Alien Killing Men (Xcom)

__INDEX__ System for the alien killing men.

Attributes
Attributes are considered the basic physical and mental abilities of a character that they were both born with and developed through-out their career. At creation, every character is given a certain number of points in each attribute depending on their class, but operatives are allowed five points that they can divvy up as they see fit. It is possible, but unwise, to put all five points into a single attribute. Attributes cannot fall below one (unless you want your character to forever be unconscious, immobile, or insane).

Condition (CN) - How much hit points a character has and how easily he wields heavier weapons and armor. Also determines resistances to toxin and other physical threats.

Dexterity (DX) - How accurate and agile a character is. Determines maximum action allowance and ability to dodge as well.

Will (WL) - A character's mental fortitude when dealing with stress, fear, and psionic abilities. Also determines psionic aptitude.

Class
A character's class determines his position on the battlefield and progression as he levels up. Though the classes have certain in-built aptitudes toward certain weapons and tactics, they are not limited to them. Each class begins with a choice of starting abilities (see Abilities) and a set of starting attributes.

Assault - Shock-trooper, close-combatant, or just a soldier, the assault class is the most general of positions. They tend to have a high damage output at certain ranges, but are also typically the most at risk. An assault operative must always be mindful of the balance between survivability and maneuverability.

CN - 2 DX - 2 WL - 2

Heavy - The heavy class is responsible for much of their squad's heavy ordinance. They are adept at using explosives or other large weaponry. The size and weight of their weaponry, however, makes them much less mobile than other operatives. Because of this, many choose to make up for their lack of mobility with heavy armoring.

CN - 3 DX - 2 WL - 2

Support - Every squad can be said to be held together by their support, and the support class... supports. This can range from covering fire, medical assistance, tactical ordinance, and compliments (everybody loves compliments). To be a support is to always be aware of position and resources.

CN - 2 DX - 2 WL - 3

Sniper - Snipers, even if they do not use the eponymous sniper rifles, know how to hit where it counts. They are typically found picking off enemies from concealed or fortified locations. They prefer to be light on their feet to allow repositioning when the battle calls for it, and this leads them to typically be lightly armored and equipped.

CN - 2 DX - 3 WL - 2

Parameters
Parameters are statistics that determine how a character interacts with the world, through combat or otherwise. These are largely based off a character's attributes, though there are many ways to augment these through equipment or perks.

Hit Points (HP) - Total hit points are equal to 1 plus a character's Condition. When a character takes damage that is not mitigated or avoided, he/she subtracts their current hit points by the damage they received. When a character reaches zero hit points, they are considered unconscious. Any further damage received (including extra damage from the attack that reduced the character to zero hit points) is dealt directly to CN instead. A character with no CN is dead.

Action Points (AP) - A character's total amount of action points is equal to half of their Condition, rounded down, plus half of their Dexterity, rounded down. Action Points are used to perform actions.

Resistance (RS) - Resistance is equal to 1 plus half a character's Condition, rounded down. It is most often used to determine whether a character is affected by a toxic substance or suffers a lasting wound.

Accuracy (AC) - Accuracy is equal to 1 plus half of a character's Dexterity, rounded down. When a character attempts to aim a shot from any ranged weapon, they add their accuracy to the roll. When a character hits with an attack, their Accuracy is added to the damage roll as well. Melee attacks also use accuracy, but only half, rounded down.

Dodge (DG) - Dodge is equal to a character's Dexterity. When a character is attacked with prior knowledge of the attack, his DG is added to the dodge roll.

Speed (SP) - Speed is equal to a character's Dexterity (a character can never have less than 1 speed). A character can spend a single action point to move a number of squares up to his Speed. Any additional squares moved costs an action point for each square. Speed also determines turn order - characters with higher speeds act first.

Willpower (WP) - Willpower is equal to a character's Will. When a character is in danger of Panicking or suffering a psionic attack, they add their Willpower to their will roll.

Skills
Skills represent a character's aptitude and knowledge of a variety of subjects. These do not typically directly affect combat, but certain skills can certainly help in that area. At creation, a character gains ten skill points that they can spend in any skill, up to a cap of their level plus 3. When a character attempts to make a skill check, they roll a d10 and add the number of skill points they have in the appropriate skill. For instance, a character trying to deduce the purpose of a piece of alien technology that has a 5 in the Alien Technology skill would roll a ten sided dice and then add 5 to the roll. If the total comes out to match or exceed the difficulty of the check (as determined by the GM), they are able to deduce at least some of the functionality of the device.

Skill checks can be prompted by the GM or by the player wanting to use a specific skill. Rolling a one on the dice is considered a critical failure. When a critical failure occurs another skill roll must be rolled. If this roll succeeds, the skill check is simply failed. However, if the second roll also fails, it can have disastrous consequences as opposed to simply failing. A roll cannot critically fail twice (for example, if a character critically fails but the second roll succeeds even if he rolls a one again, he simply fails the roll.)

If a character is given an excessive amount of time (about an hour) in which to complete a skill check, it can be assumed they will eventually roll a ten on the dice.

Alien Technology - A character's knowledge of alien technology, from weaponry to spaceships. Used to identify, use, or contain examples of alien technology. It is possible to deduce the functionality of an unidentified piece of alien technology safely by using this skill, but only if it contains components used in other, known devices.

Awareness - A character's awareness is not used for skill rolls, but is rather a passive skill that is called upon by the GM. If a character is ambushed or otherwise surprised, a GM will use a character's Awareness to determine whether a character can react to the event.

Driving - How well a character can drive a vehicle they know how to drive. It is assumed most operatives are aware of how to drive a car and military recon vehicles. Learning to drive a more advanced vehicle on the fly requires a single driving check of high difficulty.

Explosives - How much a character knows about various explosives and explosions in general. When aiming a ranged explosive weapon, such as a rocket launcher, an Explosives check is required to predict the radius of the explosion. This is also true of mines, grenades, and other explosive items. When arming mines, an Explosives check is required to ensure it is properly armed.

Gadgetry - How knowledgeable a character is of various military gadgets and equipment. A Gadgetry roll is required when using any item that falls under the Gadget item category. The roll must equal or exceed the gadget's Difficulty. Failure to meet this means the character fails to properly use the gadget in some way, at the GM's discretion.

Leadership - How much of a commanding presence the character has. This is used to help panicking soldiers regain their composure and to help convince citizens you have the situation under control. Failure in making Leadership checks can lead to chaotic situations.

Maintenance - A character's ability to maintain equipment and weaponry. If a piece of equipment, a weapon, or other piece of military technology (such as SHIVs and vehicles) malfunctions or is damaged, a Maintenance roll is required to repair it. The more extensive the damage, the more difficult the roll.

