Editing XCOM - The Beginning

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* '''Internal Sweep:''' After taking this action, the agency becomes aware of one element that has been Sabotaged by a rival, assuming any such exist in the organization. Repeated use of this action reveals ''additional sabotaged elements.
 
* '''Internal Sweep:''' After taking this action, the agency becomes aware of one element that has been Sabotaged by a rival, assuming any such exist in the organization. Repeated use of this action reveals ''additional sabotaged elements.
  
* '''Establish Base:''' The agency attempts to establish a base on some distant continent. With an agency base in place, the PCs have access to all plausible agency resources while in that location, including money, equipment, vehicle access, criminal ties, and whatever else might be reasonably dispensed through a continental base. Even Legitimacy might carry over if the agency has excellent relations with the host continent and the base’s presence is known. To establish a base secretly, at least a level 2 Transport element is necessary to smuggle in the requisite resources and personnel. If the agency is willing for the base to be publicly known and the target continent's governments do not object, it can use commercial services. If the target continent or location is so remote that there is no commercial transportation available to it and no Transport element is available, the PCs are going to have to take up a mission to blaze a trail there before the base can be constructed. Constructing a level 1 station requires three turns of work, each turn requiring the expenditure of one establish base action. Only one base can be established at a time. At the end of the work, if the established base has not been successfully Sabotaged or Attacked, the continent gains a level 1 base. Note that only the highest-leveled base possessed by an agency counts toward its Mobility score.
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* '''Plant Station:''' The agency attempts to place a station on some distant world or remote outpost. With an agency station in place, the PCs have access to all plausible agency resources while in that location or solar system, including money, equipment, vehicle access, criminal ties, and whatever else might be reasonably dispensed through a planetary station. Even Legitimacy might carry over if the agency has excellent relations with the host planet and the station’s presence is known. To plant the station secretly, at least a level 2 Transport element is necessary to smuggle in the requisite resources and personnel. If the agency is willing for the station to be publicly known and the target world’s government does not object, it can use commercial services. If the target world or location is so remote that there is no commercial transportation available to it and no Transport element is available, the PCs are going to have to take up a mission to blaze a trail there before the station can be constructed. Constructing a level 1 station requires three turns of work, each turn requiring the expenditure of one Plant Station action. Only one station can be planted at a time. At the end of the work, if the incipient station has not been successfully Sabotaged or Attacked, the world gains a level 1 Station. Note that only the highest-leveled Station possessed by an agency counts toward its Mobility score.
  
 
* '''Reform Element:''' The agency works to pull together an element that has been Compromised by an attack or by sabotage. The agency rolls the attribute associated with the element against 11 for a level 1 element, 15 for a level 2 element, or 19 for a level 3 element. On a success, the element is no longer Compromised.
 
* '''Reform Element:''' The agency works to pull together an element that has been Compromised by an attack or by sabotage. The agency rolls the attribute associated with the element against 11 for a level 1 element, 15 for a level 2 element, or 19 for a level 3 element. On a success, the element is no longer Compromised.
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** Tier 3 - Armory each player is issued an advanced tech or alien tech rifle and sidearm, if available. (+5 Resources)
 
** Tier 3 - Armory each player is issued an advanced tech or alien tech rifle and sidearm, if available. (+5 Resources)
  
* '''Bases''' - A base on a continent provides the agency with a reach beyond its own home continent. These safe houses and remote listening posts allow agency operatives to draw on elements and other resources as if they were operating out of their home base. They also provide a haven on a potentially hostile continent. Agents without a base on a continent are forced to make do with whatever supplies or resources they can carry in personally. Unlike every other element, an agency can build more than one base element, each one on a different continent. Only the highest-leveled bases counts toward the agency’s Mobility score. Creating a base usually requires a level 2 Transport element to secretly slip in the resources necessary. Agencies can build them openly with commercial transports if the local government is willing to allow them, and many agencies with covert assets on a continent will still operate openly out of a known embassy or consulate. Agency safe houses are secure and concealed locations that can provide agents with the resources appropriate to their agency’s elements. Safe houses can be compromised if the PCs lead enemies to them, and it usually takes a month to move to a fresh secure location. Base can be hidden or open.
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* '''Bases''' - A station on a continent provides the agency with a reach beyond its own home continent. These safe houses and remote listening posts allow agency operatives to draw on elements and other resources as if they were operating out of their home base. They also provide a haven on a potentially hostile continent. Agents without a base on a continent are forced to make do with whatever supplies or resources they can carry in personally. Unlike every other element, an agency can build more than one base element, each one on a different continent. Only the highest-leveled bases counts toward the agency’s Mobility score. Creating a base usually requires a level 2 Transport element to secretly slip in the resources necessary. Agencies can build them openly with commercial transports if the local government is willing to allow them, and many agencies with covert assets on a continent will still operate openly out of a known embassy or consulate. Agency safe houses are secure and concealed locations that can provide agents with the resources appropriate to their agency’s elements. Safe houses can be compromised if the PCs lead enemies to them, and it usually takes a month to move to a fresh secure location. Base can be hidden or open. The cost to maintain a base is 1 legitimacy point per open base and 2 legitimacy points per hidden base.  Front Business will reduce the cost of a hidden base by 50%
 
** Tier 1 - The agency has one base (+1 Mobility)
 
** Tier 1 - The agency has one base (+1 Mobility)
** Tier 2 - The agency has up to three bases. (+3 Mobility)
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** Tier 2 - The agency has up to three base. (+3 Mobility)
 
** Tier 3 - The agency has up to one base on every continent. (+5 Mobility)
 
** Tier 3 - The agency has up to one base on every continent. (+5 Mobility)
  

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