((Btw, sign up sheet is in second post))
Yes!
I figure if I get to making another game, I should probably get away from fantasy for awhile-try a change in setting. I love XCOM tho. And I've always wanted a revamp of Terror from the Deep, my favorite
extremely flawed game.
Here's what I have so far.
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ClassesLv. 1. SquaddieThis ability allows you to enter Overwatch at no TU cost. 2 Turn cooldown.
Lv. 2 Lance CorporalA special mode of fire that can be down with any auto-firing weapon-triple shot attack that does half total damage, but the attack rolls do so at an advantage. Good for chipping away at an enemy in cover with steady hits, forcing them to move.
Your character is resistant to any forms of panic-if you would be afflicted with a fear effect, it will always be one level less. Essentially, you 'absorb' one level panic every turn.
Your character will, if he has the TU, automatically attack any enemy who closes within 4 spaces of him with his equipped weapon with a snap shot. This reaction attack can trigger once a turn.
Lv. 4 CorporalYou gain +1 to your crit chance, per enemy in sight. (Max +3)
You +2 Damage with all firearm weapons, and add 20ft to your effective range for all firearm weapons.
You gain resistance against the highest damage attack that strikes you in a round, as long as you are in cover, and not flanked. This damage mitigation is applied after the turn is resolved.
Lv. 6 SergeantYou gain +2 DEX and the advantage on all DEX saves and check.
You now fire an additional single shot from your primary weapon when you auto-fire. Your rapid fire weapons clip size is improved to take advantage of this.
You gain +1 damage to your critical hits, per enemy in sight (Max +5)
Lv. 8 Master SergeantYou are immune to critical hits.
You gain the advantage on damage rolls vs enemies below 50% HP.
You gain resistance against the highest damage attack that strikes you in a round, as long as you are in cover, and not flanked. This damage mitigation is applied after the turn is resolved.
Lv. 10 CaptainYou gain bonus HP at the start of every mission equal to your AC. You gain a 25% bonus to resist all critical wounds.
You gain +2 damage from all weapons vs aliens who have been autopsied.
Every turn, you gain +25% of your max TU in 'Sprint' that can only be used on movement. This resource stacks every turn, up to 100% bonus movement TU.
Lv. 1. SquaddieThis ability allows you to to fire a free precise or auto-shot from your primary weapon once at no TU cost once every turn, but doing so cancels all your movement for that turn.
Lv. 2 Lance CorporalAllows Overwatch shots on many type of enemy actions-reloading, hunkering down, or entering overwatch themselves. Note, your overwatch shots hit them before they complete the actions.
Your character is resistant to any forms of panic-if you would be afflicted with a fear effect, it will always be one level less a turn. Essentially, you 'absorb' one level panic every turn.
You gain the advantage on damage rolls vs enemies below 50% HP.
Lv. 4 CorporalYou gain resistance against the highest damage attack that strikes you in a round, as long as you are in cover, and not flanked. This damage mitigation is applied after the turn is resolved.
You gain an double attack bonus equal to your DEX or STR (whichever you are using) on your reaction shots, and your reaction shots can critically hit.
You gain +1 to your crit chance, per three enemies in sight. (Max +3)
Lv. 6 SergeantYou gain the advantage on all attack rolls on flying or swimming enemies.
You can designate a single enemy to 'suppress' at any time-your suppressed target gains a disadvantage on all attack rolls, has his weapon range reduced by 50% as long as he stays in place-and you can take overwatch shot against him if he moves.
You +2 Damage with all firearm weapons, and add 20ft to your effective range for all firearm weapons.
Lv. 8 Master SergeantYou gain +1 AC per enemy in sight (up to +5)
You can now reload your weapons for 25% TU cost. You reload extended magazines at 75% TU.
You gain +1 to-hit and crit range in all situations
Lv. 10 CaptainYou are immune to critical hits.
You can now fire twice on overwatch.
You now fire an additional single shot from your primary weapon every time you auto-fire. Your rapid fire weapons clip size is improved to take advantage of this.
