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.