Editing Savage X-COM: New Edges
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Requirements: Novice, Fighting d8+<br> | Requirements: Novice, Fighting d8+<br> | ||
You have a natural talent for turning overwhelming force into overwhelming damage. You add half your gang-up bonus (round down) to damage for melee attacks<br> | You have a natural talent for turning overwhelming force into overwhelming damage. You add half your gang-up bonus (round down) to damage for melee attacks<br> | ||
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'''Pyro<br>''' | '''Pyro<br>''' | ||
Requirements: Novice, Shooting or Athletics d6+<br> | Requirements: Novice, Shooting or Athletics d6+<br> | ||
You do wonderful, horrible things with flamethrowers. You deal +2 damage with any weapons that deal fire damage, and increase the chance of targets catching fire or spreading fire by 1 on 1d6 (so, for example, a target hit by your Molotov cocktails takes 1d10+2 damage, and they catch fire or spread that fire on a 2+ on a d6 rather than on a 3+).<br> | You do wonderful, horrible things with flamethrowers. You deal +2 damage with any weapons that deal fire damage, and increase the chance of targets catching fire or spreading fire by 1 on 1d6 (so, for example, a target hit by your Molotov cocktails takes 1d10+2 damage, and they catch fire or spread that fire on a 2+ on a d6 rather than on a 3+).<br> | ||
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'''Shadowstep<br>''' | '''Shadowstep<br>''' | ||
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This operator has learned how to deal with alien armor, and has an eye for gauging the weak points in their structure, which requires a natural knack at close combat and eye for details. When attacking with a melee weapon, they add 1 to the AP value of their weapon. If they get a raise, they add 2 instead.<br> | This operator has learned how to deal with alien armor, and has an eye for gauging the weak points in their structure, which requires a natural knack at close combat and eye for details. When attacking with a melee weapon, they add 1 to the AP value of their weapon. If they get a raise, they add 2 instead.<br> | ||
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==Leadership Edges== | ==Leadership Edges== | ||
'''A Few Good Men'''<br> | '''A Few Good Men'''<br> | ||
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The officer has an uncanny knack for knowing when to attack and when to hold back with his troops. Once per Mass Battle, during the Battle Roll Phase, the character may declare a total attack. He must do this before he rolls his Battle die. If he succeeds on his roll and beats his opponent, his enemy loses twice as many tokens.<br> | The officer has an uncanny knack for knowing when to attack and when to hold back with his troops. Once per Mass Battle, during the Battle Roll Phase, the character may declare a total attack. He must do this before he rolls his Battle die. If he succeeds on his roll and beats his opponent, his enemy loses twice as many tokens.<br> | ||
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− | '''Rank (NCO or Officer)''' | + | '''Rank (NCO or Officer)''' |
Requirements: Novice, Smarts d6+<br> | Requirements: Novice, Smarts d6+<br> | ||
− | Noncommissioned officers and regular officers get to order subordinates around; but are also the ones held responsible for the success or failure of their men and their mission. They know the thrill of watching a plan come together, and the agony of watching one fall apart.<br> | + | Noncommissioned officers (sergeants and higher) and regular officers (lieutenants and higher) get to order subordinates around; but are also the ones held responsible for the success or failure of their men and their mission. They know the thrill of watching a plan come together, and the agony of watching one fall apart.<br> |
− | + | In X-COM, the Rank Edge allows NCOs and officers to command others, but this is a double-edged sword that grants few benefits. To compensate, characters that purchase this Edge get an additional benefit as well. (Non-player characters and those who achieve the rank during play do not get these additional abilities.)<br> | |
− | + | NCOs are the backbone of their units, and must be tougher, stronger, and more resilient than those they lead. Noncoms with the Rank (NCO) Edge add +1 to their base Toughness to reflect their hard-bitten nature.<br> | |
− | + | The character’s military rank becomes Sergeant. Further promotions must be earned through play.<br> | |
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+ | Commissioned officers are there to inspire and lead and should definitely concentrate on Leadership Edges as they advance. To help them get there, officers gain an additional benny per game session, that can only be spent to benefit a character under their command (IE, they can use it to allow another character to reroll their skills or make a soak check).<br> | ||
− | + | Upon taking this Edge, the character’s military rank becomes Lieutenant. Further promotions have to be earned through play. For each rank they obtain beyond Lieutenant, they gain an additional benny to use on their subordinates (IE, a Captain has two, a Major has three, etc.)<br> | |
Tactical Command: Note that though NCOs and officers may give the orders, tactical control of Extras should still be split up among the players as usual. This ensures everyone gets to play and doesn’t overburden one or two players while the rest slowly wait for their turn. Remember that this is still Savage Worlds, and the action should still be fast and furious.<br> | Tactical Command: Note that though NCOs and officers may give the orders, tactical control of Extras should still be split up among the players as usual. This ensures everyone gets to play and doesn’t overburden one or two players while the rest slowly wait for their turn. Remember that this is still Savage Worlds, and the action should still be fast and furious.<br> | ||
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==Professional Edges== | ==Professional Edges== | ||
'''Bureaucrat'''<br> | '''Bureaucrat'''<br> |