X-COM SKIRMISH







INTRODUCTION
Board & card game for 2 players.
Abstract Skirmish level squad combat.

DISCLAIMER
Based on the X-Com video games. 
This is merely a fan site. 

BASIC SCENARIO VICTORY
Complete destruction of all opposing units. 

THE MAP
Use a large hex-map. 
Hexes should be at least one inch across to fit figurines. 

THE UNITS
Each unit represents a single soldier or alien. 
Use figurines or miniatures to represent units.
(We use lego guys)

DICE
Six sided Dice are used. 

STACKING RULES
Normally one unit per space. 
Exceptions include: 
1. Units being carried such as a soldier carrying a wounded 
Comrade or a captured alien. 
2. Flying units passing over or hovering over other units. 
Units cannot move through each other unless one is flying or jumping. 

LEARNING SCENARIO
4 Squaddies
4 Thin Men

BASIC SCENARIO
4 Specialists (one of each type) 
6 Sectoids, 1 Sectoid Commander

TABLE TERMINOLOGY
Adj = Adjacent
Rnd = Random
Dam = Damage
Foe = Enemy Unit
LOS = Line of Sight
Dsc = Discards
Opp = Opponent (Opposing Player)
ST = Suppression Token

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X-COM UNIT TABLE
Type:				Hits:	Cost:
Civilian			1	Scenario Dependent
Military			1	Scenario Dependent
Squaddie			1	1
Specialist: Assault		2	2
Specialist: Heavy		2	2
Specialist: Sniper		2	2	
Specialist: Support		2	2
Officer: Assault		3	3
Officer: Heavy			3	3
Officer: Sniper			3	3
Officer: Support		3	3
Hero: Assault			4	4
Hero: Heavy			4	4
Hero: Sniper			4	4
Hero: Support			4	4
SHIV Robot			4	4

CIVILIANS
These units cannot attack unless armed. 
They cannot move and attack in the same turn. 

MILITARY
This includes police and regular soldiers. 

SQUADDIE
New X-Com recruits. 
They can use the Squaddie Table. 

SPECIALIST
Veteran X-Com Troops. 
They have 2 Hits. 
They can use the Squaddie Table and one 
Specialist Table according to their type. 

OFFICER
Higher Ranking X-Com Troops. 
They have 3 Hits. 
They can use the Squaddie Table and a Specialist and the
Advanced Table according to their type. 

HEROES
Elite X-Com Troops. 
They have 4 Hits.
They can use 3 Tables like an Officer plus the Hero Table.  

ASSAULT
X-Com soldier type. 
Aggressive, fast, tough, close combat units. 

HEAVY
X-Com soldier type. 
Uses Large, Heavy, Unsubtle Ranged Weapons. 

SNIPER
X-Com soldier type. 
Accurate, Long Range Shooters. 

SUPPORT
X-Com soldier type. 
Combat Medics with Tactical Equipment. 

SHIV ROBOT
Heavily armed and armored robots. 
They can use the SHIV Robot Table. 

PSI SOLDIER
X-Com Specialist or better. 
They can use the PSI Table in addition to their regular tables. 
 
SQUADDIE TABLE
#	Result:			Notes:
1	Body Armor		Defense
2	Pistol			Attack = 2
3	Maneuver		Move = 1
4	Marksmanship		Attack = 4
5	Frag Grenade		Attack = 3 Area Affect
6	Take Cover		Defense

SPECIALIST ASSAULT TABLE
#	Result:			Notes:
1	Shotgun			Attack = 3 with Damage +1
2	Body Armor		Defense
3	Run & Gun		Move = 2 then Attack = 2
4	Aggression		Move = 2 then Attack = 3
5	Close Combat		Move = 1 then Attack = 1
6	Pistol			Move = 1 then Attack = 2

SPECIALIST HEAVY TABLE
#	Result:			Notes:
1	Light Machine Gun	Attack = 3 and Attack = 4
2	Rocket Launcher		Attack = 6 Area Affect and Damage +1
3	Suppressive Fire	Gain 2 ST
4	Heavy Laser		Attack = 4 with Damage +1
5	Skeleton Suit		Defense or Move = 3
6	Mayhem			Attack = 3 and Opp Dsc 1 Rnd card