Lv. 1. SquaddieYou can toss grenades at extra 20 ft. The DEX save to avoid damage from your grenades is 20 DC. Misaimed grenades will always land in such a way as to harm no allies, or at least a minimal amount.
Lv. 2 Lance CorporalAfter firing on any enemy, you debuff his AC by -2 until the start of your next turn.
Your Dye Grenades last twice as long (6 rounds), with the full 30ft cloud staying in effect for 3 rounds.
Your grenades and charges do an additional damage dice worth of damage. Your explosives do three times the damage against structures.
Lv. 4 CorporalYou +2 Damage with all firearm weapons, and add 20ft to your effective range for all firearm weapons.
Your Dye grenades now poison enemy aliens, causing steady damage as long as they persist in the cloud.
Your explosives damage mechanical enemies by +50% (Minimum +2) and ignore all damage resistance.
Lv. 6 SergeantYou gain resistance against the highest damage attack that strikes you in a round, as long as you are in cover, and not flanked. This damage mitigation is applied after the turn is resolved.
Allows you to spend TU to restore a robotic units HP and cleanse them of negative effects. You can also gather fresh technological samples in the field to aid XCOM research efforts.
You can designate a single enemy to 'suppress' at any time-your suppressed target gains a disadvantage on all attack rolls, has his weapon range reduced by 50% as long as he stays in place-and you can take overwatch shot against him if he moves.
Lv. 8 Master SergeantYour expertise in using the particle disturbance sensor lets you always use it at 25% TU, and to have an advantage on your scanner INT roll.
You gain a 'satchel' added to your equipment, that has an additional 6 inventory slots. This acts as a backpack for inventory purposes.
You gain bonus HP at the start of every mission equal to your AC. You gain a 25% bonus to resist all critical wounds.
Lv. 10 CaptainYour explosive weapons have 50% increased radius.
Your firearm attacks now do +50% damage to robotic enemies and ignores their damage resistance-this ability only works on robotic enemies who have been studied in the lab.
You now prime your grenades for 0% TU cost, if you do not move on that turn. Note that your grenade explosion damage does not overlap.
Lv. 1. SquaddieYour medical items have their maximum amount of total charges doubled. Your healing abilities no longer cost an ally TU.
Lv. 2 Lance CorporalYou can designate a single enemy to 'suppress' at any time-your suppressed target gains a disadvantage on all attack rolls, has his weapon range reduced by 50% as long as he stays in place-and you can take overwatch shot against him if he moves.
Your character is resistant to any forms of panic-if you would be afflicted with a fear effect, it will always be one level less. Essentially, you 'absorb' one level panic every turn.
Reduces recovery time for wounded XCOM agents. Has 80% of negating a single serious wound after the battle. Multiple Field Surgeons increased this bonus by 5%, up to 99%
Lv. 4 CorporalIf your character hits with an Overwatch shot, he can take a second shot-if he hits again, he can take a third Overwatch shot.
You gain the advantage on all WIS rolls to counter toxins and poisons, and can do so without the aid of a full medi-pack. You can also gather fresh biological samples in the field to aid XCOM research efforts.
Allows your overhealing on characters to act as a Temporary HP 'shield', to a maximum number equal to your character level. This health bonus goes down by one every turn.
Lv. 6 SergeantYour Dye Grenades last twice as long (6 rounds), with the full 30ft cloud staying in effect for 3 rounds.
If you do not move in a turn, you can use your medi-kit abilities once at 0% TU cost.
Your DC to remove panic levels from allies manually is 10+PL, and you do not suffer a panic level if you fail. If you expend a confidence point, 3 panic levels are removed.
Lv. 8 Master SergeantYou gain an double attack bonus equal to your DEX or STR (whichever you are using) on your overwatch shots, and your overwatch shots can critically hit.
You gain a 'satchel' added to your equipment, that has an additional 6 inventory slots. This acts as a backpack for inventory purposes.
Your painkillers and stimulants now have double the duration.
