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  • File : 1295156505.jpg-(31 KB, 400x527, aliens-3.jpg)
    31 KB Anonymous 01/16/11(Sun)00:41 No.13537293  
    Sup /tg/, I have woken myself up to ask you something.
    Please help me stat a Xenomorph for Dark Heresy. My group has a problem, the problem in question is that they're too eager to get into battles, because they know how to fight in Dark Heresy.

    I want my adepts quivering in fear when they see hear a fucking blip. I want my close combat adept to die horribly. I want everyone to be shitting their pants in fright as they inspect a claustrophobic space hulk for ancient relics while testing out an untested battle-rifle.

    That and everyone in my group likes Aliens, so I'm sure this would abso-fucking-lutely fly with my group.
    If you could be so kind, could you also help me stat every stage of Xenomorph, right up to the Queen?
    >> Anonymous 01/16/11(Sun)00:49 No.13537368
    So far, I've reasoned that the creature would have unnatural toughness, unnatural agility x2 each. The Xenomorphs are amazingly fast, uncannily precise, and very freaking tough to kill. They're strong, but in my opinion, not strong enough to warrant unnatural strength.
    The acid blood is my qualm. Should I just allow an agility test to avoid it, and kill them should they fail it? Pretty well nobody close to an Alien when it dies will live to tell the tale anyhow.
    Yes, the acid blood melting through alot of things will be a problem on a Space Hulk. I trust that the players will need to seal off a few sectors by the end of the campaign.
    So should the acid blood do damage, or should I just handwave them to death with it?
    Maybe just a metric fuckton of damage.
    >> Anonymous 01/16/11(Sun)00:55 No.13537421
    "As you slash apart the foul beast, it's viscous, green fluids splash on your <rolls hit locations table> arm. Your arm is now melting."

    Don't kill them outright, just handwave them a little bit.
    >> Anonymous 01/16/11(Sun)00:56 No.13537431
    Xenomorphs arn't that tough, but they make up for it with speed and numbers, so replace unnatural toughness with unnatural speed, and attack with a lot of them. As for the acid, give them a chance to dodge. And if hit have it ruin their armor the first round, then have it burn the shit out of them, maybe a toughness test to half damage? Don't handwave it though.
    >> Anonymous 01/16/11(Sun)01:00 No.13537465
    Dark Heresy already has it's own offbrand 'Aliens' they're called Genestealers, they are statted in a supplement, and yes they will kill everyone.

    >Learn Mornize
    >> Anonymous 01/16/11(Sun)01:03 No.13537492
    >>13537431
    >>13537421
    That sounds much better. So precisely how much damage should occour? A simple 2d10? 2d10+5?
    I can see your point about no unnatural toughness.
    So what would be the approximate toughness and/or armor of the creature? I'm personally thinking 30-something T, but that chitin has to have an armor bonus of some kind.
    >> Anonymous 01/16/11(Sun)01:07 No.13537526
    >>13537492
    OP, you DO know that there are different types of xenomorphs, right?
    What movie are you using as a base? I can help you out here. Depending on the creature, you have different stats.
    Praetorians are larger and slower, but are dead 'ard and strong as hell.
    Runners and drones are fast and brutally cunning, but sorta weedy.
    >> Anonymous 01/16/11(Sun)01:09 No.13537547
    >>13537465
    What this guy said. Any reason you can't use genestealers? They tend to be found on space hulks as well, that's sort of the entire premise of the Space Hulk game.
    >> Anonymous 01/16/11(Sun)01:09 No.13537553
    >>13537492
    Get Creatures Anathema. Mix and match between Genestealers and Lictors until you find a mix you think suits, then tweak to taste. Add the acid blood (possibly tox blood, my memory for names is terrible at 6am) mutation, swift attack, etc.
    >> Anonymous 01/16/11(Sun)01:10 No.13537558
    >>13537492
    Personally, I'd like to use all of them. I'll mainly be using the basic Alien, but they will be encountering the other subspecies as well.
    I'm thinking of using the Xenomorph statted here as a basic creature, and to add the advantages/disadvantages of the others on top of it.
    >> Anonymous 01/16/11(Sun)01:10 No.13537560
         File1295158245.jpg-(51 KB, 750x500, facehugger.jpg)
    51 KB
    Egg: A grenade that shoots Facehuggers at you.
    Facehugger: If you're hit, you get impregnated. Tests for strenght to delay it untill someone can get it the fuck off you.
    Chestburster: Why the fuck isn't it running away?
    Drone: basic alien
    Warrior: tougher then the drone, also fucking crazy.
    Queen: Oh jesus christ, run and hope you brought enough explosives to drop a hive on top of it.