SPECIALIST SNIPER TABLE
#	Result:			Notes:
1	Pistol			Attack = 2 or 3
2	Sniper Rifle		Attack = 5 or 6
3	Head Shot		Attack = 4 with Auto-Kill
4	SCOPE			Attack = 6 or 7
5	Snap Shot		Attack = 3 or 4 on Opponents Turn
6	Squad Sight		Draw 2 cards

SPECIALIST SUPPORT TABLE
#	Result:			Notes:
1	Smoke Grenade		Gain 2 ST
2	Frag Grenade		Attack = 3 Area Affect
3	Assault Rifle		Attack = 3 or 4 
4	Medkit			Heal 1 Hit to Adj Unit
5	Nano Fiber Vest		Defense
6	Covering Fire		Attack = 4 and Gain 1 ST

ADVANCED ASSAULT TABLE
#	Result:			Notes:
1	Alloy Cannon		Attack = 3 with Damage +3
2	Ghost Armor		Defense x2 or Move = 3
3	Killer Instinct		Attack = 2 with Auto-Kill
4	Flush			Negate a Defense Card
5	Tactical Sense		Move = 2 and Draw 2 Cards
6	Scatter Laser		Attack = 2 or 3 with Damage +2

ADVANCED HEAVY TABLE
#	Result:			Notes:
1	Blaster Launcher	Attack = 7 Area Affect and Damage +2
2	Titan Armor		Defense x3 
3	Shredder Rockets	Attack = 5 Area Affect and Damage +2
4	Bullet Swarm		Attack = 2 and 3 and 4
5	Will to Survive		Defense and Draw 1 Card
6	Rapid Reaction		Defense or Move = 1 and Draw 1 Card

ADVANCED SNIPER TABLE
#	Result:			Notes:
1	Archangel Armor		Defense x2 or Move = 2
2	Plasma Sniper Rifle	Attack = 5 or 6 with Damage +1 
3	Precision Laser		Attack = 4 to 7
4	Double Tap		Add Auto-Kill to any Sniper Attack
5	Damn Good Ground	Attack = 6 to 8 and Draw 1 Card
6	Opportunist		Attack = 4 or 5 on Opponents Turn

ADVANCED SUPPORT TABLE
#	Result:			Notes:
1	Sprinter		Move = 3
2	Combat Drugs		Draw 4 Cards and Discard 2 Cards
3	Carapace Armor		Defense x2 
4	Arc Thrower		Range = 2 Foe Immobilized
5	Field Medic		Move = 1 and Heal 1 Hit to adjacent Unit
6	Smoke Screen		Gain 3 ST

SHIV ROBOT TABLE 
#	Result:			Notes:
1	Armor			Defense
2	Heavy Armor		Defense x2
3	Heavy Beam		Attack = 4 with Damage +1
4	Rocket Launcher		Attack = 6 Area Affect and Damage +1
5	Alloy Armor		Defense
6	Hover			Move = 2

PSI SOLDIER TABLE
#	Result:			Notes:
1	Mindfray		Attack = 5 and Opponent Discards 1 Card
2	Mind Control		Range = 4 Control Foe till end of your next Turn 
3	Panic			Range = 3 Foe Immobilized this and next Turn
4	Inspiration		Draw 3 Cards and Discard 1 Card
5	Telekinetic Field	Negate Target Attack
6	Psi Armor		Defense x3 

HERO TABLE
#	Result:			Notes:
1	Don’t Die on Me!	Heal 1 Hit to adj Unit killed last turn 
2	Executioner		Attack = 1 or 2 with Auto-kill
3	Rapid Recovery		Heal Self 1 Hit
4	Lead by Example		Move = 2 and Draw 1 Card
5	Iron Will		Defense or Negate Psi Attack on Self
6	Wet Work		Attack = 1 to 5


ALIEN UNIT TABLE
Type:				Hits:	Cost:
Sectoid				1	1
Thin Man			1	1
Outsider			1	1
Floater				2	2
Sectoid Commander		2	2	
Muton				3	3	
Chryssalid			2	3
Hatchling			1	1 or Scenario Dependent
Zombie				1	1 or scenario Dependent
Heavy Floater			3	3
Cyberdisc			4	4
Drone				1	1
Muton Elite			4	4
Muton Berserker			5	4
Ethereal			4	5


