- +2 -- -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 225 cm WEIGHT 300 kg HEIGHT 200 cm WEIGHT 100 kg
SIZE Large PLAYER EXP COST 1,850 Exp SIZE Normal PLAYER EXP COST 1,700 Exp
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Body Locations: This Character only has one Body Location type, which can be Crawler: The Character can attach itself to walls and surroundings. No
considered “Head” only. Penalties for Difficult Terrain and gains +40 to Climbing Actions.
Only Flight: The Character can attach itself to walls and surroundings. No Natural Weapon: Gives the Character +6 to Damage and +8 to Pierce when
Penalties for Difficult Terrain and gains +80 to Climbing Actions. using Unarmed Melee Attacks.
Four Arms: Character has four arms, gains +10 to Grapple and can use more Natural Armor: Natural Armor is considered Armor that the Character always
weapons at penalty. has. Natural Armor adds to the Character's Damage Resistance the same way
Consume: Consume can only be used if the Gatekeeper Armor is Open. Deals Armor does and can be stacked with Armor. Gives 20 Natural Armor.
3D10+Perception Modifier in Damage within 1 Meter of the Character. If the Claw Attack: The Character can make Claw Attacks. Adds Strength Modifier to
Opponent dies from this Attack, it is reanimated via Psi-Reanimate. Psi- Pierce on Punch Attacks.
Reanimate will bring back one dead character to be Mind Controlled to follow Chryssalid Poison: Claw Attacks with this Character will cause Poison, which
the orders of the User. If the User dies, the corpse dies again. The Corpse can causes 3 Damage that cannot be reduced by Damage Resistance. Dying while
only take 1 Half Action each Round and goes during the User's Initiative. under the effects of Poison will cause the Target to turn into a Cocoon. After 4
Gatekeeper Armor: The Gatekeeper Armor takes one Half Action to Open and Rounds, that Cocoon hatches into a fully grown Chryssalid. Poison is removed
Close. When Open, Opponents may make a Called Shot to Attack the with an Extended Medical Test or if Wounds are healed from Equipment.
Gatekeeper, ignoring Armor. Cocoons have 15 Wounds and will not hatch if brought to or below 0. When
hatching, roll a 1D5. If 4 is rolled, two will emerge, if 5, 3 will emerge.
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Easy 90 42 -- LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Normal 115 46 -- Easy 25 48 --
Heroic 145 52 1 Normal 55 52 --
Legendary 170 56 3 Heroic 90 60 --
Nemesis 205 62 6 Legendary 115 64 1
Nemesis 155 72 2
EQUIPMENT
Beam Cannon Gatekeeper Armor EQUIPMENT
None
GATEKEEPER ARMOR
HEAD
31
31
CODEX ARCHON
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
PC 25 25 20 25 25 25 45 45 25 25 PC 35 35 25 25 25 25 25 35 25 35
1 35 35 30 35 35 35 55 50 30 30 1 45 45 30 35 35 30 30 45 35 45
2 40 40 35 40 40 40 60 55 35 35 2 50 50 35 40 40 35 35 50 40 50
3 45 45 40 45 45 45 65 60 40 40 3 55 55 40 45 45 40 40 55 45 55
4 50 50 45 50 50 50 70 65 45 45 4 60 60 45 50 50 45 45 60 50 60
5 60 60 55 60 60 60 80 75 55 55 5 70 70 55 60 60 55 55 70 60 70
-- -- -- -- MYTHIC CHARACTERISTICS -- -- -- -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 180 cm WEIGHT 75 kg HEIGHT 180 cm WEIGHT 125 kg
SIZE Normal PLAYER EXP COST 1,850 Exp SIZE Normal PLAYER EXP COST 4,600 Exp
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Robotic: The Character is Robotic, taking extra Damage from Bluescreen Robotic: The Character is Robotic, taking extra Damage from Bluescreen
Rounds and treating EMP (X) Special Rule like Flashbang (X). Rounds and treating EMP (X) Special Rule like Flashbang (X).