    That's pretty much it, unless you start going into the EU breeds, and then you've got runners, pretorians and all sorts of shit. Plus xenomorph queens are psychic and cause nightmares and other scary shit for people sensetitive enough to them. That leads to doomsday cultists going "Give your bodies to the gods, so that your soul might be saved!" as the flood of xenomorphs snatchs up everyone, killing only when they have to.
    >> Anonymous 01/16/11(Sun)01:10 No.13537562
    >>13537492
    I would say 3 ap everywhere and 3-something toughness. If you really want to make them fear combat, make these guys easy to kill, send a lot of them, and use their acid blood to full effect. If they are smart, they will try to avoid combat, and fear the sound of a horde barreling down the corridors because even if they survive, it will be for naught when they are sucked into the void. 2d10 sounds good if plan to send a lot of them like I suggest.
    >> Anonymous 01/16/11(Sun)01:13 No.13537590
    >>13537526
    Did YOU know that official canon states that the Aliens take on the characteristics of the host species and were only narrowly defined for Alien vs. Predator games? Assuming it eats a dog, like in Alien 3, it becomes a sleek, fast, quadruped based alien. In Aliens they had taken humans for hosts and developed into bipedal, organized creatures. In the dark horse novels they also take on characteristics of other species as well.
    >> Anonymous 01/16/11(Sun)01:15 No.13537615
    >>13537590
    Sounds pretty much like Genestealers here. Maybe add some Lictor for the stealthier/quicker ones, maybe some custom tweaks for the other way, you're set. The rest can be handwaved as and when needed.
    >> Anonymous 01/16/11(Sun)01:17 No.13537638
    >>13537558
    Alright.
    Basic drones would have a toughness of 30, no unnatural toughness.
    Agility would be in the 40s, unnat agility 2.
    Strength + WS should be in 30s, unnat STRx2.
    Their chitin would give them AP3, as even regular bullets can punch them.
    Their attacks should be:
    clawsx2 = 1d10+2 pen4
    tail = 1d10+6 pen6
    inner jaws = 1d10+5 pen7
    Taking movies and comics into account.
    Willpower would be high all around, fellowship would be decent, INT would be good.
    >> Anonymous 01/16/11(Sun)01:18 No.13537639
    >>13537562
    I vote making melta and flamer weapons, as well as lasers(they cauterize wounds) nullify the acid blood.

    Also, if the stuff gets on them, I suggest a test to remove the armor on that part of the body to prevent damage. Throw as many at them as you want though, but just remember, bolters should make them explode fairly easily.
    >> OP !!EBUwMQc7eUZ 01/16/11(Sun)01:21 No.13537669
    I decided to adopt a tripcode, so my posts may be identified easily.
    >>13537615
    The only problem with using the tyranids is that I want to build these creatures from the ground-up so that we get every lick of fluff for the creatures spot-on. I don't want to take shortcuts with this adventure.