Medical - How adept a character is at treating and diagnosing physical ailments. Does NOT include field medkits, those fall under Gadgetry. A successful Medical roll can be used to treat a character's wound or rid the body of a long-lasting toxin. Critical failure of a Medical roll can actually make things worse.

Recon - How quickly a character can gain information from their surroundings. Recon is used to scan a room for hidden items or enemies, or to simply gain an apt description of the surrounding area. A Recon roll that critically or overtly fails may mean the character receives false or misunderstood information.

Science - A character's knowledge and aptitude with scientific areas of study including biology, chemistry, anatomy, astronomy, etc. Can be used to help determine the inner workings of alien species. A successful roll to determine a weak spot based on an autopsy of an alien species will confer a +1 to damage rolls for any character with knowledge of this weak point.

Stealth - How adept a character is at remaining unnoticed. Whenever a character moves and attempts to not be seen, they make a stealth check against the Awareness of all enemies who could potentially see them. Failing the check means the character is spotted.

Perks
Perks are special descriptions of a character that helps differentiate them from the rest of the squad. Perks are, generally, bonuses based on a character's personality or background. Not all perks are simple boosts, however, as some provide a major advance in one area to the detriment of another. Others can be simple quirks that have subtle but potentially major applications.

At character creation, operatives can choose two perks. They may choose an additional perk whenever they are promoted. Certain perks restrict other perks. It is assumed a player will roleplay certain perks.

Psionic

A character who takes the Psionic perk does not immediately gain any bonuses. Instead, whenever the psionic character can take an ability (including first level), they may instead choose the psionic ability from the Psionic Ability Tree (see Leveling Up) of the corresponding level. This ability is taken instead of a normal class ability.

Lithe

The character has a smaller build, resulting in +1 DX. Cannot take Bulky perk.

Bulky

The character has a large, muscular build, resulting in +1 to CN. Cannot take Lithe perk.

Charismatic

The character has a way with words, or simply a commanding presence. +5 to Leadership.

Hyper

The character expends a large amount of energy at the first sight of danger. On their first two turns of combat, they gain a +2 to every roll. Cannot take Patient perk.

Patient

The character is adept at waiting for his moment to strike. If a character did not act in his previous turn (does not count for first turn of combat), he gains a +4 to the first attack roll made after that turn. Cannot take Hyper perk.

Jacked

The character is very muscular and hits harder in melee combat. They gain a +2 to all damage rolls on any melee attacks.

Runner

The character is awful fast. +1 to speed.

Inconspicuous

The character knows how to blend in with his environment. +2 to stealth, and +1 to Light cover bonuses.

Alert

The character is exceptionally alert. +5 to Awareness.

Engineer

The character is knowledgeable of mechanical devices. +2 to Maintenance, and any gadgets or explosives they use that require preparation time has that preparation time reduced by 1 AP.

Dumb Luck

The character seems to get by despite a lack of talent in certain areas. When rolling a skill check that the character has less than 5 points in, they add 3 to the roll.

Impulsive

The character acts before he thinks. When this character enters Overwatch, they must shoot at the first enemy in range of their weapon that makes any action. However, they gain +2 to the damage and attack rolls.

Agile

The character is surprisingly light on his feet. When wearing Light or no armor, they gain +1 DX.

Destructive

The character enjoys blowing things up. +3 to Explosives and any explosives the character uses has its radius increased by 1.

On Guard

The character is adept at softening blows against him. When he is hit by an attack that his armor can mitigate, the attack is mitigate by an additional point.

Doctor

The character is knowledgeable of medicine and the human condition. +5 to Medical.

Strong Willed

The character has a very stable state of mind. +1 to WL.

Armored

The character is used to wearing heavy armor. The DX Reduction level of Heavy armor is reduced by 1.

Strong Constitution

The character's body is in perfect condition. +2 to Resistance.

Shake it Off

The character is able to ignore a certain amount of pain. They may reroll any Wounds they recieve once.

Stealthy

The character is adept at remaining unseen and unheard. +5 to Stealth.

Driver

The character can drive real good real fast 2fast2furious yeaaah. +5 to Driving.

Gadget Head

The character is adept at using gadgets. +5 to Gadgetry.

Demoman

The character has much experience with explosives. +5 to Explosives.

Space Nut

The character is obsessed with aliens. +2 to Alien Technology, and when using weaponry or gadgets that use alien technology they gain +1 to all rolls associated with that equipment.

Extra Training

The character is highly motivated to improve themselves. They may take both class abilities (or a single class ability and an psionic ability if they have the Psionic perk) of the level they took this perk, including level 1.

Scientist

The character is learned in scientific study. +5 to Science.

Shocktrooper

The character is adept at using grenades effectively. When throwing a grenade, add 2 to either the  Explosives or Gadgetry roll.

Field Medic

The character is used to providing medical assistance during combat. All +2 to Medical and Med Kits used by this character heal for an additional hit point.

Intelligent

The character is highly intelligent. +1 to all skill rolls.

Gun Nut

The character is obsessed with conventional weaponry. They gain +1 to all rolls made with guns that use bullets.

Lock and Load

The character is skilled at reloading their weapons quickly. When performing a Reload action, roll a d6. On a roll of 6, the character may reload their weapon without spending an action point.

Strong Mind

The character has a strong willpower. +2 to Willpower, and if the character is Psionic they add an additional +1 Willpower.

Scout

The character prefers to go ahead of the main force to gather information. +3 to Recon. The character is considred to have +1 Speed only when determining turn order.

Coward

The character is afraid of being shot. +2 to any cover bonus, but they take -1 to Panic rolls.

Starting Equipment
At character creation, a character is considered to have 10 requisition to be spent on any armor, weapons, or equipment.

Combat
Turn order for an engagement is determined by the participants' Speed, with the highest Speed going first. Enemies that are in the area but not yet identified act independently of turn order. When a new enemy reveals itself or is located, it is slotted into the turn order based on its speed. The enemy may reveal itself with an attack that takes place immediately, regardless of whose turn it is.

Actions
Actions require Action Points (fuckin' duh), and can be carried out in any order. A character with no Action Points ends their turn. At the beginning of their next turn, their Action Points are replenished if they are able to act. Action Points do not stack, a character will also start their turn with their current maximum amount of Action Points.

Move Action - A character may move up to their Speed parameter in squares with a single action point once per turn. They may move additional squares afterward, but each square moved this way costs an Action Point. A character may split up their speed between move actions. For example, if a character with a Speed of 6 decides to move three squares, shoot a weapon, and then move three more squares, he need only spend one action point for each move action, to a total of 2 plus the firing cost of his weapon.

