UFOpedia Game 2

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The following wiki is special access, controlled information for the benefit of members of Field Team Redacted of X-Com International, and all specially cleared subsidiaries and sub-contractors, as well as Tier I funding governments. All information should be treated as classified and not for distribution unless given specific written permission from X-Com Headquarters.

X-Com Training

Professional Competencies

Crowd Control Specialist (Edge): Some X-Com personnel have shown an excellence in dealing with panicked or unruly crowds. This ability has proven invaluable during terror missions in evacuating civilians without a degradation in combat ability. For some this comes naturally, while for others it's a result of specific law enforcement or military experience. Facility supervisors are encouraged to approve team requests for this sort of training whenever possible.

    Crowd Control Specialist
    Requirement: Spirit d6
    A character with this edge can ignore the first 2 points worth of penalties resulting from panicked civilians.  They also   
    receive a +1 bonus to all rolls attempting to disperse, control, or calm said panicked civilians.
    Crowd Control Expert
    Requirement: Seasoned, Spirit d8, Crowd Control Specialist
    A character with this edge can ignore all penalties resulting from panicked civilians.  They also   
    receive a +2 bonus to all rolls attempting to disperse, control, or calm said panicked civilians.

Shotgun Expert(Edge): Some X-Com personnel have invested substantial time and effort into mastering the use of traditional Terran weapons against the invaders. The wide range of ammunition and traditional effectiveness at the close quarters typical inside alien UFOs has given the shotgun an extremely long lifespan. Teams that include members with the Shotgun Expert qualification have demonstrated a 2% higher successful UFO capture rate.

    Shotgun Expert
    Requirement: Shooting d8
    A character with this edge treats shotgun range brackets as 50% longer. i.e 12/24/48 becomes 18/36/72
    Shotgun Sharpshooter
    Requirement: Seasoned, Shooting d10, Shotgun Expert
    A character with this edge is expert at ricocheting buckshot around obstacles and ignores the cover bonus closest to her target when firing a shotgun(regardless of ammo).

Technical Skills

Technical Intuition (Smarts): Some personnel have been identified as having an intuitive ability to grasp the basic use of even complex and mysterious devices. In the field, some personnel have been able to use the basic functions of certain alien technology in situ without specific explanation or training.

    A character may make a Technical Intuition check to use any non-psionic alien technology once.  Successive
    uses require additional rolls.  Failure on the check means the character’s action fails.  If used on an 
    expendable device like a grenade the damage is halved.  If used on a ranged weapon the range is halved.  
    A raise on the roll negates both of these penalties.

Remote Operations (Smarts): UAV’s and UGV's provide an unparalled capability to enhance the situational awareness and survivability of a team in the field. It’s projected that training certain personnel to be proficient in UAV use will result in a 17% increase in personnel survivability, and UGV proficiency will provide a 12% increase in mission success, all while requiring only minimal expenditure of training capital.

    Remote Operations is used for making special maneuvers with a given platform like squeezing through tight 
    spots or avoiding burst attacks.  It is also rolled to recover a vehicle from being shaken.  A character can
    only control one unmanned vehicle at a time.

Knowledge Skills

Xeno-Warfare Studies (Smarts): Xeno-Warfare Studies is a catchall for all known and documented alien tactics, procedures, and orders of battle. A working knowledge of the subject can provide personnel with the ability to distinguish between alien species, identify likely methods of attack, and even identify ranks and roles of combatants in the alien hierarchy.

    A Xeno-Warfare Studies roll can be used identify previously unknown alien species.  With a raise the roll
    will reveal useful tactical information like where that type of alien is probably headed on the map.  
    Additionally, a XENOWAR roll can be used to identify what rank or position an alien is.

Psionic Training

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A loaded PET injector

Recent medical breakthroughs have led to the creation of the psycho-enervation treatment (or PET) which, when coupled with appropriate training and education, can unlock the full potential of the human mind, offering potent new tools for X-Com personnel. Psionic training comes in one of two, mutually exclusive, forms: Offensive Psionics and Psionic Resistance.

Psionic Resistance

By enduring hardships, coupled with the psycho-enervation treatments, X-Com personnel can learn to block out foreign mental influence over their bodies and minds. For some this is a result of sheer force of will, while for others it is about being their minds and bodies becoming one.

    Psionic Resistance
    Requirement: Spirit d8 or Vigor d8.  No AB: Psionics (X-Com) 
    A character with this edge gains a +2 to all contested rolls involving psionic powers used against them.
    If there is no contested roll to resist a power, the caster is instead at -2 to their Psionics skill roll
    (this includes friendly uses of psionics).  Additionally, the character gains a +2 to all rolls involving
    recovery from the effects of a psionic power.  Finally, the character gains +2 Toughness against damage
    caused by Psionic powers.