Evasive: The Character gains a +30 Bonus to Evasion. Only Flight: The Character can only flight, no way to walk. Flies at the speed of
Clone Teleportation: The Character is able to Teleport away, leaving a Clone their Agility Modifier as if using standard Movement Actions.
of itself where it originally was. Any Attacks against this Clone is evenly split Frenzy: The Character is able to work themselves up into a Frenzy that lasts for
amongst all Clones and the Character, rounding up. The Teleport is a Full Action 2 Rounds. This is a Half Action to perform and activates at the beginning of
and can move up to the Character's Agility Characteristic in Meters. It takes 1 their next Turn. While Frenzied, the Character is able to increase the amount
Round to recharge this Trait. of total Melee Attacks in a Full Action by 2.
Psionic Rift: A Blast (6) Psionic Attack that empties the Magazine of any Natural Armor: Natural Armor is considered Armor that the Character always
Firearm within the Blast. This Trait has a Recharge of 3 Rounds. has. Natural Armor adds to the Character's Damage Resistance the same way
Armor does and can be stacked with Armor. Gives 25 Natural Armor.
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Easy 125 42 -- LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Normal 145 48 -- Easy 130 46 --
Heroic 180 52 1 Normal 150 52 --
Legendary 200 58 3 Heroic 185 56 1
Nemesis 230 64 6 Legendary 205 62 3
Nemesis 240 68 6
EQUIPMENT
Beam Rifle EQUIPMENT
Archon Staff Blazing Pinions
32
SPECTRE THE LOST
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
PC 25 25 25 25 25 25 25 25 25 25 1 30 30 25 25 25 1 30 25 1 1
1 30 30 40 40 40 30 35 30 30 30 2 35 35 30 30 30 1 35 30 1 1
2 35 35 45 45 45 35 40 35 35 35 3 40 40 35 35 35 1 40 35 1 1
3 40 40 50 50 50 40 45 40 40 40 4 45 45 40 40 40 1 45 40 1 1
4 45 45 55 55 55 45 50 45 45 45 5 55 55 50 50 50 1 55 50 1 1
5 55 55 65 65 65 55 60 55 55 55 -- +2 +2 +2 MYTHIC CHARACTERISTICS
-- -- -- -- MYTHIC CHARACTERISTICS PHYSICAL ATTRIBUTES
PHYSICAL ATTRIBUTES HEIGHT 180 cm
HEIGHT 190 cm WEIGHT 175 kg WEIGHT 80 kg
SIZE Normal PLAYER EXP COST 1,550 Exp SIZE Normal
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Robotic: The Character is Robotic, taking extra Damage from Bluescreen Undead: The Character does not go unconscious when at 0 or lower Wounds.
Rounds and treating EMP (X) Special Rule like Flashbang (X). The Character is immune to Disease, Poison, Radiation, and Fatigue. Attacks
Vanish: The Character can turn themselves entirely invisible with no way of against this Character that deal Special Damage will gain an extra 2D10 Special
seeing them. This only lasts for one Half Action. Damage from that Attack.
Shadowbind: If the Character knocks a Target unconscious, a clone of the Mindless: The Lost are mindless and will attack anything that are not also “The
Target is spawned under the control of the Spectre. If this clone is killed, the Lost” Characters. They will gather in hordes and rush Characters. Sounds and
unconscious Target awakens and gains any Wounds back that they lost from movement will also lure them away in hopes for something to Attack.
the Attack that made them unconscious. Soft Spot: Attacks against The Lost’s Head Location will automatically deal
Horror: A Psionic Attack that forces the Target to roll a Fear Test. If the Target Special Damage.
