Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

XCOM Resistance 5-22

Download as pdf or txt
Download as pdf or txt
You are on page 1of 96

XCOM

Resistance

Nearly a generation has passed since world leaders offered an


unconditional surrender to the alien forces, and XCOM, the planet's last line
of defense, was left decimated and scattered. Now the aliens rule Earth,
building shining cities that promise a brilliant future for humanity on the
surface while concealing a sinister agenda and eliminating all who dissent
from their new order.

Only those who live on the edges of the world have a margin of freedom.
Here, a force gathers once again to stand up for humanity. Always on the
run, the remnant XCOM forces must find a way to rise from the ashes,
expose the insidious truth behind the occupation and eliminate the alien
threat once and for all.

2D20 System


INTRODUCTION

XCOM Resistance is a roleplaying game of organizing resistence to ADVENT and the alien
invaders. A game of resistance cells, intelligence, and counter-intelligence operations.
These rules are built on the 2d20 system used in the Infinity RPG, and my aim is to offer
a complexity less than the Conan RPG. As part of that, I have made changes to the
Infinity RPG rules to bring them in line with more recent 2d20 games such as
Homeworld and Achtung Cthulhu.

Rather than attempting to duplicate the experience from the XCOM games, these rules
offer an chance to play as members of the Resistance who are either keeping the
memory of freedom alive or are working alongside XCOM, collecting information,
keeping ADVENT distracted, and seeking to reclaim their homeland. XCOM Resistance
deals in shades of grey, because some humans are actually working with the aliens.
Determining friend from foe and winning over hearts and minds can be even more
important than winning a firefight.

In these rules, “CD” refers to combat dice or Infinity dice, and a notation of 2CD, 1+4CD,
etc. indicates you should roll that number of six-sided dice. For Infinity dice, a result of
1 or 2 is counted normally, results of 4, 5, 6 are null, and a 6 is an effect, which can
trigger certain special abilities.


v.1.2 April 2022














Not For Sale

Prepared under a right of fair use.
XCOM and all related titles and images are copyright of Fireaxis.
Infinity is copyright Corvus Belli.
The 2d20 System is copyright Modiphius Entertainment.

2
TABLE OF CONTENTS

Chapter 1 Path of Resistance 5
Modes of Play 5
Local Resistance 5
Cooperative Resistance 5
Groundwork 6
Independent Operators 6
Downfall 6
Troupe Style 7
Progress Clocks 7
Initiative 7

Chapter 2 Members of the Resistance 8
Decision One – Starting Attributes 10
Decision Two – Age Cohort 10
Decision Three – Homeland and Status 12
Decision Four – Downfall Event 16
Decision Five – Youth Event 20
Decision Six – Careers 22
Decision Seven – Joining the Resistance 24
Decision Eight – Final Customization 26
Resistance Cell 28

Chapter 3 The New World 30
New Cities 30
Abandoned Cities 32
Small Towns 32
Shanty Towns 34
Wilderness 35
Regions 35
Making the World Your Own 36
Life in the New World 37

Chapter 4 Hacking 38
Digital Zones 39
Locating a Target 39
Authentication 40
Digital Zone Effects 42
Hacking Actions 45
Breech Effects 46
Consequences of Failure 46

3
Chapter 5 Psyops 47
Terrain Mapping 47
Radio 50

Chapter 6 Gear 52
Weapons 52
Armour 55
Grenades 55

Chapter 7 Operations 56
Missions 56
Mission Rewards 57
Alert 58
Downtime 61

Chapter 8 Notable Persons 65

Chapter 9 Threats 70
Humans 70
The Lost 71
ADVENT 72
Aliens 77
Wildlife 87

Designer Notes 93


4
CHAPTER 1 – PATH OF RESISTANCE

This chapter discusses alternative ways to play XCOM Resistance

Modes of Play

XCOM Resistance can be played in several ways. Before play, the GM and players should
discuss the type of campaign they want to play.

Local Resistance
A local, independent cell carrying out its own actions in parallel with the storyline of
XCOM 2. This campaign occurs in a region that XCOM never makes contact with.

• Initiation
o Establishing the Resistance cell, hideout, and local contacts.
• Exploration
o Mapping local ADVENT activities.
o Evaluating support in the Small Towns for ADVENT.
• Determination
o ADVENT pushes back, hard.
• Endgame
o Overthrow of local ADVENT and taking control of the region.

Cooperative Resistance
Similar to a Local Resistance campaign, except at some point the cell connects with
XCOM and assists them in carrying out the storyline of XCOM 2. Typically, meeting
XCOM would occur at the midpoint of the campaign, after the players characters have
established their resistance cell and mapped out ADVENT’s activities in the region. It is
up to a GM to determine when in the XCOM 2 storyline this contact occurs.

• Initiation
• Exploration
o Meeting XCOM
• Determination
• Endgame

5


Groundwork
Resistance efforts to establish the background for the events seen in XCOM 2 and to
support the efforts of XCOM. Such a campaign could focus on assembling the people and
resources in preparation for the events shown in XCOM 2, or it could the player
characters could work with one of the notable persons or at a task, such as
rehabilitating the Avenger.

• Initiation
• Exploration
o Finding Bradford
o Finding Lily Chen
o Finding and restoring the Avenger
o Operation Gatecrasher
• Determination
• Endgame

Independent Operatives
The player characters don’t have to join the Resistance. They could be merchants,
residents of a Small Town or Shanty Town, black marketers, or otherwise look for away
to survive and prosper under the alien occupation.

Downfall
A campaign set during or immediately after the capitulation of the world’s
governments, as the aliens establish their control and found ADVENT and as the former
XCOM operatives and others go into hiding and begin to build the Resistance. You could
play an XCOM security team assigned to guard one of the interceptor hangers. This
game could resemble the start of a Twilight 2000 campaign where the players told that
XCOM has been dissolved. They start with a wealth of gear, but the challenge is what
can they take with them before the aliens overrun the site.

6

Troupe Style
Any of the above campaigns could be played troupe style where the players take on the
management of a resistance cell. As the player characters build their cell, increasing
contacts and recruiting new members, the players may take on playing these
characters, have them work on projects, or even choosing to send a new character on
missions instead of their original PC.



Progress Clocks
Clocks are a way of tracking ongoing tasks and events. To track progress, a circle is
divided into a number of segments. As effort on a task progresses, segments are filled
in. A clock may have four or more segments. A GM can use a clock whenever anything
needs to be tracked, but they are best used for psyops, research, and other complex
tasks that need to be tracked over time. Clocks can provide players with a visual
reminder of ongoing tasks.

A GM can also use clocks to track efforts by NPCs, such as investigating resistance
activities, retaliation strikes, recruitment of local contacts, construction of facilities, etc.
A GM can choose whether to allow the players to see a clock, reflecting their awareness
of ongoing activities, or keep a clock hidden, to reflect planning by their adversaries. A
GM can use Heat to advance an NPC clock to inflict a setback that reduces the players’
progress on one of their clocks.

Initiative
In XCOM Resistance, actions during combat and other detailed time occur in the
following initiative order: (1) talking, (2) ranged combat, (3) movement, (4) close
combat, and (5) hacking.

7
CHAPTER 2 - MEMBERS OF THE RESISTANCE

Characters for XCOM: Resistance are created using a lifepath that develops each
character’s personal history as well as their skills, talents, attributes, and other
pertinent details.

Attributes
More recent 2d20 games use only six attributes. For XCOM: Resistance, Personality and
Willpower are combined. Any increase in Willpower during character generation
should be assigned instead to Personality.

Skills
At various decision points on the Lifepath, a character will either have skills assigned or
chosen. The first time a skill is awarded, it should be assignd as an Expertise bonus.
Afterwards, additional training can be assigned to either Expertise or Focus, up to a
maximum training of three each. For signature skills, Expertise and Focus can be
trained up to a maximum of five each. At any point on the Lifepath, you can choose to
spend 1 Life Point to choose a skill other than those listed.

Skills are as described in Infinity, with the changes noted in the following table. Where
skills have been combined, the most applicable attribute will be used when making a
test. During character generation, for combined skills, an increase to either of the prior
skills will be applied to the combined skill. All talents remain available under the
combined skill.

Infinity Skill Change
Acrobatics & Athletics Combined into Athletics
Ballistics & Close Combat Combined into Fighting
Discipline & Resistance Combined into Resilience
Extraplanetary Removed
Lifestyle Now ADVENT
Pilot Now Drive
Spacecraft Removed

Skill Focus
Focus in a skill is now determined by Skill Expertise.

Talents
Talents are specialized uses of certain skills or tricks of the trade that a character has
learned over time. Each skill has a unique talent tree associated with it. Talents are
acquired from the top down of each tree, meaning a character must acquire the topmost
talent before those deeper in the tree become available. During the Lifepath, if the same
talent is awarded a second time, the player may instead select another talent under the
same skill tree for which they meet the prerequisites.

8

Following are new talents for this setting:

Analysis Talents
Alien Networks
Prerequisite: Pattern Recognition
Allows a character to reduce the difficulty of accessing an alien network by one
step.

Alien Encryption
Prerequisite: Alien Networks
The character is considered to have one additional point of Focus when
attempting to crack an alien cypher.

Drive Talents
Flyboy
Prerequisite: Ace
The character can operate aircraft.

Traits
Traits are a way to portray a character’ failings, weakness, and foibles. Traits can give a
players a chance to claim Infinity Points when they roleplay their trait. A GM can also
invoke a trait to create complications. Interesting things can happen and dramatic
moments can be enhanced when character traits come into play. Traits should be seen
as an opportunity rather than a disadvantage.

Supplies
Supplies are a broad measure of the resources that a character can call upon to achieve
financial or reputation tests.

9
Life Points
Rather than relying on the random results of the lifepath tables, a player may choose to
spend life points to select a desired result. A player has five life points which they may
use at each decision point.

Point-buy
A player can choose not to rely on the random events of the lifepath and may instead
create a character using a point-buy system with 10 life points.

Lifepath System

Decision One – Starting Attributes
At the beginning of the Lifepath, all of a characters attributes are set at 7. A player may
voluntarily lower any number of attributes by one point (to a minimum of 6) and assign
these points to other attributes (to a maximum of 8).

Decision Two - Age Cohort
Has the character grown up under the alien occupation? (Youth of the New World)
Were they a child during the Downfall? (Generation Downfall) Or, were they an adult
who lived through the Downfall? (Survivor) After you have determined your Age
Cohort, make the following adjustments:

• Increase the listed attributes by one each.
• Gain one rank in the listed skills.

Age Cohort Table
d20* Age Cohort Age Cohort Skills
1-8 Youth of the New World The generation • Roll on Upbringing table
that has grown up under the alien • +1 Life Point
occupation. • Your age is 15+1d6
9-17 Generation Downfall The generation • Roll on Upbringing table
that was old enough to remember the • Your age at the time of the
world that was but too young to have Downfall was 2d6+2
been adults.
18- Survivors Those who were adults at the • Attributes: Intelligence,
20 time of the Downfall and who have lived Personality
through the lean, mean years since. • Skills: Drive, Education, Tech
• Your age at the time of Downfall
was 20+1d6
* or one life point

Based on their age cohort, a character gains certain skills. All Survivors receive Drive,
Education, and Tech. Other characters gain skills based on their upbringing as
determined by the Upbringing table.

10
Upbringing Table
d20* Upbringing Attributes Skills
1-4 Wilderness The character Awareness, Brawn Animal Handling,
was raised in wild lands far Survival
from the New Cities. The
character may have been
raised in a Shanty Town (1-
10) or on an isolated farm
or other holding (11-20).
5-7 Nomad The character was Awareness, Personality Observation,
raised on the road, Survival
travelling the wilderness or
from town-to-town.
8-12 Small Town The character Personality, Intelligence Observation,
grew up one or more of the Persuade
small towns that surround
the New Cities, nominally
free but under ADVENT’s
watchful eyes.
13- Slums The character grew Personality, Intelligence ADVENT,
17 up in one of the teaming Persuade
neighborhoods that
surround the bright centers
of the New Cities.
18- New City The character had Intelligence, Coordination ADVENT, Tech
19 a privileged upbringing
among the ADVENT elite.
20 Abandoned City The Awareness, Personality Stealth, Survival
character grew up in the
ruins of an Old Earth city
beyond the reach of
ADVENT.
* or one life point

11

Decision Three – Homeland and Status
A character receives benefits based on their Homeland or Status depending on their Age
Cohort. After you have determined your Homeland or Status, make the following
adjustments:

• Add the language listed to your list of fluent languages.
• Increase the listed attribute by one.
• Gain one rank in the listed skill.

Homeland (Generation Downfall and Survivors only)
Where a character lived their life prior to the Downfall, if not after. Characters born
before the Downfall may have moved around before or after. This decisions sets the
homeland that they most identify with. A character first roles for a continent then rolls
determine their home on that continent. A GM may choose to allow players to skip the
first roll and then just have them roll on the continent where the campaign will take
place.

The assumption is that the aliens have adopted English, and it has become the language
of ADVENT. The languages listed in these tables are general descriptors. A player may
freely choose, without spending a Lifepoint, another language that is spoken in a
country. For countries where no other language is shown, a player may work with their
GM to define a background for their character that provides an additional language,
such as French in Canada, Spanish in USA, etc. Before the Downfall, the world had a
global economy with people frequently moving around. It is up to the GM and players to
decide how important languages will be in their game.

d6 Continent
1 Asia
2 Africa
3 Europe
4 North America
5 South America
6 Australia & Oceania
* or one life point to choose both continent and country

12
Asia
d20 Country Language Attribute Skill
1-5 China Mandarin Intelligence Education
6 Russian Far East Russian Brawn Athletics
7 Philippines Filipino Coordination Psychology
8 Vietnam Vietnamese Intelligence Education
9 Thailand Thai Intelligence Education
10 Bangladesh Bengali Personality Resilience
11-12 India Hindi or Tamil Intelligence Education
13 Pakistan Urdu or Pashto Personality Education
14 Afghanistan Pashto or Persian Personality Resilience
15 Iran Persian Intelligence Education
16 Iraq Arabic Intelligence Resilience
17 Syria Arabic Intelligence Psychology
18 Turkey Turkish Intelligence Education
19-20 Other (d20)
1-2 Israel Hebrew Intelligence Education
3-6 Saudi Arabia or Arabic Personality Education
the Gulf States
7-8 Lebanon Arabic Personality Education
9-10 Georgia Georgian Personality Education
11-12 Tibet Mandarin, Tibetan Personality Resilience
13-14 Sri Lanka Sinhala or Tamil Personality Resilience
15-16 Singapore Mandarin, Intelligence Education
Malay, or Tamil
17-18 Taiwan Mandarin Intelligence Education
19-20 Mongolia Mongolian Personality Animal Handling

13
Africa
d20 Country Language Attribute Skill
1-3 Egypt Arabic Intelligence Education
4-5 Ethiopia Somali Personality Resilience
5-6 Somalia Somali Awareness Analysis
6-7 Kenya Swahili Personality Education
8-10 South Africa Afrikaans Personality Education
11-13 Nigeria Yoruba Personality Psychology
14 Mali French Awareness Resilience
15-16 Morocco Arabic Intelligence Education
17-18 Tunisia Arabic Personality Education
19-20 Libya Arabic Personality Resilience

Europe
d20 Country Language Attribute Skill
1-2 England - Intelligence Education
3 Scotland Scots Personality Resilience
4 Ireland Gaelic Personality Athletics
5-7 France French Personality Education
8-9 Spain Spanish Personality Education
10-13 Germany German Intelligence Education
11-12 Italy Italian Personality Education
13 Hungary Hungarian Personality Resilience
14 Poland Polish Personality Resilience
15-16 Sweden Swedish Intelligence Education
17-20 Russia Russian Intelligence Resilience

North America
d20 Country Language Attribute Skill
1-5 USA - Personality Athletics
6-8 Canada - Intelligence Education
9- Mexico Spanish Intelligence Psychology
12
13- Cuba Spanish Intelligence Education
15
16- Caribbean English, Spanish, or French Personality Psychology
17
18- Central Spanish Personality Observation
20 America

14
Australia and Oceania
d20 Country Language Attribute Skill
1-5 Australia - Personality Education
6-8 New Zealand - Personality Education
9-12 Indonesia Indonesian Intelligence Education
13-15 Papua New Guinea - Personality Resilience
16-18 French Polynesia French Personality Observation
19-20 Other islands - Personality Survival

• Status (Youth of the New World only)

For a Youth of the New World, the character will roll on one of the following four tables
depending on their upbringing. A character brought up in a Slum uses the New City
table. A player may spend one life point to select a desired result.

d20 Wilderness or Abandoned City Status Attribute Skill
1-5 Orphan Personality Survival
6-14 Laborer Brawn Survival
15-17 Craftsman Coordination Resilience
18-19 Merchant Intelligence Persuade
20 Elite Intelligence Education

d20 Nomad Status Attribute Skill
1-5 Orphan Awareness Survival
6-14 Laborer Agility Animal Handling
15-17 Craftsman Coordination Resilience
18-19 Merchant Personality Persuade
20 Elite Intelligence Command

d20 Small Town or Shanty Town Status Attribute Skill
1-5 Orphan Personality Observation
6-10 Laborer Brawn Athletics
11-14 Craftsman Coordination Resilience
15-18 Merchant Intelligence Education
19-20 Elite Intelligence Education

d20 New City Status Attribute Skill
1-6 Orphan Awareness Stealth
7-9 Laborer Brawn Athletics
10-14 Craftsman Coordination Resilience
15-17 Merchant Intelligence Education
18-20 Elite Intelligence Education

15
• Orphan Someone who lost both parents, generally before they were 10 years
old. The parents may have died of disease, starvation, or violence, or the child
may have gotten separated from them. They were raised by another family, in an
orphanage, or even by a gang. The New Cities have large orphanages where they
indoctrinate children.
• Laborer A child who’s parents tended to work with their hands. Often in a work
crew. Even in the New Cities, laborers are needed for construction and other
tasks that have not yet been automated. The laborers tend to live in the slums of
the New Cities.
• Craftsman A child who’s parents were skilled tradesman. This can include
everything from pottery to computers. The New Cities have a large population of
craftsmen who are programmers, nurses, teachers, etc.
• Merchants A child who’s parents engaged in the buying and selling of goods. In
the New Cities, this can range from people who manage supply logistics to a
street vendor in a slum.
• Elite Children of wealth and privilege. In the Wilderness and Shanty Towns, they
are large landowners. In the Abandoned Cities, they have a secure location and a
valuable resource such as a library, large supply of tech, ample food and water,
etc. In the New Cities, these are the people who work closest with ADVENT as
managers and directors, leading the New Cities and their programs. Many of
these families were some of the first to ally with the aliens.