Firing Action - A Firing Action is when a character is discharging a weapon. The amount of Action Points firing the weapon costs is decided by the weapon itself. Most sidearms and rifles cost a single point, but heavier ordinance that requires preparation may require more. When a character is firing on the enemy, they roll a d10 and add their Accuracy to the roll. If the target is out of your weapon's Range, you do not add your Accuracy to the roll. The target they are firing on may then make a dodge roll if they are aware of the character who is firing on them. If they are not aware (and fail an Awareness check), the only defense they have is their Dodge parameter (no roll). The target is hit the attack roll equals or exceeds their Dodge roll. If the target is hit, damage is rolled on a number of dice decided by the weapon used and other factors such as perks and abilities, and then the character's Accuracy is added to the roll. This damage is mitigated by any Armor the target has, be it an actual suite of armor or a hardened exterior.

A roll of a one for a Firing Action is an automatic miss. If the target is missed, a d4 and a d6 is rolled. The d4 represents the direction the projectiles fly, and the d6 represents how may squares in that direction they go. This is called a Scatter. On the d4, a 1 represents North, 2 East, 3 South, and 4 West. If the projectiles hit another target (friendly or otherwise), repeat the firing action with the new target. If this attack misses, it does not scatter.

A roll of 10 is a Critical Hit. A Critical Hit always hits the target, and the damage roll (which must still be rolled) ignores armor.

Melee Attack - Attacking a target in melee always costs a single attack action, even with a weapon specifically designed for melee combat. A Melee Attack requires you to be in melee range, adjacent to your target's square. To perform a melee attack, roll a d10 and add half of your Accuracy rounded down to the roll. The target may then make a dodge roll if they are aware of the attack. Unarmed damage or damage with a weapon not designed for melee combat is always a single d4. Damage with a weapon designed for melee combat is based on the weapon used. This damage is mitigated by armor. A Melee attack always misses on a roll of 1, but melee attacks do not scatter if they miss.

Overwatch - Overwatching means you are poised to fire your weapon. You may only Overwatch with your currently equipped weapon. Overcasting requires enough AP to perform a Firing Action with the weapon you are Overwatched with. You must immediately end your turn after Overwatch. You are considered in Overwatch until your next turn or you fire your weapon.

Being in Overcast means that you may fire your weapon once out of turn. The target must be visible. Perform the Firing Action like normal. The target may continue its turn if it is able.

Change Weapon - If you are carrying multiple weapons, you may holster one and draw another for a single action point.

Use Item - To use a gadget, explosive, or other items, it typically requires a single action point. Explosives that are used require an Explosives skill check to be properly armed or fired. Gadgets require Gadget checks.

Hunker Down - Hunkering Down requires a single action point, heavy cover, and immediately ends your turn. You are considered Hunkered Down until the beginning of your next turn. When a character is Hunkered Down, they are considered to be making the most of their cover. Enemies cannot directly see them, and so do not use any of their Accuracy when firing on them. A Hunkered Down character's cover must be penetrated or destroyed in order to be hit.

Use Ability - Psionic or class abilities have their own AP costs.

Reload - Certain weapons require and expend ammunition. It takes a single Action Point to reload these weapons.

Health and Wounds
When a target takes damage, it is dealt to their Hit Points. When a character reaches zero Hit Points, they are considered unconscious. They cannot take actions, and any attacks targeted against them within range automatically hit. Armor mitigates this damage. Unmitigated damage is instead dealt to the character's Condition. This damage does not fully heal after the mission is over unlike Hit Points. It is instead healed by one point for every two days after the damage was taken. If a character is reduced to 0 CN this way, they are dead.

An unconscious character may be revived by being healed by a Med Kit for all the damage they have taken since being unconscious. This does not heal the CN damage. They may also be revived by a Medical check equal to the amount of damage they have taken since becoming unconscious.

In addition, whenever a character receives ten or more unmitigated damage, they may receive a lasting wound. Roll a d10 and add the character's Resistance. If it is equal to or above the damage the character sustained, they do not receive a lasting wound. If they fail, roll a d20. The result based on the below table determines the wound received. Wounds can be healed by a successful Medical check and two days rest. The difficulty of the check is 20 minus whatever roll caused the injury. Otherwise, the wound slowly heals over 20 minus whatever roll caused the injury days. It is possible to suffer multiple wounds in one mission. A wound cannot reduce an attribute below 1.

Cover
When a character is obscured in some way by an object or terrain, they are considered to be in cover. A character in cover receives bonuses to their dodge rolls. There are three types of cover: light, medium, and heavy. To be considered In Cover, a character must only be partially covered by the cover when fired upon.

Light cover consists of foliage, overhanging cloth, poles, etc. It confers a +1 bonus to dodge rolls. Medium cover includes things like chest-high walls and objects, trees, cars, etc. It confers a +3 to dodge rolls. Heavy cover mostly consists of solid walls and large objects, and confers a +5 bonus to dodge rolls. Cover may be destroyed, moved, or penetrated by the right equipment. For instance, a rocket launcher will blow a hole in a concrete wall and damage those behind it. If a target is completely obscured by their cover, they still retain the dodge bonus against shots simply penetrating their cover. If a character's occupied square is not touching one of the edges of their cover and the cover is large enough to block sight of the character, they are considered completely concealed.

Terrain
The lay of the land is important to consider. Certain terrain is difficult to transverse on foot. This includes debris, pieces of medium cover, heavy inclines or declines, etc. When walking or running over Difficult Terrain, it doubles the amount of Speed required to transverse it. For instance, an operative with 5 Speed that moves from 1 square of unrestricted terrain into 3 squares of Difficult Terrain will not be able to move into the final square.

Some terrain is elevated. This includes towers, trucks, hills, etc. To climb a piece of climbable terrain, it requires Speed equal to the number of squares the terrain is elevated. If the terrain is 2 Squares or higher, operatives gain Elevated for every shot fired from that terrain (see Status Effects).

Terrain is also the most common way for enemies to remain unseen, and to remain unseen by enemies. Character cannot make Firing Action on enemies they cannot see, nor can they normal track their movements.