fails the Fear Test, they take 1D10 Damage. The Spectre is healed for that much
Damage taken. If the target Succeeds, this Ability has a 5 Round cooldown. LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Lightning Reflexes: The Character takes no Penalties from Evasion Tests. Easy 5 39 --
Normal 25 43 --
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK Heroic 50 48 --
Easy 85 42 -- Legendary 70 52 --
Normal 110 46 -- Nemesis 100 57 --
Heroic 145 52 1
Legendary 165 56 3
Nemesis 205 62 6
EQUIPMENT
Spectre Rifle Spectre Armor
SPECTRE ARMOR
HEAD ARMS CHEST LEGS
20 20 23 20
33
AVATAR ADVENT TROOPER
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
PC 25 25 25 25 25 25 35 25 30 25 1 40 35 35 40 40 30 35 30 25 25
1 40 35 35 35 35 30 45 30 35 30 2 45 40 40 45 45 35 40 35 30 30
2 45 40 40 40 40 35 50 35 40 35 3 50 45 45 50 50 40 45 40 35 35
3 50 45 45 45 45 40 55 40 45 40 4 55 50 50 55 55 45 50 45 40 40
4 55 50 50 50 50 45 60 45 50 45 5 65 60 60 65 65 55 60 55 50 50
5 65 60 60 60 60 55 70 55 60 55 -- -- -- -- MYTHIC CHARACTERISTICS
-- -- +1 +1 MYTHIC CHARACTERISTICS PHYSICAL ATTRIBUTES
PHYSICAL ATTRIBUTES HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
HEIGHT 190 cm WEIGHT 90 kg WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal PLAYER EXP COST 6,500 Exp SIZE Normal
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Regeneration: The Character heals 3 Wounds at the beginning of their Turn. SQUAD UP: When making Combined Actions with other ADVENT
Psi-Teleport: The Character can teleport as a Half Action. The Character is able Characters; these Characters gain a +5 Bonus to Courage Tests. The
to Teleport up to half of their Perception Characteristic in Meters. Characters also gain a +10 Bonus to Warfare Melee and Warfare
Psi-Mind Control: An Opposed Test where the User makes a Perception Test Range Tests when taking Combined Actions.
against the Opponent's Courage. If Successful, the Opponent is Mind
Controlled 2 Rounds for each Degree of Success higher the User has over the
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Opponent.
Easy 60 42 --
Dimensional Rift: The Character opens up an Area of Effect Attack in Blast (5).
Normal 90 48 --
All Characters inside take 2D10 Damage, ignoring Damage Resistance. At the
end of the next Turn, this Rift closes, dealing the Damage a second time to Heroic 120 52 1
those still inside. Legendary 145 58 3
Psi-Fortress: The Character becomes immune to all Attacks, Effects, and Nemesis 185 64 6
Special Rules that would give them Penalties. This lasts for 5 Rounds and takes
4 Rounds to recharge. EQUIPMENT
Psionic Abilities: The Character has access to all Psionic Abilities. Magnetic Rifle Frag Grenade
ADVENT Armor
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Easy 160 68 -- ADVENT ARMOR
Normal 175 80 -- HEAD ARMS CHEST LEGS
Heroic 210 84 1 18 19 21 19
Legendary 230 96 3
Nemesis 260 108 6
EQUIPMENT
Psionic Repeater Avatar Armor
SPECTRE ARMOR
HEAD ARMS CHEST LEGS
20 21 23 21
34
ADVENT TROOPER OFFICER ADVENT SHIELDBEARER
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
1 30 30 30 40 35 30 30 35 35 40 1 30 45 30 40 40 30 35 35 25 25
2 35 35 35 45 40 35 35 40 40 45 2 35 50 35 45 45 35 40 40 30 30
3 40 40 40 50 45 40 40 45 45 50 3 40 55 40 50 50 40 45 45 35 35
4 45 45 45 55 50 45 45 50 50 55 4 45 60 45 55 55 45 50 50 40 40
5 55 55 55 65 60 55 55 60 60 65 5 55 70 55 65 65 55 60 60 50 50
-- -- -- -- MYTHIC CHARACTERISTICS -- -- -- -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.) HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.) WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal SIZE Normal
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
SQUAD UP: When making Combined Actions with other ADVENT Shield Bestow: The ADVENT Shieldbearer is able to project a small
Characters; these Characters gain a +5 Bonus to Courage Tests. The Energy Shield onto allied Characters within 10 Meters. Shield Bestow
Characters also gain a +10 Bonus to Warfare Melee and Warfare will only work on Characters who do not already have an Energy
Range Tests when taking Combined Actions. Shield. These Energy Shields have a Shield Integrity of 30, a Delay of 3,
and a Recharge Rate of 15.
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK SQUAD UP: When making Combined Actions with other ADVENT
Easy 60 42 -- Characters; these Characters gain a +5 Bonus to Courage Tests. The
Normal 90 48 -- Characters also gain a +10 Bonus to Warfare Melee and Warfare
Heroic 120 52 1 Range Tests when taking Combined Actions.