Offensive Psionics

The psycho-enervation treatments, combined with practicing adaptive thought techniques, conducting extensive visualization training, and experiencing grueling physical hardships, can unlock stunning psionic powers in X-Com personnel allowing them to both effect the minds of others, and push themselves past the limit of human ability.

    Arcane Background: Psionics (X-Com)
    Requirement: No Psionic Resistances
    Arcane Skill: Psionics (Smarts)
    Starting Power Points: 15
    Starting Powers: 1
    A character with this edge has the ability to learn and use powers from the list provided.  Regardless
    of the rank of the character when they gain this edge, their first power must be from the Novice list.
    Additionally, a character cannot have more powers of a higher rank then a lower rank. (Example: A
    character could have 1 Novice power, 1 Seasoned power, and 1 Veteran power, but not 1N/2S/1V, or 2N/0S/1V.)
    
Psychic Overload: If a character critically fails a Psionics roll they are immediately Shaken and are at -2 to resist or recover from any Psionic attack for their next two turns. Additionally, all Psionic creatures and characters on the board know the character’s location when they critically failed.
    Available Powers (As per SW: Fantasy Companion)
    Novice: Analyze Foe, Boost/Lower Trait, Confusion, Fear, Speak Language, Speed, Stun
    Seasoned: Blast, Farsight, Quickness, Sluggish Reflexes, Slumber
    Veteran: Puppet
    Heroic: Drain Power Points

X-Com Equipment

Armor

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Standard combat utilities for X-Com personnel with optional helmet and goggles.

X-Com Service Utilities: In 2012 the US Army officially changed its BDU pattern to the popular, and very effective, MultiCam pattern after it’s mostly ambiguous experiment with ACU's. The years the pattern spent on the civilian market prevented the Army from limiting its sale, and with such a large amount of stock available it makes it very cost efficient for a company like X-Com to purchase in bulk. The standard “battle rattle” is a set of Multicam utilities with various company and team patches, a ball cap or helmet, and a MOLLE-equipped kevlar vest. Boots are at employee discretion, but are preferred to be tan or green.

Type Armor Weight Cost Notes
X-Com Service Utilities +2/+4 8 250 Covers torso, +2 Armor vs bullets, -1 to enemy Notice rolls in natural environments.


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A Mk7 equipped X-Com Soldier during a night mission in Canada.

Mark 7 Personal Combat Armor: Following a breakthrough by X-Com material engineers in studying recovered alien armors, lightweight and flexible ballistic plates have been created using some newly replicated extraterrestrial alloys. These plates have been combined and overlapped to form a full body armor system that has almost no impact on mobility. Currently it is only available in matte black.

Type Armor Weight Cost Notes
Mk7 Personal Armor +5 15 800 Full body coverage.


A Mk19 prototype on display at MIT’s Biomechatronic’s Group laboratory.

Mark 19 Power Armor: Continuing research in to Elerium power systems, combined with large scale alien alloy manufacturing, were the two breakthroughs MIT’s Biomechatronic’s Group needed to for their full body power armor. Based off of earlier breakthroughs in microcontrollers and mechanical muscle analogs the Mark 19, in addition to offering superb protection, also augments the wearer’s strength allowing him or her to both carry more into the field and physically outperform non-power armored soldiers.

Type Armor Weight Cost Notes
Mk19 Power Armor +8 25 1500 Full body coverage. +1 to Strength rolls, +20 lbs carrying capacity, Environmentally sealed.


Mark 19f Power Armor: Early versions of the artificial muscles proved to be too expensive to be mass produced, but the small supply that had already been manufactured was used to create a small number of test and demonstration units. While the brass was impressed, the invention of substantially cheaper mechanical muscles caused further production to be halted. The test and demonstration units were renamed Mark 19f after X-Com adopted the Mark 19 power armor as the primary choice for experienced units. Soldiers lucky enough to get their hands on one of these extremely rare suits swore by the superior responsiveness and lighter weight of the artificial muscles.

Type Armor Weight Cost Notes
Mk19f Power Armor +8 22 N/A Full body coverage. +1 to Strength rolls, +20 lbs carrying capacity, +2 Pace, Environmentally sealed.

Miscellaneous Equipment

Medical Supplies

Field Medical Kit: The field med-kit is an assortment of medical supplies that may be necessary on the battlefield, such as tourniquets, dressings, sutchers, and sterile water, all contained in a small back pack than can be worn over top of normal body armor. It's no substitute for proper medical care, but it can keep someone alive long enough to get it.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
Field Med-Kit - - - 50 5 - - Adequate supplies for Heal checks. Can stop an incapacitated character from bleeding out.


