Hi,
im aware there's a project here in place attempting to improve on prodos existing board game.
However ive given the bug hunt rules a try and enjoyed it alot however the rules don't support 3 way alien vs pred vs marines and the rules for preds are very limited so I decided to expand upon the rules set alot and have play tested this twice by myself and wanted to share with you guys for feedback. If you could give it a play test as well and let me know what you yhinj that would be great!
Rules for bug hunt avp version
http://tabletoptitans.com/rules/0002.ph ... 1455997406Additional rules by myself
Nickie's AVP mod
[ setting up the board: I found random tile generation cumbersome and I decided to just set up the board as I see fit with egg caches and doors in strategiccally equal places. I find randomising room tiles more exciting for the game.
[-] Acidic corpses: if 3 aliens die in a single spot, acid ground marker, double movement marines
[-] Aliens slithering movement: may pass each other if small
[-] Aliens spawning: 1) 1d3 facehugger 2) 1d6 runner 3) 1d6 drones 4) 1d6 drones 1d3 runners, 5) 1d6 warriors 6) 1-3: 1 royalguard, 4: predalien, 5-6: queen
[-] Aliens: huggers 1hp, runners 1hp cc2d6, drones 1hp cc3d6, warriors 2hp cc3d6, royalguard 4hp cc3d6, predalien 3hp cc4d6/8ap, Queen 6hp cc4d6
[-] Aliens: ventilator passage, start of turn on 4+ place 1vent shaft or vent opening of choice (vent 5+ cover)
[-] Ammo: pulse rifle 6, smartgun 10, incinerator 6, plasma caster 8
[-] AVP turn sequence: marines vs preds roll d6 initiative, as per rules, end of each faction's activation, roll for alien activation+spawning, after both factions complete activations, aliens begin activations
[-] Close combat: highest dice, tie in multiple dice cancel out, next highest wins
[-] Firing arcs: 180 degrees, even if partial can be taken with 5+ cover sv
[-] Area effect weapons: Flamer use flamer template, grenade use small blast template,models covered are hit on 4+ no cover save
[-] Grenades 6", launchers 9"
[-] Marines power loader: 3+ save, smart gun and flame thrower, 3ap climb on/ off
[-] Marines: 1 specialist per squad, nominate in secret but reveal if killed, weapons may be picked up from dead comrades
[-] Marines: look for a way out! 2ap, auto if existing joinable, if none success 4+, subsequent vents auto shortest route return to tile
[-] Marines: pulse rifles and flame throwers, 6shots reload 3ap, smart guns no reload. hits preds on 6+
[-] Marines: Set up/packup sentry gun 6ap,
[-] Marines weapons to hit preds: pulse rifle 6+, flame 4+, smartgun 6+tch] Over watch: all models in squad must declare whether to overwatch before action fulfilled
[-] Overwatch and facing: must be declared, is lost once moved or pivoted
[-] Overwatch: Conflicting over watch between factions: whoever rolls lowest has to shoot, if target still survives, then the other squad shoots
[-] Pred disk: 2ap, 9" 4+hit 3d6 if multiple can spread like smartgun (once per turn)
[-] Pred fighting style: 2+ avoid acid blood.
[-] Pred medkit: 6ap 3+ heal 1hp
[-] Pred net: same as grenade. Cc2d6,diff 1-3 immo, 4-5 1hp, equal or less tear net
[-] Pred plasmacaster: 2ap 12" ,2d6,5+hit usmc/aliens,
[-] Pred Stats: Pred 2hp, cc3d6, Elder Pred 3hp, cc4d6, reroll all 1s
[-] Preds: cloaking field, active turn: over watch hits miss on a 4+, non-active turn reduce enemy range by 1/6 , 2ap recloak. lose cloak status once wounded
[-] Preds: laser lock 2AP, +1hit rng attack that turn, rng 18"
[-] pred teleporter: used to capture eggs, flamer template autohit eggs
[-] Reload: 2ap for preds/marines
[-] Scenario: 12 turns, + cumulative sudden death end, aliens: death of all species, predator/marines: 1) x pts egg cache destroy/capture, 2) comms relay: x pts/turn after hold 3 turns
[-] Take cover: free ap, adjacent to crate, 5+ cover save, from rng attack, marines
[-] Tile corridor generation: as per normal rules and.. 6+ egg cache, 6+ Infested tiles: aliens get 5+ cover sv if shoot through or whilst inside (ignored by blast/templates)
[-] Tile room Generation: Aliens Egg cache in room roll: 1-4 nothing, 5-6 Special, egg cache on 5+, (6 eggs/room)
[-] Tile room Generation: Special Room contents: 6: brood chamber, 5: power loader/elder mantle, 4: comms, 3: medical bay(all ap, revive all non-chestbursted unconscious friendlies), 2: equipment (2ap, grenades,incinerators, fix broken cloak) 1: nothing
[-] Turn sequence: marine vs pred roll initiative, then as normal
[-] marine squad (1 sergeant w\ pulserifle 1 flame thrower, 1 smartgun, 3 pulse rifles)
[-] Predator pack (3 preds all with cloakfield med kit plasmacaster disc netgun teleporter)
[-] Capturing\destroying eggs: marines flamer and pred telepprter autohit. Otherwise 6hp 2+ hit with other weapons