Natch, you see the Leading Edge Aliens, 25mm, regularly on eBay, and tending
towards less pricey than I used to pay.
If you're interested in 15mm, I know that Friekorps(sp?), distributed in the
US by Outland Games, do a fair, if beefy, bug.
If desperate, you can try what I did many years ago, and take some plastic
skeletons, replace the head with a carved 'lima bean' from round sprue, with
the mouth part sheared from the skulls. Black base paint and a quick
dark grey dry-brush, and I know I surprised myself.
I never did get the back pipes right, though.
I was going to take this off list, but wondered if other list members had
knowledge of not-Aliens, though, if I missed them on the GZG site, I'll
bow my head now.
Also, has anybody tried working up SGII rules for these? They tend to be
closer to fauna than troops, so I suppose someone's lions and tigers from
darkest Africa conversion might work.
I did collect a bunch of Kenner <>6" bugs, hoping to get some
action-figure-to-colonial-marines conversions, but never found the right
army guys, though I thought I was close with some Marx-style WWII GI's,
if I could have figured how to work with the soft plastic. Also, I had my
visions crushed by the folks that did the 12" GI JOES and Ken dolls with large
Tsukuda bugs at Gencon. *sigh*
Richard, was there a particular number you needed, and what size?
http://www.wargames-figures.com/shop/science/pm10sci.htm#aliens
These are 'large' 10mm/small 15mm but are reasonable.
[quoted original message omitted]
http://www.wargames-figures.com/shop/science/pm10sci.htm#aliens
These are 'large' 10mm/small 15mm but are reasonable.
[quoted original message omitted]
***
http://www.wargames-figures.com/shop/science/pm10sci.htm#aliens
These are 'large' 10mm/small 15mm but are reasonable.
***
Well, a better place to start would be someplace with piccies of the items
discussed. Pendraken's home page, which has it's images behind some really
obnoxious-loading Java scripting, says that it's problems are all better
now. Not so's you could prove it by me.
http://members.tripod.co.uk/pendraken/aliens.jpg
http://members.tripod.co.uk/pendraken/aliens3.jpg
are two very nice pics on that very nasty site.
A list member's very good site:
http://www.cs.colorado.edu/~seidl/pendraken/Start.html
The_Beast
-Douglas J. Evans, curmudgeon
One World, one Web, one Program - Microsoft promotional ad
> Well, a better place to start would be someplace with piccies of the
> > Well, a better place to start would be someplace with piccies of the
Sorry Beast.
http://www.warrioronline.demon.co.uk/10mm/10sci-fi.htm
No pics here either, so sorry in advance ;-)
:D
***
Sorry Beast.
http://www.warrioronline.demon.co.uk/10mm/10sci-fi.htm
No pics here either, so sorry in advance ;-)
:D
***
As I'm having no luck on searches for pics, you've no need for an apology.
However, even in 10mm, only 5p a fig sounds mighty interesting! *heh heh*
The_Beast
PS I'm not one who found the *heh heh* so much a dirty old man laugh as a
self-depreciating one(not enough wheeze), but apologies to those so
In a message dated 8/09/01 9:48:21 PM E. Australia Standard Time,
> devans@uneb.edu writes:
Yes. My friends and I are very big Aliens and Predator fans and we did up some
rules for using them in our Stargrunt games. I've posted the stuff on my
website for those of you that might like to drop in and have a look.
http://www.geocities.com/nobjobs/gzghome.html
and follow the link from there to the Aliens vs Predator site.
There's a list at the botton of each page with minis that are useful for
representing the Aliens/Predators/Colonial Marines in 25mm-28mm scale.
Hope you can find it useful.
-Kelvin...
Stuart Murray had an excelent set of rules for playing SG2 in the Aliens
universe. But unfortunatly last I heard, he lost his web site.
Stuart, if you are on the list please correct me if I am wrong.
If not, I would be glad to host your pages until you get a new site.
---
Brian Bell bbell1@insight.rr.com ICQ: 12848051 AIM: Rlyehable YIM: Rlyehable
The Full Thrust Ship Registry:
http://www.ftsr.org
---
[quoted original message omitted]
Kelvin,
Nice website, pretty, without making you want to give up painting forever (Hi
Agis). I like the rules, I think for me they need a bit of a tweak, I was
thinking that the Aliens should operate as individuals rather than in a squad,
maybe having a terror effect (if an 8 ft exosceletal alien with acid for blood
doesn't terrify you what the hell does?), sionce these guys are illuded to
under the "Terror effects" rules (SGII, pg 43). And perhaps should CA like PA
troopers, who get doubled assault score, making them very capable of spoiling
your day in close assault, even on their own (a roll of a 5 or more makes them
capable of beating all but Elite troops in CA). This is my big question about
the CA rules, that a single PA trooper can take on entire squads of ordinary
troopers in CA and beat them all half of the time. Maybe make the alien D8
doubled, in CA?