Panicking
When a soldier is subject to mental trauma, either through psionic manipulation or by witnessing horrible events, there is a chance they may panic. When such an event occurs, they must roll a d10 and add their Willpower parameter to the roll. If this roll equals or exceeds the Panic Level of the event that triggered the roll (see below), they keep themselves under control. If they fail the roll, they Panic. When panicking, a character will do everything to escape the situation. They must run to nearest perceived exit. The GM is considered in control of a panicking character. Characters make willpower rolls on their next immediate turn after witnessing a traumatic event. They continue to make willpower rolls on each of their turns, regaining control whenever they pass it. Another character may make a single Leadership check on their turn for free in an attempt to calm the panicking character down. The two characters must be able to hear one another. The Leadership check must equal or exceed the Panic Level of the traumatic event that caused the Panic.

Status Effects
Stunned - Stunned characters cannot take any actions, and are always hit by attacks in range.

Poisoned - Poisoned characters take 6 damage minus their Resistance at the end of every turn in HP damage. This damage is unmitigated.

Knocked Down - Knocked Down character cannot take actions on their turn, and lose their dodge bonus on dodge rolls.

Elevated - A character who is Elevated gains a +1 bonus to Accuracy and a +1 to Dodge against targets that are not on the same level or higher than an Elevated character. Characters are considered elevated when they are 2 or more squares higher than their targets.

Panicked - A Panicked character is controlled by the GM, and must run away.

That's X-COM
After the first turn of combat, every character must roll a That's X-COM roll every certain number of turns, based on that character's Will. This is rolled at the beginning of their turn. For instance, a character with 2 WL will have to roll a That's X-COM roll every 2 turns, and character with 3 WL will have to make the roll every 3 turns. That's X-COM rolls are on a d20.

Leveling Up
Successfully completing a mission earns every surviving member of the operation squad experience equal to the mission's difficulty. For instance, a level 1 mission will give 1 experience point. The GM will provide difficulty levels for each possible mission. When a character reaches 10 experience points, they go up a level and are reset to 0 experience points. Every time a character levels up, they gain three Skill Points, and may choose an ability from their class's Ability Tree. They may only choose one ability per level of that level. Every 3 levels the character is promoted, granting an additional Attribute point and an additional perk.

Assault Ability Tree


Level 1

Run & Gun

During a Move Action you may perform a Firing Action without interrupting the Move Action. Essentially, you do not need to use extra movement points to move, shoot, and the move again if you did not move your Speed in squares without spending another Action Point.

Pop & Shoot

After making a Firing Action against a target you have cover against, you may move up to two squares freely.

Level 2

Hardware

A pistol of any kind does not count toward your two weapon limit.

Soldier

Attack rolls made with assault rifles of any kind gain +1 to the roll.

Level 3 - Corporal

Aggression

Whenever you make a critical strike with a gun, you reroll the damage roll for the attack once and choose which result you use.

Tactical Sense

If you are adjacent to a square adjacent to the edge of any form of cover and are attacked by an enemy you would have cover against if you were in that cover, you gain the cover bonus for said cover. Cover cover cover.

Level 4

Spread                                                                                                                           AP - Weapon

If you are firing an automatic weapon, you may make two Firing Actions against two separate targets in range of your weapon with a single action point. You only use half of your Accuracy, rounded down, for both attacks.

Close Combatant

If you are within four squares of an enemy who is making a Firing Action at you, you gain +1 to the dodge roll. If an enemy is making a Melee Attack action against you, you gain +2 to the dodge roll.



Level 5

Squad Leader

You gain +3 Leadership, +3 Recon, and +3 Awareness. In addition, any allies within 2 squares of you gains +1 to Accuracy.

Shotgunner

When using any form of shotgun, you gain +3 to damage rolls.

Level 6 - Sergeant

Lighting Reflexes 

Whenever you are in danger of anything on your turn (be it Overwatched enemy attacks, mines, ambushes, etc.), you gain +4 to dodge rolls.

Close and Personal

You may use your full Accuracy bonus on Melee Attack actions. In addition, using a Firing Action on a target that is 3 or less squares away from you provides you with a +2 to Accuracy for the attack roll.



Level 7

Experienced

You gain +1 Will.

Hard to Kill

Whenever you receive a wound, you may reduce the roll of the Wound dice by 1.

Level 8

Assault

You gain +2 Accuracy on all Firing Actions.

Battery

You gain a +2 bonus on all damage rolls.

Level 9 - Lieutenant

Flush                                                                                                                                  AP - Weapon + 1

When making a Firing Action against a target in cover that is in range of your weapon and that you can see, you may ignore their cover bonus if they are in Light or Medium cover. Does not affect Heavy cover.

Rapid Fire                                                                                                                         AP - Weapon + 1

When making a Firing Action with a weapon with enough ammo to support two Firing Actions without Reloading, you may make two Firing Actions against the target. Roll each attack and damage roll separately. Both attacks scatter separately.

Level 10

Hot Shot

Firing while not in cover grants you +3 to Accuracy and +3 to damage rolls.

Fluidity                                                                                                                        AP - Weapon

You may reload a weapon during a Firing Action if the weapon you are reloading is being used for the action. This does not cost AP, but can only be done once per turn.

Level 11

Charge

If a target is within your weapon's range and you can see them, reduce their cover bonus by 2. Cannot grant negative bonuses.

Fleet

All explosions are considered to have one less radius against you. In addition, you take -3 damage from explosions.

Level 12 - Captain

Close Combat Specialist

If an enemy within 4 squares of you that you can see makes a Firing Action, you may take a free Firing Action on them. This can only happen once per enemy per turn. If you are the target of the Firing Action, the enemy's Firing Action is completed first.

Bring Em' On

When you critically hit, you may roll damage twice and add both results.

Heavy Ability Tree
Level 1

Rocket Pack

Rocket launcher ammo bundles are equipped with 1 more ammo.

Warrior

When using a rifle, the character gains +1 to Accuracy and +1 to Damage.

<p style="text-align: center;">Level 2

Hold Your Ground

You gain +1 to Dodge from the end of your turn to the beginning of your next turn if you did not move your full Speed.

Barrel Forward

You gain +1 to Accuracy after making a move action that does not use your full speed. Counts on move actions used to move past your speed.

<p style="text-align: center;">Level 3 - Corporal

Bullet Swarm

You gain +2 accuracy when firing automatic weapons.

Holo-Targeting

Hitting a target with a Firing Action that has a single target confers a +1 accuracy bonus to all squad members shooting at that target until the end of your next turn. This includes you.

<p style="text-align: center;">Level 4

Hard Boiled

Gain +1 armor for any armor worn.

Gunner

When using a machine gun, gain +1 range and +1 accuracy.

<p style="text-align: center;">Level 5

Bruiser

Gain +1 Armor against melee attacks, and +2 damage on your melee attacks.