Lv. 10 CaptainYou gain bonus HP at the start of every mission equal to your AC. You gain a 25% bonus to resist all critical wounds.
Every turn, you gain +25% of your max TU in 'Sprint' that can only be used on movement. This resource stacks every turn, up to 100% bonus movement TU.
You now prime your grenades for 0% TU cost, if you do not move on that turn. Note that your grenade explosion damage does not overlap.
Strength is now be used for attack rolls with Heavy and Medium weight weaponry. Every point of Strength gives +1 Inventory Slot in your backpack (up to +5). Strength is still applied to damage rolls with all melee weapons.
Dexterity is now be used for attack rolls with Light and Medium weight weaponry.
Constitution is now used to resist critical wounds. Every point of Constitution gives you a 10% chance of resisting taking a wound, up to 50%.
Wisdom Is mostly unchanged-highly perceptive soldiers can more easily detect when the enemy is using paranormal abilities, however-this makes them resistant to the 'molecular control' abilities the aliens are rumored to posses.
Intelligence Intelligent soldiers can operate alien devices with more ease-they can use their INT score to operate high tech, non earth weaponry, in place of Strength or Dexterity. Intelligent soldiers also give a bonus to XCOM technological research in missions they take part in. Intelligence is also used to defend against psionic attacks.
Charisma is now used primarily for your morale purposes, keeping you from spraying your teammates with auto-fire. Though you may on occasion use it to calm down teammates, frightened civilians, and allied military personnel.
XCOM Agents and Aliens can set 'Overwatch' shots, where they wait and prepare to fire on any enemy who enters their line of sight.
~Overwatch is triggered by movement. If any enemy enters your weapon range, you immediately fire a single snap shot with your main weapon.
~It costs 50% TU to enter overwatch. You automatically enter this mode if you end a turn with more than 50% TU and cannot hunker down.
~Overwatch shots cannot critically hit.
XCOM Agents and Aliens have to 'Hunker Down' to take advantage of any cover less than full. Hunkering down gives you bonus AC and more importantly, immunity to critical hits-but only from shots fired from the direction you are covered from. Adjacent units ignore all cover.
~'Half cover' might be a low wall, a large piece of furniture, a narrow stone bed, or a creature, whether that creature is an enemy or a friend. This supplies +2 AC.
-'Three Quarters Cover' might be window, an gun nest, or a thick band of coral. Actively shooting around a solid corner also constitutes this. This supplies +5 AC.
~It costs 50% TU to Hunker Down. You automatically enter this mode if you end a turn with more than 50% TU, and are behind cover.
Wounds
Aliens and XCOM agents can suffer grievous wounds during combat-any time they are hit with a critical attack or they are downed by enemy fire, they take a wound. This can even happen when hunkered down, and the normal critical damage is negated. You have a base chance to avoid wounds based on your CON mod.
Every wound applies increasingly dangerous effects. Wounds cannot be healed in battle-they can only be healed at base, requiring lengthy rest time.
Level 1: Disadvantage on ability checks
Level 2: Speed halved
Level 3: Disadvantage on attack rolls and saving throws
Level 4: Hit point maximum halved
Level 5: Speed reduced to 0
Level 6: Instant Death
Morale
As your units suffer the effects of combat, they will begin to gain 'panic' or 'confidence' levels. Every time your morale would be under strain or you have a chance to seize the moment, you test your CHA against the DC of the effect. If you pass the DC, you remain stable-if you fail a panic roll, you gain a panic level. If you succeed a confidence roll, you gain a confidence level.
Ways go Gain Morale
Great Shot!: When striking an alien and your character is at over half HP, DC inverse to your HP (DC 18 at 60% HP, DC 12 at 90% HP, DC 10 at 100% HP, etc)
An alien is Killed: DC equal to 1d20+5, +1 DC for every additional alien killed (tho this penalty only applies after the turn, so killing them all at once is a great idea).
A Squadmate is revived: DC equal to 1d10, halved if you are the one revived.
