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PostPosted: Mon Sep 28, 2015 10:28 pm 
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Joined: Wed Dec 10, 2014 7:24 am
Posts: 45
If so, care to share them?


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PostPosted: Tue Sep 29, 2015 11:33 am 
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Joined: Tue Dec 03, 2013 12:05 pm
Posts: 91
This ones are still under discusion with my group, but any game we find new problems so apply new solutions.

Trophy collection in air vents, In order to put a trophy token into an air vent the alien must perform an interact action(2 act. pts) into a room with nearby air vents to put the token inside the air vent.
(With the original one the alien must run into and outside the air vent so warriors and bigger aliens are useless)

Heroic disengage (2 act pts), If a marine is trap in a tile with an air vent, He/she can spend 2 action points and successfully pass a CC test in order to cross the air vent to the tile on the other side. This action can only be made to go through an air vent.

Facehugg (Extended), When facehugger attack a marine hero(marine with 40mm base) The reinforce is going to be a warrior. As well when attacking a power loader, the powerloader gains +5 to constitution to resist the hug, If it fails the alien force gain an infant warrior.

Guns placement (Extended) sentry guns do not count as an enemy miniature when determine If a tile is engage. So predator or alien miniatures can free disengage when there is just a sentry gun.

Exploration (Invented as we don't have any) sentry guns can be placed up to 2 tiles from the marine deploiment tile.


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PostPosted: Wed Sep 30, 2015 10:21 am 
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Joined: Mon Dec 02, 2013 10:47 am
Posts: 43
Don't quite understand the Facehug one, but love the other rules. I'll start using them.


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PostPosted: Wed Sep 30, 2015 12:19 pm 
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Posts: 91
Right now heroes and powerloaders are inmune to facehuggers, unlike predator elders for example


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PostPosted: Wed Sep 30, 2015 10:25 pm 
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Joined: Wed Dec 18, 2013 7:05 am
Posts: 101
The exploration rule is a big hit with me....nice job sir.


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PostPosted: Thu Oct 01, 2015 9:49 am 
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Joined: Mon Dec 02, 2013 10:47 am
Posts: 43
harec wrote:
Right now heroes and powerloaders are inmune to facehuggers, unlike predator elders for example


No, I understood that part. But this... "Facehugg (Extended), When facehugger attack a marine hero(marine with 40mm base) The reinforce is going to be a warrior." makes no sense to me.


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PostPosted: Thu Oct 01, 2015 11:08 am 
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Joined: Tue Dec 03, 2013 12:05 pm
Posts: 91
montanhas18 wrote:
harec wrote:
Right now heroes and powerloaders are inmune to facehuggers, unlike predator elders for example


No, I understood that part. But this... "Facehugg (Extended), When facehugger attack a marine hero(marine with 40mm base) The reinforce is going to be a warrior." makes no sense to me.


Ok then just put an infant warrior. ;)


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PostPosted: Tue Nov 24, 2015 4:36 pm 
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Joined: Tue Aug 11, 2015 3:55 pm
Posts: 9
XP is awarded at 0.5 XP for successful completion of mission, with an additional 0.5 XP awarded if objective on card is achieved as well.

Please can you tell me what you think of my house rules XP cards listed below?

MARINE – 1 XP
Tactical Movement.
At the start of your activation, choose this figure or another friendly figure within 3 tiles.
That figure gains one free movement action.
Then exhaust this card.
You may use this ability on an already activated figure.

MARINE – 1 XP
Take Cover – use this card when an attack targeting you is declared.
Choose 1 figure.
If CC attack gain +2 to attackers roll.
If RS attack gain +6 to attackers roll.
Then exhaust this card.
This card is in addition to normal cover rules.

MARINE – 2 XP
Weapon Expert.
Choose 1 figure.
When attacking gain +4 to RS roll on all attacks.
You may only add this ability to a RS attack.

MARINE – 2 XP
Dying Shot.
Exhaust this card after an attack targeting you is resolved.
If you suffer 1 or more damage, then immediately perform 1 free attack action.
You may add this ability to any attack.

MARINE – 3 XP
Suppressive Fire.
Exhaust this card after you resolve an attack.
Each figure that suffered damage chooses to suffer 1 additional damage or lose 1 action on next activation.
You may only add this ability to a RS attack.

MARINE – 3 XP
Execute.
After you resolve an attack, if the figure was not defeated, immediately perform a free RS attack.
Then exhaust this card.
You may only use this ability on a RS attack.

MARINE – 4 XP
Covering Fire.
Choose 1 figure after you resolve an attack you may move up to 2 tiles.

MARINE – 4 XP
Decoy.
Deplete this card when an attack targeting you is declared.
After the attack resolves, you may interrupt to place your figure in an empty of friendly space within 3 tiles.
Then perform a free RS attack.

PREDATOR – 1 XP
Choke Slam.
Use one action.
Choose one small figure on or within 1 tile of your figure.
Perform a Strength test.
If passed push figure 2 spaces, if the figure is hostile targeted figure loses 1 action at next activation.

PREDATOR – 2 XP
Cloak.
Exhaust this card when a hostile figure enters a tile within 1 space of you.
Move 1 space away from hostile figure, remove Predator from board and replace with 1 ping token and 1 voice mimic token.

PREDATOR – 1 XP
All For One.
Exhaust this card when you or an adjacent friendly figure are defending to apply -1 to the Armor roll.

PREDATOR – 2 XP
Bio Mask.
Exhaust this card to reveal all ping tokens within 3 tiles.
This ability can be used even if there is no line of sight.

PREDATOR – 3 XP
Vicious Strike.
Exhaust this card when you declare the target of a CC attack.
Apply +2 to the armor roll of the targeted figure.

PREDATOR – 3 XP
Battle Cry.
Exhaust this card during activation to choose another figure within your line of sight but not more than 2 tiles away.
That figure then gains 1 additional action.

PREDATOR – 4 XP
Hammer and Anvil.
Choose another adjacent friendly figure.
You and that figure may each perform a CC attack.
The second attack is always an autohit.
You may choose the order of the attacks.

PREDATOR – 4 XP
No Escape.
Exhaust this card after you resolve an attack.
Immediately perform 1 free attack action.
This free attack action can be either CC or RS.

ALIEN – 3 XP
Sharpened Claws.
Exhaust this card after you declare an attack.
If the attack hits reduce the targets armor roll by 4 for the duration of the round.
You may only add this ability to a melee attack. ALIEN – 3 XP
Rampage.
After you perform a run action you may then perform one free attack action.
Then exhaust this card.
You may only use this ability on a melee attack.

ALIEN – 4 XP
Spitting Blood.
Exhaust this card after an attack against you has been resolved.
Perform one free ‘Acid Spit’ attack against the attacker.
This attack only affects the attacker and does not have area effect.
You may use this ability in addition to acidic blood.

ALIEN – 4 XP
Primal Rage.
Exhaust this card after you resolve an attack.
Perform an additional attack targeting a different figure or object adjacent to the original target.
You may only use this ability after a melee attack.


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