Commander

Gain +3 Leadership, and you may allow a character to re roll a Panic roll once per person per turn. Does not apply to you.

<p style="text-align: center;">Level 6 - Sergeant

Shredder Rocket                                                                                                                AP - Weapon +1

You may turn any rocket fired from any rocket launcher into a Shredder Rocket. A Shredder Rocket always deals 1d4 damage, but has a radius of 8 and causes every target hit to lose 1 armor.

Suppression                                                                                                                       AP - Weapon + 2

When using an automatic weapon, you may choose to make a Suppression Firing Action. This action automatically ends your turn. If the target you used Suppression on makes any action until your next turn, you get a free attack on them.

<p style="text-align: center;">Level 7

High Tower

When you are Elevated with an automatic weapon, you gain an addition +1 to accuracy.

Overclocked

You may move a single square every time you make a Firing Action with a non-automatic weapon.

<p style="text-align: center;">Level 8

Stacked

You may carry extra equipment equal to 2 points of Weight.

Hit Box

Whenever you make a firing action, places a Hit Box on an the target. The Hit Box gives +3 Accuracy to any character firing on the target. The Hit Box is expended after the target is hit.

<p style="text-align: center;">Level 9 - Lieutenant

HEAT Ammo 

You gain +3 to damage rolls against Robotic enemies if you use a weapon that deals explosive or Bullet damage.

Rapid Reaction 

You gain +1 to dodge when wearing Light or Medium armor. In addition, when you are Overcast, you may make two Firing Actions. It still requires AP equal to a single Firing Action made with your weapon.

<p style="text-align: center;">Level 10

Titan 

You gain +2 to Resistance, and +1 to all Armor.

Juggernaut 

You gain +2 to accuracy when using a weapon with 3 or more Weight.

<p style="text-align: center;">Level 11

Dismantler 

Whenever you deal damage with a non-explosive weapon against a Robotic enemy, roll a d10. On a 9 or a 10, the enemy takes double the damage roll.

Pellet 

Whenever you fire on an enemy within 5 squares, you deal an extra 5 points of damage.

<p style="text-align: center;">Level 12 - Captain

Grenadier 

Grenades you throw only scatter 1 square when you fail the check. In addition, you gain +1 to all damage done by grenades.

Danger Zone

Increases the radius of everything that has a radius by 2. In addition, automatic weapons deal 2 more damage.

Sniper Ability Tree
<p style="text-align: center;">Level 1

Headshot                                                                                                                            AP - Weapon

You may choose to go for a Headshot when you make a Firing Action in range. To do so, announce a number of Accuracy you will lose on the shot. If the shot hits, add that Accuracy to the damage roll. You may not have negative Accuracy.

Body Shot                                                                                                                          AP - Weapon

You may choose to go for a Body Shot when you make a Firing Action in range. When you do, reduce the target's Dodge by 2 and reduce the damage roll by 2.

<p style="text-align: center;">Level 2

Stability

When wearing armor heavier than Light, gain +1 Accuracy.

Reposition

+1 Speed when you are wearing Light armor.

<p style="text-align: center;">Level 3 - Corporal

Snap Shot

Gain +1 Accuracy on Overwatch shots.

Squad Sight

Increase the Range of your weapon by 1 for every squad member within 8 squares of you.

<p style="text-align: center;">Level 4

Shot Put

Gain +2 Accuracy on attacks made with non-automatic weapons.

Controlled Bursts

Gain +2 Accuracy and +1 damage on attacks made with automatic weapons.

<p style="text-align: center;">

<p style="text-align: center;">Level 5

Valuable Target

+2 damage against targets not in cover.

Eyes

+3 to Recon and +1 to Range.

<p style="text-align: center;">Level 6 - Sergeant

Gunslinger

+1 to Accuracy and Damage with Pistols, and you no longer have to pay an Action Point to switch to a Pistol. You do still have to pay 1 AP to switch back, however.

Damn Good Ground

When you are Elevated, you increase all bonuses associated with it by 1.

<p style="text-align: center;">Level 7

Minefield

+1 to Gadgetry and +1 to Explosions. In addition, reduce the Difficulty for setting any Mines by 1.

Nest

When Elevated, gain +1 Armor when you are Elevated.

<p style="text-align: center;">Level 8

Put Em' Down

When using non-lethal ammunition, add +2 Damage to all shots.

Sadist

Dealing unmitigated damage provides +2 to Accuracy on your next shot.

<p style="text-align: center;">Level 9 - Lieutenant

Disabling Shot                                                                                                                   AP - Weapon + 1

You may make a Firing Action that causes the target to be unable to take any Firing Actions for 2 turns. The Damage of this shot is always on a d6.

Battle Scanner                                                                                                                  AP - 1

You gain a weightless Device that you may activate on your turn. It provides the location of all creatures within 25 squares. Only you see their location, but you may relate their positions to your teammates if you are able to speak to them.

<p style="text-align: center;">

<p style="text-align: center;">Level 10

Ruthless

Ignore 1 armor on every Firing Action you take, and reduce the target's Dodge bonus by 1.

Careful

Gain +3 Dodge till the beginning of your next turn if you did not make a Firing Action this turn.

<p style="text-align: center;">Level 11

Concealed

You gain +3 Stealth and whenever you make an attack when your target cannot see you, you gain +2 to the damage roll.

Covered

Whenever you are in Medium or Heavy cover, you gain +1 Accuracy and +1 to the Cover Bonus.

<p style="text-align: center;">Level 12 - Captain

Executioner

If a Firing Action you make would reduce a target to 2 or 1 Hit Points, the target is instead killed.

Opportunist

The cost for going into Overwatch is always 2, unless the weapon you are Overwatching has a cost less than 2.

Support Ability Tree
<p style="text-align: center;">Level 1

Smoke Grenade Specialist

Smoke Grenades are considered to have no Weight.

Supporting Fire

Gain +1 to Accuracy against targets a squad-mate fired upon on their last turn.

<p style="text-align: center;">

<p style="text-align: center;">Level 2

Gadgeteer

Gain +2 to Gadgetry, and reduce the Difficulty of all Gadgets by 1.

Buddy System

You and any adjacent allies gain +1 Dodge if you have at least 1 ally adjacent to you.

<p style="text-align: center;">

<p style="text-align: center;">Level 3 - Corporal

Sprinter

Gain +2 Speed

Covering Fire                                                                                                                 AP - Weapon

When you make a Firing Action in range, any allies within 8 squares of your target gain +1 to Dodge until the beginning of your next turn.

<p style="text-align: center;">

<p style="text-align: center;">Level 4

Morale

You gain +3 Leadership, and any attempts to calm a Panicking player down are done so at +1 to the roll.

