USCMC/Aliens/Preds for SG2

2 posts ยท Mar 10 2002 to Mar 11 2002

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Sun, 10 Mar 2002 16:05:01 -0500

Subject: USCMC/Aliens/Preds for SG2

Someone asked about Aliens/Preds for SG2. Stuart Murray did a rather
cool conversion of the US Colonial Marine Corps for SG2 and I have a "printed"
copy. Does anyone have a working web link to this material? It had some
interesting ideas.

My own variant of same features:

M577 APC
- 2 x DFFG/1 or DFFG/2 (turret)
- 2 x rotary SAW (180 front traverse)
- Armour 2
- HM Wheeled

Dropship
- 1 x Forward firing RFAC/1 or RFAC/2
- 1 x SLAM/3 (using my own homebrew rules for SLAM) (forward firing)
- 2 x GMS/H
- Armour 2
- VTOL/Aerospace

Smartguns: Stu adds a smartgun die for the saw gunners (a system quality die,
d6->d10). I don't just add the die (that seemed a bit much). I roll it
separately, compare it to the quality die roll, and take the higher of the
two. This is more moderate but does involve knowing which die is the quality
die. Basically my logic is that if the soldier aims well (good QD roll), the
smartgun doesn't add much if anything.

Aliens: If I had some of those great LEG figs... (sigh) or found someone
knocking them off....(sigh). Anyway, Nic at Eureka has got some tres cool
Chaos Weasels that are... "a close first cousin". And the Kryomek aliens
aren't bad as a substitute, nor are classic Genestealers. I'd rate the Aliens
from the movie in SG2 as: Movement: 8" or 2d8. (faster than humans encumbered,
about equal to unencumbered) Quality: D10. Leadership: 1 (they don't panic...)
Armour: D8. Bullets kill them.
In close assault, give them the +2 shift for close combat weapons. (big
teeth and that sharp tail) Cause Terror. Do not have to check to enter CC.
Often start scenario invisible/hidden.... ;)
If injured, auto resolve casualty like PA. (They either keep coming or they
lie there... no ambiguity)

Preds in SG2: Single figure (read the individual figure rules from SG) Plasma
gun (D6 FP, D12* impact)
VibroGlaive and Claws(+2 in close combat)
VibroBoomerang (D8 FP, D12 impact, close range only) Lethal Wire Net (D8 FP,
D10 impact, close range only, figure not injured
is considered immobilized - a re-org action will free him, otherwise he
must be carried as wounded or abandoned (with morale test) and cannot fight
until freed). Quality: D10 or D12 Movement: 8" base, 3d8" sprint. Leadership:
1 Do not have to test to enter CC. In CC, roll 2 QD! (These guys very rarely
lose CC) I leave to your imagination the effect of the small portable nuclear
charge. Cloaking Device: May attack cloaked. Treat figure as in position and
in
hard cover (3 shifts). If figure is hit, roll D6. On 1-2, cloak is
rendered inoperative. Mind you, a true hunter is not afraid of
Prey......

From: Richard Kirke <richardkirke@h...>

Date: Mon, 11 Mar 2002 00:21:48 +0000

Subject: Re: USCMC/Aliens/Preds for SG2

http://www.geocities.com/nobjobs/aliens/xenomorph.html

Here is a very similar set of rules (if not the same).

Richard

> From: "Tomb" <tomb@dreammechanics.com>