An alien suffers a critical wound: DC equal to 1d10, halved if you were the one dealing the critical wound.
Killing a previously unknown Alien species: Instantly gain a morale level. Increased for killing more ferocious enemies.
Esprit de Corps: Whenever a squaddie gains a confidence level, all members must make a DC test equal to 15+his Confidence Level to also gain one level of confidence, or remove one level of panic. Can only happen once a battle.
Get a hold of yourself!: You can spend 100% of your TU to expend one of your confidence points, to cure one up to two levels of panic in an ally. You can also attempt DC test equal 20+their Panic level to cure them without a confidence point, but if you fail they do not recover and you yourself gain a panic level!
Steady on...: You can spend 100% TU to try and resolve your own panic and get a hold of yourself, with a DC equal to 20+panic level. You will do this automatically if you spend a turn berserking, frozen, or about to commit suicide.
Deduct 5 to base DC if the one performing the damage, or being revived, is either your acting commander, or a character very close to yours.
Ways to Lose Morale
Taking a hit: DC equal to total amount of HP lost from that attack.
A Squadmate is Killed: DC equal to 1d20+5
A Squadmate is downed: DC equal to 1d10, x2 if you are the one downed.
A Squadmate suffers a critical wound: DC equal to 1d5xwound level, x2 if you are the one being critically wounded.
Facing a previously unknown Alien species: DC equal to 1d20x2. Increased for more fearsome enemies.
Tantrum Spiral: Whenever a squaddie gains a panic level, all members must make a DC test equal to 1d10+his Panic Level or lose their own-having confidence levels makes you immune from this roll. Can only happen once a turn.
Add +5 to base DC if your own squad is the one doing the killing/downing/wounding. Can happen through panic (lol), psi domination, or stupidity.
Add +10 to base DC if the one being hurt/killed/downed is either your acting commander, or a character very close to yours.
Add +2 for every member currently downed
Add +4 for every member currently killed.
Confidence Lv. 3: Eye of the Tiger (+50% TU that turn, stacking, Only lasts 1 turns, then down to Lv.2)
Confidence Lv. 2: Steady (Gain +25% TU a turn, stacking. Only lasts 2 turns, then you go down to Lv.1)
Confidence Lv. 1: Riding High (+25% TU a turn. Only lasts 3 turns, then...you know.)
Morale 0: Solid (No penalties)
Panic Lv. 1: Shaky (-25% TU. Recovers after 5 turns if you don't get any worse...)
Panic Lv. 2: Losing it (Disadvantage on attack rolls and saving throws. Auto-fire now suffers a TRIPLE penalty, btw-roll three and take worst. Downgrades to 'shaky' after 2 turns.)
Panic Lv. 3: Panicking (-25% TU stacking, Disadvantage on all stat rolls. )
Panic Lv. 4: Berserk (The character loses control of himself. He will move about the field randomly, and fire his weapon at whatever is closest to him.) or Frozen in Terror (Unit cannot move or act at all)
Panic Lv. 5: End of Line (The character instantly commits suicide, if he can)
~Final notes~
All morale effects only apply for the full turn, after both sides have gone and remain in duration for the entire turn.
If you gain disadvantage rolls from both wounds and morale, you are immediately 'frozen in terror' and cannot move or attack. You can still berserk if your morale goes down, though!
Instead of full and half actions, 'Time Units' are used to determine how far you can move and how many actions you can in a turn. Movement uses whole numbers, but most actions take a percentage of your maximum TU-thus, units with high TU do not gain any additional actions.
Your total beginning time units are equal to the sum of your highest single stat+1d20. You gain +1 TU every mission you survive, to a maximum of 50.
All allied units on a turn act at the same time, depending on posting order if the actions conflict.
You start with 100% TU, and recover 50% TU every turn.
Sample TU Costs
Movement=from 3 to 12, depending on the roughness of the terrain.