SECTOID TABLE
#	Result:			Notes:
1	Hide			Defense
2	Creep			Move = 2 and gain 1 ST
3	Plasma Pistol		Attack = 3
4	Light Plasma Rifle	Attack = 4
5	Alert			Look at Opponents Hand
6	Boost			Sectoid within 3 gets Move = 1 and Attack = 2

THIN MAN TABLE
#	Result:			Notes:
1	Poison Attack		Attack = 2 Area Affect
2	Dodge			Defense
3	Destroy Armor		Range = 2 Foe cannot use Armor Defenses
4	Jump			Move = 3
5	Plasma Pistol		Attack = 3
6	Hand to Hand		Attack = 1

OUTSIDER TABLE
#	Result:			Notes:
1	Plasma Weapons		Attack = 3
2	Guard			Move = 1 and Draw 1 Card
3	Energy Being		Move = 1 and then Attack = 2
4	Absorb Energy		Defense
5	Spawn			Gain 1 Adj Outsider Unit 
6	Look Tough		Opponent Discards 1 Random Card

FLOATER TABLE
#	Result:			Notes:
1	Float			Move = 1
2	Flight			Move = 2
3	Swerve 			Defense
4	Flank			Move = 3
5	Plasma Rifle		Attack = 4 or 5
6	Hard to Hit		Defense
Note: Flyer

SECTOID COMMANDER TABLE
#	Result:			Notes:
1	Plasma Pistol		Attack = 3 
2	Mind Control		Range = 4 Control Foe till end of your next Turn 
3	Panic			Range = 3 Foe Immobilized this and next Turn
4	Mindfray		Attack = 5 and Opponent Discards 1 Card
5	Alert			Look at Opponents Hand
6	Boost			Sectoid within 3 gets Move = 3 and Attack = 2

MUTON TABLE
#	Result:			Notes:
1	Alien Grenade		Attack = 3 Area Affect with Damage +1
2	Blood Call		Draw 1 Card and Opp Discards 1 Rnd Card 
3	Heavy Armor		Defense x2
4	Hand to Hand		Attack = 1
5	Intimidate		Range = 2 or 3 Foe Immobilized next Turn
6	Plasma Rifle		Attack = 4 or 5

CHRYSSALID TABLE
#	Result:			Notes:
1	Bite			Attack = 1
2	Dodge			Defense x2
3	Poison			Attack = 1
4	Fast			Move = 1
5	Very Fast		Move = 2
6	Super-Fast		Move = 3 or Defense
Notes: They use all Attack cards as: Attack = 1
Units killed by Chryssalids become Zombies

HATCHLING TABLE
#	Result:			Notes:
1	Grow			Become an adult Chryssalid
2	Dodge			Defense x2
3	Scurry			Defense
4	Fast			Move = 1
5	Very Fast		Move = 2
6	Super-Fast		Move = 3 or Defense
Notes: They use all Attack cards as: Attack = 1
Units killed by Hatchlings become Zombies

ZOMBIE TABLE
#	Result:			Notes:
1	Insensate		Defense
2	Bite 			Attack = 1
3	Claw			Attack = 1
4	Erupt			Become a Hatchling
5	Shamble			Move = 1
6	Unfeeling		Defense
Notes: They use all Attack cards as: Attack = 1
Units killed by Zombies become Zombies. 

HEAVY FLOATER TABLE
#	Result:			Notes:
1	Heavy Armor 		Defense x2
2	Heavy Plasma Rifle	Attack = 4 with Damage +1
3	Alien Grenade		Attack = 3 Area Affect with Damage +1
4	Suppression		Gain 2 ST
5	Aggressive		Move = 2 then Attack = 3
6	Highly Mobile		Move = 3
Notes: Flyer. This Unit can also use the Floater Table.