    Here's my proposal for basic stats:
    ws: 50s
    bs: 20s
    str: 30s
    agi: 40s
    tou: 30s
    will: 40s
    (fearless, save against fire. They test against fire at -30, and automatically need to take a fear test whenever in the presence of hostile fire. (EG: Flamethrowers))
    fel: unapplicable, drones don't do leading.
    int: high 40s.
    >> Anonymous 01/16/11(Sun)01:23 No.13537686
    >>13537638
    Runners would have +10 AGL, no unnat STR, bonuses to all sneakin shit.
    >>13537590
    I do know that. However, for the purpose of codifying things for a structured game, you need to present a standard to run by. You can take base numbers and scale as you wish.
    >> OP !!EBUwMQc7eUZ 01/16/11(Sun)01:25 No.13537710
    >>13537638
    I like this set of stats. I must argue that the Aliens seem to be very adept at attacking people. Whenever they get a strike in, at least as far as the films are concerned, they hardly ever miss.
    Then again, in the films, the Xenomorphs do far more ambushing than they do face-to-face assaults.
    >> Anonymous 01/16/11(Sun)01:31 No.13537773
    >>13537639
    Different weapon types doing different effects sounds good

    >>13537669
    These stats seem good, although I am confused as to the -30 penalty to fire.

    >>13537638
    I would add that the xenomorph has to grapple or the victim be helpless to use the inner jaw.


    I would add dark sight, a fear rating, hard target, lightning attack, and lightning reflexes. With that you have a deadly predator.
    >> OP !!EBUwMQc7eUZ 01/16/11(Sun)01:31 No.13537774
    As far as the acid is concerned, should DH adepts have access to an antacid?(For a lack of a better word) Or should this be one of the problems that the PCs could try to find a way to stop acid from killing their friends at all?
    Because I'm highly tempted to make it 2d10/round, instead of 2d10 once.
    >> Anonymous 01/16/11(Sun)01:33 No.13537787
    >>13537710
    A lot of the xenos were good at ambushes, and the movies and comics showed they excelled at group coordination.
    They all have lightning attack and double team as species skill.
    Now warriors where the ones that were great at battle.
    WS40s, STR40s, Unnat Toughnessx2, they get a "Veteran" upgrade where every kill they make ups their WS and T by like 4-6.
    Also, successful jaw attacks heals 1d5 wounds.
    >> Anonymous 01/16/11(Sun)01:35 No.13537805
    Just an idea, but since Xenomorphs (and 'Nids) have a hive mind, nothing should be able to surprise or flank them, or by extension, get combat bonuses for either, unless they cannot be seen by a single Xenomorph, since they "share" senses. Also, don't forget their tongue-mouth. Make it a grapple attack, I say, with instant death if it hits head. Might be a bit rough, but if your party is familiar with Aliens as you say, it should be pretty natural that if they open their mouths, you die.
    >> Anonymous 01/16/11(Sun)01:35 No.13537811
    >>13537774
    I would go for the per round affliction, maybe after 1d5 rounds to represent if it was a large or small quantity?. Have them carry around a strong alkali to neutralize it? Make sure knowledge tests are involved to figure that out though.
    >> Anonymous 01/16/11(Sun)01:36 No.13537822
    >>13537774
    I think that with a medikit, a successful test neutralizes the acid.
    I also think that a successful hit in melee has a percentage chance of acid splash, where the pc gets a difficult AGI test to avoid it. Count it as toxic, 1d10 a round, as 2d10/round is SUPER bad. Worse than the slaught.
    >> DatFrigginGoomba !ikPvLvYZGU 01/16/11(Sun)01:44 No.13537925
    >>13537805
    Instead of having it insta-dead, make it so that it gets RF on a 7-10 in a grapple. Give the players a solid chance to not get fucked immediately.
    They would get a bonus to grapple tests, and I don't disagree with the immune to flanking and such as long as 2 can see them, or 1 can see them. However, not all xenomorphs have access to the hivemind in absence of a local queen.
    >> OP !!EBUwMQc7eUZ 01/16/11(Sun)01:44 No.13537930
    Acid Blood
    If someone is within 1d5-3 meters of a xenomorph when it takes damage, that character must take a hard (-10) agility test or have a random body part coated in acid. Parts covered by armor have the armor begin to dissolve. Hastily removing armor takes a full round.
    Acid Blood deals 1d10 damage/round to uncovered body parts, and a challenging(+0) medicae test staunches the acid.