Firing any weapon=Depending on weapon and firing mode from 20% up to 80%
Throwing a Grenade=25%
Using Motion Scanner or a Medkit=25%
Using A Melee Weapon=30%
Priming a grenade, or reloading a weapon=50%
Firing Modes
Many weapons have different firing modes.
Snap Shots cost the least TU's, but offer no advantage or disadvantage.
Aimed Shots cost the most TU's, but allow you to roll twice on your attack and take the higher of both rolls.
Auto Shots cost more TU's than a snap shot, but less than an aimed shot-your weapon fires a three round burst, but each of the attacks is rolled twice and takes the lower of both rolls.
Heavily simplified in this version! You need only track your weapons, clips, grenades and extra equipment. Each piece of equipment has a slot count, which obviously determines how much you can carry.
Transferring equipment from your legs or shoulder, or picking up something from the ground costs 10% TU's.
Transferring equipment from your belt costs 25% TU's
Transferring equipment from your backpack costs 50% TU's
Slots
Hands [Can usually hold one of anything]
Shoulder Pouches [4 slots]
Leg Pouches [4 slots]
Backpack [9 slots]
Belt [6 slots]
Ballistic Damage covers most of XCOM beginning arsenal. Most medium to strong aliens will be resistant to this.
Thermal Damage would cover many explosive weapons used by both sides, and the aliens more powerful beginning weaponry.
Cryo Damage would be 'stun' damage, not doing any actual harm but reducing the enemy to unconsciousness if they are knocked out. Used by both sides for the same reason.
Sonic Damage The aliens 'upgraded' damage type, capable of blowing through all sorts of resistance.
XCOM Gear=Weaponry=
Originally designed for divers to ward off sharks and other marine predators, XCOM's thermal taser has had it's power significantly increased-a single blow can induce a temporary hypothermic shock, effectively rendering a target unconscious. Capturing live Alien prisoners is crucial to winning the war...if, extremely risky.
Damage=1d8 Cryo
3 Inventory Slots
Ammunition=Unlimited
Range=Melee
Light Weight Weapon
Firing Modes
[Snap Shot] Snap Attack-30% TU
[Aimed Shot] Precision Attack-80% TU
[Auto Shot] Flurry Attack-50% TU
It was immediately apparent that harpoons and knives were of little effect against the aliens. XCOM techs original designs to counter them were a throwback to the first war-Pneumatic Needler technology which had been originally been designed to shred Chrysallid swarms was quickly turned into a weapon family creatively named 'Shredder' systems. The Shredder pistol is essentially a rail gun, firing a long metal spike at high power over short distance, with minimal kickback and mineral disturbance. Optimal for underwater combat, in theory-but usually only as a last resort, or with great care. It's mobility is useful for letting the user move quickly from cover to cover while shooting.
Damage=1d4+1 Ballistic
2 Inventory Slots
Ammunition=24 Round Clip (Clips take 1 slot)
Range 20 ft
Light Weight Weapon
Firing Modes
Snap Shot-20% TU
Aimed Shot-30% TU
An alternative to the pistol, this shredder sub-machine gun is useful in a pinch, most deadly at knife fighting range. It chews through it's ammunition very quickly, and is not recommended for extended long range shootouts.
Damage=1d4 Ballistic
3 Inventory Slots
Ammunition=15 Round Clip (Clips take 1 slot)
Range 40 ft
Light Weight Weapon
Firing Modes
Snap Shot-20% TU
Auto Shot-20% TU
The larger version, more powerful and with increased range. It's proven effective against most terrestial sea creatures in repeated tests, and should prove just as effective against the aliens. The standard armament in our war against these 'terrors from the deep'.
