Difference between revisions of "Savage X-COM: Allied NPCs"

From RPGnet
Jump to: navigation, search
m
 
Line 61: Line 61:
 
'''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, Hacking d6, Shooting d8, Repair d8<br>
+
'''Skills:''' Electronics d6, Fighting d6, Shooting d8, Repair d8, Thievery d6<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, 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, Tool Kit, bolt cutters, lockpicks, 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>

Latest revision as of 10:52, 3 February 2024

Back to Main Page

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.

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.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d8, Shooting d8, Stealth d6, Taunt d6
Pace 6, Parry 6, Toughness: 8 (Armor 3)
Edges: Steady Hands (Performing actions while running only has a -1 penalty)
Weapons: Pump Action Shotgun, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Combat Knife
Gear: X-COM Combat Armor, Radio Headset, 24 twelve gauge buck shells, 16 twelve gauge slugs, 2 Pistol Magazines, 5 Chemlights, 5 Flares

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.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d6, Shooting d8, Stealth d6
Pace 6, Parry 6, Toughness: 9 (Armor 3)
Edges: Dig In (While in cover, foes suffer a –1 penalty to any physical attack rolls against him)
Weapons: Light Assault Rifle with under barrel grenade launcher, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Combat Knife
Gear: X-COM Combat Armor, Radio Headset, 4 Assault Rifle magazines, 2 Pistol Magazines, 5 40mm HE Grenades, 5 Chemlights, 5 Flares

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.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d8, Intimidate d8, Notice d6, Shooting d8
Pace 6, Parry 6, Toughness: 10 (Armor 3)
Edges: Brawny (+1 to toughness and treats strength as one die type higher for carrying capacity)
Weapons: Heavy Submachine Gun, Rocket Launcher, 2 M8 Smoke Grenades, Combat Knife
Gear: X-COM Combat Armor, Radio Headset, 5 Chemlights, 5 Flares, 3 SMG Magazines, 2 HE Rockets, 2 AT Rockets

Gunner: X-COM Gunners use machine guns to provide supporting fire, suppressing enemy positions and to man vehicle mounted weapons.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d6, Shooting d8, Repair d6
Pace 6, Parry 6, Toughness: 8 (Armor 3)
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.)
Weapons: Light Machine Gun, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Combat Knife
Gear: X-COM Combat Armor, Radio Headset, 2 Pistol Magazines, 5 Chemlights, 5 Flares, 2 LMG Ammo Boxes

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.
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d4, Notice d6, Shooting d10, Stealth d8
Pace 6, Parry 4, Toughness: 8 (Armor 3)
Edges: Assassin (+2 to damage against unaware targets)
Weapons: Sniper Rifle, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Combat Knife
Gear: X-COM Combat Armor, Radio Headset, 3 Sniper Rifle Magazines, 2 Pistol Magazines, 5 Chemlights, 5 Flares, Binoculars, Climbing Gear

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.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d6, Fighting d8, Notice d8, Shooting d6, Stealth d8, Survival d6
Pace 6, Parry 6, Toughness: 8 (Armor 3)
Edges: None
Weapons: Light Submachinegun with Suppressor, Medium Pistol with suppressor, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Combat Knife, Stun Rod
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

Medic: Well-trained medical professionals, X-COM’s medics can and will keep you alive until you can reach surgery back at base.
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d8, Persuasion d6, Shooting d8, Healing d8+2
Pace 6, Parry 6, Toughness: 8 (Armor 3)
Edges: Healer (+2 to all healing rolls)
Weapons: Light Assault Rifle, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Combat Knife
Gear: X-COM Combat Armor, Radio Headset, 2 Pistol Magazines, 5 Chemlights, 5 Flares, 4 Assault Rifle Magazines, Field Medical Kit

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.
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Electronics d6, Fighting d6, Shooting d8, Repair d8, Thievery d6
Pace 6, Parry 5, Toughness: 8 (Armor 3)
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)
Weapons: Heavy Assault Rifle, Personal Grenade Launcher, Medium Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Combat Knife
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

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.
Attributes: Agility d8, Smarts d8(a), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d12, Fighting d12, Notice d10, Survival d10
Pace 8, Parry 9, Toughness: 8 (Armor 3)
Edges: Brawler (Increase unarmed damage by 1 die type and toughness by 1)
Bite: Str+d8 (Already includes Brawler)
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.
Fleet-Footed: Dogs roll d10s instead of d6s when running.
Size –1: Dogs are relatively small.
Gear: K9 Comms, Doggles (flash goggles), GPS, Resupply Bags, Tactical Vest

The following NPCs are common XCOM operatives, but generally not taken on missions as allies, though they may get involved as circumstances warrant.

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.
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Athletics d8, Driving d8, Piloting d8, Shooting d8
Pace: 6, Parry 2, Toughness 5
Edges: Killer Instinct (Gain a free reroll in any opposed test initiated by the pilot)
Weapons: Light Pistol, 2 M8 Smoke Grenades
Gear: Radio Headset, 2 Pistol magazines

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.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d8, Driving d6, Fighting d6, Notice d8+2, Shooting d6, Piloting d6
Pace 6, Parry 5, Toughness: 8 (Armor 3)
Edges: Alertness (+2 to notice rolls)
Weapons: Light Assault Rifle, Light Pistol, 2 M67 Frag Grenades, 2 M8 Smoke Grenades, Stun Baton
Gear: X-COM Combat Armor, Radio Headset. 4 Assault Rifle magazines, 2 Pistol Magazines, 5 Chemlights, 5 Flares