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Savage X-COM: Allied NPCs
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==Rookies== Allied NPCs are non-wildcard squaddies who can accompany the team on mission, coming in one of eight classes. As the campaign progresses, more experienced squaddies may become available, with more advanced gear.<br> <br> '''Assault:''' Close quarters fighters, skilled at moving in quickly and engaging hostiles with shotguns. Given the likelihood of urban combat during X-COM’s future, these agents are expected to have plenty of opportunities to make use of their talents.<br> '''Attributes:''' Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6<br> '''Skills:''' Athletics d8, Fighting d8, Shooting d8, Stealth d6, Taunt d6<br> Pace 6, Parry 6, Toughness: 13 (Armor 8)<br> '''Edges:''' Steady Hands (Performing actions while running only has a -1 penalty)<br> '''Weapons:''' Scatter Laser, LaserPistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Alloy Knife<br> '''Gear:''' Mark 5 Personal Combat Armor, Radio Headset, 4 scatter laser batteries, 4 laser pistol batteries, 5 Chemlights, 5 Flares <br> <br> '''Infantry:''' A well trained operative, packing an assault rifle and a will to keep fighting against all odds. Can provide precision ballistic fire, or support from grenade launchers. They don’t excel at any one task, but are ideal for holding a line.<br> '''Attributes:''' Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8<br> '''Skills:''' Athletics d8, Fighting d8, Notice d6, Shooting d8, Stealth d6<br> Pace 6, Parry 6, Toughness: 14 (Armor 8)<br> '''Edges:''' Dig In (While in cover, foes suffer a –1 penalty to any physical attack rolls against him)<br> '''Weapons:''' Laser Rifle with under barrel grenade launcher, Lasaer Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Alloy Knife<br> '''Gear:''' Mark 5 Personal Combat Armor, Radio Headset, 4 Laser Rifle Batteries, 2 Laser Pistol Batteries, 5 40mm HE Grenades, 5 Chemlights, 5 Flares<br> <br> '''Rocketeer:''' X-COM operatives trained in this specialty are proficient in the use of anti-tank weapons against hardened targets. With skill and luck, they may even be able to take down smaller UFOs.<br> '''Attributes:''' Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8<br> '''Skills:''' Athletics d6, Fighting d8, Intimidate d8, Notice d6, Shooting d8<br> Pace 6, Parry 6, Toughness: 15 (Armor 8)<br> '''Edges:''' Brawny (+1 to toughness and treats strength as one die type higher for carrying capacity)<br> '''Weapons:''' Laser Stealth Carbine, Rocket Launcher, 2 M8 Smoke Grenades, AlloyKnife<br> '''Gear:''' Mark 5 Personal Combat Armor, Radio Headset, 5 Chemlights, 5 Flares, 3 Laser Carbine Batteries, 2 HE Rockets, 2 AT Rockets<br> <br> '''Gunner:''' X-COM Gunners use machine guns to provide supporting fire, suppressing enemy positions and to man vehicle mounted weapons.<br> '''Attributes:''' Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6<br> '''Skills:''' Athletics d8, Fighting d8, Notice d6, Shooting d8, Repair d6<br> Pace 6, Parry 6, Toughness: 13 (Armor 8)<br> '''Edges:''' Hose ’Em Down (When using a braced machine-gun, this hero can suppress an area equal to two Medium Burst templates. The second template must be adjacent to the first (in any direction), and the weapon burns through double its usual amount of ammunition.)<br> '''Weapons:''' Light Machine Gun, Laser Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Alloy Knife<br> '''Gear:''' Mark 5 Personal Combat Armor, Radio Headset, 2 Laser Pistol Batteries, 5 Chemlights, 5 Flares, 2 LMG Ammo Boxes<br> <br> '''Designated Marksman:''' Well trained in accurate attacks, snipers use long range rifles to deliver death at extremely long ranges and cover the advance of other troopers.