CYBERDISC TABLE
#	Result:			Notes:
1	Mobility 		Move = 2
2	Hardened		Defense x2
3	Alien Grenade		Attack = 3 Area Affect with Damage +1
4	Saucer Form		Move = 4 or Defense
5	Volley Attack		Attack = 5 or 6 with Damage +1
6	Forward Cannons		Attack = 7 or 8 with Damage +1
Note: Flyer

DRONE TABLE
#	Result:			Notes:
1	Repair			Heal 1 Hit to adj unit
2	Quick Repair		Move = 2 then Heal 1 Hit to adj unit
3	Minor Attack		Attack = 2
4	Escort			Move = 1
5	Flight			Move = 2 or Defense
6	Evade			Defense x2
Note: Flyer

MUTON ELITE TABLE
#	Result:			Notes:
1	Alien Grenade		Attack = 3 Area Affect with Damage +1
2	Blood Call		Draw 1 Card and Opp Discards 1 Rnd Card 
3	Heavier Armor		Defense x3
4	Toe to Toe		Attack = 1 with Damage +1
5	Intimidate		Range = 2 or 3 Foe Immobilized next Turn
6	Heavy Plasma Rifle	Attack = 4 or 5 with Damage +1

MUTON BERSERKER TABLE
#	Result:			Notes:
1	Bullrush		Move = 2 then Attack = 1 with Damage +1
2	Blood Call		Draw 1 Card and Opp Discards 1 Rnd Card 
3	Heavier Armor		Defense x3
4	Claws			Attack = 1 with Damage +2
5	Intimidate		Range = 2 or 3 Foe Immobilized next Turn
6	Rush			Move = 2 (Can be on Opp turn if Hit)
Notes: They use all Attack cards as: Attack = 1

SECTOPOD TABLE
#	Result:			Notes:
1	Fusion Lance		Attack = 7 or 8 with Damage +3
2	Hulk			Defense x3
3	Plasma Weapons		Attack = 4 with Damage +1
4	Overwatch		Attack = 6 on Opponents Move Phase
5	Stomp			Move = 1 then Attack = 1
6	Fusion Barrage		Attack = 6 Area Affect with Damage +2

ETHEREAL TABLE
#	Result:			Notes:
1	Reflect 		Attack targeting Ethereal hits attacker
2	Mind Control		Range = 4 Control Foe till end of your next Turn 
3	Psi Lance		Attack = 5 with Damage +3
4	Mindfray		Attack = 6 and Opponent Discards 1 Card
5	Psi Drain		Attack = 3 Foe Immobilized this and next Turn
6	Rift			Attack = 4 Area Affect with Damage +2


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ACTION DECK
Players share a common action deck. 

TURN SEQUENCE
Players take turns. 
Each turn has 3 Phases:
1. Tactical Phase
2. Move and Fire Phase
3. End Phase

TACTICAL PHASE
Draw 5 cards. 
Draw 4 if you only have 2 units left. 
Draw 3 if you only have 1 unit left. 
If the deck runs out, shuffle the discard and draw from it.
Discard excess cards.

MOVE and FIRE PHASE
Your Units may individually move and fire in either order as you decide. 
All of your units get one free move of 1 hex.
In addition to the free move, you can play one Move card on a 
unit (per turn) to move it again a number of spaces as stated on the card. 
Note: Some cards are both Attack and Move cards. 
Play an Attack card to have a unit attack.
The attack card has a number which is the range of the attack.
All Attacks do a base of 1 Hit of Damage. 

DAMAGE AND DEATH RULES
Use Chits or tokens stacked with a unit to record Damage.
A unit reduced to 0 Hits is Killed. 

DEFENSE RULES
Your opponent may play Defense cards to negate Damage.
A Defense effect negates a base of 1 Hit of Damage.  

END PHASE
Max hand size = 5 cards.
Max is 4 if you only have 2 units. 
Max is 3 if you only have one unit left. 

SUPPRESSION TOKENS (ST)
ST are also called Smoke Tokens. 
As long as you have 1 or more ST, when a Foe attacks roll 1D6. 
On a roll of 4+ that Foe cannot attack that target. Either way discard 1 ST. 

AREA AFFECT
Some weapons and attacks have an area affect. 
The targeted space takes full damage. 
Every surrounding space rolls 1D6. On a roll of 5+ the unit in 
That space, if there is one, takes 1 Hit of Damage. 
This is called Splash Damage. 