    A challenging(+0) knowledge(I forget the name for science in 40k) test will reveal that a strong alkali will neutralize the acid.

    A hard (-10) medicae test will reveal that an improvising some kind of 40k-handwavium-sci-fi disinfectant that is commonly present in medkits will clear up the acid.


    If a Xenomorph dies from explosive damage, its acid blood splashes 1d10-2 meters out. Players take a (I forget the name) (-20) test to avoid the acid, which will deal 2d10 damage.

    Is /tg/ happy with the acid blood so far?
    >> Anonymous 01/16/11(Sun)01:45 No.13537938
    >>13537774
    A base will negate the acid, though it would have to be a very strong base and it might have a rather energetic chemical reaction in the process.
    >> DatFrigginGoomba !ikPvLvYZGU 01/16/11(Sun)01:47 No.13537970
    >>13537930
    I like it OP.
    >I am the anon that statted out the xeno breeds, working on Praetorians next, get ready, shit is doozy
    Also, all xenomorphs have takedown, and can choose to do lethal or fatigue damage in a grapple. Remember that xenos want to CAPTURE living creatures first, kill second.
    >> Anonymous 01/16/11(Sun)01:52 No.13538032
    I want to play Dark Heresy, but nobody I know will try it because they thing GW IP is stupid.

    Anything like an IRC game or the like that one of you know of?
    >> DatFrigginGoomba !ikPvLvYZGU 01/16/11(Sun)02:00 No.13538137
    >>13538032
    They are idiots.
    Call it something else, use the same system, snow job them.
    >>13537787
    Praetorians were the queen's guard, and in the absence of the queen, could become one. They have the queen's distinct head crest.
    WS50s
    S50s
    T40s
    A40s
    Int50s
    Unnat STR/Tx2, no unnat Agi, AP7, Hulking size
    clawsx2 = 1d10+5 pen6
    tail = 1d10+8 pen7
    bite = 1d10+7 pen7
    Bite heals 1d10 wounds
    Still haven't figured out wounds, tho....
    >> OP !!EBUwMQc7eUZ 01/16/11(Sun)02:01 No.13538143
    >>13538032
    try irc.thisisnotatrueending.com
    channel #darkheresyooc.
    You're welcome.
    >> Anonymous 01/16/11(Sun)02:01 No.13538145
    >>13537930
    The knowledge is probably scholastic lore (chymistry)
    >> Coconut BroCrab 01/16/11(Sun)02:02 No.13538153
    Strengths:
    - Ridicously fast and strong. (Alien: They hit it with a fire extinguisher, it's not fazed. Can survive the vacuum of space. Aliens: One Xenomorph prizes open the APC door, which is not only trying to automatically shut, but has two people trying to force it close ontop of that. Agility doesn't need explaining. Super fast, can climb on walls etc)
    - Exceptionally durable to blunt trauma (Fire extinguisher example. AvP, it gets thrown through walls and isn't fazed)
    - Durable to extreme temperatures (molten lead in A3 and deep space in A1)
    - Godlike reaction times (more evident in the books)
    - Acid Blood
    - Can sense pheromes. As in, it can see no matter the lighting condition.

