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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>
 
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>
 
<br>
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'''Edges:''' None<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>
 
'''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>
+
'''Gear:''' X-COM Combat Armor, Radio Headset, 2 Pistol Magazines, 5 Chemlights, 5 Flares, 4 SMG Magazines, Motion Sensor, Multi Scanner<br>
 
<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>
 
'''Medic:''' Well-trained medical professionals, X-COM’s medics can and will keep you alive until you can reach surgery back at base.<br>
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'''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>
 
'''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>
 
'''Attributes:''' Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6<br>
'''Skills:''' Electronics d6, Fighting d6, Shooting d8, Repair d8, Thievery d6<br>
+
'''Skills:''' Electronics d6, Fighting d6, Hacking d6, Shooting d8, Repair d8<br>
 
Pace 6, Parry 5, Toughness: 8 (Armor 3)<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>
 
'''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>
 
'''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>
+
'''Gear:''' X-COM Combat Armor, Radio Headset. 2 Assault Rifle magazines, 2 Pistol Magazines, 4 HE Grenade Magazines, 5 Chemlights, 5 Flares, ILE-1 Repair Kit, 5 charges of C4<br>
 
<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>
 
'''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>
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'''Gear:''' K9 Comms, Doggles (flash goggles), GPS, Resupply Bags, Tactical Vest<br>
 
'''Gear:''' K9 Comms, Doggles (flash goggles), GPS, Resupply Bags, Tactical Vest<br>
 
<br>
 
<br>
==Squaddies==
+
The following NPCs are common allies, but generally not taken on missions as allies, though they may get involved as circumstances warrant.<br>
 
 
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:''' 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>
 
<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>
 
'''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>

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