<br> '''Attributes:''' Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6<br> '''Skills:''' Athletics d6, Fighting d4, Notice d6, Shooting d10, Stealth d8<br> Pace 6, Parry 4, Toughness: 13 (Armor 8)<br> '''Edges:''' Assassin (+2 to damage against unaware targets)<br> '''Weapons:''' Precision Laser, Laster Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Alloy Knife<br> '''Gear:''' Mark 5 Personal Combat Armor, Radio Headset, 3 Precision Laser Batteries, 2 Laser Pistol Batteries , 5 Chemlights, 5 Flares, Binoculars, Climbing Gear<br> <br> '''Scout:''' Quick, smart, fast and dangerous. Scouts excel at getting into places unseen, and getting out into position attracting attention. Then when the battle starts, they deliver a devastating flanking attack from an unsuspecting position.<br> '''Attributes:''' Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6<br> '''Skills:''' Athletics d6, Fighting d8, Notice d8, Shooting d6, Stealth d8, Survival d6<br> Pace 6, Parry 6, Toughness: 13 (Armor 8)<br> '''Edges:''' None<br> '''Weapons:''' Laser Stealth Carbine, Laser Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Alloy Knife, Stun Rod<br> '''Gear:''' Mark 5 Personal Combat Armor, Radio Headset, 2 Laser Pistol batteries, 5 Chemlights, 5 Flares, 4 Laser Carbine Batteries, Motion Sensor, Multi Scanner, AN/PED 1 Laser Designator<br> <br> '''Medic:''' Well-trained medical professionals, X-COM’s medics can and will keep you alive until you can reach surgery back at base.<br> '''Attributes:''' Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6<br> '''Skills:''' Athletics d6, Fighting d8, Persuasion d6, Shooting d8, Healing d8+2<br> Pace 6, Parry 6, Toughness: 13 (Armor 8)<br> '''Edges:''' Healer (+2 to all healing rolls)<br> '''Weapons:''' Laser Rifle, Laser Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Alloy Knife<br> '''Gear:'' 'Mark 5 Personal Combat Armor, Radio Headset, 2 Laser Pistol Batteries, 5 Chemlights, 5 Flares, 4 Laser Rifle Batteries, Advanced Trauma KitKit<br> <br> '''Combat Engineer:''' Fix things up or break them down. Engineers keep drones running and blow their way through obstacles with C4. And they can deliver a hail of grenades with their automatic grenade launchers.<br> '''Attributes:''' Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6<br> '''Skills:''' Athletics d6, Electronics d6, Fighting d6, Shooting d8, Repair d8, Thievery d6<br> Pace 6, Parry 5, Toughness: 8 (Armor 3)<br> '''Edges:''' Demoman (adds +2 to all rolls made to set, disarm, or improvise explosives and booby-traps. Also increase the damage of planted explosives by one die type, and add +1 damage for each extra charge added)<br> '''Weapons:''' Laser Rifle, Personal Grenade Launcher, Laser Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, AlloyKnife<br> '''Gear:''' Mark 5 Personal Combat Armor, Radio Headset. 2 Laser Rifle batteries, 2 Laser Pistol Batteries, 4 HE Grenade Magazines, 5 Chemlights, 5 Flares, Tool Kit, bolt cutters, lockpicks, 5 charges of C4<br> <br> '''K9:''' Dogs have a long history of being used in warfare, for both tracking and fighting. X-COM Shield Teams make use of them for base and recovery site security; and they may be requisitioned for use in the field as trackers.<br> '''Attributes:''' Agility d8, Smarts d8(a), Spirit d6, Strength d6, Vigor d6<br> '''Skills:''' Athletics d12, Fighting d12, Notice d10, Survival d10<br> Pace 8, Parry 9, Toughness: 13 (Armor 8)<br> '''Edges:''' Brawler (Increase unarmed damage by 1 die type and toughness by 1)<br> '''Bite:''' Str+d8 (Already includes Brawler)<br> '''Go for the Throat:''' Dogs instinctively go for an opponent’s soft spots. With a raise on its attack roll, dogs deal a d10 damage in melee and automatically targets the area with the least armor.<br> '''Fleet-Footed:''' Dogs roll d10s instead of d6s when running.<br> '''Size –1:''' Dogs are relatively small.<br> '''Gear:''' K9 Comms, Doggles (flash goggles), GPS, Resupply Bags, Alloy Vest<br> <br>
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