Yes, for real. I'm making it. More specifically, I'm adapting the
Chain Reaction 3.0 rules (Don't worry, the rulebook I linked was released for free) to the original X-COM. That ruleset is extremely adaptable and so far it's going really smoothly.
I have a rough draft pdf of the Equipment section of the rules you can download
here. It's pretty tentative stuff and I'll need to do some playtests to see if everything is balanced. A lot of the stats and stuff probably won't mean much for people who aren't familiar with the Chain Reaction ruleset so I'll go over a little bit of info so you understand what you're reading.
Range is in inches, and is self-explanatory. Targets means how many shooting dice can be allocated per turn. A gun with T3 can shoot three times per turn, allocating those shots in any way desired as long as it follows two rules: You have to expend one shot per inch of empty space between two targets, and the shots can only be allocated over a spread of inches equal to the gun's Target rating. Impact is the gun's power. When you score a hit, you roll 1d6. If it's below the gun's impact rating, the target is dead.
I'm tempted to start statting out the aliens and stuff and start making force composition charts, but I'd like people to be able to understand what they're reading and Two Hour Wargames books are notoriously hard to navigate, so I might write up a concise explanation of the rules first.
I'll also explain some of my decisions regarding the guns and how they differ from the original X-COM. The first one is just a greater variety of conventional weapons. This is mainly to give the game a broader scope. If you wanted to play a game with civilian resistance fighters against the aliens, giving them all stock assault rifles wouldn't make much sense.
The game's made with campaigning in mind, so I tried to create a sliding scale of weapon strength. Conventional weapons are pretty weak, though cannons will probably have a lot of utility through the whole game. AP ammo will be great for dropping Mutons and Sectopods and the like. Laser weapons are somewhat stronger, able to defeat Tier 1 armor (Which floaters and possibly snakemen will probably use), and have extremely long range. Plasma weapons are just crazy strong in general. Most of my changes are geared toward keeping the guns diverse. The Heavy Plasma's been turned into a sniper/anti-armor weapon. It's not the be all and end all of guns anymore. The Blaster Launcher can only fire once a mission, mainly to keep things balanced.
Armor's probably the iffiest thing, and will take playtesting to make sure it actually works. Again, it's mainly designed to create a nice power curve for campaigning. When you start out you're wearing coveralls and using assault rifles. The aliens are hard to take down and their weapons ignore every form of protection available. As times goes on your armor and weapons evolve until you're on an even footing with the aliens.
That's what I've got so far, and I'm working on more. What I'm mainly looking for with the thread is feedback and ideas. Do you have any ideas how I can make the equipment (And the other stuff I eventually put here) better? What would be really nice is formatting advice. I'm not a graphic designer, and I don't know how to make the PDF flow well. Advice on that front would help a lot.
What's stuff you'd like to see in here?
EDIT: Here's a big one. What font should I use? The font I have on there right now is Georgia I think, with Arial tables. Both look really ugly when zooming the pdf in and out.