We blew all our money on fancy chairs
for the command center so we can't
afford a nifty header graphic :(
Congratulations! Due to a horrific incident involving three sectoid captives and a flight of stairs, you are taking Col. Rawley's position as chief operations commander for EXALT
* Cell D17 for an undetermined amount of time. We've already got some boys out in the field responding to a notification of alien activity, so let's get you set up and you can start bossing them around.
Every unit has a set amount of
TIME UNITS that allow them to perform different action. Our guys have
10 time units to use on their turn, but the aliens may have more or less. Ways we can use time units are as follows:
Moving one space (1 TU)
Moving one space diagonally (1.5 TU)
Taking AIM (5 TU): Increases your Ranged Skill by 10
Taking a SINGLE SHOT (4 TU): Fires a single bullet
Firing a BURST SHOT (5 TU): Fires multiple bullets, varies between guns.
Firing a FULL AUTO SPRAY (10 TU): Fires a hail of bullets, dependent on max fire rate.
Preparing a GRENADE (5 TU): The soldier readies and pulls the pin on a grenade
THROWING an item (5 TU): The soldier throws something, his gun, a grenade, or anything in his hands.
Taking COVER (Where applicable, 1 TU): Decreases your chances of being hit by 10-20, depending on how heavy the cover is.
RELOAD (5 TU for pistols, 10 TU otherwise): Reloads your current weapon.
Here are some relevant stats for our operatives and the weapons they are carrying.
Name | Melee Skill | Ranged Skill | Strength | Toughness | Wounds |
EXALT Trooper | 35 | 35 | 3 | 3 | 10 |
Melee and
Ranged Skill is simple, its how good they are at krumpan an' shootan.
Strength confers additional damage in melee attacks.
Toughness reduces incoming damage by the amount listed.
Wounds are your hit points. When they run out, you die.
Name | Class | Damage | Fire Rate | entry | Ammo |
Pistol | One-Hand | 1d10+2 Impact | S/3/- | 0 | 10 |
Rifle | Two-Hand | 1d10+3 Impact | S/3/7 | 0 | 28 |
Grenade | Thrown | 2d10 Explosive | S/-/- | 0 | 1 |
Class is simply what kind of weapon it is. Not very relevant now, but as characters gain experience they may get skills that apply to specific classes of weapon.
Damage is damage. It hurts you.
Fire Rate is how much you can shoot, organized like so: Single Shot/Maximum burst size/Maximum auto spray size. I'm handling the dice rolls, so don't worry your pretty little heads about how that's calculated, just know that something with S/3/7 can only fire a maximum of 3 shots in burst mode, and 7 in full-auto.
entry is how many points of armor the weapon can ignore. Ballistic weapons tend to have low entry, but alien guns get pretty scary high pen values.
Ammo is how many attacks you can make with a single clip, magazine, battery, fuel tank, etc. Everyone carries infinite magazines (unless i change my mind later), but running out of ammo means you must spend a full turn reloading, unless it's a pistol, in which case it only takes 5 TU.
In addition, all EXALT troops wear Armafiber Business Suits at the very least, which has an armor rating of 2. Armor reduces incoming damage by their armor value, but can be ignored by a entry value that matches it, and reduced by a entry value that doesn't.
Now that you know what you're doing, let's hook you up with the video feed.
Active Soldiers are (from right to left):
Cobalt-1: Armafiber Suit, Pistol
Cobalt-2: Armafiber Suit, Pistol
Cobalt-3: Armafiber Suit, Combat Rifle
Cobalt-4: Armafiber Suit, Pistol, 1 frag grenade
(If they survive this encounter, they may even get names!)
Looks like they're out by an abandoned warehouse in the slums. And they've come across some soldiers from the Xenos Compliance league! Wherever XCOM is, the aliens aren't far behind, so exercise caution. Those fancy suits provide limited protection from bullets, but alien plasma weapons will tear right through it.