Many thanks
Richard
> Yes. My friends and I are very big Aliens and Predator fans and we did
Kelvin,
Oh your CA rules are much nastier, hmmmm.
Duh, I shall finish reading the page before I comment next time.
Interesting.
I do have a question about your suppression rules for the aliens. It appears
as if they can never be pinned by suppression.
Selected sections: "Bugs have less of a tendency to take cover; they will more
than likely charge the offending enemy rather than hide from them. Therefore
suppression will less likely affect them. For that reason bugs will ignore the
first suppression marker placed on their unit in any one turn. Also bugs may
have a maximum of 2 suppression on each unit, not 3 like humans." "Each time a
bug squad activates automatically remove 1 suppression marker before their
actions are used." "These rules reflect that it takes a lot of fire to stop an
advance of bugs, they need to be wounded or destroyed to stop them!
(Effectively it takes 3 suppression effects to stop a bug unit for a turn due
to suppression)"
So, if I read it correctly... The 1st suppression is ignored (no counter
placed). The aliens are hit by suppresion twice more placing 2 suppression
markers. The aliens recieve a 4th suppression result, but no marker is placed
(as 2 is the max). On the next round the aliens automatically remove the 1st
suppression then use thier 1st action to remove the 2nd. They now have a
minimum of 1 action left.
Did I get this wrong?
---
Brian Bell bbell1@insight.rr.com ICQ: 12848051 AIM: Rlyehable YIM: Rlyehable
The Full Thrust Ship Registry:
http://www.ftsr.org
---
[quoted original message omitted]
In a message dated 11/09/01 9:15:15 PM E. Australia Standard Time,
> Brian.Bell@dscc.dla.mil writes:
Hi Brian,
> I do have a question about your suppression rules for
Well, they aren't really my rules. In our gaming group we divided up the work.
I wrote the Predator rules, my friend Toby wrote the Alien rules and Owen (not
of this list) wrote part of the Marines until we decided to simply use Stuart
Murray's excellent rules for the Marines (Hi Stuart!).
> pinned by suppression.
Well, not exactly.
> Selected sections:
<Deleted quotes from rules>
> So, if I read it correctly...
Correct.
> The aliens are hit by suppresion twice more placing 2
Correct.
> the next round the aliens automatically remove the 1st
Correct.
then use thier 1st action to remove the 2nd. > They now have a minimum of 1
> [quoted text omitted]
Not necessarily. The Aliens still have to roll to try and remove the
suppression counter as per the normal rules, its not automatic. As we
recommend using them as Veteran 2, this means you have a chance of failing.
And I can't count the number of times I have! So if you pass, yes you still
have one action left to use. Remember that to charge into Close Assault you
need to use both actions and can't do it if suppressed, then the bugs can't
charge you that turn (much to the relief of the Marines, I'm sure). So the
bugs can use it to advance a little further, to run away, to hiss menacingly
at the Marines, etc.
Did I get this wrong?
No. You just looked and said the exact same thing I did when I first read
Toby's rules, that they can't be pinned by suppression. Well I can tell you
from experience that they can be (I've done it and had it done to me), but its
just very, very hard to do. Tobe wanted to represent the fact that the Aliens
will tend to just keep coming at you in the face of your gunfire, but that
they aren't suicidal. They'll keep their heads down, it just won't hold them
up for long. The rules play a little better than they read. Recently we have
been talking about ways to improve the suppression rules with the Aliens and
welcome any input you or other can give.
-Kelvin...
Greetings!
Thank you for your response.
I was in the process of writing up Alien rules for DS2 when I saw the message
posted on your site. Here were my ideas:
Xenomorph (from Aliens): Adults: 1. Move 6" (as Power Armor) 2. Xenomorphs
draw 3 chits in CA (all colors valid). They may not attack except in close
assault. No test is necessary for close assault (either to attack or to stand
against the attack). Xenomorphs have NO ranged combat ability. If close
assaulting from hiding, the xenomorph will get to draw 3 chits against the
unit regardless as to whether the attacked unit withdraws. 3. It takes 4 valid
damage points to destroy a xenomorph squad. 4. When one is killed in CA, draw
2 chits (all colors valid) against the squad that killed it (acid splash). 5.
Attacks vehicles in CA with 2 chits (rips open hatches, breaks windows, etc.
then enters vehicle and kills crew), all colors valid. 6. Aliens can go into
hiding in ANY cover (any terrain but clear). They have a natural stealth and
they match the heat of thier environment. While hidden, they may not be
attacked from range (except for area effect weapons such as artillery or
SLAM), it may only be close assaulted. At night, they may go into hiding in
ANY terrain (Thier caprice absorbs light and they are the same temprature as
the environment, so light amplification and inferred are ineffective). 7.
