XCOM: UFO Defense
v1.0
A Squad Level Variant of Pocket Dungeon
(Pocket Dungeon is created by Jonathan Gilmour and
available at
http://www.boardgamegeek.com/boardgame/42361
)
Alien sightings have increased over the last few month. Reports of abductions and experimentation have become so widespread that the existence of aliens can no longer be denied or covered up. As alien sightings increase, so does evidence that the aliens are preparing to invade. In response to the alien threat, the extraterrestrial combat force has been established. You must lead a squad of four soldiers through missions to defend and protect the Earth, and hopefully launch a counter attack against the alien's home world.
Note: Unless otherwise stated, use all applicable Pocket Dungeon rules. Creating the Battlefield
● Using the included tables, make one d6 roll for area size, one d6 roll for cover, and one d6 roll for quantity of aliens ● Areas (“rooms”) should be mostly open unless otherwise noted. Areas do not have to conform to a regular shape. ● Cover may be drawn as trees or walls. Trees are drawn inside a square and walls are drawn between squares. You can not draw more than two covers adjacent to each other.
● Place one unit per square
● Unless otherwise noted, aliens can be placed wherever you want. ● Your party should be placed as close to the area entrance as possible.
Battlefield Rules
● Unless otherwise noted, units may take turns in any order you like
● In order to utilize cover, a unit must be directly adjacent to it and the cover must be between the attacker and defender. Cover adds 1 to an enemy's attack roll if your character is behind cover. If the enemy is behind cover, subtract 1 from your attack roll.
Turns
● During combat you may do one of the following: move, attack, use an item, give items to an adjacent party member, or equip an item (move it from your inventory to your hand). You may move and equip an item in the same turn.
Alien behavior
● Unless otherwise noted, aliens attack the nearest character; or if out of range, move until they are able to attack the nearest character.
Your party
● Party size is four.
● You can create additional characters that may be swapped out between missions ● Replaced party members are “benched” and may be used again for future missions.
● Your party can be re-equipped with your choice of new non-alien gear before starting a new mission. ● Alien loot in storage can be equipped and redistributed between missions.
Character stats
● S: strength. Heavy and melee weapons use this stat to determine a hit. A character's Wt is twice it's S. ● D: dexterity. Rifles and pistols use this stat to determine a hit. A character's M is half of D rounded up. ● W: wisdom. Determines success of medic and psi op actions and heal attempts using a stimpack ● M: movement. How many squares a unit can move per turn. Max is 5 plus bonuses.
● Wt: weight. How much weight a unit can carry. Wt is 2(S)
Alien stats
Unit types
Squadie
● HP is 10+8d
● Can carry extra 3Wt
Marksman
● HP is 8+6d
● +1 to attack roll when using a rifle
Scout
● HP is 8+6D ● +1 movement
● May move and attack in the same turn with a -1 penalty to the attack roll
Medic
● HP is 6+6d
●Starts with medi-kit
● The medi-kit must be equipped to be used (1-hand). Only a medic may equip a medi-kit. A medi-kit allows the following actions:
►Triage: Heal an adjacent character. Roll 8D, roll must be less than W. If W is 9 or greater, the attempt always succeeds. Heals 4 +W.
►Life support: One adjacent character's HP may not drop below 1. Roll 8D, roll must be less than W. If W is 9 or greater, the attempt always succeeds. After life support is established, the medic may not make any other actions or life support is discontinued. Neither character may move. The supported character may attack as normal.
►Supply: Once per area, a medic may distribute a stimulant to another character's inventory. ● If a medic is in the party, the entire party's HP is restored after an area is cleared.
Psi Op
● HP is 6+6d
● Starts with a psi amp. The psi-amp must be equipped to use (1-hand). Only a Psi Op may equip a psi-amp. A psi-amp allows the following actions:
►Mind Control: attempt to control a target alien. Must have less than 4 members in your party to attempt. Make an attack roll. If roll plus W is greater than enemy A, the attempt is successful. Only aliens listed below may be controlled. When an alien control attempt is successful, make an immediate loot roll to determine the aliens inventory. If an alien is controlled, the controller may not use the psi-amp for any other actions. If the controller is killed, the alien becomes an enemy.
►Panic unit: attempt to panic an enemy. Roll d8, roll must be less than W. If W is 9 or greater, the attempt always succeeds. Panicked alien can make no action for two rounds.
Mind controlled alien
● Must be accompanied by a Psi Op. If the Psi Op is killed, the alien changes sides and fights against you, taking on all attributes of current area aliens.
● Controlled aliens interact with your party like any other party member.
● You may start with a sectoid. Other alien types must be captured. Captured aliens may be placed in, or taken from, the alien containment room of your base between missions.
● Area 10 aliens may not be captured unless otherwise noted. ● Alien stats may not be upgraded.
