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Savage X-COM: Allied NPCs
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[[Savage_X-COM | Back to Main Page]] ==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: 8 (Armor 3)<br> '''Edges:''' Steady Hands (Performing actions while running only has a -1 penalty)<br> '''Weapons:''' Pump Action Shotgun, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Combat Knife<br> '''Gear:''' X-COM Combat Armor, Radio Headset, 24 twelve gauge buck shells, 16 twelve gauge slugs, 2 Pistol Magazines, 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: 9 (Armor 3)<br> '''Edges:''' Dig In (While in cover, foes suffer a –1 penalty to any physical attack rolls against him)<br> '''Weapons:''' Light Assault Rifle with under barrel grenade launcher, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Combat Knife<br> '''Gear:''' X-COM Combat Armor, Radio Headset, 4 Assault Rifle magazines, 2 Pistol Magazines, 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: 10 (Armor 3)<br> '''Edges:''' Brawny (+1 to toughness and treats strength as one die type higher for carrying capacity)<br> '''Weapons:''' Heavy Submachine Gun, Rocket Launcher, 2 M8 Smoke Grenades, Combat Knife<br> '''Gear:''' X-COM Combat Armor, Radio Headset, 5 Chemlights, 5 Flares, 3 SMG Magazines, 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: 8 (Armor 3)<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, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Combat Knife<br> '''Gear:''' X-COM Combat Armor, Radio Headset, 2 Pistol Magazines, 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: 8 (Armor 3)<br> '''Edges:''' Assassin (+2 to damage against unaware targets)<br> '''Weapons:''' Sniper Rifle, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Combat Knife<br> '''Gear:''' X-COM Combat Armor, Radio Headset, 3 Sniper Rifle Magazines, 2 Pistol Magazines, 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: 8 (Armor 3)<br> '''Edges:''' None<br> '''Weapons:''' Light Submachinegun with Suppressor, Medium Pistol with suppressor, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Combat Knife, Stun Rod<br> '''Gear:''' X-COM Combat Armor, Radio Headset, 2 Pistol Magazines, 5 Chemlights, 5 Flares, 4 SMG Magazines, 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: 8 (Armor 3)<br> '''Edges:''' Healer (+2 to all healing rolls)<br> '''Weapons:''' Light Assault Rifle, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Combat Knife<br> '''Gear:''' X-COM Combat Armor, Radio Headset, 2 Pistol Magazines, 5 Chemlights, 5 Flares, 4 Assault Rifle Magazines, Field Medical Kit<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:''' Heavy Assault Rifle, Personal Grenade Launcher, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Combat Knife<br> '''Gear:''' X-COM Combat Armor, Radio Headset. 2 Assault Rifle magazines, 2 Pistol Magazines, 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: 8 (Armor 3)<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, Tactical Vest<br> <br> ==Squaddies== Squadie Rank Allies: These are the stats for members of squads that have reached Squaddie Status<br> <br> '''Assault'''<br> '''Attributes:''' Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8<br> '''Skills:''' Athletics d8, Fighting d10, Shooting d8, Stealth d6, Taunt d8<br> Pace 8, Parry 7, Toughness: 9 (Armor 3)<br> '''Edges:''' Steady Hands (Performing actions while running only has a -1 penalty)<br> Fleet Footed (+2 pace and roll d10 when running)<br> '''Weapons:''' Pump Action Shotgun, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, KABAR<br> '''Gear:''' X-COM Service Utilities, Radio Headset, 24 twelve gauge buck shells, 16 twelve gauge slugs, 2 Pistol Magazines, 5 Chemlights, 5 Flares <br> <br> '''Infantry'''<br> '''Attributes:''' Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8<br> '''Skills:''' Athletics d10, Fighting d8, Notice d6, Shooting d10, Stealth d6<br> Pace 6, Parry 6, Toughness: 9 (Armor 3)<br> '''Edges:''' Double Tap (+2 to shooting and damage when using 3 round burst)<br> Dig In (While in cover, foes suffer a –1 penalty to any physical attack rolls against him)<br> '''Weapons:''' Light Assault Rifle with under barrel grenade launcher, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, KABAR<br> '''Gear:''' X-COM Service Utilities, Radio Headset, 4 Assault Rifle magazines, 2 Pistol Magazines, 5 40mm HE Grenades, 5 Chemlights, 5 Flares<br> <br> '''Rocketeer'''<br> '''Attributes:''' Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d8<br> '''Skills:''' Athletics d6, Fighting d8, Intimidate d10, Notice d6, Shooting d10<br> Pace 6, Parry 6, Toughness: 10 (Armor 3)<br> '''Edges:''' Brawny (+1 to toughness and treats strength as one die type higher for carrying capacity)<br> Tank Hunter (+4 AP with anti-tank weapons against vehicles)<br> '''Weapons:''' Light Assault Rifle, Rocket Launcher, 2 M8 Smoke Grenades, KABAR<br> '''Gear:''' X-COM Service Utilities, Radio Headset, 5 Chemlights, 5 Flares, 3 Assault Rifle Magazines, 2 HE Rockets, 2 AT Rockets<br> <br> '''Gunner'''<br> '''Attributes:''' Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d6<br> '''Skills:''' Athletics