Decision Four – Downfall Event
The Downfall was traumatic for everyone. For Generation Downfall and Survivors, this
event happened to you. For the Youth of the New World, this happened to their parents.
You can roll on these tables or spend one Life Point to choose or make an event. If the
rolled result is too dark or something that a player would have difficulty roleplaying, a
GM may allow them to take the rolled result from one of the other tables.

Downfall Event Tables
d6 Table
1-2 Downfall Event Table A
3-4 Downfall Event Table B
5-6 Downfall Event Table C
* or one life point

16
Downfall Event Table A
d20 Downfall Event Suggested Trait
1 You saw a relative or close friend killed by the aliens. Vengeful
2 You had a relative or close friend kidnapped by the Vow to find out what
aliens. happened to them
3 You had a relative or close friend join the aliens. Distrustful
4 You had an encounter with an alien infiltrator that made Questions all
you wonder how long they had been preparing for their authority
invasion.
5 You saw someone mind controlled by an alien. Haunted
6 You lived where, early in the invasion, the authorities Fearful
collapsed in panic.
7 You saw the authorities where you lived surrender to Always question
the aliens. authority
8 Your homeland never surrendered and was punished Bitter
severely by the aliens.
9 You fled as the Lost overwhelmed where you lived. Always have an
escape plan
10 You lived in relative safety as the aliens took over and Survivor’s guilt
the rest of the world was overwhelmed.
11 You were taken in by others. Generous
12 You were betrayed by someone who took you in and Suspicious
offered safety.
13 You were captured by people who held you as a slave. Angry
14 You saw XCOM in action against the aliens. Hopeful
15 You saw people win a small victory against the aliens. Know they can be
beaten
16 You protected an orphaned child. Committed to making
a better world
17 You were beaten and robbed by a gang. Watchful
18 You saw a cache of valuable Supplies or Tech that may Keeps a holdout plan
still be there.
19 You lived in hiding for years. Fearful
20 You or your guardian were drinking a lot in those days, Recovering
and it took you awhile to realize what had happened.

“There was no ‘gross underestimation’ of the aliens. We knew exactly what was coming,
and we pulled together the best men and women the world had to offer. It wasn’t enough.
They used our own people against us, some kind of psionic control, took down our security
grid from the inside.”
- Central Officer John Bradford

17
Downfall Event Table B
d20 Downfall Event Suggested Trait
1 You went hungry for a long time. Food hoarder.
2 You found a cache of gold, jewelry, or other valuables Lucky.
that allowed you buy some comfort and safety.
3 You saw people robbed and lynch by others holding New world, new ways.
on to old prejudices.
4 You saw people who resorted to cannibalism to You know what people
survive. are capable of.
5 You resorted to cannibalism to survive. Consumptive guilt.
6 You saw someone sacrifice themself to save others. Inspired by their
example.
7 You believed that God betrayed the Earth. Militant atheist.
8 You believe that God is testing us with a plague of Believer.
demons.
9 You lived for a time with a group who thought that Doubting Thomas.
the aliens had been sent by God and that we owed
them obedience.
10 Aliens are proof that there is no God. Militant atheist
11 You had to kill someone to protect yourself or others. Hardened survivor.
12 You befriended a dog that helped you get through +1 Animal Handling
tough times.
13 You found a horse that you rode to safety. +1 Animal Handling
14 You were caught in a building collapse and trapped in Claustrophobia
rubble.
15 You fled your home and wandered for several years Traveller
16 You saw an alien craft crash. There may still be What did you find there?
something valuable at the crash site. +1+1CD Supplies
17 You survived an alien disease or parasite. +1 Resilience
18 You were separated from family for a long-time, but Love of family.
you eventually were reunited.
19 You lost a sibling during the chaos of the Downfall. Searcher
You got separated or they went missing.
20 You had a close friend or family member taken by Abolitionist
slavers

18
Downfall Event Table C
d20 Downfall Event Suggested Trait
1 You were an early recipient of aid +1 ADVENT
from the aliens.
2 You received orders to cooperate with Distrust of authority
the aliens.
3 You saw people turned over to the Hatred of the aliens
aliens who were never seen again.
4 You saw people exploit others and be Hot-headed
rewarded by the aliens for it.
5 You helped build an alien facility or +1 Tech
infrastructure for a New City, and you
know of a backdoor.
6 After the Downfall, you realized that Always looking for the kernel of truth
you had been working on projects to behind conspiracies.
pave the way for the alien invasion.
7 You now suspect that someone you Suspicious
knew before the Downfall was an
Infiltrator.
8 You gave in to intimidation and Weak willed
someone you cared about got hurt.
9 You suffered a traumatic brain injury. -1 Intelligence, +1 Resilience
10 Someone saw you betray others, and Blackmailed
they’ve held it over you ever since.
11 You watched a love one die from a Bitter
disease or injury that would have
been easily treatable but for the
chaos.
12 Even through the chaos, you focused +1 Education
on your studies.
13 Your physical fitness was something +1 Athletics
you could control, so you dedicated
yourself to it.
14 A loved one or close friend trusted You have an item worth 2CD Supplies.
you with a valuable heirloom or What would make you part with it?
package before they died or were lost
in the chaos.
15 Somewhere along the way, you came What’s on it? How can you crack the
into possession of an encrypted encryption? Oh, and needless to say,
ADVENT datapad. ADVENT and its allies would be
interested in getting it back.
16 You helped build a peaceful Vow of vengeance.
community of survivors that was,
rightly or wrongly, betrayed to
ADVENT.

19
17 You lived alone for a long time. You talk to yourself, a lot.
18 You had a relative that was part of Keeping the vigil.
XCOM. They could have been a
soldier, a technician, a scientist, or an
engineer.
19 You know where a cache of valuables Only, there’s a Small Town or ADVENT
was buried during the Downfall. facility on top of the site now.
20 You had a friend from before or that Where do their loyalties lie? Can you
you met during the Downfall that is trust them?
now well-placed in ADVENT.








20
Decision Five – Youth Event
(Youth of the New World and Generation Downfall only)
Roll a d20 and a d6 and consult the Youth Event Table below. The result describes a
significant, influential event that occurred during your youth. Develop this simple result
into a personal description of this event and how it affected the character.

Youth Event Table
d20 Event Type 1 2 3 4 5 6
1-2 Witnessed Perjury murder Corruption assassination Betrayal secret
pregnancy
3-4 Witnessed Slavery violent long-term black market alien raid alien terror
crime abuse deals attack
5-6 Involved in Accident shooting transit police search alien raid alien terror
disaster attack
7-8 Involved in a suicide narcotics criminal faking a cover-up Smuggling
enterprise suicide
(+1 Thievery)
9- Discovered Religion a suicide Narcotics a secret Infiltration elite
10 by ADVENT hypocrisy
or
Resistance
11- Discovered family secret a body dangerous sexual Scandal pre-
12 secret attraction Downfall
relic
13 Family 1+3CD parent parent walks kidnapped parent population
change sibilings killed out kidnapped relocation
14 Family Divorce sibling gained an parent moved to a moved in
change killed extended incarcerated new with older
family country relative
15 Media fad joined a joined a fervent pre-Downfall digital radio
popular radical believer of fandom obsession obsession
movement movement ADVENT (+1 (+1 Tech)
propaganda Hacking)
(+1 ADVENT)
16 Encountered alien alien psi alien invasive pre-Downfall pre- secure pre-
infiltrator powers (+1 species (+1 tech (+1 Downfall Downfall
Discipline) Analysis) Tech) library (+1 structure
Education)
17 Social escaped the brush with gained enemy gained gained gained
contacts neighborhood opposite contact mentor protector
social class
18 Social love interest joined a harassed by a met a digital met
contacts gang gang (Enemy) traveller (+1 friend Resistance
Education)
19 Special healed by gain a 1d3 gain 1 Supply befriended by had a pet secret
alien tech Supply debt infiltrator (+1 Animal hiding
Handling) place (+1
Stealth)
20 Reroll twice and combine results

Notes
• Family change – If the character is an orphan, this change happened to their
caretakers.

21
• Secure pre-Downfall structure – The player can work with the GM to develop
this into a narrative hook. The secure structure may offer a hideout, a narrative
clue, scavenging opportunity, etc.
• Gained enemy – You acquired an enemy who is out to get you. It may be a rival,
someone who thinks you wronged them, someone who thinks you know too
much, etc. Work with the GM to develop this.
• Gained contact – You gained a friend who may help you out with a place to crash,
useful information, or another small favor. Work with the GM to develop this.
• Gained mentor – Someone took notice of you and guided your development.
Work with the GM to develop this, and gain a rank of training in one of the
following skills: acrobatics, analysis, animal handling, athletics, command,
education, hacking, medicine, drive, science, stealth, survival, tech, or thievery.
• Gained protector – You are under the protection of someone powerful. Work
with the GM to develop this. This person may be wealthy, a politician, or hold
some other position of influence where they would be willing to vouch for you
and offer you shelter and assistance.
• Met a traveler – You met a trader, a nomad, or a wander who periodically came
through your community with tales to the larger world. Work with the GM to
develop this.
• Gain a 1d3 Supply Debt – You owe someone a debt worth one Supply that will
need to be paid off during play. Work with the GM to describe the nature of the
debt and to whom it is owed. You can also use the lender as a Contact, but
they’re likely to want to know when they’re going to get paid.
• Befriended by infiltrator – You were befriended by an alien posing as a human.
You may or may not have seen through their disguise. They provided you aid,
but in the service of their agenda. Work with the GM to develop this.

Decision Six – Careers (Generation Downfall and Survivors only)
Careers represent experience since the Downfall. As such, characters that are part of
Generation Downfall get one career, and Survivors have two careers.

Careers are generally divided into those that can be found in the New Cities and those
that can found elsewhere. People frequently move into the New Cities and occasionally
move out. Regardless, the assumption is that the character will have left a New City
before the start of play to join the Resistance. A player will want to work with the GM to
further develop what your career involved and where it took place.

Languages
All characters speak Common, a language based on English and influenced by alien
words and other phrasing prized by ADVENT. A character may know other languages
based on their lifepath. The aliens speak a language that few humans understand.
ADVENT calls it Eldar, but most humans call it Jabber. Eldar/Jabber costs two Life
Points to learn and all tests are at +1 difficulty.

22
Step One
Roll a d20 and consult the table, using the New City column if the character was raised
there or decided to move there. Otherwise, consult the General column. A Survivor may
choose to have had one or more careers prior to the Downfall. If so, their age at the time
of the Downfall is increased by the length of those careers.

Career Table
d20* General d20 New City
1 Unemployed/Drifter 1 Bodyguard
2 Bodyguard 2-3 Corporate
3 Criminal 4 Corporate Executive
4 Diplomat 5 Criminal
5-8 Frontiersman 6 Diplomat
9 Hacker 7 Hacker
10 Investigative Journalist 8 Heavy Industry
11 Media 9 Intelligence Operative
12 Medical 10 Maya Personality
13 Military 11 Media
14 Police 12-13 Medical
15 Politician 14 Police
16 Smuggler 15 Politician
17-18 Technician 16 Smuggler
19-20 Trader 17 Sports Personality
18-19 Technician
20 Trader
* or one life point

Step Two
Refer to the description of the career in Infinity (p. 59-70) and think about how to
customize the career for XCOM Resistance.

• For your first career (and ONLY your first career), add the listed attribute
improvements.
• Gain 1 rank of training in all mandatory skills.
• Pick two of the three elective skills and gain 1 rank of training in each.
• If you have less than three signature skills, choose one of the career skills, either
elective or mandatory, as a signature skill. Add 1 rank of training to this skill.
• Select one talent associated with one of the career skills for which the character
fulfills the prerequisites.
• Gain the equipment, if any, indicated for your career. If you repeat a career, you
do not gain duplicate equipment, but you do gain additional equipment for each
new career.

23
Step Three
What significant event occurred during this career? Roll a d6 to determine which Career
Event Table to use in Infinity (p. 55-58). Modify the events as appropriate for Earth after
the Downfall, or if you and the GM agree, you may reroll. You can spend 1 Life Point to
reroll or pick your Career Event.

Roll 1d6+1 to determine how many years you spent in the career. Members of
Generation Downfall now move to Decision Seven – Joining the Resistance.

Step Four
Survivors now repeat Steps 2 and 3 for their second career. Instead of rolling, you may
choose to repeat the character’s first career. A survivor may also choose to spend 1 Life
Point for a third career.

Roll 1d6+1 for each career to determine their terms. Age for a Survivor is then
determined by adding 18 to all of the career years. If the final number is less than their
age at Downfall plus the number of years since the Downfall, add years to make up the
difference. It isn’t surprising that people lost time during the chaos of the Downfall.

24
Decision Seven – Joining the Resistance
At some point prior to the start of the game, the character joined the Resistance. This
stage represents additional training received after or just prior to joining. A player
should roll on the Resistance Specialty Table to determine their assignment. After you
have determined your specialty, make the following adjustments:

• Increase the listed attributes by one.
• Gain one rank in the listed skills.
• Roll to determine gear for their specialty.
• A character receives either a frag grenade (1-4), smoke grenade (5), or flash-
bang grenade (6).
• Roll on the Starting Weapon table
• Roll to on the Starting Armour table.

Resistance Specialty Table
d6* Specialty Attributes Skills Gear**
1 Comms Intelligence, Analysis, Fighting, Datapad, Weapon
Personality Tech A
2 Grenadier Brawn, Coordination Fighting, Observation, Weapon B
Tech
3 Ranger Awareness, Fighting, Observation, Weapon C
Coordination Stealth
4 Sharpshooter Awareness, Fighting, Observation, Binoculars,
Coordination Stealth Weapon D
5 Soldier Brawn, Coordination Fighting, Medicine, Weapon A
Stealth
6 Specialist Intelligence, Fighting, Medicine, Datapad, Weapon
Coordination Hacking A
* or 1 life point
** All characters begin with canteen, knife, basic medical supplies, 2d3 days rations, and
2d3 reloads for each weapon (but not frag grenades).

