X-COM and D20 Modern


log in or register to remove this ad

Yes, the two blend rather well. Though the PSI section could use some major tweaks to feel right. Not to mention the new weapons and armor.

Let's see, there were the Sectoids, the Reapers, and what other types of ailens?

Hm...

:D
 

ThoughtBubble said:
Let's see, there were the Sectoids, the Reapers, and what other types of ailens?

I've got a few notes on this sort of campaign, all from the first game. Some lists that might be helpful:

XCOM craft - Skyranger (transport, no weapons), Interceptor (fighter, two weapons), Firestorm (advanced fighter, two weapons), Lightning (advanced transport, one weapon), Avenger (fighter/transport, 2 weapons)

First two are basic terran craft, other three use alien tech. Avenger is capable of interplanetary flight (it's the one you use to get to Mars).

XCOM craft weapons - Autocannon, Stingray missile, Avalanche missile, Laser Cannon, Plasma Beam, Fusion Launcher

First three are basic terran weapons, laser cannon is an advanced terran weapon, plasma beam and fusion launcher are alien tech.

XCOM basic infantry weapons - Pistol, Rifle, Heavy Cannon (ammo is armour piercing, high explosive, or incendiary), Auto-Cannon (ammo is armour piercing, high explosive, or incendiary), Rocket Launcher (ammo is small rocket, large rocket, or incendiary), Grenade, Smoke Grenade, Proximity Grenade, High Explosive

XCOM researched infantry weapons (terran) - Laser Pistol, Laser Rifle, Heavy Laser

XCOM researched infantry weapons (alien) - Plasma Pistol, Plasma Rifle, Heavy Plasma, Blaster Launcher, Small Launcher, Alien Grenade

XCOM infantry armour - Personal Armour, Powered Armour, Flying Armour

XCOM basic heavy weapon platforms - Tank/Cannon, Tank/Rocket

XCOM researched HWPs - Tank/Laser, Hover/Plasma, Hover/Launcher

Other common equipment - Stun Rod, Electroflare, Medikit, Motion Scanner, Mind Probe, Psi-Amp

Alien Ships - Small Scout (1 crew), Medium Scout (up to 9 crew), Large Scout (up to 12 crew), Harvester (up to 20 crew), Abductor (up to 18 crew), Terror Ship (up to 24 crew), Battleship (up to 28 crew), Supply Ship (up to 20 crew)

Alien Species are:
Sectoids - the little gray guys
Floater - levitating aliens in robes
Snakeman - humanoid torso, snake "tail"
Muton - humanoid warrior race
Ethereals - robed psionics apparently behind the whole thing
Reaper - large furry bipedal creature
Cyberdisc - large floating disc with weaponry
Chrysalid - Ridley Scott-style alien that turns humans into zombies, which eventually become more Chrysalids
Sectopod - think this was kind of an armoured Reaper
Celatid - acid spitters
Silacoid - they get close and blow up

Hope that's useful!
 


Searching through my notes

I had some notes on X-COM d20. Course I have done stuff which some may consider a departure from X-COM but I figure is an expansion upon an excellent game and setting using my experience with the Army.

Morgan Keyes
Win the Mind, Win the Day
Airborne All the Way
 

Golem2176 said:
I'm thinking that a combination of the two would make for interesting roleplaying. Anybody have any thoughts on this?

I recommend the strategy guides for any of the three "real" X-Com games (X-Com, Terror from the Deep, and Apocalypse) - they are full of cool background info, stats (though not for the d20 system, they can be easily adapted), images, and all the info you would need to get the proper X-Com flavor.
 

Jason Durall said:
I recommend the strategy guides for any of the three "real" X-Com games (X-Com, Terror from the Deep, and Apocalypse) - they are full of cool background info, stats (though not for the d20 system, they can be easily adapted), images, and all the info you would need to get the proper X-Com flavor.


Actually the best game for it might be Savage Worlds. Fast combat based rules and a miniumum of complications.

