[OT] Alien Figures [off-list]

1 posts ยท Sep 12 2001

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
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