Alien RPG Evolved Edition House Rules

Space on the Battlefield

A zone is between 6 and 12 metres across. On the tabletop, this translates to 4-8 inches. A room is generally considered to be one zone even if it doesn’t match these dimensions. When measuring distances in open areas, treat a zone as six inches across.

Armour and Armour Penetration

Armour has an Armour Rating (AR) and Weapons have an Armour Piercing (AP) value. Before calculating damage, subtract the attack’s AP from the target's AR. If the result is greater than zero, subtract it from the attack’s damage. Reducing the AR below zero does not increase damage.

Example: An AP 2, Damage 2 weapon hits someone wearing AR 3 armour. Subtract the AP 2 from the AR 3 to get AR 1, then reduce Damage by that amount, to 1.

Example: An AP 4, Damage 1 attack hits someone wearing AR 2 armour. Subtract the AP 4 from the AR 2 to get AR -2. This does not reduce the Damage of the attack, so the target takes 1 damage.

Fire

Fire has a fire intensity rating (FIR). When you enter or start your turn in a space with FIR greater than 0, you are considered to have been hit by an attack with AP and Damage equal to the FIR.

Example: Someone wearing AR 3 armour enters a space with FIR 1. They take a hit at AP 1, Damage 1. AP 1 reduces their AR to 2, which then reduces the damage to 0. They take no damage.

Example: Someone wearing AR 3 armour starts their turn in a space with FIR 4. They take a hit at AP 4, Damage 4. AP 4 reduces their AR to −1. This does not reduce damage, so they take the full 4 damage.

At the end of each round, roll a number of D6 equal to the FIR for each zone. For each 1, reduce the FIR by 1. For each 6 the fire starts a fire in an adjacent zone with FIR one less than the current zone. Any new fires created in this way don’t roll until the end of the next round.

Example: A zone has a FIR 3 fire. At the end of the round, 3D6 are rolled, scoring 1, 3, and 6. The FIR is reduced to 2, and then an adjacent zone starts burning at FIR 1.

Explosions

Explosions have a blast rating (BR). Everyone in the same zone as the explosion is hit with an attack which has AP and Damage equal to the BR. If the BR is 3 or greater, those within medium range (i.e. up to one zone away) are hit with an AP and Damage 2 less than the BR (e.g. AP & Damage 1 for a BR 3 explosion). With a BR of 4 or more, those even further away are also affected. Reduce AP and Damage by one more per zone between them and the explosion (e.g. a BR 5 explosion has AP & Damage 1 in its zone, AP & Damage 3 one zone away, AP & Damage 2 two zones away, AP & Damage 1 three zones away, and no effect four or more zones away).

Ammunition Dice

Weapons which use ammunition generally have a number of ammunition dice. These are rolled whenever you attack with the weapon. These dice can not usually score successes (but see Full Auto, below), so any sixes rolled on them do nothing. Instead, each die which rolls a 1 is removed from the weapon’s pool of ammunition dice. When the last die is removed, the weapon is empty and may not be used to attack until reloaded.

Weapons which have an ammunition capacity of N/A do not have ammunition dice and never need reloading. Those with ammunition capacity of S are single-shot. They require reloading after every use. Those with an ammunition capacity of D are disposable. They can be used once and not reloaded.

Reloading

Reloading is usually a quick action (if your weapon has 4 or more ammunition dice, it is instead a slow action). Before reloading, you must make a supply roll. Roll all of your supply dice except the ones in your pack, discarding any which roll 1. If any of the dice rolled a 6, you are able to reload your weapon (refresh its pool of ammunition dice to full capacity). If none of the dice rolled a 6, you do not have any suitable ammunition and may not reload that weapon until you gain more supply dice (including from your pack). If you cannot reload, you do not lose your action and may do something else with it, such as drawing another weapon.

Full Auto

When shooting a weapon with the full auto rule, you may choose to make a full auto attack. Doing so with a personal weapon (not a remotely operated or vehicle mounted one) causes you to gain one Stress. During this attack roll, any ammunition dice which roll a 6 add one success to your attack and is then removed from the weapon’s pool of ammunition dice.

Stun

Some weapons deal stun damage in addition to normal damage. Armour does not protect normally from stun damage. Instead after being hit by stun damage, roll Strength + Stamina + Stress + AR D6. Ones on stress dice have their usual effect. Aliens instead roll Health + AR. For each 6, reduce the stun damage by one. Then become incapacitated for a number of turns equal to the remaining stun damage.

Example: A PC is hit with a Stun 3 attack. They have 3 Strength, 1 Stamina, 2 Stress, and are wearing AR 3 armour. They roll 7 normal dice (getting 1, 3, 3, 4, 5, 6, 6) and 2 stress dice (1, 5). Stun damage is reduced by two for the two sixes, so they miss their next turn. They also rolled a one on a stress die and must make a Stress Response roll.