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XCOM: Tomorrow's War edition
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== Rules in play and modifications == Items italics refer to specifically named rules in Tomorrow's War Aliens may typically use ''out of contact movement'' and start ''hidden''<br/> All troops are ''Regulars''<br/> Building damage and breaching is in effect.<br/> XCOM typically hold the initiative throughout the game<br/> ''Combat Stress'' is always in effect.<br/> Building and UFO layout and entrances are not abstracted away, they are as modeled.<br/> Artillery and air support are almost never available for either side.<br/> Terrain is typically laid out in 8 inch squares, one of these will nearly always contain the XCOM transport craft.<br/> '''Additional Special Rules''' Floating movement: floating movement ignores barriers to their movement like ''Jump Movement'', but without the speed bonus.<br/> Significant blast effects: Several weapons have an area effect, where this is normally abstracted into the firepower in TW, some weapons deserve special attention and as such have an area of effect, each unit under this (following same rules for line of sight so measure to the rough center of the unit) is attacked by the weapon.<br/> Incendiaries:<br/> Stun weapons:<br/> Psi combat:<br/> A note on tech levels: Each force in a game has an overall tech level (TL), which covers how advanced they are generally. This the default level to be refereed to when it comes up. Now not everything in a force may be the same TL. This in particular applies to weapons and armour. A TL3 force using TL3 weapons to shoot at a TL2 force that has TL3 weapons but only TL2 armour has the advantage of a tech level over the TL2 defenses and gets a bonus dice for it. The TL2 force in return using it's TL3 weapons equals the TL of the TL3 side's armour, so no-one gets any bonus dice for attacking/armour. '''Human Equipment, Tech Level 1''' Rifles, pistols as in the book. ''Traditional Slug Throwers'' specifically. Basic and proximity grenades are combined into normal basic firepower, assume they're being used at the appropriate ranges. Stun Batons: models hit in ''close assault'' are rendered unconscious automatically (no first aid check) and typically count as captured for victory points (assuming XCOM is not wiped out or driven off). Rocket launchers: small rockets are a light support weapon. This has the advantage of not losing firepower if they move, but only give +1D. Big rockets count as a medium support weapon, AP:4D Slow reload (1 shot per turn). Autocannon and heavy cannon I am not quite sure about, largely because of the utility of their ammo. At least a medium support weapon, but possibly with a good 3 dice of firepower for explosive, though it's not very good at armour penetration or destroying buildings. Explosives: count as breaching charges but can also be thrown up to optimum range on a successful TQ test, doing AP4/AT4 medium, with a 4β diameter blast attacking all units within that area (as artillery). Medikit: Anyone with a medikit can wake up stunned models in the same manner as a first aid check (no roll required, the stunned unit automatically counts as OK on the first aid table), and uses the advanced first aid table. Motion scanners: +1 dice shift when rolling to detect hidden units. Prevents out of contact movement within 8β. '''Human Tech Level 2''' Rifles and pistols become laser versions. Heavy lasers, medium support weapon +2D firepower, ''Laser support weapon (LWS)'' Laser cannon: Heavy Weapon platform based version, Heavy AP:3 AT:3 LWS Power armour: the basic suit Count as TL2 power armour. It's not slow, but gives +3D armour, doubles the unit's optimum range and likely makes them high confidence. There's nout fancy to it in game beyond protection, but you might want to add advanced censors. Not on-board medical AI though. Personal armour: 1D protection. Snazzy colour. '''Tech Level 3''' Humans get the Flying Heavy Weapons Platform with plasma and the not-blaster bomb launcher. Flying power armour 3D Jump infantry. Fusion ball launcher: Slight downgrade version of the blaster bomb launcher, mounted on a Flying Heavy Weapon Platform. Plasma cannon: bigger plasma gun mounted on a Flying Heavy Weapon Platform '''Equipment for Psi attack capable units:''' Mindprobe: +1 dice shift when attempting to detect hidden units, doubles the optimum range of the model for this purpose. Prevents out of contact movement within 12β. Aliens also use this device. Psi Amplifier (psi amp): allows humans with at least D8 psi strength to make psi attacks at equal skill to there psi strength. '''Alien TL 2''' Alien grenades, function as human explosives but TL2. '''Alien TL3''' Plasma pistol and rifle replace lasers for this TL Heavy Plasma: light support weapon +1D. Small launcher: light support weapon +1D, if it hits it will only stun a target, no casualty check, counts as a capture same as stun baton. Blaster Bomb Launcher: the ultimate alien weapon in many ways, a guided (really really guided, this thing will snake it's way down a corridor, up the stairs, out the bedroom window and into a garden shed without problems. Impact detonated though so has trouble with airborne targets) missile launcher that has enough power to reliably breach the outer hull of a UFO or blow out an entire floor of a large house.
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