ATC-8 Advanced Emergency Trauma Kit: X-Com scientists, in conjunction with Johns Hopkins Medical Center and the US Army's Research, Development and Engineering Command, have put together a set of advanced, man portable, medical equipment that can not only stabilize combat casualties but can even restore them to being combat capable in the field. A combination of new stimulants, anti-biotics, and pain killers, as well as a break through in synthetic tissue technology, enables trained personnel to execute "medical miracles" during a mission should prove invaluable.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
Advanced Trauma Kit - - - 500 10 - - Minimum Smarts d8 or Minimum Healing d10. Adequate supplies for Heal checks. Gives character the Heal power with 9 power points. This power uses a character's Healing skill, not an Arcane skill. It also functions as a normal Med-Kit.


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A type B CPEP being applied to a test subject.

CPEP Combat Enhancement Patch: For decades, militaries around the world have worked on developing chemical enhancements for their soldiers’ combat performance. The recent medical breakthroughs behind the ATC-8 have led to drugs that appear to be safe enough for regular use. The new stimulants and pain killers are not without risk however, and reports of physiological side effects following use are not uncommon. The demands of the Alien War have led to a shortened testing and evaluation period, so possible dependency issues have yet to be addressed. Supervisory personal should track usage rates by their assigned personnel and submit them to their local Research and Development Department.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
CPEP Type A (Stimulant) - - - 200 - - - The turn after application, roll 1d4+1. For that number of turns gain +2 Pace and decrease the multiaction penalty to -1. At the end of the duration, roll Vigor. If failed take a -2 penalty to Pace, and a -1 penalty to all actions for 1d4+1 rounds.
CPEP Type B (Pain Killer) - - - 200 - - - The turn after application, roll 1d4+1. For that number of turns gain +2 Toughness, a +1 bonus to Soak rolls, and reduce wound penalties by 1. At the end of the duration, roll Vigor. If failed take a -2 penalty to Toughness, a -1 penalty to Soak rolls, and increase wound penalties +1 for 1d4+1 rounds.


Repair Equipment

ILE-1 Repair Kit: The ILE-1 (short for Intermediate Level Equivalent) is an advanced repair kit that contains numerous tools and spare parts for the many NATO standard UGV's and UAV's in X-Com service. It includes equipment such as new circuit boards, cameras, gyros, gimbals, and micro-controllers, as well as diagnostic tools and applications for use by either a TUUVC tablet or an included PDA. Prompt use of the ILE-1 can restore UGV's damaged on a mission to full capability with only minimal downtime.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
Intermediate Level Equivalent Kit - - - 300 10 - - Minimum Smarts d8 or Minimum Repair d10. Gives character the Heal power with 6 power points, and can only be used on UAV's and UGV's. This power uses a character's Repair skill, not an Arcane skill.


Protective Equipment

M50 Gas Mask

M50 Gas Mask: The common service gas mask for the US and Canadian militaries, and the Department of Homeland Security, it was adopted shortly after the conclusion of the Second Gulf War in 2011. Large numbers of these were produced in anticipation of a WMD incident in the United States which never materialized. X-Com was able to purchase the surplus masks during a government auction.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
M50 Gas Mask - - - 50 4 - - Renders wearer immune to harmful gases and vapors,, -1 to Vigor rolls, 0/-3/-5 Range penalties, Running die decreased one size, Can't wear NVG's


Optics

TS-30 Mk4 Telescopic Scope: One of the many designated marksman scopes of both the US Army and the US Marine Corps. The TS-30 series offers 30x magnification, and is more then sufficient for designated marksman (DM) operations in support of a squad.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
Mk 4 Scope - - - 150 1.5 - - +2 to shooting rolls longer then short range as long as you don't move the same round as you fire it. (Used with: M4, SCAR-H, M82)


ACOG Sight: The advanced combat optics gunsight is designed to assist a shooter in acquiring and aiming at targets at mid to long range without interfering with close quarters, more reflex based use. Normally provides 4x magnification, it can be adjusted for less depending on the shooter's needs.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
ACOG Sight - - - 100 1 - - +1 to shooting rolls longer then short range as long as you don't move the same round as you fire it. (Used with: M4, SCAR-H, MP5, UMP45, M82)


AN/PVS 28 Night Vision Goggles: The latest GEN IV night vision device, the 28 offers both passive and active modes allowing it to be used even in complete darkness.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
AN/PVS 28 NVG’s - - - 900 2 - - Passive mode eliminates penalties for dim or low light. Active negates penalties for no light but may be detectable.


Suppressors

Standard MILSPEC Suppressor: There are MILSPEC standard sound suppressors for most weapons capable of accepting one in the NATO arsenal. These suppressors are based on caliber, and are threaded right onto the end of the barrel.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
Standard Suppressor - - - 250 0.5 for pistols, 1 for others - - Allows weapon to be fired without a penalty to Stealth rolls. (Used with: P220, P226, M4, SCAR-H, MP5, UMP45)

Personnel Weapons

Primary Weapons

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M4 (SOPMOD Blk 3) shown with optional ACOG sight.