25
Starting Weapons Table
d6 A B C D
1 Pistol Shotgun Tactical Bow, Tactical Bow,
Hatchet pistol
2 Shotgun Assault rifle Tactical Bow, Hunting Rifle,
garrotte pistol
3 Rifle Assault rifle with grenade Shotgun, hatchet
launcher
4 Light machine gun Shotgun, garrotte Sniper rifle,
5 Assault Light machine gun Shotgun, sword pistol
6 rifle Light machine gun, grenade Shotgun, sword
launcher

Starting Armour Table
d20 Armor
1 None
2-3 Hard hat
4-5 Helmet
6-8 Leather jacket
9-11 Heavy ballistic vest
12-13 Hard hat, heavy ballistic vest
14-17 Helmet, heavy ballistic vest
18-20 Light combat armor



26
Decision Eight - Customization

Step One – Final Tweaks
• Set your Infinity Point refresh rate to 2. Youth of the New World have a refresh
of 3.
• Increase any one attribute by +2 or any two attributes by +1 each.
• Increase two skills from Expertise 0 to Expertise 1.
• If you have less than three signature skills, choose one skills as a signature skill.
Add 1 rank of training to this skill.
• Choose one talent for any of your skills.
• You have Supplies equal to their Personality rating, plus any additional Supplies
from your Lifepath.
• If your character has not gained a character trait through the event tables,
choose one now.
• A character that acquired a disease or similar negative trait as part of their
lifepath can choose to seek gene therapy in a New City. If they do so, they acquire
a trait of ADVENT genome workup, which marks that ADVENT has a complete
scan and record of their genome and other physical traits.

Step Two – Reputation
A character may have a Reputation as someone who can be trusted or as someone to
shun. Reputation can be beneficial, offering the character an advantage in some social
situations and detrimental in others. In such situations, the absolute value of the
character’s Reputation may be added or subtracted from the character’s focus in skill
tests or increase or decrease the difficulty of the tests. The higher the character’s
reputation, the more likely that ADVENT is interested in finding them. Unless modified
during Lifepath events, characters start as Unknown (Reputation 0). A GM may increase
a character’s reputation when they have performed noteworthy or notorious deeds.

27
Reputation Table
Reputation Description Effect
-2 Shunned All but the lowest of the low regard the character as
beneath their consideration. Most will seek to take
advantage of the character.
-1 Distrusted People are likely to avoid the character on the street and
will only deal with them when absolutely necessary. No
one will extend them credit or offer them shelter.
0 Unknown The character has yet to make a name for themselves,
and no one is likely to recognize them.
1 Recognized Some may recognize the character and known of what
they’ve done, according them with some respect. Any
ADVENT wanted notices will only seek information
regarding a incident that the character took part in.
2 Acknowledged The character is recognized on the street and many
grant them respect. ADVENT may increase patrols in the
area where the character has been active.
3 Trusted Strangers seek out the character seeking their aid or
support. Local authorities sympathetic to the Resistance
may seek to enlist the character’s aid. ADVENT may have
shadowy, indistinct images and a general description of
the character.
4 Well-known The character’s name and deeds are common
knowledge. ADVENT notices include the character’s
name and picture.
5 Famous Many seek the aid and support of the character. The
character will likely be noticed if they travel to a new
area. ADVENT is actively seeking the character and any
known associates.

Reputation can be location dependent. A character may be Well-known in a Wilderness
Shanty Town but Unknown in a Small Town.

Step Three - Spend Remaining Life Points
Any Life Points remaining from the five you began with may now be spent.
• You may spend one Life Point to increase your Infinity Point refresh rate by one
point, to a maximum of four (increasing the number of Infinity Points you start
with at the beginning of each mission).
• You may spend a Life Point to increase an Attribute by +1 (to a maximum of 8).
• You may convert any number of Life Points to Supplies on a one-for-one basis.
• You may convert any number of Life Points to ranks of training in a skill on a
one-for-one basis but no Skill Expertise may be increased more than one in this
way.
• You may spend any number of Life Points to increase your Reputation.

28
Step Four - Stress
A character’s Stress track determines how long they can stand up under digital,
psychological, and physical assaults.
• Firewall is equal to Intelligence + Hacking Expertise.
• Resolve is equal to Personality + Resilience Expertise.
• Vigour is equal to Brawn + Resilience Expertise.

Step Five – Bonus Damage
Character with above-average attributes have the potential to inflict bonus damage
with their attacks. The Bonus Damage Table shows the amount of bonus damage a
character inflicts with their attacks, depending on the associated attribute. The attacks
and associated attributes are Hacking – Intelligence, Psyops – Personality, Melee –
Brawn, and Ranged – Awareness.

Bonus Damage Table
Attribute Bonus
8 or less None
9 +1CD
10-11 +2CD
12-13 +3CD
14-15 +4CD
16+ +5CD


Step Six - Gear
You may spend your Supplies to immediately purchase additional equipment. In
addition to other gear acquired during your Lifepath, your character begins with a basic
outfit of clothes.

Resistance Cell
Before play, the players should discuss together and with the GM the nature of their
Resistance cell, where it’s located, what sort of missions they may undertake, and the
nature of their hideout. They can be based in or near a Small Town, in the Wilderness,
or even in a Slum. Their hideout can be a safehouse, cave, fishing boat or other covert
location. Whereever they are, they will need a network of supporters to provide them
with intel and Supplies. The players should develop a concise description of their
hideout and its location.

During character creation or later during play, characters can spend Supplies to
improve their hideout, providing it with distinctive features. Particularly in a troupe-
style game, the hideout can itself become a character in the campaign. A hideout can be
built out as part of a campaign, or a GM may provide the players with a limited amount
of Supplies to outfit their hideout. The suggested costs are generally for a small, average
example of the feature. Players will need to pay more for quality.

29
• Attendant The hideout is maintained by a loyal attendant with skills in three
useful areas appropriate to their background and concept. 3+4CD Supplies.
• Cells Secure holding space for prisoners, aliens, or wild animals. One cell for
2+3CD Supplies.
• False Front The hideout is hidden behind, above, or beneath an exiting business
or institution that serves as a cover for the cell’s coming and going. NPCs
working for the false front may or may not be aware of the hideout and the cell.
There is no cost for having a false front (the roleplaying opportunities provided
to the GM are more than sufficient), but each loyal NPC must be purchased as an
attendant.



• Garage A space for storing and repairing ground vehicles. Different spaces can
be purchased for boats, aircraft, or even horses. 2+2CD Supplies.
• Gym An area dedicated to physical exercise and training. Includes space for
practicing close combat, etc. 1+3CD Supplies.
• Infirmary A space for treating 2-4 patients. Includes some medical supplies.
4+2CD Supplies.
• Laboratory Used for scientific analysis and research. Includes a small selection
of equipment and material. 5+3CD Supplies.
• Radio Room A base radio set and antenna for communicating with others and
listening to other broadcasts. 2+2CD Supplies.
• Safehouse In addition to the hideout, the cell has one or more additional
safehouses in the area. Each safehouse can be outfitted and used as a secondary
hideout. 2+5CD Supplies for each new safehouse.
• Tunnel Network A series of secret tunnels that lead from the hideout to nearby
locations. Such a tunnel could lead to a secret entrance or a secure location, such
as a smuggler’s cave. However, such a location would need to be purchased as a
safehouse. 1+3CD Supplies.
• Vault A secure location for storing valuables. 4+3CD Supplies.
• Workshop A space, tools, and materials for crafting and repairing all manner of
items and objects. 3+2CD Supplies.

30

CHAPTER 3 - THE NEW WORLD



The Council created XCOM to respond to the alien invasion. However, as the world was
consumed by panic, eight countries withdrew from the Council, ending the XCOM
project. At some point after that, humanity “united” peacefully with the aliens.

New Cities
As shining beacons that promise a brilliant future for mankind, the City Centers play a
large part in the ADVENT propaganda and messaging. Health and gene therapy clinics
offer one of ADVENT’s most effective inducements. The New Cities exhibit ADVENT’s
hierarchy. At the top are the most trusted of the collaborators, and they have access to
the best of the housing, consumer goods, education, and entertainment. Below them is a
large bureaucracy who’s loyalty is trusted, but verified. Loyalty is often valued above
competence, and these managers and bureaucrats are rewarded through increased
access to the city centers, better housing, education, and entertainment. Their career
progress is marked by moves from tenements to nice apartments and then to either
houses or apartments near the city center.

The reality of ADVENT can also be found in the cities. Dissenters are snatched off of the
streets and vanish without a trace. People must regularly submit to checkpoints and
searches. All media is strictly controlled. The safety that ADVENT promotes comes at a

31
high price. Many neighborhoods on the edges of the new cities are slums built from the
ruins of the old world.

The major holiday in all of the New Cities is the annual celebration of Unification Day.

New City Descriptors
Identity Its name, location what it is known for, any links to the time before, any
specialized ADVENT facilities, local holidays, etc.
Exports Exports from a New City can occur as part of the ADVENT economy or as part
of the black market. Black market exports to the surrounding small towns can include
ADVENT tech, pre-Downfall relics and entertainment, and any goods in which ADVENT
limits or controls distribution. The one export that all New Cities have in common is
propaganda. The primary purpose of the New Cities is to attract people to ADVENT.
Imports All New Cities need food and building materials. Many people in the New Cities
are interested in drugs, pre-Downfall enterainment, and anything that ADVENT makes
it hard for them to get.
Structure The centers of New Cities are strictly controlled by ADVENT. But, their outer
neighborhoods and slums less so. In those areas, local and commercial organizations,
religious groups, and gangs can also have influence.
VIPs The VIPs of the New Cities are the notable NPCs that the characters interact with
or hear about. These can range from ADVENT leaders, humans aligned with ADVENT,
Resistance spies, media personalities, black marketeers, and others.

32
Abandoned Cities
Most of the old cities have been destroyed and abandoned, their streets and parking lots
overgrown with vegetation, Cryssalid warrens, and the Lost. ADVENT attempts to
strictly control access to these cities, but scavengers, black marketeers, and others
brave the many dangers of the old cities in search of what can be found there. Small
groups of survivors can sometimes be found still holding out in these cities.



Small Towns
The small towns surrounding the New Cities include a combination of residential
neighborhood and commercial businesses and are generally populated by people who
have not completely bought into ADVENT’s promise of a better life in the New Cities.
Most small towns are run down as ADVENT strictly limits supplies to its loyalists and its
own facilities.

The land between the small towns features a mixture of farms, mines, timber
operations, secure ADVENT sites, and wilderness. The farms feature a mix of terran and
alien crops. ADVENT attempts to manage the alien vegetation to showcases the benefit
of their wise management. ADVENT has suppressed and discouraged all livestock and
pets, but some people attempt to covertly keep some animals. Traffic between the
towns is carried out by ADVENT convoys, railroads, and barges. All other traffic must be
cleared by ADVENT patrols and checkpoints. Rivers, creeks, swamps, and other areas
unused by ADVENT have reverted to wilderness.

33
The small towns are frequently patrolled and may include an ADVENT checkpoint. They
are governed often by a manager or a council. The managers are usually loyal to
ADVENT, and the councils are similarly dominated by ADVENT loyalists. The small
towns are typically infested with ADVENT spies that are there to watch the locals,
monitor black market activities, and check for any sign of the Resistance.

Small Town Descriptors
Identity Its name, location what it is known for, any links to the time before, local
holidays, market days, etc. A key aspect of any town’s identity is how close it is to a New
City, and how deeply it is under ADVENT’s sway.
Exports The exports of a Small Town are usually linked to its identity. Most small towns
have some way of living off of the land: farming, fishing, timber, mining, etc. Whatever
they have as a surplus. Some towns serve as trade hub, doing regular business with
surrounding towns.
Imports Most Small Towns attempt to have enough food to be self-sufficient, but they
usually seek to import diverse foods. Small towns are generally seeking medicines and
clothing. Black market imports to small towns can include ADVENT tech, pre-Downfall
relics and entertainment, and any goods in which ADVENT limits or controls
distribution. Black marketeers also engage in smuggling around the mix of taxes and
tolls between the towns.
Structure Small Towns can have a wide range of structures and governments. Some are
religious communes or organized around other beliefs. Most are just trying to survive.
Many are divided into two or more factions with complex politics that usually keeps
their feuding in check. The general assumption is that every Small Town has at least one
ADVENT spy. Some have factions that are openly supportive, or at least cooperative,
with ADVENT.
VIPs The VIPs of the Small Towns are the notable NPCs that the characters interact with
or hear about. These can range from town leaders, religious leaders, merchants,
Resistance sympathizers, black marketeers, and others.

34
Shanty Towns
Scattered through the wilderness are pockets of humanity where folks attempt to live
with some independence and semblance of life as it was before the aliens. But, these
areas are always vulnerable to attack by ADVENT forces, bandits, and natural disasters,
so the citizens live in a constant state of fear and vigilance. Many also have reason to
fear their neighbors. Some of these towns are the bases for warlords.
Identity Its name, location what it is known for, any links to the time before, local
holidays, market days, etc. A key aspect of any Shanty Town’s identity is how deep it is
in the Wilderness and how far away it is from ADVENT.
Exports Shanty Towns pride themselves on their isolation and independence. This
means they are usually removed from most trade networks, and any exports have to
deal with transport challenges. Most Shanty Towns are barely above subsistence living
through hunting, fishing, and small farms, but they do serve as trade hubs, doing regular
business with others in the surrounding Wilderness. The exceptions are towns that are
the bases for black marketeers or warlords.
Imports Most Shanty Towns can use anything, particularly medicines, clothing, and
weapons. There are traders and nomads that travel the Wilderness who provide Shanty
Towns with the imports that they do receive.
Structure Shanty Towns are run by a boss of some kind, even if they nominally claim
that they’re elected.
VIPs Shanty Towns have a small list of VIPs. Usually just the boss, a few of his trusted
associates, and maybe a few technicians.




35
Wilderness
As the result of pacification, purges, and consolidation of people into the new cities,
much of the Earth has been abandoned and left to return to wilderness. Scattered
through the Wilderness are shanty towns, advent outposts, and ruins. In the
Wilderness, there are also warlords that have forsaken fighting with the aliens in favor
dominating other survivors. The Wilderness is also distinguished by the flourishing
wildlife and the herds of Lost that can be found there.

Regions
The world under ADVENT has been divided into 16 regions scattered across six
continents:

Africa West Africa, East Africa, South Africa
Asia West Asia, East Asia, New India, New Arctic
Europe Western Europe, Eastern Europe
North America Western US, Eastern US, New Mexico
South America New Chile, New Brazil
Oceania New Australia, New Indonesia

These regions are home to ADVENT’s new cities, numerous small towns, and areas of
wilderness. Outside of these regions are areas of wilderness and places overtaken by
the Lost.

36
Making the World Your Own
The New World in your campaign can be distinctive. Following are questions that you
can consider when preparing for your game of XCOM Resistance:

• What happened when the Earth surrendered?
o Where was the XCOM base?
o What other facilities did XCOM have around the world?
o What happened when a country descended into panic and pulled out of
XCOM?
o Which countries surrendered?
o How extensively did the aliens use mind control or infiltrators in their
takeover?
o What happened in the countries that didn’t surrender?
o What happened to XCOM?

• What has happened since?
o How did the aliens work with the countries that surrendered?
o How much of Earth’s economy survived the Downfall?
o Where did the aliens establish new cities?
o When was the Speaker named?
o Where does the Speaker reside?
o When were the ADVENT troops created?
o When were human troops replaced with alien clones?
o When did the aliens modify the sectoids and others with human DNA?
o How aggressively have the aliens punished resistance?
o Where are the ADVENT prisons and what are they like?
o How did the Resistance develop?

37
Mission Zero
Before starting play, or even before generating characters, the GM and players may
want to discuss the type of Resistance game that they want to play.

• In what region will they be based?
• Where will their hideout be?
• What is the surrounding area like?
• How did the characters meet?
• What kind of missions will their Resistance cell take?

The answers to these questions may help the players to generate a balanced team with
skills oriented to the missions they are most likely to take. This should also help the GM
in designing missions.

Life in the New World

Supplies
Outside of the New Cities, much of the trade and commerce takes place through barter.
This is abstracted by generally referring to units of Supplies, valuable goods or
materials that the character can exchange for other goods and services. Characters
begin play with Supplies equal to their Personality rating, plus any additional Supplies
from their Lifepath.

