Savage X-COM: New Edges

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Banned Edges[edit]

All power edges at character creation. Beast Bond and Beast Master (replaced by K9 Handler). Champion.

Background Edges[edit]

Eidetic Memory
Requirements: Smarts d6
Your character may not be particularly brilliant, but she has a mind like a camera. She gains a +2 bonus on Common Knowledge rolls, and on Smarts rolls made to remember something.

Combat Edges[edit]

Bullseye
Requirements: Novice
Many of the enemy’s fighting machines are terribly formidable, but well-trained and experienced gunners know just where to aim in order to hit a vehicle’s weak spot. Characters with this Edge may modify vehicle critical hit die rolls result by 1 step on he table, up or down, when rolling for a critical hit

Improved Bullseye
Requirements: Veteran, Bullseye
As Bullseye, but the critical can be modified by up to 2 steps

Close Range Fighter Requirements: Novice, Agility d8+, Fighting d8+
The character is a deadly expert in hand-to-hand combat. If the character closes in on an enemy and attacks in the same round, he or she receives a +2 bonus to the Fighting and Damage roll.

Combat Shooting
Requirements: Novice, Martial Artist, Fighting d6+, Shooting d6+
Heavily trained in close quarters gunplay, you know gun fu. When using pistols against a target’s Parry, she has +2 to Shooting and +2 to pistol damage. This benefit only applies to such close range combat, not to attacks from further than adjacent.

Improved Combat Shooting
Requirements: Seasoned, Combat Shooting, Fighting d8+, Shooting d8+
Integrated training has honed this warrior’s extension of her body. She may fire pistols when using Combat Edges such as First Strike, Frenzy, and Sweep.

Combat Shooting Master
Requirements: Veteran, Improved Combat shooting, Marksman
This master of flowing pistol combat has motion. She may use the Marksman Edge while moving up to half Pace and may apply it to the first and second attacks she makes in a turn.

Dig In!
Requirements: Novice, Smarts d6+
This canny grunt is good at making himself small and getting the most out of any cover they are in. While in cover, foes suffer an additional –1 penalty to any physical attack rolls against them. The hero also adds +2 to their Toughness against area effect damage as long as they are prone or in cover.

Improved Dig In!
Requirements: Veteran, Dig In!
As Dig In, but foes subtract 2 from attack rolls (in addition to the cover penalty), and the hero gains +4 Toughness versus area effect attacks if prone or in cover.

Fireproof
Requirements: Seasoned, Spirit d6+, Vigor d8+
Exposure to and an understanding of flame as a weapon has allowed this operator to develop a limited resistance to fire. The Operator has +4 Toughness against fire attacks (including fiery area effect attacks) and background sources of intense heat (walking through a burning building, for example), and gains +2 to resist the effects of Heat. The Operator gains no benefit against most explosions—only sources of actual heat or fire. An exploding flamethrower tank counts as a fire attack for these purposes.

Hose ’Em Down
Requirements: Novice, Shooting d8+
Machine-gunners with this Edge can suppress an area more effectively than the typical gunner. This killer 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 six times its ROF in ammo.

Improved Hose ’em Down
Requirements: Seasoned, Hose ’em Down
This edge allows an MG gunner to suppress an area equal to three Medium Burst templates, spending an amount of ammo equal to nine times the ROF. Each additional template must be adjacent to the first.

Pack Fighting
Requirements: Novice, Fighting d8+
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

Pyro
Requirements: Novice, Shooting or Athletics d6+
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+).

Improved Rock and Roll
Requirements: Veteran, Rock and Roll
You gain the benefits of Rock and Roll when moving, but not when running.

Shadowstep
Requirements: Seasoned, Athletics d8+
Well trained operators have a knack for identifying gaps in overwatch zones and exploiting them by staying fast and low. When an operator has this edge, they don’t trigger readied actions to fire weapons.

Tank Hunter
Requirements: Novice
To an infantryman a tank is a near-invincible, armored, fire breathing monster. To a character with the Tank Hunter Edge, a tank is just a large target.

When attacking armored vehicles, your hunter knows how to hit the weak points and adds +4 to the AP value of the weapon. This bonus applies to attacks with ranged anti-tank weapons or to close up weapons like C4.

Improved Tank Hunter
Requirements: Seasoned, Tank Hunter
The Tank Hunter adds a d6 to any damage roll versus a vehicle with Heavy Armor.