M4 (SOPMOD Blk 3): Based off the standard service rifle of the United States for much of the early 21st century. The SOPMOD Block 3 was developed shortly before the end of the wars in Iraq and Afghanistan in 2014 to address the increasing complaints of malfunctions by soldiers in the field. The traditional gas impingement action of the M16/M4 family was heavily modified to make it more robust after prolonged exposure to harsh environments. Following the US led invasion of Yemen in 2018, the Army worked quickly to complete the upgrade of their inventory. It wasn’t quick enough to silence complaints however, and in 2020 the US Military officially switched their standard service rifle to the SCAR-C A1 and SCAR-L A1 models. Because of this rapid change in inventory, an enormous surplus of the SOPMOD Block 3’s existed allowing X-Com to purchase thousands of the very capable weapons at cost.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
M4 (SOPMOD Blk 3) 24/48/96 2d8 3 400 5 30 - AP 2, 3RB, Auto (5.56)
M4 Magazine - - - 30 1.5 30 - 30 rounds of 5.56


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SCAR-H (Mk 17 Mod 1)

SCAR-H (Mk 17 Mod 1): The SCAR-H (H for heavy) is similar to the current US Army service rifle except it is chambered in 7.62x51 NATO ammunition. This round offers superior range and power to the 5.56 caliber more commonly used in assault rifles, but is heavier and reduces the magazine capacity. The Mod 1 shortened the barrel slightly, and lightened the frame allowing the weapon to be more effective in CQB situations. The SCAR-H also makes a good designated marksman rifle and is starting to replace the M14 in this role for those services who still use it.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
SCAR-H (Mk 17 Mod 1) 24/48/96 2d8+1 3 600 7 20 d6 (Auto) AP 2, Auto, -1 Penalty to soak rolls (7.62)
SCAR-H Magazine - - - 20 2 20 - 20 rounds of 7.62


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An LM2 being held by a US Air Force engineer at Kirtland AFB.

LM2 Laser Rifle: Following the breakthrough in battery technology that lead to the LM1 Laser Pistol, it wasn't too difficult to scale it up to rifle size. The larger size also allowed the USAF/X-Com team to scale up the power output of the weapon to approximately 6.0 kW/mm^2 in laboratory conditions. Like in the LM1, the LM2 Laser Rifle's power supply should be able to last an entire mission without needing to be recharged. Unfortunately the LM2 is larger and heavier then most modern battle rifles, but the combination of power, no reloading, and extreme accuracy should still prove invaluable in the field.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
LM2 Laser Rifle 30/60/120 3d6+1 3 800 10 - - AP 1, Laser, Auto


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Supressed MP5-N.

MP5-N: Built to design specifications for US Navy SPECWAR sailors in 1986, this very capable sub-machine gun has been in service for the better part of 40 years. Its distinguishing features from other MP5 models are its anti-corrosion coating, ambidextrous mode selector, and being designed for suppressor use. While other firearms have undergone numerous upgrades since their creation the Navy and H&K both agree: “if it ain’t broke, don’t fix it.”

Type Range Damage RoF Cost Weight Shots Min Str. Notes
MP5-N 12/24/48 2d6 3 300 4 30 - AP 1, Auto, CQB (9mm)
MP5 Magazine - - - 15 1 30 - 30 rounds of 9mm ammunition


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UMP45

UMP45: Built by the makers of the MP5, Heckler and Koch, the UMP was designed as a replacement for the ubiquitous sub-machine gun. It uses a larger .45 caliber round for more stopping power then the 9mm of the MP5, but makes up for it with a smaller magazine capacity. Amazingly enough, the larger round doesn’t make the gun heavier than the MP5 thanks to the UMP’s polymer construction.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
UMP45 12/24/48 2d6+1 3 400 3 25 - AP 1, Auto, CQB (.45)
UMP45 Magazine - - - 15 1 25 - 25 rounds of .45 ammunition


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Mossberg 590A1.

Mossberg 590A1: Though both the US Army and Marine Corps switched to semi-auto models for a standard service shotgun in the late 1990’s, the US Navy and most police forces around the world kept this firearm for its simplicity and nearly unparalleled reliability all the way until the current day. Despite being a dinosaur technology wise, few weapons on Earth can match its effectiveness in close quarters fighting or its affordability.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
Mossberg 590A1 12/24/48 1-3d6 1 150 6 8 - Shotgun (12 gauge)
12 Gauge 00 Buck - - - 15 2 12 - 12, 12 gauge 00 buckshot shells
12 Gauge Slug - - - 25 2.5 12 - 12, 12 gauge slug shells. +2 damage, -2 Shooting
Frag-12 HEAP - - - 50 3 12 - 12, Frag-12 HEAP rounds. AP 3, +3 damage, -2 Shooting
12 Gauge Beanbag - - - 15 2 12 - 12, 12 gauge beanbag shells. +1 damage, -2 Shooting, Non-Lethal, Biological targets only


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An AA-12 shown with a drum magazine.