Legendary 145 58 3
Nemesis 185 64 6
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Easy 60 42 --
EQUIPMENT
Normal 90 48 --
Magnetic Rifle Frag Grenade
Heroic 120 52 1
ADVENT Officer Armor Pistol
Legendary 145 58 3
Nemesis 185 64 6
ADVENT OFFICER ARMOR
HEAD ARMS CHEST LEGS
EQUIPMENT
18 20 22 20
Magnetic Rifle Frag Grenade
ADVENT Shieldbearer Armor
35
ADVENT STUN LANCER ADVENT PURIFIER
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
1 40 40 45 30 40 25 25 40 25 25 1 45 40 30 45 30 25 25 45 25 25
2 45 45 50 35 45 30 30 45 30 30 2 50 45 35 50 35 30 30 50 30 30
3 50 50 55 40 50 35 35 50 35 35 3 55 50 40 55 40 35 35 55 35 35
4 55 55 60 45 55 40 40 55 40 40 4 60 55 45 60 45 40 40 60 40 40
5 65 65 70 55 65 50 50 65 50 50 5 70 65 55 70 55 50 50 70 50 50
-- -- -- -- MYTHIC CHARACTERISTICS -- -- -- -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.) HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.) WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal SIZE Normal
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
SQUAD UP: When making Combined Actions with other ADVENT SQUAD UP: When making Combined Actions with other ADVENT
Characters; these Characters gain a +5 Bonus to Courage Tests. The Characters; these Characters gain a +5 Bonus to Courage Tests. The
Characters also gain a +10 Bonus to Warfare Melee and Warfare Characters also gain a +10 Bonus to Warfare Melee and Warfare
Range Tests when taking Combined Actions. Range Tests when taking Combined Actions.
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Easy 60 42 -- Easy 60 42 --
Normal 90 48 -- Normal 90 48 --
Heroic 120 52 1 Heroic 120 52 1
Legendary 145 58 3 Legendary 145 58 3
Nemesis 185 64 6 Nemesis 185 64 6
EQUIPMENT EQUIPMENT
Magnetic Rifle Shock Lance Magnetic Rifle Flamethrower
ADVENT Armor ADVENT Purifier Armor Incendiary Grenade
36
ADVENT PRIEST ADVENT GENERAL
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
1 30 30 30 35 30 45 25 45 25 40 1 30 45 30 35 35 40 40 40 40 45
2 35 35 35 40 35 50 30 50 30 45 2 35 50 35 40 40 45 45 45 45 50
3 40 40 40 45 40 55 35 55 35 50 3 40 55 40 45 45 50 50 50 50 55
4 45 45 45 50 45 60 40 60 40 55 4 45 60 45 50 50 55 55 55 55 60
5 55 55 55 60 55 70 50 70 50 65 5 55 70 55 60 60 65 65 65 65 70
-- -- -- -- MYTHIC CHARACTERISTICS -- -- -- -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.) HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.) WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal SIZE Normal
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Psionic Abilities: The ADVENT Priest has access to the Stasis, Mind Immunities: The ADVENT General is immune to Mind Control and
Control, and Inspire, and Solace Psionic Abilities. Panic.
SQUAD UP: When making Combined Actions with other ADVENT SQUAD UP: When making Combined Actions with other ADVENT
Characters; these Characters gain a +5 Bonus to Courage Tests. The Characters; these Characters gain a +5 Bonus to Courage Tests. The
Characters also gain a +10 Bonus to Warfare Melee and Warfare Characters also gain a +10 Bonus to Warfare Melee and Warfare
Range Tests when taking Combined Actions. Range Tests when taking Combined Actions.