Currency
ADVENT EXPRESS is an electronic payment system that is widely used in the New Cities
and in one or more sites in most small towns. ADVENT monitors all payments made
through the system with payments linked to an individual’s implant. The small towns
and others operate on a mix of other payments including gold and barter. Some even
mint their own coins, but ADVENT discourages any such display of independence and
initiative

Black Market
The Black Market is a loose network of merchants and peddlers that deal in all manner
of goods, particularly relic technology and items not sanctioned by ADVENT. Black
marketeers can be found anywhere from the small towns to the wilderness to even the
back allies of the New Cities. The primary loyalties of most black marketers are to
money and their own safety. Black marketeers typically deal in gold or barter, but there
are a few who risk laundering ADVENT EXPRESS payments.



38
CHAPTER 4 - HACKING

ADVENT relies on digital communications, and to a limited extent there are other
remaining networks that are still used for news, commerce, and entertainment.

The goal of a hacker is to:

• Identify the desired target that must be accessed to achieve a goal.
• Either physically go to a target’s location or reach it on a network.
• Reach the zone that contains the target.
• Use hacking attacks to Breach the target, using either Breach Effects or a total
takedown, to make the target do what you want.

Targets can be physical devices, virtual environments, collections of data, comlogs,
locked doors, active detonators, or personal area networks. Anything that possesses a
discrete Firewall.

Momentum spends during Hacking are generally used to trigger program effects, often
allowing specific Breach Effects

These hacking rules are based on Infinity’s infowar rules. Those rules should be
consulted and relied upon to resolve any absences or ambiguities.

Networks
ADVENT has built a digital network based on alien technology. As part of the Downfall,
the aliens took over the Internet and national security systems. The ADVENT network
was built on top of the Internet and, over time, it has supplanted it. Some of the small
towns run a version of the Internet, but the assumption is that it is highly compromised
and that ADVENT monitors all activity. So, public networks generally are one of three
types:

Alien Network The most secure systems used by ADVENT.
Hybrid Network A combination of alien and Earth technology that makes up
most of the public networks in the New Cities.
Local Networks These networks based on Earth technology rarely extend
beyond one of the small towns. Most assume that these networks are monitored
by ADVENT.

In addition to these larger networks, there are individual secure facilities that may
occasionally connect to these networks. ADVENT facilities only connect to the alien
network. Human facilities can range from Resistance cells to black marketeers to lone
hackers hiding in Abandoned Cities or the Wilderness.

39
Basic Hacking
The rules for an action scene focused on hacking assume that there’s significant
resistance or danger: enemy hackers, automated immune systems, datapad, ADVENT
patrols, and the like. A Hacking test will often suffice for determining whether a
character may gain access to a particular system, network, or encrypted piece of data.

Digital Zones
During a hacking scene, a system map is used that is divided into digital zones with each
zone representing a system or network. In order to acess the files, programs, or other
data on a system, you must be in the digital zone for that system. Many zones will
include targets with individual firewall values which must be overcome in order to
access or manipulate them.

Digital Awareness
A hacker can “see” their current zone and anything in it. They can also see zones at a
distance up to their Analysis Expertise, but secured zones block line of sight unless the
character has authentication. Digital targets, zones, and even specific effects can be
hidden. Characters use their Analysis skill to attempt to discern hidden targets, zones,
and effects, identifying the critical details in vast quantities of code.

Navigating Digital Zones
Just as physical zones can vary in size and scale based on the nature of the fight, digital
zones can vary even more. Range and movement between digital zones is handled in
the same way as combat zones. For example, a target that is two digital zones away
from your current zone is at Long range, and it would take a Standard Action to move to
that zone. Generally, hacking occurs at a range of Close or Reach.

Locating a Target
In many cases, you may already know the intended target, but if you don’t, you will
need to locate it through research or investigation.

A hacker can locate and identify their target through social engineering (bribing a a
worker for passcodes or catering to the vices of a systems administrator to learn about
security measures), physical infiltration (dumpster diving for records or planting
remotes), observation (staking out a location to learn patterns and work schedules),
thievery (lifting credentials or records), or reaching out to other hackers (for known
exploits or past experience with the systems in question). Depending on the mode
employed, this can involve skill tests for Analysis, Education, Hacking, Observation,
Persuade, Stealth, or Thievery. Any momentum gain can be added to the pool or spent
to gain specific information (like the physical location of the system or details on
security protocols) or to secure authentication.

If the GM has had a chance to design a system or network, the hacker’s research and
investigation should turn up one or more specific access points. If the GM does not have
a specific system available a Security Rating from 3 to 8 may be assigned. The system
access point will be a number of zones from the target equal to the Security Rating

40
modified by the hacker’s distance from the target (as shown on the Remote Access Point
table). A hacker can attempt a single Simple (D0) Analysis or Hacking test to find the
access point, spending Momentum to reduce the number of zones on a one-for-one
basis to a minimum of one. Similarly, complications can be used to increase the number
of zones.

Remote Access Point
Distance Access Point
Same Building -1 zone
Same City +0 zones
Same Region +1 zone
Same Continent +2 zones



Authentication
A character with proper authentication on a system will have permission to perform
many actions which would otherwise require a Hacking test or Breach Effect.
Authentication generally applies to specific digital zones. Authentication generally
applies to specific systems or networks, including the ability to ignore certain digital
zone effects.

What an individual authentication will allow varies based on the setup of the individual
system or network. Following are general guidelines for typical account types:

User An account with limited access. They can run programs and access data
within their permissions, but typically they will not be able to permanently alter
the system or grant additional authentications.

41
Superuser/Security Accounts that can create other user accounts and install
utility programs, but generally they cannot make system-wide changes, such as
altering digital zone effects. Typically, they have access to unlimited data on the
system and the ability to command security features.
Admin An admin account has complete control over the system.

An individual may establish their authentication in several ways, depending on the
system requirements. The more advanced methods are used on more secure system
and for accounts with greater rights.

Knowledge Factor A password, in some form.
Ownership Factor A passkey in the form of a physical device or object which the
user must have, such as an implant, keycard, security dongles, etc.
Biometric Something inherent to the user, such as a fingerprint, retinal patterns,
DNA, etc.
Two-Factor Authentication Requiring that two or more methods be used to
establish authentication. This would also require that both methods be separetly
duped or stolen.

Gaining Authentication
Authentication can be stolen or spoofed. How a character gains authentication will
depend on the nature of the system they are seeking to access.

Acquiring Authentication Passwords and passkeys can be stolen. Users may be
persuaded to disclose their authentication, or it can be stolen from them.
Spoofing Authentication Spoofing an authentication first requires that one gain
access to the original authentication
Authentication Hack A hacker can force their way into a system with a successful
attack against a security server, a Breach Effect can be used to create an account
with whatever authentication the server is authorized to grant.
Authentication Quality When authentication is gained, it has a default Quality of
0. The Quality of authentication adds an equal number of d20s to Stealth tests
while hacking. The hacker can increase this quality by spending Momentum
equal to the new level of Quality. Each level must be purchased separately.
Gaining Difficult Authentication Ownership factors and biometric factors make
spoofing more difficult, but not impossible. Consequently, the difficulty for such
tests is increased by two steps.

42
Digital Zone Effects
Security measures, damaged system infrastructure, interference, and the action of
system security may create obstacles or hindrances or even count as hazardous terrain.

In digital zones, Hacking is used for Terrain tests, if software-based (Infinity p. 108-
109). Tech is used for hardware. Even Analysis can be used if the terrain can be
overcome by identifying patterns and vulnerabilities.

Most digital zone effects are created by programs. Each program has a rating (generally
from 1-3) which can limit the devices that the program can be used on. The programs
used by hackers generally fall into one of the following five types:

Attack Programs (SWORD) are dedicated offensive software designed to inflict a
maximum amount of damage on enemy hackers. If they have the ability to inflict
special Breach Effects, it is usually in order to deal alternative or improved
forms of damage.

Control Programs (CLAW) are specialized offensive programs designed to
disable and stall enemy targets. They deal minimal damage, but their primary
purpose is almost always to inflict special Breach Effects with a Momentum
spend.

Defensive Programs (SHIELD) protect against the effects of enemy attacks. They
offer unique or enhanced Reactions against digital attacks and/or offer boosts
to their user’s Security Soak. In addition, a user receives a bonus to their
Security equal to twice the rating of the most advanced SHIELD program they
have installed.

Utility Programs (GADGET) are miscellaneous software options that can be
deployed to enhance, affect, or support the immediate environment, the hacker,
or the hacker’s allies.

Intrusion Countermeasures (IC) create digital zone effects. When hackers
without authentication attempt to enter a zone with IC, they must attempt a
Hacking test with a difficulty equal to the IC’s program rating. On a failure, the
hacker cannot enter the zone and also suffers the additional effects of the IC.
Installing an iC program requires a Hacking test with a difficulty equal to the
program’s rating. Once installed, an IC program can be concealed with an
Intelligence+Stealth test.

Hackers can also attempt to create them on the fly. This requires a Hacking test with a
difficulty depending on the type of zone effect, as shown on the Digital Zone Effect
Creation table. Creating a digital zone effect generally requires authentication. The
difficulty of the Hacking test is increased by one step and the action is automatically
considered noisy for purposes of stealth (Hacker can be detected with a Simple (D0)
Analysis test, and if detected, their stealth state by one step).

43

Digital Zone Effect Creation
Zone Effect Hacking Difficulty
Data Flux Camouflage Challenging (D2)
Data Tunnel Average (D1)
ADVENT High Security Challenging (D2)
Alien High Security Dire (D3)
Intrusion Countermeasures Requires Program
Secured Zone Simple (D0)
No Authentication +1 difficulty (noisy action)
Remote Zone +1 difficulty per zone

Digital zone effects are usually created in the hacker’s current zone. It is possible to
create effects in distant zones, if the zones can be seen, but the difficulty of the Hacking
test is increased by one step per zone of distance.

Hiding a digital zone effect requires a Challenging (D2) Hacking test. On a success, the
effect is hidden with a difficulty modifier of 0. Momentum can be spent to increase the
difficulty modifier. The GM can similarly use complications to reduce the difficulty
modifier.

In order to detect a hidden digital zone effect, a character must specifically scan the
zone which contains the effect. A character can scan any zone which they can currently
“see,” making a Simple (D0) Analysis test modified by the difficulty modifier of the
camouflage itself. (The normal modifiers for range and perception also apply). On a
success, the character can identify the zone effect and its properties.

A digital zone effect can be destroyed with a successful Hacking test with a difficulty
equal to that required to create the zone effect (including modifications for
authentication and range). Enemy hackers can use a Reaction to make this a face-to-face
test. Attempts to destroy IC must first succeed on a Hacking test as if first entering the
IC’s zone. On a failure, the IC takes effect and the attempt to destroy it automatically
fails.

Data Flux Camouflage
An entire digital zone can be hidden. It is difficult, but it can be done by hiding the
patterns of the data flux which would normally reveal how the zone is connected to the
network. Characters who would normally be able to perceive a camouflaged zone can
attempt an Average (D1) Analysis test. (the normal modifiers for range and perception
apply). The difficulty for detecting a camouflaged zone may be increased or decreased
depending on how well it has been hidden.

44
Data Tunnel
A data tunnel is a secure connection from one digital zone to another. With a successful
Average (D1) Hacking test, a hacker can use a data tunnel to access the other digital
zone, even if it is a secured zone.

High Security
High Security zones have been hardened against a variety of hacker exploits. High
Security zones grant Security Soak to characters within the zone who have proper
authentication. ADVENT High Security can be found at secured facilities in the New
Cities and elsewhere. Alien High Security is applied to the most sensitive information,
particularly if it relates to the Eldars and their master plan:
• ADVENT High Security +2 CD interference
• Alien High Security +4 CD interference

High Security zones are not without their drawbbacks. Even those without proper
authentication can subvert them with an Average (D1) Hacking test, after which the
hacker can benefit from the zone’s Security Soak.

Intrusion Countermeasures
Intrusion countermeasure (IC) programs are attached to a zone. Moving into, out of, or
with a zone with IC requires a Hacking test, with a difficulty dependent on the
sophistication of the IC. Failure on the test means that the character makes no progress
after the point where the test was required. A character attempting to enter a zone
stops before entering. In many cases, there will be an additional consequence for failure
(depending on the properties of the IC encountered). In addition, IC programs are often
concealed, requiring a success Analysis test to detect their presence.

Secured Zone
A secured zone has a Firewall score and cannot be entered by anyone who doesn’t have
authorized authentication. If the zone’s Firewall suffers a Breach, it is no longer
considered secure and can be entered freely.

45
Hacking Actions

Access System/Terminate Connection (Standard) A character can connect to any access
point they know as a Standard Action. At the end of the action, they appear in the digital
zone within Reach of the access point.

Alternatively, characters can terminate their connection to a system at any time as a
Standard Action. However, if the character wants to reenter the system, they will again
need to use a known access point.

Link (Reaction) If an enemy moves out of Reach in a digital zone without taking the
Withdraw action, a hacker can attempt to Link by making an Average (D1) Hacking test.
On a success, the hacker moves with the enemy, remaining within Reach, even if the
movement would normally be prohibited to them, such as in a Secured zone. The link
dissolves at the end of the enemy’s turn.

Reset (Standard) As a standard action, a character can make an Average (D1) Hacking
test to perform a hard reset on a system. This can be a particularly effective action
against an ADVENT Turret or MEC, if you can get access to them.

On a successful restart of their own device, the character fully recovers their Firewall. It
takes time (4 turns), however, for all of the programs on a datapad or other device to
restart and integrate. Momentum can be spent to reduce the time it takes for a device to
restart, one turn for each Momentum spent.

Takeover (Standard) As a standard action, a character can make a Hacking test to
takeover and operate a system, such as security cameras, gates, elevators, automated
processes, turrets, or even a MEC. The difficulty of the test will vary depending on
nature of the system. Turrets, MECs, and some other systems qualify as ADVENT High
Security.

Transmit (Minor) Sending information across a network that a character is connected
to takes a Minor Action to initiate. Large data transfers may take additional time to
complete.

Use Program (Standard) Unless specified otherwise, using a program during an action
scene requires a Standard Action.

46
Breech Effects
Following are effects that can be used for Breeches suffered during a hacking scene.

Command System The hacker can force the target’s system to execute one command.
This is often used to effect changes in the physical world, such as activating devices,
unlocking doors, opening cockpits, controlling surveillance cameras, firing a gun turret,
manipulating environmental controls, or the like. Complicated sets of instructions may
require multiple Breech Effects to implement.

Data Manipulation The hacker directly accesses the target’s files. The can delete
information, alter data, create bogus records, hide information, and the like. They can
attempt an Analysis test, as a standard action, to search for specific information, with a
difficulty of Simple (D0) to Average (D1), depending on the system.

Disable Function One program or piece of equipment ceases to function. Given time, the
hacker can be selective (Analysis test), disabling some functions of a program or system
while leaving others intact.

Lock Connection The target cannot disconnect from the current system. An Absterge
action can be used to clear this effect.

Revoke Authentication A target’s authentication, usually to the current system, can be
permanently revoked. The revocation will not be restored when the Breech is removed.
But, the target may still gain a new authentication on the system.

System Disruption The target suffers a +1 difficulty to any actions requiring use of
connected equipment.

Spoof/Sniff The hacker duplicates the system ID of the target, giving them
authentication for one system that the target has access to. The hacker can spend
Momentum to either improve the quality of the authentication – making their spoof
harder to detect – or gain additional authentication, one per Momentum.

Tag The hacker tags the target system, allowing the target to be tracked. A tagged
target can also be used as a repeater.

Consequences of Failure
A failed Hacking attempt may have consequences, such as:

• Alert Any watching system administrators receive a warning.
• Alarm Nearby security is alerted. May also trigger some doors to lock and
activate any turrets.
• Reinforcements A call may be sent out to call an ADVENT patrol to the area.

47
CHAPTER 5 - PSYOPS

The Resistance cells do what they can. But there is only so much they can do with limited
resources when ADVENT propaganda is being whispered in your ear 24 hours a day.
- Central Officer John Bradford

Battles can be won by force of arms or by swaying hearts and minds. Psyops focuses on
the morale of your opponents. Psyops seeks to engage people through all forms of
communication through personal interactions and media. ADVENT has extensive
resources that it devotes to psyops – pervasive media, education, and comfortable
living. The Resistance has truth and freedom – if people are able to hear their message.

The core of psyops consists of attempting to change someone’s mind (metatonia). Doing
this requires:

• Gaining either direct or indirect access to your target.
• Making psyops attacks in order to create Metatonia, then using Metatonia Effects
to change the target’s beliefs, emotions, reasoning, or actions.

The means by which this change can be affected are as limitless as the possibilities of
human interaction. This can include direct methods – such as persuasion and deception
– and indirect methods such as spreading rumors, publishing pamphlets, broadcasting
propaganda, or distributing false information.