AA-12: The AA-12 is a powerful and versatile select fire auto-shotgun whose original model is surprisingly old. Military Police Systems Inc. continually tweaked and developed the AA series hoping to land a major contract for their procurement with a Western military. Their breakthrough came when in late 2008 with the choice of the AA-12 as the weapon of choice for the HAMMER UGV which saw limited use by NATO forces. Since then the AA-12 has been a go-to weapon for not just UGV's, but anyone looking for a little more punch then a traditional shotgun.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
AA-12 12/24/48 1-3d6 3 600 12 8 or 20 (Drum) d8 (Auto) Shotgun, Slow-Auto (12 gauge)
12 Gauge 00 Buck - - - 15 2 12 - 12, 12 gauge shotgun shells
12 Gauge 00 Buck Drum Magazine - - - 30 5 20 - 20, 12 gauge shotgun shells in a drum magazine
12 Gauge Slug - - - 25 2.5 12 - 12, 12 gauge slug shells. +2 damage, -2 Shooting
12 Gauge Slug Drum Magazine - - - 50 6 20 - 20, 12 gauge slug shells. +2 damage, -2 Shooting
Frag-12 HEAP - - - 50 3 12 - 12, Frag-12 HEAP rounds. AP 3, +3 damage, -2 Shooting
Frag-12 HEAP Drum Magazine - - - 100 7 20 - 20, Frag-12 HEAP rounds. AP 3, +3 damage, -2 Shooting
12 Gauge Beanbag - - - 15 2 12 - 12, 12 gauge beanbag shells. +1 damage, -2 Shooting, Non-Lethal, Biological targets only
12 Gauge Beanbag Drum Magazine - - - 30 5 20 - 20, 12 gauge beanbag shells. +1 damage, -2 Shooting, Non-Lethal, Biological targets only


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A CH-83 with the folding stock locked into place.

CH-8S: The CH-8S is a blatant ripoff of a well known German riot gun by Shaanxi Armaments Inc. The only major modification from the basic design is a much shorter barrel. Despite being sheltered by Chinese refusal to acknowledge international copyright agreements, the gun had a rocky history until it was put to good effect in putting down a rebellion against Chinese interests in the tight quarters of Dijbouti.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
CH-8S 6/12/24 1-3d6 3 600 12 8 d8 (Auto) Shotgun, Slow-Auto (12 gauge), CQB
12 Gauge 00 Buck - - - 15 2 12 - 12, 12 gauge shotgun shells
12 Gauge Slug - - - 25 2.5 12 - 12, 12 gauge slug shells. +2 damage, -2 Shooting
Frag-12 HEAP - - - 50 3 12 - 12, Frag-12 HEAP rounds. AP 3, +3 damage, -2 Shooting
12 Gauge Beanbag - - - 15 2 12 - 12, 12 gauge beanbag shells. +1 damage, -2 Shooting, Non-Lethal, Biological targets only
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M249 Para. The box mag attaches just forward of the trigger group.

M249 Para: A heavily modified M249, the para variant was designed for use by American airborne personnel with mobility in mind. Slightly smaller and lighter than its full sized counterparts, the para also features a collapsing stock to make movement in cramped areas easier. Its devastating rate of fire is truly an asset on the battlefield.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
M249 Para 30/60/120 2d8 4 750 15 200 d8 AP 2, Heavy Burst, Auto, Bipod, Snapfire (5.56)
M249 Box Magazine - - - 200 10 200 - 200 rounds of 5.56 ammunition


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LM3 Heavy Laser

LM3 Heavy Laser: X-Com and the US Air Force have scaled up the technology of the LM1 and LM2 to create a fire support laser weapon. The LM3 is a devastating weapon with a very high rate of fire and extremely long effective range. Unfortunately, the LM3 is very heavy and requires bipod support to achieve maximum effectiveness which limits mobility.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
LM3 Heavy Laser 50/100/200 3d6+2 5 1400 20 - - AP 2, Laser, Auto, Heavy Burst, Heavy Weapon, Snapfire, Bipod
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RPG-7 with a PG-7VL round.

RPG-7: This Russian made anti-tank weapon is probably in the top five most influential weapons on world history. Though most of the X-Com arsenal is American or NATO standard, the venerable workhorse RPG-7 is as cheap as it is powerful. It's also abundant and simple to use which makes finding supplies and training combat personnel easy even in remote locations. There are multiple types of warheads for the launcher though the most common are the standard PG-7VL round and the TBG-7V thermobaric antipersonnel round.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
RPG-7 24/48/96 4d8 1 900 20 1 d6 AP 9, Large Burst Template, Snapfire, Heavy Weapon (85 mm Warhead)[Max carry of 4 rounds]
PG-7VL - - - 50 6 1 - Standard HE round
TBG-7V - - - 75 6 1 - AP 12 for personnel, AP 4 for craft and structures.


