STATS&PROGRESSION:
You have 300% of progression to allocate amongst below stats (except PSI and PDF, which are given out randomly when proper research is done).
HP must be 30% or higher, but cannot be higher than 100%.
STR, ACC, LCK, DEF and SPD can be in range between 10% and 70%.
HP: Defines how much damage you can take before you turn into pile of gory bits. If an attack drops your HP to exactly 0, you're KO'd, and your teammates have time to the end of the phase to heal you - otherwise you bleed to death.
STR: High STR allows you to wield heavier weapons without penalty to Attack Speed. Also adds damage to Melee weapons.
PSI: Determines your PSI powers. This stat is given a random value after the Xcomnaut goes through PSI evaluation.
ACC: Accuracy adds a bonus to your %Hit chance to all weapons.
LCK: Slightly boosts both evasion and hit %, but it's main use is to lower enemy chances to score a Critical Hit on you.
DEF: Lowers damage by certain value; Full DEF for Melee and Bullet, Half DEF for Laser, 1/4 DEF for Plasma and Explosive.
PDF: Psychic defense; increases your chances to withstand a psionic attacks of the aliens. This stat is given a random value after the Xcomnaut goes through PSI evaluation.
SPD: Higher SPD grants better evasion. If your SPD is 4 points higher than your enemy, you attack twice.
COMBAT FORMULAS:
ATT: Melee: STR+Weapon's MT / Ranged: Weapon's MT range
%Hit Chance: Weapon's Hit + ACC x2 + LCK/2
Attack Speed: SPD - (Weapon's WT - {STR + Weapon Proficiency}) = AS
Evasion: SPD x2 + LCK
Critical: Weapon's Crt + ACC/2
Dodge: LCK
THROWING:
You can throw items to your comrades, but of course you can throw grenades and explosives at your enemies.
The range is determined by your STR and WT of item you're throwing:
([STR / 2] - WT) + 2
This means that minimum throwing range is 2 tiles. Throwing range has a hard-cap of 8 tiles.
WEAPON PROFICIENCIES:
Each Xcomnaut starts with some Weapon Proficiencies based on his/her class.
Weapon Proficiencies help characters with low STR to wield their weapons with lesser penalty to AS.
Also, at rank C, Wep.Prof grants +5 Hit, at rank B also grants +5 Crt, and at rank A, both bonuses are raised to +10.
Below are starter proficiencies; all other have to be acquired with proper Research.
Melee Weapons (ex: combat knife)
Pistols (ex: Glock)
Rifles (ex: Shotgun)
Big Guns (ex: RPG)
Explosives (ex: Grenade)
UTILITY PROFICIENCIES:
These are like Weapon Proficencies, but instead of giving Hit and Crt bonuses, each of these grants different bonuses.
First Aid: Each rank above E gives +2HP when using Bandages (or other medicinal items)
Electronics: Each rank above E gives +10% chance of successfully using the item
CLASSES:
GRUNT:
You're freshly out of special training program. You have lots of basic knowledge in many things, but this means you're not a specialist in any. Your stats are average at best.
Special Skill: Combat Rush: If your HP is below Maximum, +5 Hit and Eva.
Wep.Profs: Melee (E), Pistols (D), Rifles (D), Big Guns (E), Explosives (E), First Aid (E)
HP: 22
STR: 6
PSI: -
ACC: 5
LCK: 1
DEF: 4
PDF: -
SPD: 4
MOV: 5
OFFICER:
Unlike normal soldiers, you've spent most of your time at the academy, learning tactics and group management.
Special Skill: Guidance: Allies in 3 tile radius get +10 Hit and Eva. You don't gain these bonuses.
Wep.Profs: Melee (E), Pistols (D), Rifles (E), First Aid (E)
HP: 21
STR: 5
PSI: -
ACC: 5
LCK: 2
DEF: 3
PDF: -
SPD: 5
MOV: 5
MEDIC:
You're not a soldier - you're a doctor. You hop between wounded comrades, trying to save them. Self-defense classes were a must, though, so you picked up some knowledge about small guns.
Special Skill: Savior: When bringing KO'd ally back to life, his/her HP goes to 8 instead of 1.
Wep.Profs: Melee (E), Pistols (D), First Aid (D)
HP: 20
STR: 3
PSI: -
ACC: 4
LCK: 5
DEF: 2
PDF: -
SPD: 6
MOV: 5
ENGINEER:
Your class name is somewhat misleading; you're less of engineer and more of a guy who plays with explosives and computers.