Psyops is best used for complex negotiations and long-term campaigns. Situations
where a progress clock would be best use. Many situations can be handled through a
simple Persuade or Command check. And, a Psychology test can be used to determine
when someone is lying.

Terrain Mapping

As discussed in Infinity (p. 124-127), understanding a social network and the zones
within it are key to a psyop. The communities of the new world are discussed in
Chapter 3. Each of these communities is made up of one or more social networks. A
Shanty or Small Town and nomad clans might be small enough to have only one social
network, but even those can present an complex web of persons, groups, locations,
events, and media and have ties to outside networks.

Media A social zone that touch on each of the others and involve digital networks. In
Infinity, media is part of the pervasive digital world that all characters interact with. In
the world after the Downfall, media is more fragmentary, and the digital networks that
exist are more strictly controlled. In a psyop, media and persons working in it can be
targeted in efforts to promote narratives and events.

48


Following are suggestions of social zones found in post-Downfall communities.

New City Centers

Persons ADVENT leaders and workers, ADVENT security, ADVENT spies, collaborators,
retail workers, educators, construction workers, sanitation workers.

Groups ADVENT managers, aliens, collaborators, work groups, security forces,
residential groups.

Locations Gene therapy clinics, retail outlets, elite residences, public plazas, research
labs, ADVENT security centers, entertainment centers, sport centers.

Events Unification day, New Year’s Day, local holidays, entertainment events, sporting
events, weddings.

Media ADVENT broadcasts, ADVENT digital message boards, local social media.

New City Slums

Persons ADVENT workers, ADVENT security, ADVENT spies, retail workers, educators,
construction workers, sanitation workers, black marketers.

Groups ADVENT sponsored groups, work groups, security forces, black market
networks, informal support networks, underground churches, Resistance cells, sports
leagues, neighborhood groups.

49
Locations Retail outlets, residences, informal markets, industrial sites, ADVENT
security posts, entertainment centers, sport centers, warehouses, transportation hubs.

Events New Year’s Day, local holidays, entertainment events, sporting events, local
markets, weddings.

Media ADVENT broadcasts, ADVENT digital message boards, local social media,
newsletters, bulletin boards.

Small Towns

Persons Local leaders, workers, residents, collaborators, retail workers, educators,
construction workers, sanitation workers, religious leaders, ADVENT spies, black
marketers, Resistance contacts.

Groups Local government, churches, sports leagues, Resistance cells, trade associations,
black market networks, gangs.

Locations Markets, retail outlets, residences, public plazas, government buildings,
entertainment centers, sport centers, schools, churches, warehouses, docks.

Events Local holidays, New Year’s Day, market days, entertainment events, sporting
events, weddings, cockfights, ADVENT health fairs, other ADVENT promotions.

Media ADVENT broadcasts, local digital message boards, local radio, local newspaper,
newsletters, bulletin boards.

Shanty Towns

Persons Local leaders, workers, residents, educators, religious leaders, ADVENT spies,
black marketers, Resistance contacts.

Groups Local government, churches, sports leagues, Resistance cells, black market
networks, gangs.

Locations Markets, shops, residences, storage depots, schools, churches, docks.

Events Local holidays, New Year’s Day, market days, entertainment events, sporting
events, cockfights, weddings.

Media Local radio, local newspaper, newsletters, bulletin boards.

50
Radio

Radio is a sound salvation.
Radio is cleaning up the nation.
- Elvis Costello, Radio, Radio

The post-Downfall world is ideal for radio. ADVENT broadcasts its messages and
entices people to move to the New Cities. From the Small Towns, stations broadcast
entertainment, weather, and all the news that ADVENT will allow. In the Shanty Towns,
stations have more freedom, but ADVENT is always listening and many in the
Wilderness are not keen about broadcasting their location.

ADVENT Radio

In addition to maintaining a near monopoly on broadcast TV, ADVENT uses powerful
stations broadcasting from the New Cities and rebroadcast from outlying facilities. Its
broadcasts include “news” and entertainment, all consistent with ADVENT’s mission of
showing how cooperation with the aliens is producing a better world. This often
includes stories that present the Small Towns as plagued by disease, poverty, and
corruption. The Resistance is barely discussed except for the violence and suffering
ADVENT claims is spread by such defiance.

Small Town Radio

Radio is a lifeline for the Small Towns. It provides them with an identity and regional
presence. These stations broadcast local news, weather, events, religious services, and
entertainment, including pre-Downfall music and other recordings. However, ADVENT
monitors these stations closely and raids are not uncommon. Nevertheless,
broadcasters attempt to get away with what they can, and some even dare to broadcast
coded messages for the Resistance.



Saint Maximillian Kolbe,
patron of amateur radio

51
Resistance Radio

We know there are isolated pockets of resistance around the world just waiting for
someone to reach out and organize them. To unite the resistance and forge a global
movement, we’ll need a means of communicating that is both secure and discreet.
- Dr. Richard Tygan, XCOM

For the Resistance, radio is a vital lifeline, despite the risk of ADVENT intercepting their
transmissions. Some Resistance cells even run the risk of broadcasting messages
countering ADVENT’s propaganda. The Resistance also circulates recordings of lectures
discussing the reality of the New Cities and the alien occupation.







52
CHAPTER 6 - GEAR

XCOM was disbanded before they were able to develop beam weapons or carapace
armor. The aliens moved swiftly to supplant human technology with their own and to
replace anyone who’s loyalty was not absolutely certain. Earth’s economy and industry
were in tatters, but the aliens were generous to those who demonstrated their loyalty.

People in the slums may work in or visit the shining centers of the New Cities, but their
homes have few alien amenities. People in the small towns get by with whatever they
can, usually a mix of salvaged tech, post-Downfall constructs, and simple alien devices.
Though, most assume that all of the tech offered by the aliens is designed to monitor
their activities. Folks in the wilderness, shanty towns, and abandoned cities get by with
whatever they can scavenge.

Weapons

Melee Weapons
Weapon Damage Size Qualities Cost
Axe 1+5CD 2H Parry 1, Vicious 1 1
Chain 1+3CD Unbalanced Grapple, Improvised, Knockdown, Vicious 0.5
1
Club 1+3CD 1H Improvised, Stun 0.5
Garrotte See Unbalanced Concealed 2, Subtle 2, Unforgiving 1 0.5
entry
Hatchet 1+4CD 1H Thrown, Vicious 1 1
Heavy 1+5CD 2H Improvised, Knockdown, Stun 0.5
Club
Knife 1+3CD 1H Concealed 1, Subtle 2, Thrown, 1
Unforgiving 1
Lead Pipe 1+4CD Unbalanced Improvised 1, Stun 0.5
Net 1+3CD 1H Grapple, Non-Lethal, Parry 1, Thrown 2
Sap 1+3CD 1H Concealed 1, Stun, Unforgiving 1 1
Spear 1+4CD 2H Extended Reach, Thrown, Vicious 1 2
Staff 1+4CD 2H Extended Reach, Knockdown 0.5
Sword 1+5CD Unbalanced Parry 2, Vicious 1 4
Taser 1+4CD 1H Knockdown, Subtle 1, Stun 3
Tonfa 1+4CD 1H Stun, Parry 1 2
Whip 1+3CD 1H Terrifying 2, Grapple 1

Notes
ADVENT A weapon used by ADVENT forces. These are restricted and include a failsafe
so that they explode if the wielder is killed or loses the weapon for more than a minute.

53
Grenade Launcher Available in three models: an independent weapon with a six-shot
drum, an independent single-shot launcher, and a single-shot launcher that is mounted
under the barrel of an assault rifle.

Garotte A length of wire, cord, or cloth attached to handles that is looped around a
victim’s neck and pulled tight. Using a garrotte is a Stealth versus Observation face-to-
face test. If successful, the target is Stuck and the attacker immediately inflicts 1+4CD
(Subtle 2, Unforgiving 2) physical damage, plus the attacker’s melee damage bonus.
Each round, on the attacker’s turn, the target makes a face-to-face Resistance test
opposed by the attacker’s Close Combat skill. Failure means the damage is inflicted
again. If the target succeeds, they do not take damage. On the target’s turn, they can
attempt a face-to-face Athletics test opposed by the attacker’s Close Combat skill to
generate Momentum. At any time, 3 Momentum can be spent to break the target free.

54
Ranged Weapons Table
Name Range Damage Burst Size Ammo Qualities Cost
Assault C/M 1+6CD 2 2H Standard Vicious 1 10
Rifle
Compact R/C 1+3CD 1 1H Standard Concealable 4
Pistol 1, Vicious 1
Grenade M 2+4CD 1 Unbalanced Heavy, Area (Close), 8
Launcher Grenades Munition,
Speculative
Fire
Heavy R/C 1+4CD 3 1H Standard Vicious 1 5
Pistol
Light C/M 1+6CD 2 Unbalanced Standard Spread 1, 10
Machinegun Unsubtle,
Vicious 1
Magnetic C/M 1+7CD 2 2H Standard Unforgiving 10
Rifle 1, Vicious 1
Pistol R/C 1+4CD 1 1H Standard Vicious 1 4
Plasma Rifle C/M 1+6CD 3 Unbalanced Plasma ADVENT, 15
Area (Close),
Knockdown,
Unforgiving
3, Unsubtle,
Vicious 1
Plasma R/C 1+5CD 2 1H Plasma ADVENT, 12
Pistol Area (Close),
Knockdown,
Unforgiving
3, Unsubtle,
Vicious 1
Rifle M 1+5CD 2 2H Standard Vicious 1 6
Rocket L 2+7CD 1 Unwieldy Heavy Munition 10
Launcher
Shotgun C 1+4CD 1 Unbalanced Normal Knockdown 6
Shells
Sniper Rifle L 1+4CD 3 Unwieldy Standard Unforgiving 8
2
Tactical C 1+3CD 1 2H Any Subtle 2, 5
Bow Arrow Vicious 2
Web C 1+3CD 1 2H Special ADVENT, 10
Projector Area (Close),
Immobilizin,
Munition,
Nonlethal

55
Armour

Armour Table
Armor Soak Qualities Cost
Head Torso Arm Leg
Light ballistic vest 0 1 0 0 Hidden Armour 1 6
Heavy ballistic vest 0 2 0 0 - 8
Leather jacket 0 1 1 1 Heavy Armour 4
Light combat armour 1 2 1 1 - 10
Hard hat 2 0 0 0 - 2
Helmet 1 0 0 0 - 3
ADVENT armour 2 2 2 2 ADVENT 14



Grenade Table
Grenade Damage Qualities* Cost
Alien Grenade 2+6CD ADVENT, Vicious 1 12
Flashbang 1+5CD Blinding, Deafening, Nonlethal 7
Frag 2+4CD - 8
Incendiary 2+4CD Incendiary 3, Terrifying 1 8
Smoke 1+2CD Nonlethal , Smoke 2 6
Tear Gas 2+4CD Biotech, Nonlethal, Smoke 1, Terrifying 2, Vicious 1 7
* In addition to any individual qualities, all grenades have the qualities Disposable,
Indiscriminate (Close), Speculative Fire, Thrown, and Unsubtle.

56
Miscellaneous Equipment
Name Qualities Cost
Binoculars 5
Breaking & Entering Kit 4
Climbing Kit 6
Fine Clothes 5+
Flashlight 2
First Aid Supplies 4
Handcuffs 4
Lantern 3
Medikit 6
Repair Kit 7



Vehicles
Name Scale Speed Strength Armour BTS Impact Cost
Car 1 2 12 3 1 2+5CD 10
Truck 2 2 14 4 1 3+7CD 15
Pre-Downfall 1 1 10 2 0 2+3CD 6
- Car 1 1 10 2 0 2+3CD 6
- SUV/ 1 1 11 2 0 2+5CD 8
Pick-up
- Van 1 1 11 2 0 2+4CD 7
- Truck 2 1 12 3 0 3+3CD 10
- Motorcycle 1 2 9 2 0 1+3CD 5
Boat 2 2 14 3 0 2+3CD 8
Speedboat 1 4 12 2 0 2+5CD 10

57
CHAPTER 7 - OPERATIONS

Freedom’s just another word
For nothing left to loose
- Kris Kristofferson, Me and Bobby McGee

This chapter discussions missions that the player characters might undertake, how
Alert is used to track ADVENT’s interest in them, and what they may do on downtime
between missions.

Missions

The nature of the missions that a cell takes on will be influenced by its makeup and its
location. Before developing individual missions, a GM may want to sketch out the area
around the cell’s hideout, any nearby towns or ADVENT facilities, and a few descriptors
for the nearest New City.

Build Support The Resistance cell seeks to gain support in a Small Town, Shanty Town,
or even a Wilderness area. The support can take the form of supplies, intel, shelter, etc.

Destroy Alien Relay ADVENT has placed a data relay in a Slum or Small Town.
Destroying this relay will impair ADVENT’s operations and diminish its presence in the
area.

Hack the Workstation The Resistance has learned of an exposed ADVENT workstation
that can be hacked to gather data from their network or disrupt their systems. Getting
to and away from the workstation will be challenging.

Extraction Assist a VIP defect from ADVENT, helping them safely escape a New City
Center. What valuable information might the VIP provide the Resistance?

Neutralize Agent The Resistance has learned of an agent working with ADVENT or as an
informer for a criminal gang or local warlord.

Recover Item The Resistance has learned of a valuable item of technology, research
files, blueprint, or data cache. The item could be held by ADVENT, a criminal group,
someone aligned with ADVENT, etc.

Rescue VIP ADVENT has taken a Resistance agent into custody. The cell will need to
rescue them before ADVENT moves them to an undisclosed location. The VIP may be
being held temporarily in a Slum or Small Town or may be in transit to a New City or
ADVENT facility.


58
Sabotage A mission to damage or disable infrastructure used by ADVENT or others.

Supply Raid The cell learns of a cache of valuable Supplies. It may be held by ADVENT, a
criminal gang, or someone else, and may be in a secure location or it may be in transit.

Thwart Retaliation ADVENT, criminal gangs, and warlords often operate by instilling
fear in people by retaliating against anyone who may stand up to them. The cell has an
opportunity to warn a target, escort a target to safety, or ambush the raiders.

Mission Rewards
Mission rewards often come in the form of Supplies or intelligence gathered about
ADVENT operations. The rewards can also include specific gear and other items. Some
items may also be found as blueprints, that would allow the cell to manufacture the
items, or a data file, that provides research credit toward developing a blueprint:

Arc Thrower A short-range sidearm that can be used to stun hostile targets.
XCOM may have produced these. If so, they would be extremely rare. May also be
available as blueprint or data file. C, 2+4CD, Knockdown, Nonlethal, Stun.
Beam Weapons A project that Dr. Vahlen was unable to complete. Would allow
the development of laser weapons. Only available as a data file.
Carapace Armour A research project that may have been developed by XCOM or
by someone since the Downfall. May be found as either a blueprint or a data file.
Head 2, Torso 3, Arm 2, Leg 2.
Drones After the Downfall, the Resistance developed proficiency in using
personal drones in its operations.
Encrypted Datapad A research project must be undertaken to decrypt it and
access its valuable intel.
Nano-fiber Vest A lightweight vest that can be worn under other armor. Provides
+1 armor. This item is very rare. Blueprints are also available.
VIP A VIP may join or ally with the Resistance cell.


59
Alert

Alert is an abstract measurement of how interested ADVENT is in finding the player
characters. It is a group stat that applies to their resistance cell as a whole. A cell’s Alert
starts at 0, but it will likely increase as the player characters take actions against
ADVENT. It may also decrease as they lay low and take other actions to reduce the Alert
level.

Alert ranges from 0 to 6 and is a general measurement of ADVENT’s interest in finding
the characters and of how much risk an NPC may take if in helping the player
characters. Individual NPCs have motivations and interests of their own. Alert can also
represent what resources an NPC may be able to muster to bring against the player
characters. A progress clock can be useful in tracking Alert.

Using Alert
At the start of a mission or other appropriate time – such as when they arrive in a town
or infiltrate a New City – the GM may ask one of the players to roll a d6 against their
Alert. If the player is able to roll above their current Alert level, then they are able to
avoid any additional attention from ADVENT or other security forces. The player
characters may still draw a response from what they do, but there will not be any
additional security presence or complications on the mission.

If the player rolls equal to or under their Alert level, then at some point during their
mission, ADVENT or other authorities will interfere. The GM is free to determine the
nation of additional interference, and this interference is in addition to any Heat spends
by the GM. And naturally, confrontations with the authorities is one of the surest ways
for a party to increase their Alert level.