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XM25

XM25: The only portion of the modular XM future rifle program to survive the developing and testing of the early 2000’s, the XM25 is a versatile airbursting grenade launcher with an auto range finder and the ability to program the round to penetrate cover before exploding. The weapon is heavier, and bulkier, than traditional grenade launchers, but it’s accuracy and versatility have been invaluable in the field.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
XM25 20/40/60 3d6 2 1000 14 6 d6 Small Burst Template, Airburst, Slow-Auto, Heavy Weapon, ACOG (25mm Grenade)
HE - - - 75 3 6 - AP 4, Standard HE round
Thermobaric - - - 100 3 6 - AP 8 for personnel, AP 2 for craft and structures


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M82A3 with optional day/night optics

M82A3: The M82A3 is a semiautomatic .50 caliber sniper rifle manufactured by Barret Arms. It can be found in arsenals around the world for its amazing range and power. Besides being devastating to personnel it is also commonly used as an anti-vehicle weapon for its ability to penetrate into engines and other heavy machinery.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
M82A3 50/100/200 5d4 1 1000 30 10 d8 AP 4,Snapfire, Heavy Weapon, -1 Penalty to soak rolls (.50 BMG)
M82 Magazine - - - 75 2 10 - 10 rounds of .50 BMG


Secondary Weapons

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Sig Sauer P220

P220: The P220 is the standard sidearm for military and law enforcement organizations around the world. This semi-automatic .45 caliber pistol is relatively compact for its caliber and yet is reminiscent of the venerable Colt 1911.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
P220 12/24/48 2d6+1 1 200 2 7 - AP 1, Semi-Auto, CQB (.45)
P220 Magazine - - - 12 0.5 7 - 7 rounds of .45



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Sig Sauer P226, chambered in 9mm.

P226: The standard pistol for the US Navy SEALs, the Sig Sauer P226 is a full sized service pistol and is most commonly found chambered in 9mm. Though the US military as a whole does not use Sigs, a number of militaries around the world recognize their quality and reliability and use them as their standard service pistol.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
P226 12/24/48 2d6 1 200 2 15 - AP 1, Semi-Auto, CQB (9mm)
P226 Magazine - - - 12 0.5 15 - 15 rounds of 9mm



LM1 Laser Pistol.

LM1 Laser Pistol: The US Air Force's Directed Energy Directorate has been working on personal laser weapons for the better part of a decade. Thanks to a number of sharing agreements with X-Com, as well as cooperative projects with company scientists and engineers, the DED has finally been able to create a suitable power source for a laser weapon with a comparable effect to a pistol. The power packs for these weapons are designed to last for an entire fire fight before needing to be recharged, though this has yet to be verified.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
LM1 Laser Pistol 15/30/60 2d6+2 1 600 3.5 - - AP 1, Laser, Semi-Auto, CQB


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M26 Advanced Taser.

M26 Advanced Taser: This less-than-lethal weapon is commonly used by military and law enforcement organizations around the world. The M26 uses a taser pack, pressurized with nitrogen gas, to fire electrodes up to 12 yards and delivers up to 50 kV peak voltage to the target. X-Com engineers believe the weapon's performance against extraterrestrials should be comparable to its performance on humans based on similar bio-electrical properties

Type Range Damage RoF Cost Weight Shots Min Str. Notes
M26 Taser 3/6/12 2d6 1 100 2.5 1 - Ignores Armor, Non-Lethal, Biological targets only, CQB (Taser Pack)
M26 Taser Pack - - - 5 0.1 1 - 1 M26 Taser Pack



Expendable Weapons

M67 Fragmentation Grenade: The standard hand grenade used by most NATO military forces. The grenade contains 6.5 ounces of Composition B high explosive, and has a kill radius of a few yards. It brings a nice balance of carry weight and destructive potential.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
M67 Frag Grenade 5/10/15 3d6 - 75 1 - - Medium Burst Template


M8 Smoke Grenade: This grenade is filled with hexachloroethane which produces a thick white smoke when burned. These grenades are primarily used for aircraft signaling, and for screening team movements.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
M8 Smoke Grenade 5/10/15 - - 50 1 - - Large Burst Template, Gives heavy cover until end of thrower’s second turn.


M84 Stun Grenade (Flashbang): This grenade contains a magnesium based pyrotechnic charge which produces a flash of approximately one million candela and a bang of approximately 180 dB. Personnel in the blast radius are left disoriented and stunned.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
M84 Flashbang 5/10/15 - - 50 1 - - Medium Burst Template outdoors, whole room indoors. Targets must make a Vigor roll at -2 or be shaken.