● The following aliens may be controlled:
► Sectoid: M2 S2 D4 W3 HP10 special attribute: disposable, +2M if a primed grenade is in it's hand ► Muton: M2 S5 D5 W1 HP20, special ability: berserk, makes a bonus attack if it takes damage. ► Snakeman: M4 S5 D6 W2 HP25, special ability: slither, may move and attack in the same turn ► Floater: M3 S5 D8 W2 HP30, special ability: float, same rules as power suit
Tables
Room size table d6
Number of aliens table d6
Cover table d6
1 20
1 4
1 3
2 22
2 6
2 4
3 24
3 8
3 5
4 26
4 10
4 6
5 28
5 12
5 7
6 30
6 14
6 8
Standard equipment● Equipment stats are Range, Damage and Hit bonus. There is also Wt (the weight of the item) ● All standard equipment is available at the beginning of each mission.
● Standard equipment may not be upgraded.
These rules apply to both standard and alien grenades and launchers:
● Launchers and grenades can target cover. Grenades can target empty squares. ● Grenades and launchers must be equipped before use.
● If a character with an equipped grenade is killed, the grenade explodes and the stated damage is applied to surrounding squares.
Standard Gear list
Item Item stats Equip Wt Stat Notes
Pistol R2 D1 H0 1 hand 1 Dexterity Rifle R3 D2 H0 2 hand 2 Dexterity
Auto Canon R3 D1 H1 2 hand 3 Strength May fire 3 shots in one turn
Heavy Cannon (see below) 2 hand 3 Strength May use explosive or armor piercing rounds, changing ammo takes one turn.
Explosive rounds R3 D2 H0 Does 1D in surrounding squares and destroys cover
Armor piercing R3 D3 H2
Rocket launcher R3 D4 H0 2 hand 3 Strength One time use. Does D3 to surrounding squares and
destroys cover
Grenade R2 D2 always hits 1 hand 1 One time use. Does D1 to surrounding squares and
destroys cover
Smoke grenade 1 hand 1 Draw in 2 additional cover
Proximity grenade R2 D2 1 hand 1 One time use. Targets empty square. Explodes when
the square is crossed by a unit. Does D1 to surrounding squares and destroys cover. Stun rod R1 D2 H0 1 hand 1 Strength
Combat knife R1 D4 H1 1 hand 1 Strength
Motion scanner 1 hand 1 No cover bonuses for aliens while equipped. Stimpack 1 One time use. May be used at any time without
Alien equipment
● Equipment stats are Range, Damage and Hit bonus. There are also Wt (the weight of the item) and U (number of allowed upgrades)
● Alien equipment is found during missions. While there are no “treasure rolls” for every area, you may make a d6 roll for each alien killed and collect loot on a 5-6.
● Loot can be picked up by anyone that has available Wt.
● Alien loot may be taken with you to the next area if your party can carry it (see “Wt” in Stats section). Carried loot can be returned to base at the end of the mission and stored or redistributed. Any loot that can't be carried must be left behind.
Upgrading alien equipment
● Upgrade points are collected according to Pocket Dungeon rules. You receive one point for every 5 areas cleared. Once a point is collected, it is not “spent”, but may be applied to equipment found from that point forward.
Weapons:
● You may upgrade R, D or H for one point each. The maximum amount of upgrades that can be given a weapon
is stated as U.
Armor:
● You may increase armor (A) by one for 3 points. You may add one of the following attributes for 2 point each.
► Exoskeleton: can carry an additional 3 weight ► Actuated legs: +1 movement
► Actuated arms: +1 to attack roll ► Night vision: +1 range
► Camouflage: add one to enemy's attack roll
Alien Gear (loot)
Item Item stats Equip Wt Stat U Notes
Laser pistol R2 D2 H0 1 hand 1 D 2 Laser rifle R3 D3 H1 2 hand 2 D 3 Heavy laser R3 D4 H1 2 hand 4 S 4 Plasma pistol R3 D4 H0 1 hand 2 D 5 Plasma rifle R4 D4 H1 2 hand 3 D 6 Heavy plasma R5 D5 H1 2 hand 4 S 7
Small stun launcher R4 D4 H0 1 hand 2 D 7 One time use. does D3 to surrounding squares.
Blaster launcher R8 D10 always hits 2 hand 5 S 14 One time use. Does D10 to all surrounding squares up
to two squares away, destroys all cover and loot. Elerium Blade R1 D5 H1 1 hand 1 S 10 Range may not be upgraded
Personal armor 2A May add one attribute (2 points) and +1A (3 points) Power suit 4A May add two attributes (2 points each) and +2A (3
points each)
Flying suit 6A Movement +2. Attack roll +1. No cover bonus for you or targeted enemy. May add 3 attributes (2 points each) and +3A (3 points each)
Alien grenade R2 D4 always hits 1 hand 1 6 One time use. Does D3 to surrounding squares and
destroys cover.
Alien medicine 1 One time use. May be used at any time without
equipping. Roll d6. 1: +1 to each stat for the rest of combat, 2: heal 6 +W, 3: +3 M for the rest of combat, 4-6: lose 6 HP