Alert can also affect the difficulty of social tests or subterfuge tests. If the Alert level for
the player characters is greater than the customary difficulty for a task, the GM may
increase the difficulty or even use the Alert level as the difficulty.

Hot Spots
A GM may want to separately track the cell’s Alert level in different locations. The
player characters may have different reputations in separate small towns, let alone in
the New City. If they are able, prudent player characters will undertake missions in
areas far from their hideout, in order to reduce suspicions.

Increasing Alert
Most often, the player characters will increase their Alert level through their missions.
They can attempt to offset or minimize any increase in their Alert level by successfully
taking sensible precautions to minimize the evidence, obscure their connection to
events, or otherwise cover-up their actions. Deniable, covert activities are less likely to
increase their Alert. Similarly, flagrant, overt actions where the Resistance takes credit
are more likely to increase a cell’s Alert level.

60

The following table provides guidelines for actions that may increase the Alert level for
a Resistance cell. Generally, only the most overt or extreme action for a single mission
will be used to determine any increase in their Alert level.

Alert Increases
Resistance Actions Alert
Increase
• Arson in a derelict or deserted area 1
• Burglary or mugging
• Counterfeiting
• Vehicle chase
• Vehicle theft
• Failed cover identity
• Fleeing arrest
• Graffiti critical of ADVENT or praising the Resistance
• Narcotics trafficing
• Successful hacking with notable results
• Killing a known Resistance operative, black marketer, or other
criminal
• Explosion, arson, or other major property damage in industrial or 2
lower-class neighborhoods
• Armed robbery
• Arms dealing
• Unsuccessful or obvious hacking attempt on an ADVENT or other
official database
• Jailbreak
• Kidnapping a person unconnected to ADVENT or someone without
distinction in a Small Town
• Unsuccessful or obvious infiltration of an ADVENT or other secure
facility
• Firefight in a public area or with ADVENT or other security forces
• Killing a civilian
• Explosion, arson, or other major property damage in commercial or 3
upper-class residential neighborhood
• Trafficking in ADVENT weapons or other secure technology
• Hijacking
• Kidnapping an ADVENT official or a prominent person in a Small
Town
• Killing an ADVENT trooper or official or high-ranking person in a
Small Town
• Explosion, arson, or other major property damage directed at an 4
ADVENT facility
• Killing an alien or senior ADVENT official
• Direct attack or hacking of a target related to the Avatar Project 5

61



Decreasing Alert
The player characters can decrease their Alert level in several ways.

• Elapsed time Over time, even the most aggressive searches will receive
diminishing resources. If the player characters can avoid contact with the
authorities, security systems, or agents for 72 hours, their Alert will be reduced
by one. After a further week, their Alert will drop by -1 again. After three months
without any contact with the authorities, their Alert will drop by -1 more.
• Protection If the player characters can make a deal with a powerful NPC, they
may be able to reduce their Alert. In order to offer protection, the NPC must have
some position of strength or authority that they can use to protect the player
characters. This protection could take the form of sheltering the player
characters, misdirecting those searching for them, or falsifying records.
However, such protection always comes at a price.
• Shifting Blame The player characters could make an effort to shift blame to
someone else or throw blame off of themselves. This would likely take the form
of a hacking or psyops operation to plant false evidence or alter records to shift
blame or confuse the situation. They could even attempt to fake their own
deaths.

62


Downtime

Between missions, resistance members may need to heal, improve their security, forage
for supplies, recruit new members, or engage in other activities. Each player decides
what their character does during a downtime phase. The nature and specifics of these
activities may vary based on what the players are seeking to achieve. No specific length
of time is listed for any of the activities described below. It is up for the gamemaster and
players to determine what may be a reasonable amount of time. Many downtime
activities involve the construction of hideout facilities (p. XX) or may require or benefit
from such facilities. Activities that may take more than one downtime to complete
should be tracked using a progress clock.

Within the general boundaries of the activities and the Downtime Events and Troubles
tables, a player is free to narrate in detail what transpires. For activities that would be
better suited to being played out, a player may work with the GM to set up the situation
and how their character has prepared to address it.

Construction
One or more player characters may elect to work on their base. This could be as simple
as stringing barbed wire or fixing a roof or as complex as constructing a hidden
laboratory or hanger. Supplies and labor required varies.

Foraging
A character may attempt to gather additional Supplies by searching for lost caches,
scavenging ruins, searching for wild foods or medicines, felling timber, or gathering
other useful materials. To determine the results of the character’s foraging efforts, roll
one combat die for each point of the character’s Survival Expertise. The total number
rolled is the number of Supplies the character is able to collect.

Gambling
A character may seek to gamble as a way to pass the time and perhaps increase their
fortunes or make a new contact. Gambling might be based on cards, dice, sports, etc.
Animal sports such as cockfighting or horse or dog racing are rare due to ADVENT’s
suppression of domesticated animals. Whatever the nature of the bet, the process is the
same. The player character bets one or more Supplies or other currency and rolls 1 CD
for each unit wagered. The wager is spent, but the total rolled is the amount of
winnings. This could be more, less, or same than they started with.

A character can choose to cheat when gambling, adding an additional +1 to the total for
each Effect rolled, but if a number of Effects equal or exceed the Character’s Thievery,
then the character is caught cheating, loses all wagered, and may lead to further
difficulties. Momentum can be spent from the pool to reduce the number of Effects

63
rolled on a one-for-one basis. Unless the character can salvage the situation, they will be
Distrusted (Reputation -1).




Manufacture
Fabricating a conventional item such as armor, weapons, or parts. Can also be used to
construct specialized items from blueprints. Supply cost and time required varies
depending on the item. A workshop can reduce the time required.

Meeting a Patron
A patron is usually a wealthy or influential person who may, from time to time, offer the
player character a job, support, or advice. While a player character is free to do as they
will, patrons may have demands, agendas, alliances, rivalries, and requirements that
they expect their associates to uphold. A GM may present a potential patron during
play, or a player may attempt to establish a relationship with new or existing NPC.
Patrons could include a small town mayor, the sheriff for a territory, a wealthy
merchant, a criminal boss, a reclusive hacker, or even someone inside ADVENT who
wants to get information to the Resistance.

Players are encouraged to work with the GM to develop a potential patron and the
nature of the player character’s relationship. The benefits and costs associated with a

64
patron are primarily narrative, and often present the opportunity for further adventure
and profit.

Psyop
The characters can spend the downtime spreading rumors, posting information, or
otherwise furthering a psyop.

Recovery
If the character received a significant Harm on a previous adventure, they may need to
spend the Downtime recovering. Time spent on recover may cover rest, medical
treatment, or repairs to damage gear. A Recovery might require the expenditure of
Supplies for medicine, equipment, or services. A character with two ranks or more in
Medicine may spend the Downtime caring for an ally to ensure that they recover from
Wounds, diseases, or poisons.

Recruitment
A character spends time searching and vetting people to join their Resistance cell. They
may be seeking a person with special skills or someone interested in fighting. Skilled
attendants must be hired as described under Hideouts. New fighters will need to be
equipped and trained.

Research
During Downtime, a character can research alien technology or a hacker can research a
possible target. The cell may be able to obtain research credits toward a specific inquiry
through its missions or other actions. Research typically produces a blueprint that can
be used to manufacture an item and may lead to additional research opportunities.

Rumors
Listening to local gossip can be a valuable way to learn what’s important to whom, to
hear whether ADVENT has been active in the area, whether the road to the next town is
safe, to learn whether locals trust the town leadership, and to learn other not-so-well-
kept secrets. It can be a way for a clever character to find opportunities and spot
dangers.

Communities, particularly markets and taverns, are filled with all manner of news and
gossip. A character that expends a unit of Supplies or equivalent currency – to buy
drinks, food, and generally ingratiate themselves with the locals – may roll 1 CD for
each unit spent, rerolling 1 CD for each rank of Persuade Expertise possessed. The total
rolled is the number of rumors that the character hears. For each Effect rolled, the
character gains one piece of valuable knowledge that leads to potential adventure, ally,
or an adversary’s actions or weakness.

Rumors are normally created by the GM, either in advance or on-the-spot. Following is a
table that may be used to generate a rumor or inspiration.

65
Rumor Table
d20 Rumor
1 ADVENT fliers have been seen nearby a lot more/less frequently.
2 A bridge washed out in a recent flood.
3 Local teenagers want to go to the New City/flee to the Wilderness.
4 The folks in a nearby town are consumed by religiosity or vice.
5 A local has a large cache of pre-Downfall media.
6 The weather has been unusually hot/dry/wet/cold.
7 There is a pre-Downfall ruin in the Wilderness a short distance away.
8 Local infidelity involving the mayor/sheriff/merchant/preacher/teacher.
9 Taxes are too high.
10 Local officials have some ambitious project that is supported/opposed by
ADVENT.
11 There is a local radio station that broadcasts messages for the Resistance.
12 ADVENT has the town under electronic surveillance.
13 There may be an ADVENT spy in town.
14 Nearby settlement wiped out by flood/fire/ADVENT.
15 Somebody has been striking against ADVENT.
16 Somebody’s cousin moved to a New City and sends true/false reports about how
great life is there.
17 Wildlife spotted in a nearby Wilderness.
18 People were fighting back against the aliens before those traitors sold us out.
19 The local market is flourishing/declining due to natural causes/good
living/unscrupulous merchants/rival community/ADVENT.
20 There’s a facility nearby that ADVENT won’t let anyone close to.

Surveillance
A character can spend downtime observing and otherwise gathering intelligence on a
potential target. This can involve staking out a target, mapping the surrounding area
and possibly talking to people in the area.

Trade
A character may have acquired equipment from their adventures that they want to
trade, or they may have been a merchant before joining the Resistance. To set up a
trade, a character will need to make an ADVENT test with a difficulty similar to that for
acquiring the item. Obvious ADVENT equipment that would provoke repercussions
would increase the difficulty.




66
CHAPTER 8 - NOTABLE PERSONS

Following is a partial list of notable persons from the XCOM games.



John “Central” Bradford
Bradford was a member of the U.S. Armed Forces, a native of Kansas, and second in
command of XCOM. He was in his mid-thirties at the time of the Downfall.

He escaped the destruction of the XCOM base, crawling out through the rubble. He went
on to join the Resistance and commanded the Avenger prior to the return of the
Commander.



Chief Lily Shen
Daughter of Raymond Shen and Chief Engineering Officer for the Avenger. Eight years
old at the time of the Downfall, Lily parted from her father when he went into XCOM.
She is a results oriented person dedicated to defeating the aliens. She rarely avoids a
challenge.

67


Raymond Shen
As XCOM’s Chief Engineering Officer, Shen was responsible for the base facility and
equipment manufacturing. Dr. Shen was disturbed at the extent and application of the
aliens technology and at their use of genetic modifications, particularly in combination
with machinery. After the fall, Dr. Shen reunited with Lily and worked to build the
Resistance. He gave his life converting the Avenger for human use.



Dr. Moria Vahlen
An astrobiologist by profession, Dr. Vahlen served as XCOM’s Chief Scientific Officer,
overseeing research into the alien technologies and lifeforms. Dr. Vahlen went missing
during the Downfall after XCOM’s base was compromised.

68


Dr. Richard Tygan
Prior to the Downfall, Tygan was a biochemist for a pharmaceutical company.
Afterwards, he was quickly recruited by ADVENT. Initially impressed by the aliens’
medical achievements, he became disillusioned and troubled by ADVENT’s increasing
control over humanity. He decided to leave his position as head of Gene Therapy Clinic
to join the Resistance. During his defection, he performed surgery on himself to remove
the implant from the back of his skull.



Jane Kelly
The leader of a Resistance cell known as the Children of the Earth. Originally from
Ireland, Kelly is known as a quiet, calculating leader who commanded loyalty through
her competence.

69



Peter Osei
A leader of the Resistance in Nigeria. He lead a cell known as the Wrecking Crew that
specialized in taking down high-value ADVENT targets and in launching attacks in the
centers of the New Cities. He was always up for a fight and willing to put himself at risk.
His upbeat personality was valued during the grim and serious times faced by the
Resistance.



Ana Ramirez
A survivalist who lived off the grid in Mexico before the alien invasion, she was a skilled
guerrilla operative. She assisted in the defection of Dr. Tygan.

70


Den Mother
Bradford’s code name for the leader of a Resistance cell based in a South American
Shanty Town. She serves as a good example of the larger Resistance network that
supports the reconstituted XCOM.



The Speaker
The face of ADVENT. He offers reassuring and compelling messages of ADVENT’s
generosity and prosperity. But his sunglasses and neck markings suggest that he is one
of the most successful infiltrator hybrids. The Speaker is the nominal global head of
ADVENT. A GM may want to consider how he is advised and supported. Is there a large
bureaucracy between him and the New Cities? Where does the Speaker live? Does
ADVENT have a permanent, fixed capitol, or do the Speaker and his advisers move
between the New Cities?

71
CHAPTER 9 - THREATS

This chapter provides a list of natural, human, ADVENT, and alien threats that a
Resistance cell might face.

Additional Special Abilities

• Incorporeal (X) Incorporeal creatures can be swarms of smaller creatures or are only
partially of the physical universe and are incapable of interacting with it physically.
Large physical barriers, such as the structure of buildings and vehicles, prevent their
passage, but smaller and lighter objects often simply pass right through. An incorporeal
creature gains X points of Armor Soak, where X is the rating of this ability.
• Persistent X The attack has a lingering, deleterious effect. If one or more Effects are
rolled, the target will suffer X CD damage at the start of each subsequent turn for a
number of roounds equal to the number of Effects rolled. Each effect rolled on the
ongoing damage adds one additional round of duration. This condition can be avoided
entirely at the time it is inflicted by adding a number of points of Heat equal to the
number of Effects rolled. After this, it can only be removed by waiting for the duration
to end or by taking the Absterge action.
• Reach Able to make a melee attack at Medium range.
• Unforgiving If the target of this attack was affected by an Exploit action immediately
before this attack was made, then this attack gains the Intense and Vicious X qualities.

Humans
Following is a list of human adversaries from Infinity that may be used in XCOM:
Resistance. You will likely want to adjust their gear, and you may want to alter some of
their abilities as appropriate: Arms Dealer, Club Owner, Doctor, Gang Enforcer, Gang
Member, Nurse, Police, Tech Support, Terrorist, Thug A, Thug B, Trader, Warcor.

Humans working for ADVENT can be open and direct threats. But, they might also be
covert supporters of the Resistance. Similarly, people in Small Towns might be covertly
working for ADVENT or the Resistance or trying to avoid both. People in the Wilderness
might value their freedom and independence more than any support for the Resistance.

72
The Lost
During their invasion, the aliens dropped devices into cities that killed and
incapacitated many. Some, though, were mutated by the gases emitted by alien devices.
While individually weak, it is the numbers of the Lost that present a grave threat,
always appearing in fireteams of five. Lost are crazed and will attack anyone, including
ADVENT troops.

AGI 8, AWA 8, BRW 8, COO 9, INT 6, PER 8, WIL 9
Combat +1, Movement +1, Fortitude +2, Social -, Senses -, Technical –
Firewall 6, Resolve 9, Vigor 8, Security -, Morale -, Armour -
Attacks
• Clawed Hands Melee 4CD, Immobilizing, Vicious 1
Special Ability
• Drawn to Explosions. Each use of an unsubtle weapon will cause another fireteam of
Lost to appear in the following round.
• Driven. Lost are immune to intimidation.
• Headshot A character gains 1 Momentum each time a Lost is killed.
• Vulnerable to Fire. Any damage from an incendiary attack is doubled.

73
ADVENT
These troops are ADVENT’s primary enforcers, and a visible presence on the streets of
New Cities and surrounding small towns. ADVENT fields a large number of troops to
keep the people pacified and to protect its facilities. Immediately after the Downfall,
these troops were all human and mostly members of existing security forces. Over time,
ADVENT standardized their uniforms and equipment. And, at some point, the human
troops are replaced by clones. “Troop” units are often deployed in fireteams of five
(Infinity p. 416). ADVENT patrols are typically deployed as follows:

• Standard patrol One officer and 3-8 troopers.
• Crowd control One or more of the troopers will be a Stun Lancer
• Contagion control About half of the patrol will be Purifiers.
• Heavy Assault The patrol will include a MEC, Shieldbearer, or Sectopod.