Bastion

Allies adjacent to you gain +1 Dodge.

<p style="text-align: center;">

<p style="text-align: center;">Level 5

Medical Officer

+3 to Medical, and any checks made to heal Wounds gain +2 to the roll.

Engineering Officer

+3 to Maintenance, and any check made to repair equipments (including SHIVs) gain +2 to the roll.

<p style="text-align: center;">

<p style="text-align: center;">Level 6 - Sergeant

Field Medic

Medkits may be used twice before being expended. In addition, all Medkits heal 1 additional hit point.

Smoke and Mirrors

Smoke grenades now provide Heavy cover bonus and remains for 4 turns.

<p style="text-align: center;">Level 7

Shield Engineer

A Gadgetry roll of 20 made before placing a successfully placed Shield Generator will allow those inside of a shield to fire outside of it.

Utility

You gain +3 Gadgetry, +3 Explosions, +3 Maintenance, and +3 Science.

<p style="text-align: center;">

<p style="text-align: center;">Level 8

Tactics

Any ally turns below yours in the initiative order grants them +1 Accuracy and +1 to damage rolls.

Seen Some Shit

You do not have to roll Panic rolls when taking wounds, or when an ally falls unconscious.

<p style="text-align: center;">Level 9 - Lieutenant

Revive

When healing an unconscious character with a medkit or a successful Medical roll, they instantly revived to 1 HP regardless of their CN loss.

Rifle Suppression

When using an automatic weapon, you may choose to make a Suppression Firing Action. This action automatically ends your turn. If the target you used Suppression on makes any action until your next turn, you get a free attack on them.

<p style="text-align: center;">Level 10

Supplier

All weapons for you and your squad-mates gain +1 Ammo.

Grab Bag

You may carry one more Weight in Gadget or Miscellaneous items.

<p style="text-align: center;">Level 11

Tactical Layout                                                                                                               AP - 1

You gain a device that provides you and your allies with a tactical overview of the mission area. When used, provides +1 to all rolls made for the round.

Warning

All explosives are considered to have -1 Radius against your or your allies.

<p style="text-align: center;">Level 12 - Captain

Dense Smoke

Smoke grenades last for as long as you wish them to (decide upon throwing).

Combat Drugs

Stimulant grenades or Stim Packs you use last for 1 extra turn.

Psionic Ability Tree
Level 1 - Focus Mind    AP - 1

For the rest of the turn, you gain +1 WL.

Level 2 - Mind Fray     AP - 2

Make a Will Power attack against the target's Will Power. On success, causes target to lose 2 Accuracy and 1 Dodge. Does not Scatter.

Level 3 - Psi Shield    AP - 1

Until the end of your next turn, gain +1 Armor.

Level 4 - Psi Inspiration   AP - 2

Causes you and all allies to have +2 Will until the end of your next turn.

Level 5 - Psionic Cover    AP - 1

Make a Will Power attack against the target's Will Power. On success, you have a Heavy cover bonus against them until the end of your next turn. Does not Scatter

Level 6 - Mind Ray          AP - 2

Make a Will Power attack against the target's Will Power. On success, causes 1d8 damage to the target and causes them to lose 1 DX. Inorganic enemies take damage, but do not lose DX.

Level 7 - Psi Panic         AP - 2

Make a Will Power attack against the target's Will Power. On success, causes the target to Panic for 2 turns.

Level 8 - Telekinesis      AP - 1

You may move objects of up to 30 pounds with your mind.

Level 9 - Telekinetic Wall AP - 2

You create a telekinetic field 5 squares long in a straight line. The wall reduces the Accuracy of any enemies shooting through it (draw a straight line to target) by 2. The wall lasts until the end of your next turn.

Level 10 - Psi Burst      AP - 2

Make a Will Power attack against the targets' Dodge. Causes 1d8 damage to all enemies within a 3 square radius of you.

Level 11 - Mind Blank   AP - 2

Make a Will Power attack against the target's Will Power. On success, the target cannot take actions on their next turn, but may still Dodge.

Level 12 - Allegiance   AP - 2

The target is seen as an ally to the enemy until the beginning of your next turn. Enemies will not see past the illusion unless their Willpower is 12 or more.

Equipment and Requisition
Requisition is a point value that represents how much acclaim a soldier has earned, and thus how much ordinance they can be trusted with. Operatives earn Requisition separately through actions on the battlefield and in combating the alien threat. Every piece of equipment has a set Requisition cost which must be paid in between missions. Ammo does not require Requisition, though refilling stocks of explosives and expendable gadgets does.

Some equipment is only available to operatives of a certain rank, and cannot be "purchased" until they attain that rank. In addition, operatives may only enter a mission with equipment with a total combined Weight (WG) that does not exceed their Condition + 2. If an opperative's CN is lowered during a mission and they cannot support their Weight limit, they must either drop equipment or be reduced to 1 Speed.

Weapons
To be classified as a Weapon, an item must be able to be used during either a Firing action or Melee Attack action. Operatives are typically limited to carrying two weapons onto the battlefield.

Range - The effective range of the weapon in squares. Weapons may be fired outside of this range, but a character will not be able to use their Accuracy bonus.

AP - The amount of AP required to aim and fire the weapon.

Ammo - If a weapon must be reloaded or cooled down, this is how many shots it takes until a Reload action is required to fire the weapon. Weapons that fire more than one bullet per shot still adhere to this rule.

Damage - The number and type of dice used to roll damage, as well as any bonuses.

Radius - Weapons that fire explosives have an effective radius. The Raidus stat represents the number of squares the explosion hits in all directions from the target square.

Damage Type - Some weapons fire different amunition. Bullet weapons deal one extra damage against unarmored targets, Laser weapons ignore 1 point of Armor, and Plasma weapons do not require reloading or cooling down. An A denotes a weapon that is Automatic, meaning it fires multiple projectiles per shot. Many abilities require automatic weapons.

Pistols
Pistols are the most basic of firearms, but are useful in that they do not require an action point to be spent to drawn. They are also the lightest of firearms, making them ideal sidearms.

Rifles
Rifles are standard equipment for soldiers in the field. The major advantage being their versatility. Most rifles have decent range, but are light enough that they can be carried into closer quarters. The majority of rifles are toggle-able to be automatic.

Shotguns
Shotguns encompass guns that fire multiple projectiles in single shots. Though this usually causes them to be limited in ammunition, shotguns are useful for hitting multiple targets at shorter ranges.

