ALIENS in FMA.

5 posts ยท Jul 11 1999 to Jul 12 1999

From: Mark A. Siefert <cthulhu@c...>

Date: Sun, 11 Jul 1999 15:09:36 -0500

Subject: ALIENS in FMA.

Hello All:

        I've convinced my utterly anti-SGII/DSII gaming group to play a
test game of FMA. In order to hold their attention, I decided to run a game
based on an old standard: ALIENS! I've got more that enough ESU figs and
Leading Edge Aliens figs to run a decent skirmish. (What I would
love to do is come up with a mock-up of the hive in the atmospheric
processor and re-create the first Marine/Alien skirmish.  But I don't
have the time or the money for that.)

I came up with the following ideas for the bugs: Either a 12" Move and d12
armor, or 10" move and d10 armor. (I'm leaning for the latter.) Although bugs
have experience levels for close combat and such, they don't make reaction
test, nor can they be surpressed. How does that sound.

As soon as I find time, I'll post stats for the various weapons found in the
Tech Manual. Until then, I need a nap.

Oh yeah... Jon! What about flame throwers? How are we to handle those?

From: John Leary <john_t_leary@y...>

Date: Sun, 11 Jul 1999 14:21:35 -0700

Subject: Re: ALIENS in FMA.

> Mark A. Siefert wrote:

> I came up with the following ideas for the bugs: Either a 12" Move

I would very carefully consider the armor roll as the aliens did
not seem to be able to 'bounce' the marines HE ammo.   The inability
of the marines to supress the aliens may also be an overpowering edge for the
bugs.

Sound like fun.

Bye for now,

From: kx.henderson@q... (Kelvin)

Date: Mon, 12 Jul 1999 08:22:43 +1000

Subject: Re: ALIENS in FMA.

Hi Everyone!

> I came up with the following ideas for the bugs: Either a 12"
Move and
> d12 armor, or 10" move and d10 armor. (I'm leaning for the latter.)

Well, As I mentioned a week or two ago, my friends and I played an
Aliens/Predator/Marines game in SGII.  I said I would post the rules we
used for the Aliens and Predators on the list, but I haven't had time yet plus
I don't have the actual Aliens rules (My friend hasn't given me a copy of them
yet). I'll get them posted ASAP and I apologise to anyone who has been waiting
to see them.

As far as the armour and movement goes, we used D8 as the armour (they're
tough, but not THAT tough) and D12 for movement (These bastiches are FAST!).
Also, we gave them a ability to only ignore supression from fire
eresults that only gave suppressions.  IF the aliens took a hit and/or
casualties, they'd get suppressed. After all, they might be a bit manic, but
they aren't stupid as the scene with the sentry guns in Aliens showed. Plus,
so they didn't get pinned down easily, they remove ONE suppression counter at
the start of their first activation for free. They are hard to suppress, but
it can be done.

We incorporated acid blood into the CLose Assault rules, so I have no
suggestions for the FMA skirmish rules.

> As soon as I find time, I'll post stats for the various weapons

From: Ground Zero Games <jon@g...>

Date: Sun, 11 Jul 1999 23:25:37 +0100

Subject: Re: ALIENS in FMA.

> Hello All:
Move and
> d12 armor, or 10" move and d10 armor. (I'm leaning for the latter.)

Carefully, and nozzle end towards the bad guys......  :-)
(Sorry, I REALLY can't resist a straight line like that....)

Serious answer: dunno yet... any good ideas?

Jon (GZG)
> --

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Mon, 12 Jul 1999 15:51:27 +1000

Subject: RE: ALIENS in FMA.

Try this as a quick & dirty option:

Flamers: Using a standard tape measure (~1/3-1/2" wide), measure 10"
from the firer strait over the target. Everything touched by the tape measure
is hit by a FP:d12, I: d8 attack. Cover has no effect. Miss: suppression
Minor Hit: suppression + automatic combat move directly away from the
firer (terror effect)
Major hit: hit + suppression + automatic combat move directly away.

However the drawback is; when the flame junkie takes a HIT, if he gets a 1 on
the armour roll, then his feul tank has been hit & explodes as a FP:d12, POI:
1" blast grenade, automatically suppressing anyone in range (& obviously
killing the poor shmuck).

'Neath Southern Skies - http://users.mcmedia.com.au/~denian/
Commodore Alfred K Hole - RNS Indy's Folly [CB]
Captain Nicolette O'Teen - RNMS Golden Spear [CB]
EBD Medusa

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