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Tomas
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Re: Rule inconsistencies/requests for eratta in EE

Thu 04 Dec 2025, 12:08

Hi!

_ArthurDallas_ already responded very well to this, but as the lead designer of both the first edition and the evolved edition, I thought I might share some additional insight.
Page 48 the "Authority" talent gives you a +2 to command-based manipulation rolls, but it doesn't on page 32. Which is correct?

The description on page 48 is the more complete version.
Page 51, "Bodyguard" talent. You dive in to take the hit. This is a problem we've run into our own game wit this talent: Enemy A is adjacent you, Enemy B goes to to attack an ally in your zone. When you use the Bodyguard talent, does this mean that you are now adjacent with enemy B? Are you no longer Adjacent with enemy A? If not, does enemy A get a free attack against you?

This question puzzles me a little, since the Bodyguard talent (with the same effect) is present in both editions, and the free attack issue you mention is only an issue in the first edition – not it in the Evolved edition, where the retreat/free attack rule is removed (as we felt it didn't improve gameplay). So this is an issue in first edition that was resolved in Evolved.
Can we get a complete list of Quick and Full actions please? Right now the list on the GM screen and on page 60 is missing things like entering a spacesuit (page 75) as well as entering and starting a vehicle (page 78). I have a feeling we are missing more.

In both editions, the lists of full and quick actions are just examples. A "complete list" would be impossibly long. Also, this is not a change from the first to the Evolved edition.
Additionally, driving a vehicle is listed as a full action on page 60 & GM screen, but page 79 says that it is a quick action. Which is correct?

This does seem to be an unfortunate error. It should be a quick action to drive. Apologies.
On the range of weapons (page 64), it states “a weapon cannot be used beyond its maximum range with the exception that you can fire a weapon with Short maximum range into an adjacent zone if you’re standing right next to a door or hatch to that zone.” However, the only place in the rules it talks about “standing right next to a door or hatch to that zone” is on page 66, with “You can only take cover in a cluttered zone, never in an open zone - except by a door or hatch, which gives you cover against enemies in the adjacent zone.” Does this mean that you can only fire a short range weapon into an adjacent zone while taking cover by a bulkhead? I feel like this requires clarification, as nowhere in the rules does the game “allow” players to say they’re standing by a specific part of a zone. This is a strange exception for short ranged weapons.

I don't see what's strange about it? Page 61 clearly states "To move during combat, you can spend a quick action to go from one zone to an adjacent zone, to move up to a door or hatch to peek through it (or take cover by it), or to move between Short and Adjacent range from a character (or item) inside your current zone." So yes, if you’re standing right next to a door or hatch, you can fire into that adjacent zone even with a weapon with Short range.
On page 76 there is a chart that talks about the “blast power” of explosive weapons, but none of the explosive weapons have a “blast power.” They have “#E” for explosive damage, but are we supposed to multiply that number by 3 to get the “blast power?”

No. The chart you mention refers to placed explosives (as the headline states) and is only used for placed explosives, not ranged weapons with an explosive effect.
On page 79, “Some vehicles are fitted with mounted heavy weapons, fired by the crew (and in some cases, the driver).” None of the vehicles state if the weapons are operated by the driver or the crew.

Nor did they in the first edition. This game is not a military simulator with that level of detail.
On page 82, is it correct that the two service pistols are identical other than weight and price? Seems odd. In the first edition the M4A3 only did 1 damage.

Actually, these pistols had identical stats in the first edition. In the Evolved edition, there is at least a weight difference. :)
Both pistols had their damage ratings increased from 1 to 2 in Evolved, to give them a little more punch than an unarmed attack.
On page 86 the M240 Incinerator unit can be used to put fire intensity 9 in a zone. The range of the M240 is S/S, which means it can only ignite its own zone on fire (pending the ruling above). Should this say it can ignite an adjacent zone on fire?

As explained above, it can be fired into an adjacent zone.
On page 93 the PDT provides a Medical Aid +1. If a character is wearing one, do all Medical Aid rolls used to help them get that +1, or when they make Medical Aid rolls on others, do they get a +1? Or is it both? I think this might be one where the rules are clear and I just want it to be vague, lol.

The idea is that the bonus applies when the patient carries a PDT. In the first edition, the PDT had no rules effect.
One page 218, the “Frenzy” signature attack states that all targets get "knocked prone," but "prone" is not defined anywhere.
Page 221, “Frenzy” with prone again.
Page 225, Deadly Grab & Leaping attack both say the victim is “dump[ed] on the floor” and “is thrown to the ground.” Sounds like another prone thing.

