From: Brian Bell <bkb@b...>
Date: Wed, 12 Sep 2001 09:19:25 -0400
Subject: RE: [OT] Alien Figures [off-list]
Greetings! Thank you for your response. First I have added a link from the Xenology center (http://www.ftsr.org/xeno/) to your web site. Could you give me your full name and that of Toby? I would like to provide credit with the link. [I just noticed that I had misread your name and will correct it when I get home tonight]. 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]