    Weakness
    - Wary of fire
    - When under the influence of a Queen, go from being fucking intelligent to zerg like tactics
    - Piercing weapons work wonders, as shown they get blown away by bullets pretty easily in A2. Bladed weapons in AvP

    Doesn't help stat wise but could help you formulate a decent set of stats to do that justice.
    >> Anonymous 01/16/11(Sun)02:03 No.13538166
    >>13538137
    I'd say 20 for the praetorians, 10 for drones
    >> OP !!EBUwMQc7eUZ 01/16/11(Sun)02:06 No.13538204
    >>13538145
    Thank you, sir.
    >>13538153
    That is our goal tonight, sir. Giving these creatures stats, and fluffing out their basic abilities.
    I do believe we have covered the drone intimately enough, apart from skills it knows, which are pretty obvious.
    Awareness(trained +10), stealth(+10), that's about it.
    >> Anonymous 01/16/11(Sun)02:07 No.13538210
    This thread is awesome and everyone in it is awesome.

    Aren't there more things the praetorians can change into than queens?
    >> DatFrigginGoomba !ikPvLvYZGU 01/16/11(Sun)02:08 No.13538224
    >>13538166
    Wounds? No way.
    Average xenomorph is better than the average gaunt. And Praetorians are the fluff match of Hive Guard.
    Runners get 12+T
    Drones 15+T
    Warriors 20+T
    Praetorians 25-35+T
    Queen 40+T
    >> Anonymous 01/16/11(Sun)02:10 No.13538250
    >>13538224
    I'm not familiar with DH damage, but is around 40 wounds per Drone low enough that one could be killed with a single shotgun blast? Because that happened in Aliens. Several times.
    >> DatFrigginGoomba !ikPvLvYZGU 01/16/11(Sun)02:12 No.13538272
    >>13538204
    I think there are a number of talents and skills all have, and the ones that each class should have.
    I don't have my book, but drones are most often found maintaining and building up the hive, patrolling and light scouting.
    >>13538210
    As far as I know, Praetorians can turn into anything the hive truly needs. Maybe OP could bring in the Murdermorph from the fail rts.
    >> OP !!EBUwMQc7eUZ 01/16/11(Sun)02:12 No.13538273
    >>13538250
    40 wounds is a really big health tank in DH. That's what I call a metric fuckton of health.
    With 15+TB, 3 TB and 3 armor, a shotgun won't kill them outright.
    >> Anonymous 01/16/11(Sun)02:13 No.13538283
    >>13538250
    I think he means toughness bonus, so toughness=30 that means +3. And the drone should have less wounds so it is possible to insta-kill them, only to have 2 more appear behind it.
    >> DatFrigginGoomba !ikPvLvYZGU 01/16/11(Sun)02:17 No.13538319
    >>13538250
    >>13538273
    I'm trying to balance out group combat in DH with how much they can take.
    As has been demonstrated repeatedly, against an organized military force, xenomorphs fail hard. Being totally accurate would mean that the most common xenomorph to be encountered could be dropped in short order with ease. A semi/full auto spray can still drop them with ease, just like in the movies.
    Still thinking over the Queen. When has a queen been killed with bullets ever? Can't even think of it.
    >> Anonymous 01/16/11(Sun)02:19 No.13538347
    >>13538319
    By the time the queen comes out there usually isn't enough fire-power left on the field to do anything.
    >> OP !!EBUwMQc7eUZ 01/16/11(Sun)02:20 No.13538362
    >>13538319
    To me, a queen can really only be killed with plot-awesome power. Like Ripley fighting it with the mech, or Dredd washing the hive in lava, or the other ways the queens die. Usually by nukes or other off-camera ways of dying.
    >> Anonymous 01/16/11(Sun)02:23 No.13538386
    >>13538362
    That's usually more because of circumstance though, isn't it?
    I can agree that rifle fire probably isn't enough, but any sort of heavy weapon should be enough to put the hurt on it. Provided that someone has a heavy weapon.
    >> Anonymous 01/16/11(Sun)02:23 No.13538392
    >>13538319
    Heh. Using the stats of the enemies from one of the games
    (http://gngseries.retrogames.com/avp/avpenemies.htm)
    The queen has 54.8x the health of a drone.
    >> Anonymous 01/16/11(Sun)02:26 No.13538420
    also, remember that aliens are immune to their acid.