When a shotgun Scatters, it scatters in a radius of 3 in all directions from the square is scatters to. In addition, shotgun attacks that hit a target also hit all units adjacent to that target. All shotguns only do 1d4 damage if a target is hit outside of the weapon's range.

Machine Guns
The Machine Gun category of weapons encompasses all heavy, rapid fire ordinance. These are more unwieldy than their rifle counterparts, but provide increased range and stopping power.

All machine guns are automatic. In addition, because of their large payload, they all ignore 1 point of cover bonus against visible targets in cover.

Sniper Rifles
Sniper Rifles include all rifles designed for high-impact, long range shots. All sniper rifles fire single, high-powered payloads. This comes at the expense of requiring more time to properly aim.

Rocket Launchers
Rocket Launchers are special in that they are one of the few ways to deal explosive damage without using the Explosives skill. They do not require attack rolls (though firing them does count as a Firing Action), and do not require a specific target to fire.

Rocket Launcher ammo needs to be conserved. They are the only weapons that have ammo that has a Weight and require Requisition to replenish between missions. Every Rocket Launcher must be reloaded after firing, with the exception of the Plasma Canon. Ammo cost and weight is considred to be based on a bundle of ammunition. For instance, for a standard Rocket Launcher, 3 rockets cost 1 Requisition to aquire and weigh 1.

Melee Weapons
Weapons designed for melee are typically meant to be a last resort. Some are designed to be an alternative to a silenced weapon for stealth kills. Melee Attack actions made with melee weapons still only use half of a character's Accuracy.

Armor
Armor is the only thing separating operatives from death in the field. Soldiers must find a balance between survivability and mobility, as heavier armors confer better protection at the cost of increased weight. Certain armors convey other advantages, such as increased utility or stealth capabilities. Operatives may only wear and carry one suit of armor at a time.

Armor Rating (AR) - The amount of protection armor gives. If a character is hit by an attack that their armor can mitigate, the subtract the damage they would receive by their Armor Rating. It is possible to take no damage this way.

Dexterity Loss (DL) - The amount of DX a character loses while wearing a suit of armor. This cannot lower DX below 1.

Light Armor
Light Armor confers the most mobility but least protection of armor types. It is most useful for operatives who wish to remain quick on their feet, either to escape from danger or to roam the battlefield.

Medium Armor
Medium armor bridges the gap between protection and mobility. Most soldiers in the field opt for medium armor, and should be considered for general positions.

Heavy Armor
Heavy Armor is both a safe and risky option. While heavy armors confer the most protection, they also are much heavier and present a bigger target. Operatives who don't intend on moving much in the first place typically find Heavy Armor to be efficient.

Gadgets
Gadgets are useful items that are governed by the Gadgets skill. Some are relatively straight-forward and have a small chance of failing, while others require a certain amount of knowledge and finesse. Much like weapons, gadgets have rank requirements, Requisition costs, and weights. An operative is not limited on how many gadgets they can carry beyond Weight limits.

Arc Thrower - A non-lethal side-arm meant to stun and incapacitate enemies. Discharges an electrical current into a visible enemy from at least 4 squares away (cannot be used more than 4 squares away). An Arc Thrower attack requires a single action point and requires reloading after every shot. To determine success, roll a Gadgetry check. If the roll equals or exceeds the current HP of the target, they are Stunned. A Stunned target cannot take actions, and any attacks fired from within range automatically hit. Someone who is Stunned recovers after 3 of their turns has passed.

Tactical Grenades - Tactical Grenades are a category of gadgets that encompass grenades that do not cause direct explosions. The usage of these grenades is similar to the explosive variety, but requires a Gadgetry check to properly deploy. When throwing a grenade within its range, roll a Gadgetry check equal to its difficulty. Success means it lands where it was targeted and detonates, affecting its radius. Failure means the grenade Scatters in the same way most weapons do. A grenade thrown outside of its range always scatters, but a Gadgetry roll must be made regardless in case of critical failure. Throwing a grenade requires 1 action point. Grenades are, obviously, expended on use.

Motion Sensor  - A stationary device that emits an alarm if it notices alien movements. The device is small enough to fit in a human hand, and has an adhesive on the back of it. If it notices alien movement within 8 squares of itself, it will emit a loud sound detectable from 20 squares away. Arming a motion sensor requires a Gadget check of 10 or higher. Failure means the device is immediately set off. A motion sensor's alarm may be turned off easily.

Blow Torch - A blow torch that like torches things and stuff. Hot enough to cut through most metals given enough time. The AP cost of using a blow torch is equal to the amount of material one wishes to cut through. Most metals will require 1 AP for every 10 feet of material. Alien alloys will require 1 AP for every 5 feet. A successful Gadgetry check of 15 will double the speed of the process. A blow torch may be used with a Melee Attack action, dealing 1d4 damage but ignoring 1 point of armor.

Shield Generator - A stationary device that emits and sustains a hard-light shield that blocks incoming projectiles. The shield blocks entry and exit of the area affected, though stronger individuals may be able to move the device by tipping over the shield itself. It is beyond normal human strength limits to do this, but stronger alien species have been known to. As of yet, no alien or human projectiles have been able to penetrate a properly working shield. Setting up a Shield Generator requires 1 AP and a Gadgetry check of at least 15. On failure of this check, deployment of the shield is delayed by 1 turn. The shield may be turned off immediately for 1 AP and turned back on for 1 AP. The shield lasts for 5 turns of the character who set up the generator, though a successful Maintenance check (1 AP) of 15 will allow it to continue for another turn. The generator is expended after use. Shots fired at or out of a shield dissipate immediately and do not Scatter. Psionic attacks are unaffected by shields.

Tactical Mines - Tactical mines are mines that do not directly explode to deal damage to enemies. The usage of these mines is similar to explosive mines, but they require a Gadgetry check to effectively prepare. When setting a tactical mine, roll a Gadgetry check. This check must equal or exceed the Difficulty of the mine being used, or the mine is expended without being armed. Critical failure means it immediately goes boom boom. Mines are expended on use, but may be recovered before being set off.

Com Scrambler - A com scrambler releases electro-magnetic static that disrupts all known forms of transmission in the immediate area. It has been tuned to leave the frequency used by operatives unaffected. Alien communications have, however, been proven to be interuptable. When used, a com scrambler will disrupt long-range alien communication for 5 turns, making it useful in large mission areas. A com scrambler can be used five times before it must be replaced.

Explosives
Explosives encompasses all items that explode and are governed in some way by the Explosives skill. For all explosives, Explosives checks are required. Failure to meet the DC for the explosive means it fails in some way - exceeding the check increases the damage the explosive causes by the number of points you exceeded the check by. For instance, an Explosives check of 10 would cause a Fragmentation Grenade to do 2 extra damage.