Damage=1d8 Ballistic
6 Inventory Slots
Ammunition=21 Round Clip (Clips take 1 slot)
Range 40 ft
Medium Weight Weapon
Firing Modes
Snap Shot-30% TU
Auto Shot-40% TU
Aimed Shot-80% TU
A solid weapon system originally developed for underwater demolition, XCOM purchased the little used patent for a ridiculous price and has begun mass production. The 'Hydrojet Repeater' as it has been renamed (Previously it was called the EZ-BANG), utilizes a miniature torpedo launcher, in a chain gun fashion. It fires speciality charges at considerable range, with deadly velocity and impressive accuracy-skilled users on the underwater construction crews were able to achieve extremely precise aim. It's not nearly as unwiedly as some as of our weapons, but XCOM specialists still suggest it be used in a fire support fashion, raining death from a safe and secure distance. It can incorporate a wide variety of ammunition-currently, high explosive shells and 'shredder' rounds. We're not entirely sure how effective these various arms will be versus the aliens until we have studied them, however.
Damage=3d6 Variable/Thermal, Ballistic
12 Inventory Slots
Ammunition=12 Round Clip (Clips take 2 slots)
Range 60 ft
Heavy Weight Weapon
Firing Modes
Snap Shot-30% TU
Auto Shot-50% TU
Created more or less just to see if they could, the 'Shredder Cannon' is currently the heaviest version of this weapon on order for XCOM, in many ways similar to a terrestrial sniper rifle. We're assured this is the best humanity can develop in the time it's been afforded, and it if cannot knock something down, nothing will. Which is really quite depressing, if you think of it. Users are advised to avoid direct combat, as the Shredder Cannon makes it wielder a bulky and inviting target.
Damage=2d12 Ballistic
12 Inventory Slots
Ammunition=6 Round Clip (Clips take 2 slots)
Range 100 ft
Heavy Weight Weapon
Firing Modes
Snap Shot-30% TU
Aimed Shot-80% TU
The LASW (Light Anti-submersible Weapon) is a portable torpedo launcher custom designed by XCOM engineers to supply agents with handheld artillery support. When the LASW hits its target, it explodes like a grenade or other explosive, dealing explosive damage to all creatures within a 30-foot radius (DEX save DC 15, for half damage). Because its explosive features a shaped charge designed to penetrate armor, the LASW ignores any damage resistance, if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius. The LASW has a minimum range of 30 feet and a maximum range of 150ft. XCOM command has programmed the launcher so that If fired against a target closer than 30 feet away, it does not arm and will not explode.
Damage=10d6 Thermal, DC 15 DEX save for half damage
12 Inventory Slots
Ammunition=1 Round Clip (Torpedo Charges take 3 slots)
Range 30ft ~ 150 ft
Heavy Weight Weapon
Firing Modes
Snap Shot-40% TU
Aimed Shot-80% TU
Throwing grenades underwater tends to be more humorous than effective, yet XCOM engineers were intent on creating man portable explosive firepower for their agents-the Magnablast Grenade was their answer. Unlike 'dumb' grenades, MBG's are actually minimally intelligent, automated drones capable of self propulsion over a set distance. The Agent merely applies an argon ion laser grid to the target for a few seconds, located on the housing of the grenade itself and activates by thumb drive, then pulls the tab. Once gently released, the MBG will propel itself via small air jets to the location painted, and detonate-it's maximum range is about 60 ft, and effective explosive range 10ft. Quite useful, but the grenade is still incredibly dumb-it does not differentiate between friend and foe. In addition, it has two other function-a chronometer, allowing it to act as a timed explosive, and a simple motion scanner that allows it to act as a sort sea mine-anything disturbing the water around an armed MBG will suffer it's wrath. All these functions are also slaved to the agents suit and can be done manually from a distance, and the grenade can even be disarmed in such a way.
Damage=4d6 Thermal, DC 15 DEX save for half damage
1 Inventory Slot
Range 10ft ~ 60ft
Medium Weight Weapon
A simple modification of the dye grenades used by down carrier pilots to summon rescue, this handy items coats the ocean with dark black ink, hindering alien's vision and aim. A mis-aimed throw is just as hindering to allied agents, however.
Damage=None
Effect=Under the blast radius of the dye grenade, all units firing at units within the cloud take a disadvantage to their attack rolls. The Dye Cloud spreads 30 feet in every direction, reducing in size by 10 ft every round until it vanishes.