SJE
 

Here is some more on the aliens

PRIMARY SPECIES:
SECTOID: Your classic "Close Encounters" style Alien. They are physically weak, and probably the easiest Alien to defeat. Their commanders do have psychic abilities, so beware. They work with Cyberdisk.
FLOATER: The second easiest alien, they are purple and wear a cape. One advantage they have is their ability to fly. When fighting them, be careful because they can snipe at you from high altitude. They work with Rippers.
SNAKEMAN: Although he uses the same weapons as Sectoid and Floater, you'll notice that Snakeman is tougher. He is far more resilient than the others. They work with Chyrillid, which are very dangerous in their own right.
MUTON: Like snakemen, these are one of the tougher species. They are humanoid in appearance, but have purple skin and wear green body suits. Beware, one grenade won't kill them. They are remote controlled by Etherials, but there is no way to exploit that advantage. They work with both Celatid and Silicoid.
ETHERIAL: The most terrifying and wiley of the Primary Aliens. Etherials appears as humanoids clad in large orange robes. They can fly, and every one has mental powers, although they cannot be used when you are controlling one. They are good shots as well. Very dangerous, so leave people with low Psy resistance at home. They work with Sectopod.

WEAPON SPECIES: Species who are living weapons. Mostly appearing in Terror Missions, and large UFO crashes, but also in bases.
CYBERDISK: Mini flying saucers. Each takes up a four space square. They can fly, and have multi-fire mode. Their armor can take lots of Concusive fire. When they die, they explode into a huge explosion, burning away their immediate surroundings (on the same level), so shoot them from far away.
RIPPER: At first, I though it was a walking couch. This creature is wide and brown, taking up 2 squares. It has no projectile, but a fierce bite, and can run fast. Unless you kill them as soon as you see them, they may rush you, and kill a soldier. Luckily, they cannot bite through windows, or 1 space gaps. They are vunerable to Incindiary attacks.
CHRISSALID: Probably the most scary, if not dangerous Alien in the game. They appear as a black crab creature, resembling a human skeleton. They don't have guns, and cannot use them, but they have a far more nausiating attack. At close quarters, a Chrissalid can assault a soldier, turning them into a Zombie* who will hatch a new Chrissalid. They run very fast, and can wipe out an entire team if not killed quickly. They are fairly durable as well, and take up only 1 space. They can't fly, though.
ZOMBIE*: Not really an Alien, but a human who has been stung by a Chrissalid, and "impregnated" with an egg. Zombies are far more durable than normal people, and become a fully healthy Chrissalid when killed. They can beat someone to death with their bare hands. If they aren't killed by X-Com agents, within a few turns, the new Chrissalid will hatch from them. If you have to choose between killing a Zombie and a Chrissalid, kill the Chrissalid first.
CELATID: A bizzare alien that I don't find to be too dangerous. It looks like a floating bag. Carries no weapons, but can fire an Acid Spray that is really bad for unarmored people. The spray has a short range, but Celatid can fly. Supposedly, they can sense human though waves and home in on them.
SILICOID: Another bizzare alien that I don't find to be too dangerous. It looks like a bunch of purple spheres, or goo. It has no weapons that I know of, although it can fly, and supposedly has a superheated core.
SECTOPOD: Besides Chrissalid, the most dangerous Weapon Species. It looks like a large mechanical walker taking up four spaces, and has plasma weapons. It is vunerable to Lazer weapons, and strong against plasma ones.
 


Tars Tarkus said:
CHRISSALID: Probably the most scary, if not dangerous Alien in the game. They appear as a black crab creature, resembling a human skeleton. They don't have guns, and cannot use them, but they have a far more nausiating attack. At close quarters, a Chrissalid can assault a soldier, turning them into a Zombie* who will hatch a new Chrissalid. They run very fast, and can wipe out an entire team if not killed quickly. They are fairly durable as well, and take up only 1 space. They can't fly, though.
Chrissalid's have nothing on Tentaculats :) Honestly, you should toss in the X-com2 critters to. While some of them are just X-com critters with different graphics, others are different enough to warrant inclusion.
 

Remove ads

Top