HEX RATINGS
Every Hex has 2 Ratings: Terrain and Elevation. 
Each rating has a numerical value from 1 to 5. 

TERRAIN
A Unit can use a Spec card equal to or less than the value of the 
terrain it is in to get a Defense effect. 
Higher ratings provide more potential protection. 

ELEVATION AND LOS AND FLYING
A unit on a lower elevation cannot attack a target if there are one 
Or more higher elevation hexes blocking its line of sight. 
Flyers are considered to always be at elevation = 6
Units may attack through (past) other units ONLY if they are at a lower
Elevation or if the attack is a grenade or indirect. 

SPEC CARDS
Spec (Special) Cards are used to activate unit table abilities. 
For example: I have a Psychic Hero Sniper and a Spec 1 card. 
I can activate the level 1 ability for him for any one of the tables 
he has access to which would include: 
Squaddie, Sniper Specialist, Sniper Advanced, Hero, and Psi Soldier 

IMMOBILIZATION
An immobilized unit cannot move, attack, defend, or do anything. 

MIND CONTROL
You control the enemy unit. You can use it the same turn you gain 
control of it. You must use your own cards to make it move and attack. 
You may play a Spec 5 card to make it kill itself. 
You may play a Spec 6 card to kill itself with a grenade. 

CARD LIST NOTATION
# = copies of that card in the deck

ACTION DECK CARD LIST
Card Name:	#	Notes:
Maneuver	4	Move = 1
Run		3	Move = 2
Sprint		2	Move = 3
Point Blank	3	Attack = 1
Short Range	3	Attack = 2
Medium Range	3	Attack = 3
Long Range	3	Attack = 4
Extreme Range	2	Attack = 5
Full Cover	1	Defense x2
Partial Cover	1	Defense 
Tough		1	Defense 
Evasion		1	Defense 
Tactics		1	Draw 2 Cards
Diversion	1	Gain 2 ST
Strategy	1	Look at opponents hand and next 7 cards in deck
Friction	1	Opponent Draws 2 Less cards next turn
Overwatch	2	Attack = 3 or 4 on Opponents turn
Spec 1		3	Use Type 1 Table Ability 
Spec 2		3	Use Type 2 Table Ability 
Spec 3		3	Use Type 3 Table Ability 
Spec 4		3	Use Type 4 Table Ability 
Spec 5		3	Use Type 5 Table Ability 
Spec 6		3	Use Type 6 Table Ability 


OPTIONAL RULES

DETECTION
All units start the game in Hidden Status. 
Mark them with a Hidden Token (HT). 

REVEALING YOURSELF
Every time a hidden unit moves or attacks roll 1D6: 
On a roll of 4+ remove its HT.

FLUSHING THEM OUT  
You may attempt to attack a hidden unit. 
First make a Detection Roll on the Detection Table. 

DETECTION TABLE
1D6	Result:			Notes:
1	Undetected		Foe remains hidden. You may not attack
2	Wasted Attack		Foe remains hidden. The attack misses 
3	Shot in the Dark	Foe remains hidden. The attack hits!
4	Wild Shot		Remove HT but attack misses
5	Detected 		Remove HT but you may not attack
6	Detect and Attack	Remove HT and you attack 
Notes: On a miss you must discard the attack card; if you may not 
attack, keep the card. 
Get a +1 to the roll if the foe is within 3 hexes. 
If the Attack was an Area Affect and it "misses" still roll for 
Splash Damage for the Target and all units in range.

HIDING
If a detected unit moves to a hex that is range 5 or more distant 
from a Foe (or 6 from a sniper or Flyer) it regains its HT.  

PANIC
If a Human unit is attacked more times than it has hits in a turn or 
if a friendly unit within LOS is killed or if it is the 
first time the unit is seeing a new alien type
roll 1D6 on the Panic Table: 

PANIC TABLE
1D6	Result:			Notes:
1	Rout			Unit runs off the map
2	Cower			Unit immobilized on its next turn 
3	Pinned			Unit can only defend on its next turn
4	Berserk			Unit must move towards nearest foe its next turn
5+	Keep Cool 		Unit unaffected
Notes: Squaddies get -1 to roll. Heroes get +1 to roll. 










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