Grenades -  Explosive grenades are grenades that explode with the express purpose of causing damage. The usage of these grenades is similar to the tactical variety, but requires an Explosives check to properly deploy. When throwing a grenade within its range, roll an Explosives check equal to its difficulty. Success means it lands where it was targeted and detonates, affecting its radius. Failure means the grenade Scatters in the same way most weapons do. A grenade thrown outside of its range always scatters, but an Explosives roll must be made regardless in case of critical failure. Throwing a grenade requires 1 action point. Grenades are, obviously, expended on use.

Mines - When setting a mine, roll an Explosives check. This check must equal or exceed the Difficulty of the mine being used, or the mine is expended without being armed. Critical failure means it immediately goes boom boom. Mines are expended on use, but may be recovered and disarmed before being set off. Mines are set off by any creature moving into their square. Setting a mine typically takes a single AP.

Bombs - Bombs are timed explosives meant to deal a large amount of damage in a very large area. To deploy a bomb, an Explosives check equal to its DC must be made. On success, the character preparing the bomb may choose a set number of turns for the bomb to explode, eventually exploding at the end of their future turn. On failure, the bomb goes off in 1 turn. On critical failure not good things happen. Fragmentation bombs require 1 AP to set up, The Big One requires 2. Enemies are typically aware of a bomb's presence.

Miscellaneous
Miscellaneous items are equipment that does not directly require skill checks.

Medkit - A field-deployable medical device that uses nanosutures and high-potency stimulants to treat minor injuries. Also contains antitoxins and antibiotics. When used, a medkit heals the target and removes certain toxins from the body. The medkit is expended after use. The amount of HP healed by the medkit is 4 + 2 for every Rank the operative has received past Squaddie. The cost, weight, and range of medkits does not increase with Rank.

Stim Pack - A syringe filled with stimulants and steroids. Provides a large amount of energy and focus for a short duration. Frequent use makes duh bum duh balls get duh smulllerohnooo. Using a Stim Pack provide 1 extra AP and +1 DX for the turn it is used on, and the following 2 turns.

Scope - A gun-mounted scope for one weapon. Provides +1 Accuracy on equipped weapons. A weapon cannot have more than 1 scope.

Stock - A barrel mounted stock for one weapon, designed to increase stability. Provides +1 Accuracy on equipped weapons. A weapon cannot have more than 1 stock.

Chitinous Plating - A plated overlay for armor designed off of Chrissalid biology. Provides +1 armor. Can only have 1 equipped.

HUD Visor - A specially designed interface for a helmet. Provides +1 Accuracy and +1 Dodge when equipped.

SHIVs
The Super Heavy Infantry Vehicle is mechanical weapons platform meant to act independently. Acquisition and maintenance of these devices is expensive and time-consuming, but they can be of major help to a squad.

A basic SHIV requires 10 Requisition to purchase and a rank of at least Sergent. A squad is typically allowed only one SHIV. During missions, the SHIV is controlled by the player who purchased it. SHIVs are unaffected by toxins, concussive forces, and psionic attacks. However, EMP attacks will disable the SHIV for a certain amount of time. SHIV's act on the turn of the player controlling them. If the player controlling a SHIV dies, the SHIV continues to act on their turn.

Damage to a SHIV must be repaired with a Maintinence check equal to the amount of health lost. Otherwise, a SHIV does not regain HP. A Maintinence roll of 25 before a mission will improve the HP, Armor, AP, and Speed of the SHIV by 1 for the duration of the mission. A Shiv unit can only be completely destoryed by explosions.

The base stats of a SHIV are as follows. It does not automatically have a weapon.

Equipment may be bought for the SHIV. A SHIV has an Armor slot, a Weapon slot, and a Treads slot.

Armor

Weapon

Treads

Team Assets
Team Assets are equipment and facilities that an entire team may spend Requisition on. These are typically expensive but powerful team-wide buffs or provide tactical equipment or vehicles for deployment.

Vehicles
Vehicles can be brought in to certain missions. Some are simply transportation, while others can be equipped with weapons and various other equipment. Note that not every mission allows vehicles to play a major part.

Cost - How much Requisition the vehicle costs, as well as Rank required.

Size - The number of spaces the vehicle takes up. (S)mall has a base of 4, (M)edium has a base of 6, and (L)arge has a base of 8.

Difficulty - The Driving skill points needed to properly drive the vehicle.

Speed - How many squares the vehicle can move. Moving a vehicle requires 1 AP, and it can also move its entire Speed in every Move action.

Armor - How much damage the vehicle's armor protects it against. When vehicles take damage, they are automatically hit.

Hit Points - How much actual damage the vehicle can take before being destroyed. Note that Maintenance checks are required to heal this damage.

Slots - Number of people the vehicle can seat.

Special - Weapons and special equipment and properties of the vehicle.

Facilities
Facilities are structures built at the squad base that provide various logistical bonuses.

Cafeteria - Cost: 15 - Increased nutritional benefits cause all operatives to gain 1 Condition.

Gym - Cost: 15 - Increased training facilities and personnel provides all operatives 1 Dexterity

Therapy Office - Cost: 15 - Additional emotional and morale support cause all operatives to gain 1 Will.

Firing Range - Cost: 15 - Increased weapons training and facilities cause all operatives to gain 1 Accuracy.

Armory - Cost: 35 - An armory provides a squad with increased access to weaponry and ammunition. With an armory present, any weapons squad members buy can be found in the armory for 1 Requisition. This means that if one soldier buys an assault rifle, any other agent may requisition a similar rifle for only 1 Requisition Point. In addition, weapons that require purchasable ammo no longer require Requisition to be spent to purchase that ammo. This ammo is still limited and has a Weight.

Medical Facilities - Cost: 35 - Medical facilities provide a squad with additional medical equipment and personnel. This means that any wounds a squad member suffers are healed after 1 day. In addition, any CN damage a squad member suffers is healed after 1 day.

Satellite Uplink - Cost: 35 - Provide the squad with a radar satellite. Allows squad members to receive certain information and map overviews of missions before engaging, allowing for additional planning.

Containment Room - Cost: 25 - Allows the squad to contain and interact with capture aliens.

Foundry - Cost: 40 - Provides the squad with an internal method of developing and acquiring new equipment. All gadgets, explosives, and miscellaneous that require replenishing after use can be replenished, up to a total of 2, for free.

Hanger - Cost: 50 - Provide the squad with additional aircraft support. Allows the requisition of Aircraft Vehicles other than the Skyranger.