    think about that scene in AVP where Yutani gets a shield out of a dronehead and spear out of tail made by the predator...

    make it a very hard trophy/hunting/whatever DH has for it test, as they are unfamiliar with xenomorph biology with a added change of getting acid blood sprayed in your face or on hands...
    >> DatFrigginGoomba !ikPvLvYZGU 01/16/11(Sun)02:27 No.13538428
    >>13538347
    Alright, here we go............
    WS60s
    BS20s
    S60s unnatx2
    T50s unnatx2
    Agi30-40s unnatx2
    Int40s
    WP40s unnatx2
    FW40s
    Psy Rating 3, Hulking+ size
    clawsx2 = 2d10+2 pen7 tearing
    tail = 2d10+4 pen8 tearing
    bite = 1d10+10 pen8 tearing
    Alternatively, make all tail and bite attacks, maybe claws, too, tearing, and I would agree to dropping the wounds of lesser xenomorphs.
    >> Anonymous 01/16/11(Sun)02:30 No.13538463
    >>13538428
    Do those weapon stats include the damage from strength? I'm too used to official stats including str in the damage.
    >> DatFrigginGoomba !ikPvLvYZGU 01/16/11(Sun)02:30 No.13538465
    >>13538362
    >>13538386
    >>13538392
    According to this, it would have more health than the statted HIVE TYRANT. I do not think it's that durable, but I would be willing to bump up it's wounds. Please keep in mind my idea is making the queen a Deathwatch class threat.
    Also, the queen is AP6-7 body, AP8 head.
    >> Anonymous 01/16/11(Sun)02:31 No.13538479
    >>13538463
    No they don't. So that claw deals 2d10+14 pen 7 in total.
    Ouch.
    >> DatFrigginGoomba !ikPvLvYZGU 01/16/11(Sun)02:32 No.13538489
    >>13538463
    No sir, I decided not to because they are persuant to change.
    C'mon fa/tg/uys, tell me I'm fucking it up.
    Also, I am proud, because I am TOTALLY TAKING THIS SHIT AND THROWING IT AT MY DH/DW PLAYERS.
    >> Anonymous 01/16/11(Sun)02:35 No.13538529
    >>13538479
    I hope you weren't planning to attack with a Rhino, because according to DH rules that thing can easily pass its hull armor
    >> DatFrigginGoomba !ikPvLvYZGU 01/16/11(Sun)02:35 No.13538533
    >>13538479
    Yikes.
    Methinks I got ambitious.
    Anyone has a different idea for the attack statline? In hindsight, they may be too dangerous, but I don't want to use xenomorphs as LOL ZERG RUSH, as I think it's a poor use of them, and in groups, xenomorphs have wrecked face in small places.
    >> OP !!EBUwMQc7eUZ 01/16/11(Sun)02:36 No.13538539
    >>13538465
    I'm fine with hive queens being a DW-class threat.
    >>13538489
    Fuck yeah, I'm using it too. Lemme see if I can dig the DH stats for the M41A out. I saved them when someone asked for it.
    >> OP !!EBUwMQc7eUZ 01/16/11(Sun)02:40 No.13538591
    Class: Basic
    Range: 90M
    RoF: 1/3/10
    1d10+5 I
    Pen: 5
    Clip: 99
    RLD: Full

    special rules:
    When filled above 95 rounds, the gun has the unreliable trait. Good crafted M41A rifles do not acquire the unreliable trait when the magazine is at 95 or higher rounds, and gain the reliable trait when below that number.