Shotgun Surgeon
Requirements: Seasoned, Shooting d6+, Strength d6+
Specializing in optimizing shotguns has a few benefits. First, all shotguns a surgeon uses gain AP 2. Second, any target hit with a raise on the shooting check must make a Strength roll (-2 if hit with a second raise) or be pushed back 1" and knocked prone.

Tubular Assault
Requirements: Agility d6+, Shooting d6+, Fighting d6+
The Operator has trained to assault locations such as aircraft, buses and lower deck ship corridors; and to fight in these cramped and sometimes crowded locations. They gain +1 to shooting, fighting and damage with CQB and melee weapons when in one of these locations. As well, they ignore the innocent bystander rule and ignore the civilian proximity penalty in these locations.

Wall of Flame
Requirements: Seasoned, Shooting d8+
Flamethrowers are a highly effective weapon for dealing with certain alien species. An Operator with this edge has developed a technique for cleansing a larger area than normal flamethrower use. When using a flamethrower, she places a second Cone Templates adjacent to one side of the first, affecting everything beneath both templates.

Weak Point
Requirements: Seasoned, Fighting d8+, Notice d6+
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.

Leadership Edges[edit]

A Few Good Men
Requirements: Veteran, Smarts d8+, Command, Inspire, Rank
The hero knows how to get the best from the troops at his disposal. When the Game Master checks to see if an allied extra dies from a wound, he must reroll any failures once.

If the leader is the overall commander in a Mass Battle, roll a d6 whenever a token is lost. On a 5 or 6, the token isn’t lost.

Art of War
Requirements: Seasoned, Smarts d8+, Battle d8+, Command, Rank
Some commanders have an intuitive grasp of strategy and tactics. They also have a keen insight into the minds of their enemies and can easily outmaneuver and outfight more mediocre opponents. Characters with the Art of War Edge are the ones whose quotations end up in the history books. Your character adds +2 to Battle rolls during Mass Battles.

Before Dishonor
Requirements: Veteran, Battle d10+, Command, Hold the Line, Rank
The character has led his army to many victories and the men have come to abhor retreat as a stain on their honor. He adds +2 to Spirit rolls when rolling for his troops’ Morale in a Mass Battle

Command and Control
Requirements: Seasoned, Persuasion d8+, Command
Modern combat involves small teams dispersed over large areas. A commander who has mastered this art can lead as if they weren’t present. This Edge extends the command range of Leadership Edges for Extras to within the same city.

Cry Havoc!
Requirements: Veteran, Spirit d8+, Battle d10+, Command, Fervor, Rank
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.

Rank (NCO or Officer)
Requirements: Novice, Smarts d6+
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.

While new transfers to X-COM maintain any previous rank they had, that does not typically result in the equivalent authority within X-COM. X-COM commanders put together squads and assign leadership based on their own judgement and the performance of the X-COM operatives (though commissioned officers typically come in as COs). As a relatively new organization, X-COM is still working of bulking up its own internal officers and traditions.

The rank edge represents X-COM operatives who have been tagged for permanent command positions within the Extraterrestrial Combat Unit, and promoted within the organization.

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.

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). Further promotions within X-COM's structure will grant extra bennies to use.

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.

Professional Edges[edit]

Bureaucrat
Requirements: Novice, Smarts d6+, Academics d6+
Dealing with government services and bureaucracies is always a labyrinthine nightmare, even for the most experience of soldiers. However, the skills of an expert in dealing with bureaucracies are still greatly sought. A character with this edge gains a +2 bonus to Research rolls when interacting with archives in the course of dealing with a bureaucracy (filling out paperwork, dealing with red tape, completing a process, among others), as well as to Academics and Persuasion rolls when dealing with humans in the course of completing a bureaucratic requirement.

Commando
Requirements: Novice, Agility d6+, Smarts d6+, Spirit d6+, Strength d8+, Vigor d8+, Fighting d6+, Shooting d6+, Stealth d8+
Commandos tackle the toughest missions on the front, but often operate behind enemy lines with little chance of coming home. They are almost always outnumbered and outgunned so they need to be mentally sharp to stay ahead of the enemy. Commandos add +2 to all Fatigue rolls made against environmental hazards (including cold and heat), sleep deprivation, foot marches, and +2 to all Survival rolls. As much of their work involves getting close to their targets for a silent takedown, they receive a +1 to Stealth rolls and a +1 to Pace. All of these bonuses are cumulative with those derived from other Edges.