ADVENT Trooper (Troop/Elite)
AGI 8, AWA 8, BRW 8, COO 9, INT 8, PER 8, WIL 9
Combat +2/1, Movement +1, Fortitude +2, Social +1, Senses +2, Technical –
Firewall 8, Resolve 9, Vigor 8, Security -, Morale -, Armour 2/4 (Elite)
Attacks
• Mag Rifle M, 2+5CD, Vicious 1
• Grenade 2+4CD
• Threaten Psyop, R/C 1+2CD, Stun, Subtle 1
Special Ability
• Intimidation. Gains 2d20 for each Heat spent on a Social test.
Notes
Purifier An additional type of the trooper, the Purifier, has the following attacks
instead of those listed above:
• Flamethrower C, 1+4CD, Incendiary 3, Terrifying 2, Torrent
• Incendiary Grenade 2+4CD, Incendiary 3, Terrifying 1
Stun Lancer A trooper first deployed for riot control and later used in support of
trooper patrols. They have the following abilities and attacks instead of those listed
above:
• Movement +2
• Shock lance Melee, 1+4CD, 1H, Knockdown, Nonlethal, Piercing 1,Stun
Shieldbearer (Elite) Shieldbearers have the following special ability in addition to
those listed above:
• Energy Shield Once per battle, the Shieldbearer can project an energy shield that
provides all allies within Medium range with +2 Armour. If the Shieldbearer is rendered
unconscious, all of its projected shields will drop. Once all of the projected shields have
been broken, for 2 Heat, the Shieldbearer gains an additional use of this ability

74


ADVENT Officer (Elite)
Deployed as patrol leaders and in other low-level command capacities.

“The ADVENT officers seem more capable than the grunts. We’re not sure whether to
chalk it up to training or stricter mind control.”
- Central Officer John Bradford

AGI 8, AWA 9, BRW 8, COO 9, INT 10, PER 10, WIL 10
Combat +2/1, Movement +1, Fortitude +2, Social +1, Senses +2, Technical –
Firewall 10, Resolve 10, Vigor 8, Security -, Morale -, Armour 3
Attacks
• Mag Rifle M, 2+6CD, Vicious 1
• Threaten Psyop, R/C 1+4CD, Stun, Subtle 1
Special Abilities
• Intimidation. Gains 2d20 for each Heat spent on a Social test.
• Marking. A minor action to designate an opponent in Medium range as Marked (p.
104). Can apply to only one opponent at a time.
• Call-in Reinforcements. As a minor action, can radio for backup that will arrive in 1d3
rounds.

75
ADVENT Security Agent (Elite)
ADVENT has a large security service with four major branches: Loyalty, Threat
Assessment, Digital, and Headquarters.

• Loyalty is the largest and most visible branch. They monitor ADVENT personnel,
and their minders are fixtures at public events. But their secret branch looms
larger. They have agents placed everywhere and an even larger network of
informers. They are pervasive in the New Cities, and their reach extends to
nearby Small Towns.
• Threat Assessment deals with what would be called external threats, if ADVENT
admitted that anything was beyond their reach. They deal with everything from
black marketers to Resistance to pirates to Wilderness warlords. They also have
agents and informers in the Small Towns, which leads to rivalries with Loyalty.
Many alien infiltrators work with Threat Assessment.
• Digital deals with network security, working closely with the other branches.
They monitor all digital traffic in the New Cities.
• Headquarters In addition to overseeing the other branches, Headquarters has a
Section R that monitors and investigates personnel in the other branches. A large
number of Sectoid Hybrids work there. Headquarters also hosts a detachment of
the special ADVENT and alien agents that oversee security for the Advent
Project.

ADVENT Drone (Troop)
A small, semi-autonomous drone that is used for observation and support of other
ADVENT units. See Infinity p. 354-355.

AGI 8, AWA 8, BRW 5, COO 8, INT 5, PER 5, WIL 10
Combat +1, Movement +1, Fortitude -, Social -, Senses +1, Technical –
Firewall 5, Resolve 10, Structure 5, Security -, Morale -, Armour -
Attacks
• Drone beam M, 1+4CD
Special Ability
• Flight. The drone must stay within Medium range of a horizontal zone.
• Marking. An Officer can use a drone to mark a target, measuring distance to the target
from the drone.
• Mechanical Recovery. As a standard action, a drone can provide an Archon, Floater,
MEC, Sectopod, or Turret a free Recovery action.
• Spotting. If a drone can see a target of a speculative attack, the drone provides 2
Momentum.
• Inured to Disease, Pain, Poison, Vacuum.
• Night Vision
• Vulnerable to Hacking

76
ADVENT MEC (Elite)
A well-equipped, mechanized unit that provides heavy support for ADVENT units.

AGI 7, AWA 6, BRW 10, COO 8, INT 8, PER 5, WIL 10
Combat +2/1, Movement +1, Fortitude +2, Social -, Senses +1, Technical –
Firewall 8, Resolve 10, Structure 10, Security 1, Morale -, Armour 4
Attacks
• Heavy Mag Rifle C/M 2+7CD, Burst 2, 2H, Anti-Material 1, Massive, Piercing 1, Vicious
1
• Grenade Launcher M, 2+4CD, Burst 1, Area (Close), Munition, Speculative Fire
• Shock lance Melee, 1+6CD, 1H, Knockdown, Nonlethal, Piercing 1,Stun
Special Abilities
• Inured to Disease, Pain, Poison, Vacuum.
• Monstrous
• Night Vision
• Superhuman Brawn 1
• Vulnerable to Hacking

77

ADVENT Security Tower (Elite)
These towers are ubiquitous in the centers of New Cities and common along major
roads and at checkpoints. Each tower is about as tall as a streetlight and continuously
scans the area around its base, sending an alert to nearby patrols and other ADVENT
personnel. These security towers can be found every 2-4 blocks in city centers or 4-6
blocks along major streets and roads. But, these towers also can be used as entry points
to the ADVENT networks.

AGI -, AWA 8, BRW 8, COO 8, INT 8, PER -, WIL -
Combat -, Movement -, Fortitude +2, Social -, Senses +1, Technical –
Firewall 8, Resolve -, Structure 8, Security 1, Morale -, Armour 4
Special Abilities
• Inured to Disease, Pain, Poison, Vacuum.
• Night Vision
• Security scan A character entering within medium range of the base of a security
tower must succeed on a D2 (Challening) Stealth test or be revealed to any ADVENT
patrol nearby and anyone monitoring the digital zone that includes the security tower.
If the character is openly carrying a weapon, wearing armor, or has unauthorized
equipment with an electromechanical signature, the test increases to D3 (Daunting).
• Stationary
• Vulnerable to Hacking

ADVENT Turret (Troop)
An autonomous weapon system placed to defend high-priority ADVENT facilities and
checkpoints.

AGI 7, AWA 6, BRW 8, COO 8, INT 8, PER -, WIL -
Combat +2/1, Movement +1, Fortitude +2, Social -, Senses +1, Technical –
Firewall 8, Resolve -, Structure 8, Security 1, Morale -, Armour 4
Attacks
• Heavy Mag Rifle C/M 2+7CD, Burst 2, 2H, Anti-Material 1, Massive, Piercing 1,
Vicious 1
Special Abilities
• Inured to Disease, Pain, Poison, Vacuum.
• Night Vision
• Stationary
• Vulnerable to Hacking

78
Sectopod (Nemesis)
A large, bipedal mechanized unit with the armor and firepower to awe and overwhelm
opposition. During the Downfall, sectopods were used to defeat most of Earth’s
conventional forces. Usually accompanied by pair of Drones and often supported by a
patrol or other forces. At times of heightened security, ADVENT will station a Sectopod
in an area so that its towering presence may intimidate and warn anyone contemplating
an action or demonstration.

AGI 6, AWA 8, BRW 12, COO 6, INT 8, PER 5, WIL 10
Combat +2, Movement -, Fortitude +2, Social -, Senses +1, Technical –
Firewall 8, Resolve 10, Structure 12, Security 1, Morale -, Armour 4
Attacks
• Wrath Cannon C/M 2+8CD, Burst 2, 2H, Anti-Material 1, Area (Close), Grievous,
Knockdown, Massive, Unforgiving 3, Unsubtle, Vicious 1
• Heavy Mag Rifle C/M 2+7CD, Burst 2, 2H, Anti-Material 1, Massive, Piercing 1, Vicious
1
• Arc Field C, 1+4CD, 2H, Area (Close), Knockdown, Stun, Vicious 1
• Grenade Launcher M, 2+4CD, Burst 1, Area (Close), Munition, Speculative Fire
Special Abilities
• Elevation The Sectopod can raise up to a height of approximately 7 meters.
• Inured to Disease, Pain, Poison, Vacuum.
• Monstrous
• Move through The Sectopod can walk through many walls and lighter structures. It
gains two bonus Momentum on any test to move through an object. This is an Unsubtle
action. Sectopods leave destruction in their wake.
• Night Vision
• Overwatch As a reaction, a Sectopod an make an attack with its Heavy Mag Rifle
against any opponent who moves within or through Close or Medium range.
• Superhuman Brawn 2
• Menacing 2
• Vulnerable to Hacking

79
Aliens
The exact relationship between aliens and ADVENT is ambiguous. The aliens work
through ADVENT, preferring that it be the face of their domination. But, when aliens are
encountered with ADVENT troops, it is clear who is really in charge. Behind the public
face of ADVENT, the aliens have their own network of secure facilities through wheich
they pursue the Avatar Project. The aliens are generally deployed in the following
order. As indicated, some of the aliens are used during the Downfall and then phased
out in favor of creatures adapted with human DNA:

• Sectoid soldier (used during the Downfall)
• Thin man (used during the Downfall)
• Sectoid hybrid (replaces sectoids after the Downfall)
• Floater (used during the Downfall)
• Crysallid
• Muton
• Berserker
• Faceless (seemingly only used after the Downfall)
• Sectoid commander (used during the Downfall)
• Infiltrator Hybrid (only used after the Downfall)
• Viper (only used after the Dowfall)
• Archon (replaces floater sometime after Downfall)

Archon (Elite)
A refinement on the cruder Floaters used during the invasion, Archons have been
designed to evoke human myths and standards of beauty. An Archon typically appears
as the leader of an ADVENT fireteam or other aliens.

AGI 8, AWA 8, BRW 9, COO 9, INT 7, PER 9, WIL 9
Combat +2, Movement +2, Fortitude -, Social -, Senses -, Technical –
Firewall 7, Resolve 9, Vigor 9, Security -, Morale -, Armour 2
Attacks
• Plasma Beam R/C, 1+5CD, Burst 2, 1H, Area (Close), Knockdown, Unforgiving 3,
Unsubtle, Vicious 1.
• Polearm Melee, 1+5CD, 2H, Extended Reach, Vicious 2
Special Ability
• Limited flight. Able to hover and stay within Medium range of a horizontal surface.
• Blazing Pinions. For 1 Heat, the Archon will fly into the sky and launch 4 missiles that
land as pillars of fire spread over Medium range. At the beginning of the Archon’s next
turn, each missile will explode: Anti-Material, Indiscriminate (Close), Unsubtle.

80



Berserker (Elite)
A brute, even larger than the Mutons. Berserkers are not so much deployed as released.
They are usually accompanied by two Mutons.

AGI 6, AWA 6, BRW 10, COO 9, INT 6, PER 6, WIL 7
Combat +2, Movement +1, Fortitude +2, Social -, Senses -, Technical –
Firewall 6, Resolve 7, Vigor 10, Security -, Morale -, Armour -
Attacks
• Smash Melee, 2+6CD, Knockdown, Nonlethal, Stun, Vicious 1
• Threaten Mental, 1+2CD, Stun
Special Ability
• Enrage. When first damaged, the Berserker will make a Threaten attack as a reaction
and then move one zone toward the character that damaged it. Roll a d6, with a 1, on
subsequent rounds, the Berserker will attack the closest character, whether friend or
foe.
• Menacing 1
• Monstrous

81
Chryssalid (Elite)
A swift, four-legged, insectile creature. The Chryssalid will appear in groups of 2-8. Used
by the aliens as a terror weapon. Some Chryssalids appear to have escaped and
established warren-like colonies in Abandoned Cities and the Wilderness.

AGI 9, AWA 8, BRW 9, COO 10, INT 6, PER 6, WIL 9
Combat +2, Movement +2, Fortitude -, Social -, Senses -, Technical –
Firewall 6, Resolve 9, Vigor 9, Security -, Morale -, Armour -
Attacks
• Bite Melee, 1+5CD, Toxic 1+1CD (Vicious 1), Vicious 1
Special Ability
• Burrow. The Chryssalid can burrow into the ground, hiding from view. They can move
one zone underground while burrowing. They will also wait underground to ambush
unsuspecting targets.
• Distracted by Fire. Chryssalids will avoid fire, and if set alight, they will not be able to
make melee attacks or burrow.
• Menacing 1
• Spawn If a character dies while suffering from the Chryssalid’s poison, a larva will
begin to gestate in the corpse, emerging after a d6 rounds as a troop version of a
Chryssalid. Further damage to the corpse will kill the larva before it hatches.
• Wall-crawler A Chryssalid can run up a vertical surface, but must end its turn on a
horizontal surface.

82
Floater (Elite)
A monstrous cyborg powered by pairs of twin back-mounted jets that allow them to
hover. Floaters were used extensively during the invasion. Later, they were phased out
in favor of Archons. They are usually found in a group of two or three.

AGI 8, AWA 8, BRW 6, COO 9, INT 6, PER 5, WIL 8
Combat +2, Movement +2, Fortitude +1, Social -, Senses -, Technical –
Firewall 6, Resolve 8, Vigor 6, Security -, Morale -, Armour 2
Attacks
• Plasma Pistol R/C, 1+5CD, Burst 2, 1H, Area (Close), Knockdown, Unforgiving 3,
Unsubtle, Vicious 1.
• Grenade 2+4CD
Special Ability
• Limited flight. Able to hover and stay within Medium range of a horizontal surface.
• Lauch. For 1 Heat, the floater may move to Extreme range and then take a standard
action.

Infiltrator
Infiltrators were used extensively during the invasion, particularly when the aliens
wanted to operate inconspicuously. The Infiltrators are not perfect, however, and the
aliens particularly have had trouble getting their eyes right. Consequently, the Thin Men
and Hybrids almost always wear sunglasses.



Thin Man (Troop/Elite)
Used extensively during the invasion and then phased out sometime after the Downfall.
They appear as “men-in-black” wearing dark suits, sunglasses, and sometimes hats.
However, on close inspection, their chalky complexions and eyes give away their alien
nature.

83
AGI 9, AWA 9, BRW 7, COO 9, INT 8, PER 6, WIL 8
Combat +1, Movement +1, Fortitude -, Social -, Senses +1, Technical –
Firewall 8, Resolve 8, Vigor 7, Security -, Morale -, Armour -
Attacks
• Plasma Pistol R/C, 1+6CD, Burst 2, 1H, Area (Close), Knockdown, Unforgiving 3,
Unsubtle, Vicious 1
• Threaten Psyop, R/C 1+2CD, Stun, Subtle 1
Special Ability
• Poison Spit For 1 Heat, a thin man can spew poison at a target. C, 1+3CD, Biotech,
Indiscriminate (Close). The poisonous cloud hangs in place until the end of the
following round.
• Puffball When killed, a thin man’s body breaks down into a poisonous cloud, as
described for Poison Spit.

Infiltrator Hybrid
Developed after the Downfall and reflective of the aliens’ advancing techniques for
manipulating human DNA, the Hybrid Infiltrators are very close to human, but their
eyes still aren’t quite right and they tend to have distinctive marks on their skin. The
Speaker is one example of these Hybrids. It is not clear how many more there may be.

AGI 8, AWA 8, BRW 7, COO 8, INT 8, PER 10, WIL 8
Combat -, Movement +1, Fortitude -, Social +2, Senses +1, Technical +1
Firewall 8, Resolve 8, Vigor 7, Security -, Morale -, Armour -
Attacks
• Knife Melee, 1+3CD, 1H, Concealed 1, Subtle 2, Thrown, Unforgiving 1
• Threaten Psyop, R/C 1+4CD, Stun, Subtle 1

84
Faceless
Shapeshifting aliens that are capable of assuming a convincing human guise, but lacking
in personality. The aliens deploy them to wait in crowds until it is time to act.