    The M41A has a grenade launcher attachment. The grenade launcher has a 4 shot capacity, and a 60FT range unless otherwise stated by the grenade. Shots must be used in order they were put in. The following grenade rounds are available to the USCM's disposal:
    Use the DH grenades, and add in a shotgun round. Shotgun deals 2d10+4 I, 30ft range, 0 pen.
    >> Anonymous 01/16/11(Sun)02:45 No.13538648
    >>13538591
    I dunno, but that seems a little overpowered to me. It does more damage than any assault rifle, holds as much as a machine gun, has a shotgun that does more damage than any other, and is classified a basic weapon. Although if they're facing the threats we're making for them, they'll need it.
    >> DatFrigginGoomba !ikPvLvYZGU 01/16/11(Sun)02:49 No.13538696
    >>13538648
    Dude, it fires caseless, armor piercing, explosive tipped bullets that are pre-programmed to explode once it pierces armor.
    SOUND FAMILIAR MUCH?
    >>13538529
    Queens have punched ship grade armor with it's tail, and shredded it with it's claws.
    Maybe I should leave it?
    What about skills/talents they would have? I need to pull out my damn book, and I don't have say Radical/Ascension, and I think they would be handy. What's the skill that gives the massive dodge bonuses?
    >> OP !!EBUwMQc7eUZ 01/16/11(Sun)02:50 No.13538702
    >>13538648
    I do believe the maker's intention was for them to use it as an experimental weapon while confronting the xenomorphs, thus why the hardware is good, but unreliable.
    If you folks don't mind, I've got to catch some sleep. If the thread closes, I'll ask around for any of the results. Alternatively, if someone could archive the thread so I may pick it up in the morning, that would be nice.
    Good night chaps, and thank you for all of your help thus far.
    >> DatFrigginGoomba !ikPvLvYZGU 01/16/11(Sun)02:51 No.13538714
    >>13538702
    >mfw I don't know how to archive
    Someone help?
    >> Anonymous 01/16/11(Sun)02:54 No.13538754
    >>13538696
    Ah yes, forgive my ignorance
    >> Anonymous 01/16/11(Sun)02:58 No.13538800
    >>13538714
    http://suptg.thisisnotatrueending.com/requestinterface.html?
    >> OP !!EBUwMQc7eUZ 01/16/11(Sun)02:59 No.13538814
    >>13538714
    I'll get it, least I could do for all of your help, friend.
    And done.
    http://suptg.thisisnotatrueending.com/archive/13537293/
    >> DatFrigginGoomba !ikPvLvYZGU 01/16/11(Sun)03:01 No.13538838
    >>13538814
    Thanks, guy.
    And it was not a problem.
    Xenomorphs needed more love than
    >see genestealers and lictors
    >> OP !!EBUwMQc7eUZ 01/16/11(Sun)10:56 No.13541690
    Aaaand bumping the thread because I'd like to know some of daytime /tg/'s opinions.
    >> Anonymous 01/16/11(Sun)12:21 No.13542378
         File1295198468.jpg-(23 KB, 300x300, a8591363ada027615f04d010.L._SL(...).jpg)
    23 KB
    Screw aliens, really scare the players by stating up the Vang. Rowley saw Alien and decided their lack of tool use was too big a design flaw.

    You can use basic Alien stats for warriors, except somewhere there's a leader (not queen, they Vang equivalents are annoying hedonists who expect their every wish to be carried out by the lower castes immediately), probably a military form.

    Changes:
    Humans, living and corpses, are repurposed into warriors. TGhis takes a few hours.
    All vang have instinctive tech skills. "Gun, plasma chamber... Some kind of Melta gun. I can work with this. Grenade... no idea what kind, can't read the label. Simple enough."
    A Vang military form, or higher, is pretty much 'exterminatus now'. One of them can take over the planet in a week, or spread other Vang off-world in 4 days.
    >> Anonymous 01/16/11(Sun)19:11 No.13545728
    >>13538591
    eeh. it'd be more like an autogun with manstoppers and does X damage. a bolter round is a big fucking thing, and pulse rifles don't shoot that large a round. you're overdoing it.

    i suggest: Damage reduced to 1d10+3, making it X damage, Change pen to 3. remove custom shotgun shell, say it also functions as a shotgun with the range reduced to 30, 1d10+4 i damage, and that it accepts any special shotgun ammo



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