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XCOM: UFO Defense v1.

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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
Same as Pocket Dungeon. Special abilities or behaviors will be noted.

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
Reaper: M4 S15 D1 W0 HP50, can't carry gear. Special ability: Maul, attack R1 D20 H2 using S to hit.

Tables

Room size table d6

Number of aliens table d6

Cover table d6

20

1 4

1 3

22

2 6

2 4

24

3 8

3 5

26

4 10

4 6

28

5 12

5 7

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

Pistol

R2 D1 H0

1 hand

Dexterity

Rifle

R3 D2 H0

2 hand

Dexterity

Auto Canon

R3 D1 H1

2 hand

Strength

May fire 3 shots in one turn

Heavy Cannon

(see below)

2 hand

Strength

May use explosive or armor piercing rounds, changing


ammo takes one turn.

Explosive rounds R3 D2 H0

Notes

Does 1D in surrounding squares and destroys cover

Armor piercing R3 D3 H2
Rocket launcher

R3 D4 H0

2 hand

Grenade

R2 D2 always hits

1 hand

One time use. Does D1 to surrounding squares and


destroys cover

1 hand

Draw in 2 additional cover


One time use. Targets empty square. Explodes when
the square is crossed by a unit. Does D1 to
surrounding squares and destroys cover.

Smoke grenade

Strength

One time use. Does D3 to surrounding squares and


destroys cover

Proximity grenade

R2 D2

1 hand

Stun rod

R1 D2 H0

1 hand

Strength

Combat knife

R1 D4 H1

1 hand

Strength

1 hand

No cover bonuses for aliens while equipped.

One time use. May be used at any time without


equipping. Restores HP, 2 +W

Motion scanner
Stimpack

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

Laser pistol

R2 D2 H0

1 hand

Laser rifle

R3 D3 H1

2 hand

Heavy laser

R3 D4 H1

2 hand

Plasma pistol

R3 D4 H0

1 hand

Plasma rifle

R4 D4 H1

2 hand

Heavy plasma

R5 D5 H1

2 hand

Small stun launcher

R4 D4 H0

1 hand

One time use. does D3 to surrounding squares.

Blaster launcher

R8 D10 always hits 2 hand

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

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

Alien medicine

1 hand

1 hand

1
1

Notes

One time use. Does D3 to surrounding squares and


destroys cover.
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

Character sheets

Name:
Unit type:
S:

Left hand:

R:

H:

D:

Wt:

D:

Right hand

R:

H:

D:

Wt:

W:

Inventory:

M:
Wt:

Name:
Unit type:
S:

Left hand:

R:

H:

D:

Wt:

D:

Right hand

R:

H:

D:

Wt:

W:
M:
Wt:

Inventory:

Name:
Unit type:
S:

Left hand:

R:

H:

D:

Wt:

D:

Right hand

R:

H:

D:

Wt:

W:

Inventory:

M:
Wt:

Name:
Unit type:
S:

Left hand:

R:

H:

D:

Wt:

D:

Right hand

R:

H:

D:

Wt:

W:
M:
Wt:

Inventory:

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