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Post by atomicfloozy on Jul 16, 2022 21:57:50 GMT
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Post by BROODE on Jul 17, 2022 6:08:30 GMT
That was a great AAR! You created an awesome set of rules for playing the Xenomorphs! Looking forward to more adventures of the Pink Pixies
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Post by atomicfloozy on Jul 17, 2022 14:28:41 GMT
Well, I really didn't create much for the Xenomorphs - They are basically the rules for bugs in Citizen Soldier, with a few tweaks from the old 5150 Book One & the two attributes from Grimdark Future. I really liked the idea that pheromones would immediately give PEFs & Xeno units a free move toward the nymph's location.
It was fun to play. I just knew that if I didn't leave the table before that last unit of Xenomorphs hit, it would have been a total party kill.
On a side note, the Xenomorphs were also fun and easy to paint.
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Post by steveb6 on Jul 17, 2022 19:06:02 GMT
Game Over Man!
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Post by stryderg on Jul 17, 2022 21:52:11 GMT
Tough one! But a good write up. Maybe cut back on the number of Xenos per group? Or bring better flashlights. That 12" line of sight and their 12" move are a bad combo.
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Post by atomicfloozy on Jul 17, 2022 22:12:08 GMT
Believe it or not, in the first edition of Star Army, bugs could be in groups of 12!
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Post by stryderg on Jul 18, 2022 1:12:01 GMT
What's left of my troopers remember that well.
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Post by Ed the Two Hour Wargames Guy on Jul 18, 2022 1:34:03 GMT
Maybe roll 1/2d6 1 = One less than group. 2 = Same as group. 3 = One more than group. Add 1 if Warrior Bugs.
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Post by Ed the Two Hour Wargames Guy on Jul 18, 2022 1:34:33 GMT
Believe it or not, in the first edition of Star Army, bugs could be in groups of 12! Those were based on Star Army Bugs.
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Post by TheConvenientSkill on Jul 21, 2022 19:04:32 GMT
I had the good fortune to go to the Alien War experience in London, so I've had a close encounter with a xenomorph or two!
To replicate Aliens they should be 'fragile', because they go down pretty quickly from caseless 10mm ammunition. So anything which increases the ease of hitting them would help.
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