1 Inventory Slot
Range 10ft ~ 60ft
Medium Weight Weapon
=Gear=
Armor Typeshttp://th02.deviantart.net/fs71/PRE/i/2013/107/b/d/xcom__tftd__armor_types_by_rwjj-d623nfe.jpgThe initial defense against the alien invaders used by XCOM underwater operations agents, modified from the US Navy LAR V Draeger, chosen for dive length, ergonomic design, and compact size. The original design was coated in a bright yellow paint to reduce the common occurrence friendly fire incidents, but XCOM Command ordered an immediate refit afterwards for unknown reasons. This suit is durable and adaptable enough to be used in either land or sea operations.
AC+2
Swim Speed 40ft
EquipmentH-Cap mags and Drum mags can be used to carry ammo for certain weapons-they take double the amount of space of a normal clip, but offer twice the amount of ammunition. They are more difficult to reload in battle, however, requiring 100% TU.
Need more boom? Might as well use the Typhoon Vest, which stores multiple clusters of grenades in the linings of your armor!
5 Inventory Slots (Can only be taken up in backpack space)Allows the agent to carry an extra 10 grenades
You can never quite have enough armor between you and death-XCOM has been supplied with standard ceramic armor plates that be inserted into your armor to help soften the blows.
3 Inventory Slots (Can only be taken up in backpack space)Increased AC by +1
Given the alarming reports of the invaders possessing powerful energy weapons capable of operating underwater with great potency, the agency has upgraded the standard kit with a untested composite suit-a sort of high tech heat-dispersing chainmail that covers your whole body. All encompassing protection comes at a cost in weight, however-the agent will not be able to carry as much gear while lugging the vest around.
6 Inventory Slots (Can only be taken up in backpack space)Gives resistance against piercing and thermal attacks
Designed to help XCOM agents improve their aim (other agencies have jokes), the H.U.V system is an old standby for many military forces in the world. It's plainly a 'trident' multi-vision pair of goggles, that offers multiple vision spectrums. It also makes you look really cool.
5 Inventory Slots+1 to the critical hit range of all ranged weapons
The Auto-Medkit is attached to a soldiers armor, and is designed to monitor his lifesigns for certain parameters-if needed, it can instantly inject him with a chosen remedy without conscious direction. It works similar to a medkit, but only has one charge. It can also be activated manually at the normal cost in TU.
It deploys a Healing charge whenever the user drops to 1 HP or below, restoring the amount rolled over two turns.
It deploys a Stimulant charge whenever the user attempts an action that would use more then his maximum TU-unlike the medikit version is directly injected at the source, and the effect activates on the turn it is used.
It deploys a Painkiller charge whenever the user drops to 5 HP or below.
3 Inventory Slots
Notes: When using the level to determine the value of abilities, always use the level of the agent adminstering.
Designed in the first war, the field-deployable Medikit was responsible for saving dozens of XCOM agents from certain death, allowing even untrained medics the ability to treat wounds and improve their combat abilites through the use of healing and drug-dispensing nanobots. In the time since, it's become commonplace and is readily available in XCOMS arsenal. The new version is even designed to interface with an XCOM Agents suit, allowing it to even be used underwater. The standard kit holds three charges, one each of healing, stimulant and painkillers, but the agent can customize his loadout to fit his specifications.
Healing Charges restore 1d10+Agent Lv in HP, though the person being healed spends as many TU's as the person healing him. The base kit has one of these charges every mission.
Stimulant Charges can be used to temporarily invigorate an XCOM agent-on the next turn after being affected by a stimulant, they gain 50% bonus TU to use as they wish. It can also restore an agent to consciousness if he is currently knocked out, or bleeding out-while under the effect of the Stimulants, the Agent regains consciousness for the duration of the ability-even if he is still bleeding out. The base kit has one of these charges every mission, but agents who use stimulants more than once a mission may suffer from addictive symptoms.