Special Skill: Coherent Planning: Once per battle, you can automatically pass a 'use' test of Electronical item.
Wep.Profs: Melee (E), Pistols (E), Explosives (D), Electronics (D)
HP: 18
STR: 3
PSI: -
ACC: 4
LCK: 4
DEF: 2
PDF: -
SPD: 6
MOV: 5
HEAVY:
Be it a sharp knife, heavy sledgehammer or RPG; you win the battles by being strong and brutal with your toys.
Special Skill: Bruiser: When attacking in Melee, +2 STR and DEF.
Wep.Profs: Melee (D), Pistols (E), Big Guns (D), Explosives (E)
HP: 24
STR: 7
PSI: -
ACC: 2
LCK: 1
DEF: 5
PDF: -
SPD: 3
MOV: 5
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ARMY ISSUE EQUIPMENT:
Type: Which Proficiency this weapon/item uses
(): Weapon Rank needed to use this weapon/item
Rng: Range of the weapon; Trw means this weapon uses 'Throwing' mechanic
WT: Weight of the weapon
MT: Base damage this weapon deals
Crt: Base critical chance of this weapon
Hit: Base hit chance of this weapon
QL: Quality/Ammo, you cannot use this weapon if QL falls to 0
Specials:
[Attacks x2]: Deals 2x more attacks than normally
[Stun/Poison/Blind on Hit]: Applies described Status on successful hit
[Salvo: X]: Attacks X times, then enemy can counter
[Radius: X (Weak Y)]: Full damage to target, Half damage to every tile at X Radius. This tag also means that upon miss, an adjacent tile is automatically hit. Weak Y means it destroys Weak Walls/Pillars in Y radius.
[Timer]: This weapon/item has a timer; can be set from 0 (on hit) to 5 (activates on start of 5th Player Phase after use)
Weapons
Type () Rng WT MT Crt Hit QL
Army Knife Mele (E) 1 2 2 5 90 45/45
Machette Mele (E) 1 5 6 0 80 40/40
Sledgehammer Mele (D) 1 7 7 0 65 30/30
Glock-EX SmGn (E)1-4 3 6-12 0 85 12/12
Dual Belle SmGn (D)1-4 6 6-14 0 80 16/16 [Attacks x2]
Stunner SmGn (D)1-4 4 4-8 0 90 6/6 [Stun on Hit]
Blaster SmGn (D)1-4 6 6-12 25 80 5/5
Shotgun Rifl (E)1-4 5 12-20 0 75 2/2
M-32 Rifl (E)1-5 5 8-16 0 80 15/15
M-32A Rifl (D)1-5 6 8-16 0 75 15/15 [Salvo: 3]
HRK Drei Rifl (D)1-6 7 6-14 10 80 8/8
Elephant-X BgGn (E)1-5 9 6-14 0 75 30/30 [Salvo: 6]
Grenade Launcher BgGn (D)1-7 8 18-28 0 70 1/1 [Radius: 1]
RPG BgGn (D)1-9 12 30-42 0 70 1/1 [Radius: 4 (Weak 3)]
Grenade Expl (E)Trw 2 18-28 0 90 1/1 [Ammo for: Grenade Launcher][Radius: 1]
Blast-Pack Expl (D)Trw 7 24-36 0 70 1/1 [Radius: 5 (Weak 5, Medium 2)][Timer]
Stun Orb Expl (D)Trw 5 0 0 90 1/1 [Stun on Hit][Radius: 2][Timer]
Utilities
Type QL Effect
Bandages Frst 5/5 Revives KO'd ally or restores 3HP
Stimpak Frst 2/2 Revises KO'd ally or increases Hit and Eva by 10 for 1 Turn
Hacking Tool Mk1 Elec 3/3 20% chance to open locked Door or Box
Stun Rod Elec 5/5 65% chance to Paralyze adjacent enemy for 1 Turn
Items
QL Effect
9mm Ammopack 30/30 Holds 30 ammo for Glock-EX, Dual Belle, M-32 and M-32A
X-Ammo Belt 20/20 Holds 20 ammo for HRK Drei and Elephant-X
Blaster Box 10/10 Holds 10 ammo for Blaster
Shell Pack 12/12 Holds 12 ammo for Shotgun
Stunner Cardridge 8/8 Holds 8 ammo for Stunner
Mini Rocket 1/1 Ammo for RPG
That's all I have and I would love to ramble more into .txt format but my eyes are closing on themselves so g'night and try to get yer actions posted (Crimsy + Gamer)