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Easy 90 44 -- Easy 95 44 --
Normal 110 48 -- Normal 120 50 --
Heroic 145 54 1 Heroic 155 54 1
Legendary 170 58 3 Legendary 175 60 3
Nemesis 205 64 6 Nemesis 210 66 6
EQUIPMENT EQUIPMENT
Magnetic Rifle Alien Psi Amp Magnetic Rifle Frag Grenade
ADVENT Priest Armor Flashbang Grenade Pistol
ADVENT General Armor
ADVENT PRIEST ARMOR
HEAD ARMS CHEST LEGS ADVENT GENERAL ARMOR
20 18 20 18 HEAD ARMS CHEST LEGS
19 20 23 20
37
SECTOPOD ADVENT MECS
CHARACTERISTICS CHARACTERISTICS
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR BR STR TOU AGI WFR WFM INT PER CRG CHA LDR
1 65 65 30 50 50 15 20 35 1 1 1 45 55 25 35 35 20 30 35 15 15
2 70 70 35 55 55 20 25 40 1 1 2 50 60 30 40 40 25 35 40 20 20
3 75 75 40 60 60 25 30 45 1 1 3 55 65 35 45 45 30 40 45 25 25
4 80 80 45 65 65 30 35 50 1 1 4 60 70 40 50 50 35 45 50 30 30
5 90 90 55 75 75 40 45 60 1 1 5 70 80 50 60 60 45 55 60 40 40
-- +12 -- +5 MYTHIC CHARACTERISTICS -- +5 +6 +1 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 6.5 Meters HEIGHT 250 cm
WEIGHT 4.1 Metric Tons WEIGHT 522 kg
SIZE Massive SIZE Large
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Robotic: The Character is Robotic, taking extra Damage from Bluescreen Robotic: The Character is Robotic, taking extra Damage from Bluescreen
Rounds and treating EMP (X) Special Rule like Flashbang (X). Rounds and treating EMP (X) Special Rule like Flashbang (X).
Immunities: The Sectopod is Immune to Disease, Poison, and any Immunities: The MEC is Immune to Disease, Poison, and any Mind-
Mind-affecting Psionics and Abilities. affecting Psionics and Abilities.
Hit Locations: Sectopods have only two Hit Locations, Head and Legs. Weapons: The SPARK cannot use Weapons with the [OH] and [DW]
Tags.
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK SQUAD UP: When making Combined Actions with other ADVENT
Easy 170 108 -- Characters; these Characters gain a +5 Bonus to Courage Tests. The
Normal 180 124 -- Characters also gain a +10 Bonus to Warfare Melee and Warfare
Heroic 210 128 -- Range Tests when taking Combined Actions.
Legendary 220 144 1
Nemesis 240 160 2
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Easy 80 80 --
EQUIPMENT
Normal 105 88 --
Sectopod Blaster Lightning Generator
Heroic 140 92 --
Sectopod Armor Wrath Cannon
Legendary 165 100 1
Nemesis 200 108 2
ADVENT ARMOR
HEAD LEGS
EQUIPMENT
28 26
Mag Cannon Micro-Missile
ADVENT MEC Armor
38
THE CHOSEN – THE HUNTER
STRENGTHS INFORMATION
CHARACTERISTICS General Can teleport in ADVENT Troopers.
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Mechlord Can teleport in a Sectopod, Codex, or MEC.
PC 30 30 40 45 30 30 45 30 30 30 Beastmaster Can teleport in Chryssalids, the Faceless, or one
1 40 40 50 55 40 40 55 35 35 35 Berserker.
2 45 45 55 60 45 45 60 40 40 40 Shogun Can teleport in ADVENT Stun Lancers.
3 50 50 60 65 50 50 65 45 45 45 Prelate Can teleport in ADVENT Priests.
4 55 55 65 70 55 55 70 50 50 50
Blast Shield Takes half Damage from Explosives.
5 65 65 75 80 65 65 80 60 60 60
-- +1 +1 +3 MYTHIC CHARACTERISTICS
Immunity Takes half Damage from Melee Weapons.
PHYSICAL ATTRIBUTES Bulletproof Takes half Damage from ranged Weapons.
HEIGHT 180 cm WEIGHT 90 kg Regeneration Regenerates 5 Wounds at the beginning of their
SIZE Normal PLAYER EXP COST 7,950 Exp Turn.
SOLDIER TYPE TRAITS Low Profile Gains +6 Cover Points whenever taking Cover.
Farsight: The Chosen’s Perceptive Range is tripled. Planewalker Can Teleport twice, up to 15 Meters at end of Turn.
Grapple: The Chosen gains +20 to Grapple, Throws, and Holds. Shadowstep Turn cannot be interrupted by Killzones.
Kidnap: The Chosen have the ability to Teleport out of the area and Watchful Enters and leaves Killzones as a Free Action.
back to a pre-chosen location. They can Teleport up to one other Brutal Melee Attacks gain +5 Damage.
Target as long as that Target is being Grappled or are in a Hold. Deadshot Range Attacks gain +5 Damage.
Chosen: The Character begins with 2 Strengths and 2 Weaknesses. Soulstealer Regenerates 1 Wound each time they deal Damage.