Crowd Control Specialist
Requirement: Novice, Spirit d6
Some X-COM personnel have shown an excellence in dealing with panicked or unruly crowds .A character with this edge can ignore the first 2 points worth of penalties resulting from panicked civilians. They also receive a +1 bonus to all rolls attempting to disperse, control, or calm said panicked civilians.

Demo Man
Requirements: Novice, Repair d6+
This maniac is intimately familiar with all sorts of explosives, detonators, and booby-traps. He adds +2 to all rolls made to set, disarm, or improvise explosives and booby-traps (but not Notice them). They also increase the damage of planted explosives by one die type, and add +1 damage for each extra charge added.

Frogman
Requirements: Novice, Smarts d6+, Strength d6+, Vigor d8+, Repair d6+, Athletics d6+
Navy frogmen are highly skilled, tough, and motivated. Their primary job is underwater demolitions. Whether their targets are beach obstacles, mines, or enemy ships, frogmen can defuse, remove, or blow them sky high. When supporting beach landings, they make maps, do hydrographic surveys, and prepare obstacles for demolition so that the beach is clear as possible for the main landing force. They may also find themselves planting explosives on ships at anchor in enemy harbors. Their training is as rigorous as any commando. Athletics rolls for swimming for frogmen are made at +2, and their general Pace is improved by +1. They also gain a +1 to all rolls to set, disarm or improvise explosives and booby traps. These bonuses are cumulative with those offered by other Edges. Creatures with the Aquatic special ability do not get their +2 attack bonus against Frogmen.

K9 Handler
Requirements: Spirit d6+
The Operator has access to a special forces dog. The K9 companion will be treated as an extra character and will level up when the Operator does. See the NPC section for K9 starting stats and gear.

Mechanically Inclined
Requirements: Novice, Smarts d6+, Repair d6+
Modern warfare relies on technology. The side that can get the most out of its equipment may have a decisive advantage in battle. You intend to see to it that the winning side is your side. Your character is good with mechanical and electronic devices, and can more easily figure out how to use and repair them. He or she gets a +2 bonus to Remote Operation, Knowledge or Repair rolls required to use, design, troubleshoot, or repair such devices (engines, radio sets, encryption devices, electrical and hydraulic systems, machinery, etc.). When a drone under their command is destroyed, the drone can make a vigor check at -2 to just be critically damaged instead.

Mountaineer
Requirements: Vigor d6, Athletics d6, Survival d6
A skilled climber, you are proficient in all forms of free and harnesses mountain ascent. The mountaineer is at home among the craggy peaks and gets +2 to climbing and survival rolls in wilderness regions. In addition, the mountaineer can ignore any fatigue rolls to avoid altitude sickness.

Multitasker
Requirements: Seasoned, Smarts d8+
The TUUVC allows drone operators to sync up with and control one drone, since most operators can only focus on one at a time. Sufficiently smart and clever operators can rig these controllers to sync up with two drones, and focus on both at the same time. This edge allows operators to control two drones with the TUUVC, though the second drone takes a -1 to its actions.

Survivalist
Requirements: Novice, Vigor d6+, Survival: d6+
Your rough upbringing has taught you how to survive on your own. You can ignore two points of penalties caused by an environmental condition (heat, cold, radiation, etc.)

Social Edges[edit]

Band of Siblings
Requirements: Wild Card, Veteran
This group of soldiers has been to Hell and back together. That kind of bond hardens women, and makes them able to better withstand wounds that might otherwise have put them out of action. Gain +1 Toughness for each other team mate with this ability within 6”, to a maximum of +4. If four heroes with the Edge fight together, for instance, they each gain +3 Toughness.

I Know a Guy
Requirements: Novice, Persuasion d6+, Charismatic
Some people seem to know someone everywhere they go. The contact may not be the most amazingly helpful person— they may even hate the hero for some past slight or money owed. The person known may be well-placed in an organization or just as easily homeless and only know a few possibly helpful rumors. The point is, however, almost anywhere he goes, the hero seems to know someone, and that person usually at least knows something of value or can contact some helpful folks.

Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached, and if he will help in any way. If the attempt to contact a particular person fails, the once-per-session use of this Edge is not used up; failures on the Persuasion check to get help still trigger that session’s use of the Edge.

Weird Edges[edit]

Intuition
Requirements: Spirit d8
Your hero is prone to sudden flashes of insight. You may spend a benny and make a Spirit roll; if successful, you may ask the GM a single, simple question which your character might theoretically know the answer to. The GM must either give you a simple (no more than one sentence) answer or return your benny.