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XCOM: Tomorrow's War edition
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== X-COM == This shall be divided into the various game segments XCOM units vary in their TQ and Morale depending on experience. Rookies: TQ D6, Morale D6<br/> Squaddies: TQ D8 Morale D8<br/> Officers: TQ D10 Morale D10<br/> Some D8 and higher quality troopers may have Leadership +1 to +3 for the highest ranks. Attrition means forces may typically be at least half Rookies with a few higher ranks as in the initial missions up to 90% casualties may be tolerated before aborting due to the desperate situation the world is in, though for late game the majority of XCOM units should be Squaddies or higher in quality as XCOM gets a handle on the situation. '''Supply levels''' These could be used to show how well/badly XCOM units are doing at countering the alien threat. Supplies at low combined with older equipment and a greater proportion of rookies in the unit would do well to represent a hard-pressed unit that's had a lot of losses in combat, even if their missions were successful. An abundantly supplied unit could be well justified in having next to no rookies and plenty of officers and alien equipment, perhaps even ahead of their base tech level (using a few plasma rifles mixed in with the laser rifles for example). '''Early game XCOM typical raiding force composition''' TL 1 equipment available 1-3 Rifle teams: 2-4 rookies with rifles.<br/> 0-2 Raiding party: 2-4 rookies or squaddies stun batons and pistols<br/> 1-3 Support teams: 2 rookies or squaddies with a rifleman and a rocket launcher, autocannon or cannon<br/> 0-2 Engineer team: 1-2 rookie or squaddies with rifles and explosives<br/> 1 Team leader: squaddie or officer with leadership +1/+2 and weapon of choice, typically a rifle.<br/> 0-2 Heavy weapon platform (tank) cannon<br/> 0-2 Heavy weapon platform (tank) missile '''Mid game''' TL2 Human equipment available Personal armour common, all units may take it as long as supplies are at normal or abundant.<br/> Power armour uncommon, only squaddie or officer ranks.<br/> Lightning can be used as an alternative to the Skyranger but does not fully replace it.<br/> 1-3 Rifle teams: 2-4 rookies or squaddies with laser rifles. <br/> 0-2 Raiding party: 2-4 rookies or squaddies stun batons and laser pistols<br/> 1-3 Support teams: 2 rookies or squaddies with a laser rifleman and a rocket launcher, heavy laser.<br/> 0-2 Engineer team: 1-2 rookie or squaddies with laser rifles and explosives<br/> 1-2 Team leaders: officer with leadership +1/+2 and weapon of choice, typically a laser rifle.<br/> 0-2 Heavy weapon platform (tank) missile<br/> 0-2 Heavy weapon platform (tank) Laser TL1 weapons may be included if desired, some TL3 alien equipment may be added in if XCOM is doing well. Alien grenades may also be distributed amongst the squads. '''Late game''' TL3 Human equipment available, XCOM now also widely uses alien equipment.<br/> Human Psi units available and level of psi strength can be determined before battle. Power armour and personal armour common.<br/> Flying armour uncommon, typically used by officers and specialists.<br/> Avenger replaces the Skyranger transport. <br/> 1-3 Rifle teams: 2-4 rookies or squaddies with plasma rifles/heavy plasma.<br/> 0-2 Raiding party: 2-4 rookies or squaddies stun batons and plasma pistols.<br/> 1-3 Support teams: 2 rookies or squaddies with a plasma/heavy plasma rifleman and a blaster bomb launcher or small launcher.<br/> 0-2 Engineer teams: 1-2 rookies, squaddies or officers with plasma rifles and explosives/alien grenades.<br/> 0-4 Psi war teams: 1-3 rookies, squaddies or officers with plasma rifles/heavy plasma and Psi Amps or Mind Probes.<br/> 1-2 Team leaders: officer with leadership +1/+2/+3 and weapon of choice, typically a heavy plasma.<br/> 0-3 flying heavy weapon platform (tank) plasma<br/> 0-3 flying heavy weapon platform (tank) fusion ball Feel free to use older equipment and the occasional officer (without leadership) mixed in with the various teams. Occasionally XCOM actually gets lucky with a one-in-a-million trooper. This man was the greatest of them. [[Marc Lecointe]] TQ: D12 Morale: D12 Confidence: High Tech Level: 2 Psi strength: D12 Armour: Personal Armour 1D Traits: Hard to Kill: D10 Intimidating Improved Reactions: +1 to the roll for reaction tests Armed with a laser rifle or heavy plasma.
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