Heroic Chosen gain 1 extra Strength, Legendary Chosen gain 2 extra Revenge When taking Damage, next Turn gains +5 To Hit in
Strengths, and Nemesis Chosen gain 3 extra Strengths. return.
Utilities: The Chosen Character should always have the same amount
of active Utilities that the Players have. WEAKNESSES INFORMATION
SQUAD UP: When making Combined Actions with other Chosen Shell- The Chosen takes 5 extra Damage from Explosives.
Characters; these Characters gain a +5 Bonus to Courage Tests. The Shocked
Characters also gain a +10 Bonus to Warfare Melee and Warfare Groundling When higher in altitude than Players, gains -10
Range Tests when taking Combined Actions. Penalty to Evasion.
Adversary The Chosen takes 5 extra Damage per Attack from
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK Player Characters.
Easy 180 46 2
Brittle Melee Attacks deal 5 extra Damage to the Chosen.
Normal 195 50 3
Heroic 230 56 4 Bewildered The Chosen takes 2 extra Damage per Attack from
Legendary 250 60 5 Combined Actions.
Nemesis 275 66 6
EQUIPMENT
Darklance Darkclaw
Two Frag Grenades Two Concussion Grenades
Chosen Armor
CHOSEN ARMOR
HEAD ARMS CHEST LEGS
19 21 24 22
39
THE CHOSEN – THE ASSASSIN
STRENGTHS INFORMATION
CHARACTERISTICS General Can teleport in ADVENT Troopers.
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Mechlord Can teleport in a Sectopod, Codex, or MEC.
PC 40 30 45 30 45 30 30 30 30 30 Beastmaster Can teleport in Chryssalids, the Faceless, or one
1 50 40 55 40 55 40 40 35 35 35 Berserker.
2 55 45 60 45 60 45 45 40 40 40 Shogun Can teleport in ADVENT Stun Lancers.
3 60 50 65 50 65 50 50 45 45 45 Prelate Can teleport in ADVENT Priests.
4 65 55 70 55 70 55 55 50 50 50
Blast Shield Takes half Damage from Explosives.
5 75 65 80 65 80 65 65 60 60 60
-- +3 +1 +1 MYTHIC CHARACTERISTICS
Immunity Takes half Damage from Melee Weapons.
PHYSICAL ATTRIBUTES Bulletproof Takes half Damage from ranged Weapons.
HEIGHT 180 cm WEIGHT 90 kg Regeneration Regenerates 5 Wounds at the beginning of their
SIZE Normal PLAYER EXP COST 7,950 Exp Turn.
SOLDIER TYPE TRAITS Low Profile Gains +6 Cover Points whenever taking Cover.
Harbor Wave: The Chosen makes a wave of energy that is 2 Meters Planewalker Can Teleport twice, up to 15 Meters at end of Turn.
wide and moves forward as far as the Character’s Warfare Melee Shadowstep Turn cannot be interrupted by Killzones.
Characteristic in Meters. It deals 2D10 Damage, ignoring Armor. Watchful Enters and leaves Killzones as a Free Action.
Anyone struck must make a Toughness Test. If Failed, they are Brutal Melee Attacks gain +5 Damage.
Stunned for 1D5 Half Actions. Deadshot Range Attacks gain +5 Damage.
Vanishing Wind: The Chosen is able to escape from Melee Combat Soulstealer Regenerates 1 Wound each time they deal Damage.
freely and gain a +20 Bonus to all Camouflage Tests. Revenge When taking Damage, next Turn gains +5 To Hit in
Kidnap: The Chosen have the ability to Teleport out of the area and return.
back to a pre-chosen location. They can Teleport up to one other
Target as long as that Target is being Grappled or are in a Hold. WEAKNESSES INFORMATION
Chosen: The Character begins with 2 Strengths and 2 Weaknesses. Shell- The Chosen takes 5 extra Damage from Explosives.
Heroic Chosen gain 1 extra Strength, Legendary Chosen gain 2 extra Shocked
Strengths, and Nemesis Chosen gain 3 extra Strengths. Groundling When higher in altitude than Players, gains -10
Utilities: The Chosen Character should always have the same amount Penalty to Evasion.
of active Utilities that the Players have. Adversary The Chosen takes 5 extra Damage per Attack from
SQUAD UP: When making Combined Actions with other Chosen Player Characters.