M14 Incendiary Grenade: A devastating special purpose grenade that uses thermate and a small explosive charge to create an extremely hot ball of molten metal capable of cutting through most armor.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
M14 Incendiary Grenade 5/10/15 5d4 - 100 1 - - Ignores Armor, Medium Burst Template, Flammable objects in burst catch on fire


M47A Riot Control Grenade: This grenade combines a potent CS gas with a burst of heavy rubber pellets to rapidly disburse crowds.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
M47A Riot Control Grenade 5/10/15 2d6+1 - 50 1 - - Non-Lethal, Large Burst Template, Targets must make a Spirit roll at -2 or panic, Gives heavy cover and panic effect until end of thrower’s second turn, Biological targets only.



Melee Weapons

KA-BAR

KA-BAR: The traditional combat knife of the US Marine Corps, the KA-BAR is widely known for its ruggedness and ability to maintain an edge even after repeated use. Most modern models have a parkerized finish for both corrosion protection and for anti-glare purposes.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
KA-BAR 5/10/15 Str+d4 - 10 1 - -


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Collapsible Stun Baton

Stun Baton: This collapsible, less-than-lethal, weapon has seen increasing use by law enforcement around the world for its man stopping ability. Current active models deliver around 800 kV peak voltage which is normally enough for total incapacitation of a target. Stun batons feature a rechargeable battery pack which allows for multiple uses during a single encounter, though precise life cycle measurements under X-Com mission conditions are not available. X-Com engineers believe it will have comparable results when used on extraterrestrials due to them having similar bio-electrical characteristics as humans.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
Stun Baton - Str+2d6 - 75 4 - - Ignores armor, Non-lethal, Biological targets only


Collapsible Baton: This weapon has been a favorite of police and security forces for years due to its blend of small size and man stopping capability. Nearly two and a half feet fully extended, the baton allows the wielder to maintain a safe distance from their opponent while still being able to deliver incapacitating blows.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
Collapsible Baton - Str+d6 - 25 2.5 - - +1 Parry

Unmanned Vehicles

Command and Control Equipment

A US army soldier using a TUUVC during operations in Somalia.

Tactical Universal Unmanned Vehicle Controller: The TUUVC consists of a lightweight, ruggedized OLED tablet PC, encrypted, frequency hopping, UHF radio, a small status HUD, and a small controller, all using a common operating system that can control most current, NATO standard, unmanned vehicles. The full setup can be distributed on a soldier’s person however they desire based on the needs of their specific vehicle, but generally feature the tablet PC in an easily accessible location so video feeds can be monitored and the controller on a retractable belt lanyard for quick access. The system was extensively tested by the US Army’s Asymmetric Warfare Group in the early teens, and became very popular due to ease of use, versatility in carry, and intuitive controls.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
TUUVC - - - -- 2 - - Cost is included in vehicle purchase.


UAV’s

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A Thunderhawk II in operation somewhere in Djibouti.

RQ-18 Thunderhawk II: A small reconnaissance UAV, the Thunderhawk II is a modification of earlier models and is designed to be small and light enough for use without extensive support making it perfect for small squad sized operations. Unfortunately this means there isn’t enough payload space for any sort of weapons, but the Thunderhawk II’s night vision and normal cameras can provide invaluable situational awareness to a squad leader. The RQ-18’s normal operating ceiling is around 300 feet meaning that an operator has to be aware of the threat of small arms fire bringing it down.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
RQ-18 Thunderhawk II - - - 850 - - - Night vision and visible spectrum cameras, [Pace 10; Toughness 4; Small -1; Agility d10; Notice d10+1]


UGV’s

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The XM25 airburst grenade launcher version of the Thumper.

THUMPER Ground Combat Vehicle: The Thumper is a six wheeled, semi-autonomous, unmanned ground vehicle. It has a rotating weapon hardpoint that can be adjusted to carry a number of standard NATO weapons. Produced by Boeing, the Thumper saw extensive use in Somalia during the early years of the Red Sea Intervention where it could be used to cover squad withdrawals and movements in the larger cities.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
M4 Thumper 24/48/96 2d8 3 1500 - 30 - AP2, Auto, [Pace 5; Toughness 10 (4 Armor); Vigor d8; Shooting d10, Notice d6; 2 Wounds]
AA-12 Autoshotgun Thumper 12/24/48 1-3d6 3 1500 - 20 - Shotgun, Slow-Auto, [Pace 5; Toughness 10 (4 Armor); Vigor d8; Shooting d10, Notice d6, 2 Wounds]
25mm Airburst Grenade Thumper 20/40/60 3d6 3 2000 - 6 - Small Burst Template, AP4, Slow-Auto, [Pace 5; Toughness 10 (4 Armor); Vigor d8; Shooting d10, Notice d6, 2 Wounds]


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A prototype Wraith with the stabilizer housing removed. The weapon hardpoint is the fitting in the center of the disc.