AGI 7, AWA 8, BRW 10, COO 6, INT 8, PER 6, WIL 8
Combat +1, Movement -, Fortitude +1, Social -, Senses -, Technical –
Firewall 8, Resolve 8, Vigor 10, Security -, Morale -, Armour -
Attacks
• Claws Melee, 1+6CD, 1H, Anti-Material, Extended Reach, Vicious 2
Special Ability
• Reknit For 1 Heat, as a minor action, a Faceless can recover as it reshapes itself to
negate the damage.

85


Muton (Elite)
The aliens’ principal fighters. They are physically imposing and efficient fighters.

AGI 8, AWA 9, BRW 9, COO 8, INT 8, PER 7, WIL 8
Combat +2, Movement +1, Fortitude +1, Social -, Senses +1, Technical –
Firewall 8, Resolve 8, Vigor 9, Security -, Morale -, Armour 4
Attacks
• Plasma Rifle C/M, 1+6CD, Burst 2, 1H, Area (Close), Knockdown, Unforgiving 3,
Unsubtle, Vicious 1
• Bayonet Melee, 1+5CD, Parry 1, Stun, Vicious 1.
• Alien Grenade 2+5CD
• Threaten Psyop, R/C 1+2CD, Stun, Subtle 1
Special Ability
• Counterattack As a reaction, a muton can make a Bayonet attack against an enemy
that moves to Close.
• Suppression Fire For 1 Heat, a muton can pin a target with suppressive fire, increasing
the target’s difficulty for making a ranged attack by +1D and allowing the Muton to
Threaten the target.

86
Sectoid
Resembling the classic “greys,” sectoids were part of the aliens early efforts at
genetically engineering a psionic race.

Soldiers (Troop)
Sectoids are used as light infantry where some subtlety and initiative is required. They
typically operate in groups of 2-5. After the Downfall, they are phased out in favor of the
Hybrids.

AGI 8, AWA 8, BRW 6, COO 8, INT 9, PER 7, WIL 10
Combat +1, Movement +1, Fortitude -, Social -, Senses +1, Technical +1
Firewall 9, Resolve 10, Vigor 6, Security -, Morale -, Armour -
Attacks
• Plasma Pistol R/C, 1+6CD, Burst 2, 1H, Area (Close), Knockdown, Unforgiving 3,
Unsubtle, Vicious 1
Special Ability
• Mind Merge One sectoid can merge its mind with that of another close sectoid,
granting the other +1 Combat and +2 Vigor. However, if the sectoid conducting the
mind merge suffers a harm, the merge is broken and the sectoid benefiting from merge
must succeed on a D2 Fortitude test or also suffer a harm.
• Suppression Fire For 1 Heat, a sectoid can pin a target with suppressive fire,
increasing the target’s difficulty for making a ranged attack by +1D and allowing the
sectoid to Threaten the target.

Commander (Elite)
A sectoid with greater psionic abilities. It uses the same stats as a sectoid solider with
the following additional special abilities:
• Mind Control For 1 Heat, a sectoid can attempt to control the mind of an enemy at
medium range. With a success on a D1 Senses test, the sectoid will compel the target to
engage in established behavior for a number of rounds equal to 1+ the number of
effects rolled on the test. For 1 Momentum, the target can be compelled to attack its
allies and take other risky actions. For the duration of the mind control can be extended
for one round for each momentum spent.
• Psi Panic For 1 Heat, a sectoid can attempt to cause a target to panic. With a success
on a D1 Senses test, the target will lose its next action.

87
Sectoid Hybrid (Elite)
After the invasion, the aliens developed a sectoid infused with human DNA and similar
in size to humans.

AGI 8, AWA 8, BRW 8, COO 8, INT 9, PER 7, WIL 10
Combat +1, Movement -, Fortitude -, Social -, Senses +2, Technical +1
Firewall 9, Resolve 10, Vigor 8, Security -, Morale -, Armour -
Attacks
• Plasma Pistol R/C, 1+6CD, Burst 2, 1H, Area (Close), Knockdown, Unforgiving 3,
Unsubtle, Vicious 1
Special Ability
• Mind Control For 1 Heat, a sectoid can attempt to control the mind of an enemy at
medium range. With a success on a D1 Senses test, the sectoid will compel the target to
engage in established behavior for a number of rounds equal to 1+ the number of
effects rolled on the test. For 1 Momentum, the target can be compelled to attack its
allies and take other risky actions. For the duration of the mind control can be extended
for one round for each momentum spent.
• Psi Panic For 1 Heat, a sectoid can attempt to cause a target to panic. With a success
on a D1 Senses test, the target will lose its next action.
• Psi Reanimation For 1 Heat, a sectoid can animate a recently deceased corpse that
will move toward the nearest enemy. A reanimated psi-zombie has the following stats:

Troop
AGI 6, AWA 6, BRW 8, COO 6, INT 4, PER 6, WIL 9
Combat +1, Movement -, Fortitude -, Social -, Senses -, Technical –
Firewall 4, Resolve 9, Vigor 8, Security -, Morale -, Armour -
Attacks
• Clawed Hands Melee 4CD, Vicious 1

88
Viper (Elite)
An alien with a hooded-head, arms, and a serpentine body. During the invasion, the
aliens apparently reworked these aliens into the Thin Men. After the Downfall, when
they no longer had need for stealth and subterfuge, they began deploying these
enforcers. A viper may appear leading an ADVENT patrol or in a group of 2-3.

AGI 9, AWA 8, BRW 10, COO 9, INT 8, PER 7, WIL 8
Combat +1, Movement +1, Fortitude -, Social -, Senses -, Technical -
Firewall 8, Resolve 8, Vigor 10, Security -, Morale -, Armour 4
Attacks
• Plasma Rifle C/M, 1+6CD, Burst 2, 1H, Area (Close), Knockdown, Unforgiving 3,
Unsubtle, Vicious 1
Special Ability
• Serpent Tongue The viper has a prehensile tongue that it can extend to grab an
enemy at medium range and pull them back and into their coils.
• Constrictor A special melee attack that can be done on its own or as a follow-up to use
of its serpent tongue. Close, 4CD, Imobilizing, Unforgiving 2. The viper can constrict a
gabbed enemy on each following round unless the enemy escapes. Any harm suffered
by a viper will cause it to release a grabbed enemy.
• Poison Spit For 1 Heat, a viper can spew poison at a target. C, 1+3CD, Biotech,
Indiscriminate (Close). The poisonous cloud hangs in place until the end of the
following round.

89
Wildlife

Bear (Elite)
Black bears are the most common. They are relatively small compared to other types of
bears, but still dangerous. Bears are widespread and can be found in Europe, Asia, and
North and South America. Black bears are solitary creatures and highly territorial. They
tend not to attack people unless provoked.

AGI 9, AWA 9, BRW 12, COO 6, INT 4, PER 6, WIL 9
Combat +1, Movement +1, Fortitude +1, Social -, Senses +2, Technical –
Firewall -, Resolve 9, Vigor 12, Security -, Morale 1, Armor 1
Attacks
• Bite Melee, 6 CD, Piercing 1, Unforgiving 2
• Two Claws Melee, 5 CD, Reach, Knockdown
• Growl Psy, 3 CD, Vicious 1
Special Abilities
• Savage A black bear may use the Swift Strike Momentum spend for only one
Momentum, so long as it uses a different attack for each Action. It has two distinct Claw
attacks and a Bite, and it may use Swift Strike up to twice each turn, rather than once as
is normally the case.
• Keen Senses (Scent)
Notes
• Brown Bears These large beasts are particularly dangerous and far more aggressive
than black bears. Mostly active at dusk, night, and at dawn, they range across wide
areas, often wandering into villages and farms to feed. They will drive off other
predators after a kill. Use the black bear description with the following changes:
BRW 14, COO 5
Combat +2
Vigor 14, Morale 2
+1 CD to all attacks
• Fear 1

90
• Polar Bears These large, carnivorous bears are adapted for arctic climes and are
equally capable of hunting on land as under water. Polar bears are remarkably stealthy
for their size, are powerful swimmers and fast runners, and extremely strong. They are
unafraid of humans. Use the black bear description with the following changes:
BRW 14(1), COO 5, WIL 10
Combat +2, Movement +2
Vigor 15, Resolve 10
+2 CD to Bite and Claw damage
+1 CD to Growl damage
• Camouflaged A polar bear is difficult to see against a backdrop of ice and snow. In
such conditions, a polar bear gains two bonus Momentum on Movement tests to move
unseen.
• Fear 1
• Superhuman Attribute (Strength) 1
• Inured to Cold
• Monstrous

Crocodile (Elite)
Deadly aquatic predators. While seemingly slow, they are capable of startling speed in
the water. They strike from beneath the water with terrifying swiftness.

AGI 10, AWA 9, BRW 10, COO 3, INT 4, PER 5, WIL 8
Combat +1, Movement +1, Fortitude +1, Social -, Senses -, Technical –
Firewall -, Resolve 8, Vigor 10, Security -, Morale -, Armor 2
Attacks
• Snapping Jaws Melee, 4 CD, Reach, Grappling, Unforgiving 2
Special Abilities
• Aquatic A crocodile can hold its breath for up to 15 minutes before requiring a
Fortitude test.
• Ambush Predator A crocodile gains two bonus Momentum on Movement tests when
in water. Further, it reduces the cost of the Interrupt Heat spend to zero when it begins
its turn hidden and submerged within a body of water.
• Drowning When in water and a crocodile successfully grabs its prey, the grabbed
creature will begin to drown. This is in addition to any damage the crocodile inflicts on
the creature.
• Sluggish Gait A crocodile cannot take the Sprint Action unless it is in water.

91
Dog (Trooper/Elite)
Though ADVENT has outlawed keeping dogs, wild packs roam the Wilderness and
Abandoned Cities.
AGI 9, AWA 9, BRW 8, COO 5, INT 5, PER 6, WIL 7
Combat +1, Movement -, Fortitude -, Social -, Senses +2, Technical –
Firewall -, Resolve 4, Vigor 4, Security -, Morale -, Armor -
Attacks
• Bite Melee, 3 CD, Grappling
• Snarling Psy, 2 CD, Stun
Special Abilities
• Domesticated Dogs are keen assistant and active in many roles, willingly performing
teamwork actions in a variety of skills, including Combat, Senses, and Fortitude Fields
of Expertise.
• Keen Senses (Scent)
Notes
An Elite dog has Vigor 8 and Resolve 7.

Horse (Trooper)
Though ADVENT prevents keeping horses, they are widely used by many in the
Wilderness where wild herds roam.

AGI 9, AWA 8, BRW 10, COO 4, INT 4, PER 6, WIL 8
Combat -, Movement +1, Fortitude +1, Social -, Senses +1, Technical –
Firewall -, Resolve 4, Vigor 5, Security -, Morale -, Armor -
Attacks
• Hooves Melee, 4 CD, Stun

92
Rat Swarm (Troop)
Common in the Abandoned Cities and the worst of the Slums, Shanty Towns, and Small
Towns, a swarming carpet of rats can pull down and overwhelm humans and other
larger creatures through sheer numbers.

AGI 8, AWR 6, BRW 7, COO 5, INT 4, PER 4, WIL 6
Combat +2, Movement +2, Fortitude -, Social -, Senses +1, Technical –
Firewall -, Resolve 3, Vigor 4, Security -, Morale -, Armor 2
Attacks
• So Many Bites Melee, 4 CD, Armor Piercing 1, Persistent 2
Special Abilities
• Incorporeal 2 Though not truly incorporeal, a rat swarm is made of so many rats that
attacks against individuals a fairly inconsequential.
• Inured to Disease
• Keen Senses (Scent)
• Swarm The swarm can take the Withdraw Action as a Free Action.
Doom Spends
• Always More Where That Came From For each Heat spent on reinforcements, two
additional rat swarms arrive at the end of the turn. These may join any existing
Fireteam.

Snake, Venomous (Troop)
These sleek serpents are dangerous in spite of their size, owing to their stealth and
venomous bite. This venom can be dangerous to creatures far larger than the snake’s
normal prey, and they use their bite as much to defend themselves from larger
creatures as to kill their food.

AGI 12, AWA 8, BRW 7, COO 3, INT 3, PER 4, WIL 8
Combat +1, Movement +2, Fortitude -, Social -, Senses +1, Technical –
Firewall -, Resolve 4, Vigor 4, Security -, Morale -, Armor -
Attacks
• Bite Melee, 3 CD, Grappling, Reach, Persistent 4, Unforgiving 1
• Hissing Display Psy, 3 CD, Vicious 1
Special Abilities
• Ambush A venomous snake is adapted to hide from its prey until the moment of its
attack. It gains two bonus Momentum on Movement tests.
• Fear 1
• Inured to Poison

93
Leopard (Elite)
A large cat that can be found in a wide range of habitats with a coat that allows them to
blend into their surrounding environment.

AGI 10, AWA 9, BRW 9, COO 5, INT 4, PER 7, WIL 9
Combat +2, Movement +2, Fortitude +1, Social -, Senses +1, Technical –
Firewall -, Resolve 9, Vigor 9, Security -, Morale -, Armor -
Attacks
• Bite Melee, 4 CD, Grappling, Unforgiving 1
• Claws Melee, 5 CD, Vicious 1
• Savage Growl Psy, 4 CD, Vicious 1
Special Abilities
• Fear 1
• Keen Senses (Scent)
• Ambush A leopard is adapted to hide from its prey until the moment of its attack. It
gains two bonus Momentum on Movement tests.


94
Vermin, Venomous Swarm (Troop)
There are many poisonous insects and spiders in the world. This template serves for
swarms of all but the greatest or deadliest. The swarms are usually encountered as
Fireteams, and consequently can present a greater threat.

AGI 7, AWA 8, BRW 6, COO 4, INT 3, PER 5, WIL 3
Combat +1, Movement +1, Fortitude -, Social -, Senses -, Technical –
Firewall -, Resolve 2, Vigor 3, Security -, Morale -, Armor -
Attacks
• Many Bites or Stings Melee, 2 CD, Improvised, Persistent 2
Special Abilities
• Incorporeal 3
• Inured to Disease
• Inured to Venom (species venom only)
• Keen Senses (Scent)
• Swarm The swarm can take the Withdraw Action as a Free Action.
Doom Spends
• Always More Where That Came From For each Heat spent on reinforcements, two
additional vermin swarms arrive at the end of the turn. These may join any existing
Fireteam.
• Swarm Attacks For each Heat spent, the swarm may make one additional attack
when it makes a Standard Action close-combat attack. Each attack must be targeted at a
different enemy.
• Venom When a character takes damage from the vermin’s toxin, the GM may spend
one Heat to inflict the Staggered Condition on the character.

Wolf (Troop/Elite)
Lean, territorial hunters that roam in packs of six to twelve adults. As hunters, they
approach by stealth, then try to run down their prey, isolating individuals where
possible. Packs of wolves are normally lead by a mated pair of larger, more dangerous
wolves that dominate the pack.

AGI 10, AWA 9, BRW 9, COO 5, INT 5, PER 6, WIL 8
Combat +1, Movement +1, Fortitude -, Social +1, Senses +2, Technical –
Firewall -, Resolve 4 (8 Elite), Vigor 5 (9 Elite), Security -, Morale -, Armor -
Attacks
• Bite Melee, 3 CD, Grappling, Unforgiving 1
• Snarling Psy, 3 CD, Stun
Special Abilities
• Pack Hunter A wolf gains one bonus Momentum on any attack roll against a foe
already attacked by an ally this round and on Movement tests where the enemy can see
one or more of the wolf’s allies.
• Keen Senses (Scent)
Doom Spends
• Howl of the Wolf (Elite only) An elite wolf may spend two Heat to grant all wolves
in its pack the Fear 1 special ability.

95
DESIGNER NOTES

I’ve wanted to run an XCOM game for some time, and I did once using Savage Worlds. It
was reading XCOM 2: Resurrection, though, that got me thinking of the possibility of
running a game in the period between the Downfall and the events of XCOM 2. An
advantage of this approach is it allows you to play a more traditional post-apocalyptic
game in the XCOM setting while freeing you from the expectations of the digital games.

In addition to the rules taken from or built off of the Infinity RPG, other rules have been
taken from the Conan RPG, particularly downtime, wildlife, and the new attack qualities.
The hideout rules are from the Zorro RPG, the Alert rules are based on the rules for Heat
in Nights Black Agents, the community descriptors are inspired by the Red Markets RPG,
and progress clocks are from Blades in the Dark.

Much of what is in here is still rough, and all of it needs to be playtested. I welcome any
comments you may have. You can reach me at jeboyt(at)hotmail.

February 2021


96

You might also like