Characters; these Characters gain a +5 Bonus to Courage Tests. The Brittle Melee Attacks deal 5 extra Damage to the Chosen.
Characters also gain a +10 Bonus to Warfare Melee and Warfare Bewildered The Chosen takes 2 extra Damage per Attack from
Range Tests when taking Combined Actions. Combined Actions.
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Easy 180 46 2
Normal 195 50 3
Heroic 230 56 4
Legendary 250 60 5
Nemesis 275 66 6
EQUIPMENT
Arashi Katana
Two Frag Grenades Two Concussion Grenades
Chosen Armor
CHOSEN ARMOR
HEAD ARMS CHEST LEGS
19 21 24 22
40
THE CHOSEN – THE WARLOCK
STRENGTHS INFORMATION
CHARACTERISTICS General Can teleport in ADVENT Troopers.
BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Mechlord Can teleport in a Sectopod, Codex, or MEC.
PC 30 40 30 30 30 30 45 45 30 30 Beastmaster Can teleport in Chryssalids, the Faceless, or one
1 40 50 40 40 40 40 55 50 35 35 Berserker.
2 45 55 45 45 45 45 60 55 40 40 Shogun Can teleport in ADVENT Stun Lancers.
3 50 60 50 50 50 50 65 60 45 45 Prelate Can teleport in ADVENT Priests.
4 55 65 55 55 55 55 70 65 50 50
Blast Shield Takes half Damage from Explosives.
5 65 75 65 65 65 65 80 75 60 60
-- +1 +3 +1 MYTHIC CHARACTERISTICS
Immunity Takes half Damage from Melee Weapons.
PHYSICAL ATTRIBUTES Bulletproof Takes half Damage from ranged Weapons.
HEIGHT 180 cm WEIGHT 90 kg Regeneration Regenerates 5 Wounds at the beginning of their
SIZE Normal PLAYER EXP COST 7,950 Exp Turn.
SOLDIER TYPE TRAITS Low Profile Gains +6 Cover Points whenever taking Cover.
Psionic Abilities: The Chosen has access to Psionic Abilities. Planewalker Can Teleport twice, up to 15 Meters at end of Turn.
Spectral Zombie: The Character is able to generate 4 Spectral versions Shadowstep Turn cannot be interrupted by Killzones.
of The Lost. These Spectral Zombies can decide to explode, killing Watchful Enters and leaves Killzones as a Free Action.
themselves and dealing 3D10 Damage, ignoring Armor, to anyone Brutal Melee Attacks gain +5 Damage.
within Blast (3). This can be used once as a Half Action. Deadshot Range Attacks gain +5 Damage.
Kidnap: The Chosen have the ability to Teleport out of the area and Soulstealer Regenerates 1 Wound each time they deal Damage.
back to a pre-chosen location. They can Teleport up to one other Revenge When taking Damage, next Turn gains +5 To Hit in
Target as long as that Target is being Grappled or are in a Hold. return.
Chosen: The Character begins with 2 Strengths and 2 Weaknesses.
Heroic Chosen gain 1 extra Strength, Legendary Chosen gain 2 extra WEAKNESSES INFORMATION
Strengths, and Nemesis Chosen gain 3 extra Strengths. Shell- The Chosen takes 5 extra Damage from Explosives.
Utilities: The Chosen Character should always have the same amount Shocked
of active Utilities that the Players have. Groundling When higher in altitude than Players, gains -10
SQUAD UP: When making Combined Actions with other Chosen Penalty to Evasion.
Characters; these Characters gain a +5 Bonus to Courage Tests. The Adversary The Chosen takes 5 extra Damage per Attack from
Characters also gain a +10 Bonus to Warfare Melee and Warfare Player Characters.
Range Tests when taking Combined Actions. Brittle Melee Attacks deal 5 extra Damage to the Chosen.
Bewildered The Chosen takes 2 extra Damage per Attack from
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Combined Actions.
Easy 180 52 2
Normal 195 56 3
Heroic 230 62 4
Legendary 250 66 5
Nemesis 275 72 6
EQUIPMENT
Disruptor Rifle Alien Psi Amp
Chosen Armor
CHOSEN ARMOR
HEAD ARMS CHEST LEGS
19 21 24 22
41