d8, Fighting d8, Notice d8, Shooting d10, Repair d6<br> Pace 6, Parry 6, Toughness: 8 (Armor 3)<br> '''Edges:''' Bullet Hose (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> Rock and Roll (no autofire penalty if you do not move in the same round that you fire)<br> '''Weapons:''' Light Machine Gun, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, KABAR<br> '''Gear:''' X-COM Service Utilities, Radio Headset, 2 Pistol Magazines, 5 Chemlights, 5 Flares, 2 LMG Ammo Boxes<br> <br> '''Designated Marksman'''<br> '''Attributes:''' Agility d12, Smarts d6, Spirit d6, Strength d6, Vigor d6<br> '''Skills:''' Athletics d8, Fighting d4, Notice d6, Shooting d12, Stealth d8<br> Pace 6, Parry 4, Toughness: 8 (Armor 3)<br> '''Edges:''' Marksman (can aim and fire in the same turn if they don't move)<br> Assassin (+2 to damage against unaware targets)<br> '''Weapons:''' Sniper Rifle, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, KABAR<br> '''Gear:''' X-COM Service Utilities, Radio Headset 3 Sniper Rifle Magazines, 2 Pistol Magazines, 5 Chemlights, 5 Flares, Binoculars, Climbing Gear<br> <br> '''Scout'''<br> '''Attributes:''' Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d6<br> '''Skills:''' Athletics d6, Fighting d8, Notice d10, Shooting d8, Stealth d8, Survival d6<br> Pace 6, Parry 6, Toughness: 8 (armor 5)<br> '''Edges:''' Tubular Assault (+1 to shooting, fighting and damage when in cramped areas with melee and CQB weapons)<br> '''Weapons:''' Light Submachinegun with Suppressor, Medium Pistol with suppressor, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, KABAR, Stun Rod<br> '''Gear:''' X-COM Service Utilities, Radio Headset, 2 Pistol Magazines, 5 Chemlights, 5 Flares, 4 SMG Magazines, Motion Sensor, Multi Scanner<br> <br> '''Medic'''<br> '''Attributes:''' Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6<br> '''Skills:''' Athletics d6, Fighting d8, Persuasion d8, Shooting d8, Healing d10<br> Pace 6, Parry 6, Toughness: 8 (Armor 3)<br> Edges: Healer (+2 to all healing rolls and natural healing rolls for companions)<br> Bolster (When they succesfully test an enemy with a check, they may also remove a negative condition from an allied character)<br> '''Weapons:''' Light Assault Rifle, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, KABAR<br> '''Gear:''' X-COM Service Utilities, Radio Headset, 2 Pistol Magazines, 5 Chemlights, 5 Flares, 4 Assault Rifle Magazines, Field Medical Kit<br> <br> '''Combat Engineer'''<br> '''Attributes:''' Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8<br> '''Skills:''' Athletics d6, Electronics d8, Fighting d6, Hacking d8, Shooting d8, Repair d8<br> Pace 6, Parry 5, Toughness: 8 (Armor 2, 10 against bullets)<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> Rapid Fire (As long as she’s armed with a fast-firing ranged weapon of some sort (such as a revolver or semi-automatic) and has enough ammunition to do so, she may increase her weapon’s Rate of Fire by 1 for any one of her Shooting attacks that turn)<br> '''Weapons:''' Heavy Assault Rifle, Personal Grenade Launcher, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, KABAR<br> '''Gear:''' X-COM Service Utilities, Radio Headset. 2 Assault Rifle magazines, 2 Pistol Magazines, 4 HE Grenade Magazines, 4 Incendiary Grenade Magazines, 5 Chemlights, 5 Flares, ILE-1 Repair Kit, 5 charges of C4<br> ==Non-Squad Allies== The following NPCs are common XCOM operatives, but generally not taken on missions as allies, though they may get involved as circumstances warrant.<br> <br> '''Pilot:''' Air Superiority will be key to winning the war. X-COM needs to take the skies back from the aliens, and the pilots of X-COM will be the high flying elites who serve on the front lines of this war. These men and women will fly fighter jets, pilot skyrangers and take helicopters into battle.<br> '''Attributes:''' Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6<br> '''Skills:''' Athletics d8, Driving d8, Piloting d8, Shooting d8<br> Pace: 6, Parry 2, Toughness 5<br> '''Edges:''' Killer Instinct (Gain a free reroll in any opposed test initiated by the pilot)<br> '''Weapons:''' Light Pistol, 2 M8 Smoke Grenades<br> '''Gear:''' Radio Headset, 2 Pistol magazines<br> <br> '''Shield Team Member:''' X-COM receives numerous recruits who don’t qualify for first contact duty. These men and women, known as Blue Shirts for their uniforms, make up the Tier II Shield combat teams and base security staff. They secure ground sites after the main team has gone in, provide vehicle crews and backup for X-COM’s main teams. As well, they handle base security and bodyguard details.<br> '''Attributes:''' Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6<br> '''Skills:''' Athletics d4, Common Knowledge d8, Driving d6, Fighting d6, Notice d8+2, Shooting d6, Piloting d6<br> Pace 6, Parry 5, Toughness: 8 (Armor 3)<br> '''Edges:''' Alertness (+2 to notice rolls)<br> '''Weapons:''' Light Assault Rifle, Light Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Stun Baton<br> '''Gear:''' X-COM Combat Armor, Radio Headset. 4 Assault Rifle magazines, 2 Pistol Magazines, 5 Chemlights, 5 Flares<br> <br>
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