Painkiller Charges can be used to ease pain in an injured XCOM agent-the turning after taking the Painkillers, he gains 1d3+2/Agent LV in temporary HP for the next five turns, allowing him to operate and fight, even under heavy attack. Painkillers also reduce one level of 'Panic' when applied, calming the agent down. The base kit has one of these charges every mission, but agents who use painkillers more than once a mission may suffer from addictive symptoms.
5 Inventory SlotsNotes: When using the level to determine the value of abilities, always use the level of the agent adminstering.
A full surgical suite that fits on a soldiers back, allowing him a full array of diagnostic and medical tools to treat his teammates.
Benefits
~6 charges=2xHealing/2xPainkiller/2xStimulant (Modifiable)
~Can check WIS vs DC to heal poison and disease afflictions.
~Can automatically stabilize dying units.
~Can 'flash freeze' captive aliens, or even allies to keep them from waking up during the battle.
~Comes with a med board, allowing transport of unconscious units.
9 Inventory Slots (Can only be taken up in backpack space)
Designed for finding survivors trapped in sinking ships, this sonar based, handheld scanner is equally viable to detecting alien hostiles. It actively scans an area about 50ft around the user, who must concentrate to read the results-he must spend 50% TU to scan. He can choose to use half this amount, but rolls at a disadvantage. The user pits his INT skill. vs a DC10+Mod difficulty check. Success means he can pinpoint the ending location of any aliens within that range that have recently moved, and the direction in which they moved. It should be noted, the aliens possess this technology as well and it's far better than ours. It should also be noted, disturbances and obstructions in the water tend to make this item difficult to use, as do aliens intelligent enough to move slowly in an attempt to trick the user.
Difficulty Mods
-10 if the alien takes a run/double move/acrobatic/athletic sort of action
-5 if the alien moves over half speed in that turn
+2 for every partial obstruction between the user and alien he is trying to detect, such as seaweed or debris.
+4 for every full obstruction, such as a wall, between the user and alien he is trying to detect.
+6 If any explosion has recently gone off within 50ft of the user in the last five turns.
+10 If the alien has not moved any distance at all
5 Inventory SlotsWhile XCOM has not yet faced any psionic aliens in the field, it stands to reason they may utilize this ability as their forerunners once did-surplus 'mindshields' from the old war, which roughly resemble metal skullcaps-have been supplied to troops who desire an defense from these sort of attacks. It's cumbersome to use in current conditions, however-we must improve the technology once we know exactly what the enemy is capable.
3 Inventory Slots (Can only be taken up in backpack space)
You have the advantage on rolls against all mental effects that affect your character. Your 'psi-sensors' will allow you to detect if you are being targeted by an effect subversively. Otherwise, you may remain unaware of an attempt until it affects your actions.
Alien LifeformsAquatoidStrength/LowDexterity/HighConstitution/LowWisdom/MediumIntelligence/HighCharisma/LowThe aquatic-based 'cousin' of the Sectoid race. It's unknown which evolved from which. They serve much the same function, being quick and intelligent, while remaining physically and morally frail. They seem to combine both potent psionic abilities and...something else, that allows them to manipulate energy fields at the atomic level. More research is needed. AbilitiesMind Merge/The Aquatoids seem to possess the ability their forebears did-they can 'merge' with allied beings minds, improving their accuracy. However, killing the Aquatoid who initiates the merge on the same turn it does still kills the merge subject.
Phase Shift/Aquatoids have been seen to be able to walk through the solid hulls of steel ships to attack crew members. We're not sure how strong this ability is, but they do seem to be able to 'shift' their bodies into a less dense state-perhaps making them resistant to weapons fire. Oddly enough, they don't seem to possess this ability on land, only under water.
Molecular Link/Aquatoids seem to be connected to one another in a way we cannot currently fathom-they may even be a sort of hive mind, controlled by some incomprehensible being. As long as groups of them act in close concert, they individually seem much tougher to kill.
Suppression/All aliens seem to be able to lay down a withering barrage of suppressive fire.
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