AFPCs do not work against xenomorphs attacking from hiding (see above). 8.
Hidden movement. Xenomorphs may move while hidden. Hidden movement is at 3".
Two methods can be used for this: A) Write down the movement from the original
marker. B) Move 2 dummy markers at the same time as the real marker. Dummy
markers must remain within 18" of each other and the real marker. 9. Acid
Splash. If an alien squad is killed within 1" of another unit that unit may
take damage from the acid splash. Splash damage is 2 chits with all chits
valid. 10. Terror. Xenomorphs elicit terror in close assault. When in close
assault, treat them as having soft cover (i.e. only Red and Yellow chits are
valid).
11. Confidence/Reaction tests. Xenomorphs subtract -2 from the threat
level for confidence and reaction tests. 12. Treat xenomorph units as vehicles
for under fire markers. Unless a unit is killed, no under fire marker is
placed. 13. Xenomorphs are immune to the effects of hostile environments
(heat, cold, humid, dry, low oxygen, high oxygen, etc.) including biochemical
attacks. They also are treated as having an environmental suit on when
encountering radiation.
---
Brian Bell bbell1@insight.rr.com ICQ: 12848051 AIM: Rlyehable YIM: Rlyehable
The Full Thrust Ship Registry:
http://www.ftsr.org
---
[quoted original message omitted]
G'day Brian,
> Xenomorph (from Aliens):
Experience with the Daleks and "GZG bugs" in DS2 suggests that you may want to
up this a little (maybe 8" they were pretty fast blighters) otherwise it could
take all day for anything to happen.
> 6. Aliens can go into hiding in ANY cover (any terrain but clear).
So just not open ground?
> At night, they may go into hiding in ANY terrain
So even in the open? Just checking by the way.
> 7. AFPCs do not work against xenomorphs
As the xenomorph must CA to attack then why wouldn't the APFC's work? Don't
they automatically go off when the sensors are tripped?
> 9. Acid Splash. If an alien squad is
Do you mean other xenomorph units too? I would've thought they'd be pretty
immune to their own blood;)
> 13. Xenomorphs are immune to the effects
At least the ones humans are likely to be able to tolerate. You may want to
think about punishing them a little in scenarios where they're up against PA
in VERY hostile (hot/cold) environments. Maybe something along the lines
of PA are dropped into "furnace" (or "freezer") conditions and must do what
they have to do in 5 turns or their suits will overload. Unbeknownst to the PA
there's some aliens down there too. The aliens aren't incapacitated by the
conditions, but if they try to hide without being in cover (i.e. the kind of
cover anybody can hide in without trying to thermal match) then they do 2
chits worth of damage to themselves (risk of messing up their system as they
try to thermal match).
Just a thought
Hi Beth!
My additional comments below marked by [Bri].
---
Brian Bell bbell1@insight.rr.com ICQ: 12848051 AIM: Rlyehable YIM: Rlyehable
The Full Thrust Ship Registry:
http://www.ftsr.org
---
[quoted original message omitted]
G'day Brian,
> [Bri] Probably a good idea. With 6" they
Cool, though I still have one reservation. Are they going to be in addiiton to
other objectives on the board or are they going to be peppered about?
Otherwise you may find it takes ages for them to get an opportunity to do
anything.
> What I meant was that if the xenomorphs
OK that makes sense I guess, they don't have the time to react effectively.
> Since the xenomorphs have some stealth
I suspect they'd have some heat signature, otherwise it'd be doubtful they
could move so quickly (even as an alien species). However it may not flair up
until they actually moved.
> What does APFC use as sensors anyway?
I honestly don't know, guess in my naivete I just assumed that something the
size of a xenomorph would set the sensor off if it moved (I assumed the
sensors were movement based, but I actually have no clue).
> [Bri] No. Xenomorphs are immune to the
OK call me weird, but unless its one genera or even family per hive I would've
said that no xenomorph would've been effected regardless of their hive. It
would take an awful lot of genetic difference (read evolutionary space between
taxa... if you believe in evolution) for that kind of distinction in body
chemistry to be evident.
Cheers
> >Since the xenomorphs have some stealth
Ok just going to jump in at this point. If we are talking Aliens (i.e. the
film) then in the first one the motion sensor was based on changes in air
density (if memory serves correct). So presumably just moving through an
atmosphere was enough. (i.e. don't fight in a vacuum:)
Also how about if motion detectors were based like some animals in picking up
electrical discharges from muscles when they are used.
Ok that's it:)
G'day,
> If we are talking Aliens
OK that makes sense... though how they're on movement doesn't set it off may
be an interesting question.
> Also how about if motion detectors
In an air based medium you'd have to be REALLY close to detect that I would've
thought, would work well in more aqueous media though.
Thanks