WRAITH Weapons Delivery Hovercraft: A spin-off from ongoing UFO propulsion research being conducted by Lockheed Martin and X-Com, the Wraith is the world's first elerium powered craft. As a hovercraft, the Wraith is fast and can move unaffected by terrain, but anti-gravity system is a first attempt at miniaturizing the systems recovered from intact UFO's, and its lift power is limited. This power limit leaves little room for weapon payload or armor which makes the Wraith more fragile then traditional UGV's, but its improved mobility and ability to carry an LM2 laser rifle which should be sufficient to have a positive impact on mission performance.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
LM2 Laser Rifle Wraith 30/60/120 3d6+1 3 2700 - - - AP1, Laser, Auto, [Pace 7; Toughness 8 (3 Armor); Vigor d6; Shooting d10, Notice d6; 2 Wounds; Ignores Terrain Effects]


Aircraft

Fighters

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A Lightning II in flight over Eritrea during Red Sea Intervention operations in 2019.

F-35C Lightning II: The carrier variant of the F-35 Lightning II, Joint Strike Fighter, X-Com leased a number of these aircraft from the United States Navy for use as a UFO interdiction fighter. Though some called for the more maneuverable A variant in use by a number of air forces around the world, X-Com ultimately decided the longer range and larger payload of the C would be more valuable. The actual effectiveness of the platform in aerial combat with a UFO has yet to be seriously tested, though modeling indicates decent success rates.

Personnel Transports

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An Osprey in flight over Djibouti during Red Sea Intervention operations in 2020.

MV-22C Osprey: An upgraded model of the original US Marine Corps variant of the Osprey. Despite much criticism early in the platform’s life, the C variant validated itself in the early years of the Red Sea Intervention where NATO forces used them extensively for very rapid operations. X-Com chose to lease the Marine Corps version instead of the Air Force version (the CV-22) due to its ability to be deployed from ships, a capability the company has not ruled out attempting.

Sensors

SPY-2B Radar: The SPY-2 series of radar was originally developed as a land based version of the US Navy’s SPY-1, and was initially used for theater ballistic missile defense. X-Com was able to purchase a number of the systems, and upgraded them to draw less power so they could be used in areas of the world without a sophisticated infrastructure. Actual effectiveness of the system in identifying and tracking UFO’s is closely controlled data available only to Class I employees and Tier 1 funding nations.






Alien Equipment

Primary Weapons

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A plasma rifle. The weapon’s magazine levers into a slot in the upper body forward of the grip.

ADF2 Plasma Rifle: The standard firearm of the alien arsenal. This weapon is accurate and devastatingly powerful, and its effectiveness has been demonstrated in the field on nearly every mission X-Com has conducted. With reports from the field indicating that terrestrial weapons are becoming less effective against some of the newer alien species, combat teams are strongly encouraged to start the transition to plasma weaponry. Like other alien weapons, it lacks a traditional trigger, and is operated by a tailored motion of the hand gripping the rear handle. All X-Com field personnel should be familiar with this motion in case the need arises on a mission.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
ADF2 Plasma Rifle 30/60/120 4d6+1 3 1500 7 30 d6 AP 2, Auto (Plasma Cartridges)
Plasma Rifle Magazine - - - 75 1.5 30 - 30 plasma cartridges




Secondary Weapons

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A plasma pistol. The weapon’s magazine fits into the slot in the upper-left hand corner of the picture.

ADF1 Plasma Pistol: The smallest of the alien firearms recovered so far, personnel should not be fooled by its small size. Though the plasma bolt fired by this weapon is around the size of a .22 caliber round, it is as energetic, and effective, as most modern assault rifles. This much power at such a low weight might seem attractive to field personnel, but the plasma pistol has a shallow magazine and slow rate of fire. It is probable that this is a weapon used by aliens who don’t expect combat. It lacks a traditional trigger, and is instead operated by a tailored squeeze of the handle and flick of the firing hand’s wrist. All X-Com field personnel should be familiar with this motion in case the need arises on a mission.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
ADF1 Plasma Pistol 15/30/60 2d8 1 500 2.5 10 - AP 1, CQB (Small Plasma Cartridges)
Plasma Pistol Magazine - - - 50 .5 10 - 10 small plasma cartridges


Expendable Weapons

A pair or alien grenades.

ADE1 Plasma Grenade: The plasma grenade uses the same mechanism as all plasma weapons, only it carries a much larger payload of Elerium and Thallium then standard plasma shells. The alien alloy casing allows for internal pressure to build much higher before discharge which gives it such an enormous area of effect when compared to a plasma shell. An alien grenade is activated by simultaneously squeezing its two activation spots. These are marked by very slight depressions in the alloy skin of the device. All X-Com field personnel should familiarize themselves with these activators.

Type Range Damage RoF Cost Weight Shots Min Str. Notes
ADE1 Plasma Grenade 5/10/20 3d8 - 150 1 1 - Large Burst Template, 10% chance of lighting flammables.