These particular mentions of "prone" are likely leftovers from the first edition, but they have no mechanical effect. Overall, the first edition had stance rules (standing/prone) but they were not quite clear and we didn't feel the game flow was helped by them. In Evolved, we leave to players to describe if their characters are standing, crouching, or prone. It's not a rules mechanic.
Page 230, “Pincer Grab” uses the term “drowning” but offers no definition.

This is covered by Suffocation (page 75).
Page 230, “Tail Strike” there is no mention of how often you must make a stamina roll for the disease, nor what its effect is.

See the Disease section on page 76.
Personal note: A little sad to see “die for the queen” go away as a signature attack for the soldiers and sentries. That was an ability all my players loved, really added to the fantasy.

This was removed due to player feedback. The Xeno having a 1 in 6 chance to commit suicide on every action could lead to some anticlimactic scenes... :)
Note: I do miss crushing blow on queens, prats, and chargers. Rolling for 3 crits and seeing what you get, that was fun.

We felt that the crushing blow wasn't quite in line with how we see these Xenos act in the lore, and that rolling three separate crits could lead to some very odd outcomes. The Frenzy attack we replaced it with felt more appropriate.

On a general note, while we're always happy to answer questions whenever we can, I sometimes feel that posts like this and others seem to go out of their way to find fault with the Evolved edition. That's not really helpful to the game or the community. It feels a little like these posts are reading the Evolved rules "like the Devil reads the Bible" to use a Swedish proverb (not sure if it's used elsewhere). :) Constructive feedback is always welcome, but an "edition war" for the ALIEN RPG will help no one, especially since 95% of the game is completely the same.

Thanks!
Fria Ligan
 
Bagelmode
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Re: Rule inconsistencies/requests for eratta in EE

Thu 04 Dec 2025, 18:33

Oh my gosh, thank you for the reply Tomas!

I came up with these questions while I was preparing to run Destroyer of Worlds in EE and was reading through the EE rules so I would know what's different and (for the first half of my post) really did just want clarification. It's clear I didn't read close enough, as my questions on Bodyguard and moving up to a hatch were me confusing first edition with EE.

I'm still confused where we get the "blast power" from placed explosions from. Is that only going to be from events in adventures and weapons like the claymore in CMOM? Like, in the current rules, can I set up a survey charge as a placed explosive? Would I be giving that a blast power of 9 (because it has a base damage of 3)?

I can see why the second half of my post would be seen as me trying to start an edition war, but that was not the intent. I think I'm just scared of change after running 1st edition for so long (and I think running DoW in EE will help with that). And hey, you already got my money in the kickstarter, and I'll 100% be buying the space truckers book that comes next, so keep it up.

P.S. The pistols were not the same in 1st edition. Here's two screenshots from the books and their respective page numbers: https://imgur.com/a/wO1RJfW
 
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_ArthurDallas_
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Re: Rule inconsistencies/requests for eratta in EE

Thu 04 Dec 2025, 19:24

Oh my gosh, thank you for the reply Tomas!

I came up with these questions while I was preparing to run Destroyer of Worlds in EE and was reading through the EE rules so I would know what's different and (for the first half of my post) really did just want clarification. It's clear I didn't read close enough, as my questions on Bodyguard and moving up to a hatch were me confusing first edition with EE.

I'm still confused where we get the "blast power" from placed explosions from. Is that only going to be from events in adventures and weapons like the claymore in CMOM? Like, in the current rules, can I set up a survey charge as a placed explosive? Would I be giving that a blast power of 9 (because it has a base damage of 3)?

I can see why the second half of my post would be seen as me trying to start an edition war, but that was not the intent. I think I'm just scared of change after running 1st edition for so long (and I think running DoW in EE will help with that). And hey, you already got my money in the kickstarter, and I'll 100% be buying the space truckers book that comes next, so keep it up.

P.S. The pistols were not the same in 1st edition. Here's two screenshots from the books and their respective page numbers: https://imgur.com/a/wO1RJfW
...

Bagelmode, yes, I think you can use a survey charge (I don't know about real life, but we can imagine it would work in a fantasy setting). You need something like a detonator, and it'll be a "placed explosive." If a player suggests that, I'll say yes. And yes, you deduce the blast power based on the base damage.

For the rest, Bagelmode, give yourself some time and reread the Evolved Edition text often. You'll understand things on your own and often find the answers yourself. Otherwise, we're here, so ask questions (one at a time if possible). It's easier for us to answer one at a time, thank you.

I know that it's often resistance to change; I experience it myself. We all need to be good psychologists with our own minds.

Arthur.
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Re: Rule inconsistencies/requests for eratta in EE

Tue 23 Dec 2025, 18:16

On the range of weapons (page 64), it states “a weapon cannot be used beyond its maximum range with the exception that you can fire a weapon with Short maximum range into an adjacent zone if you’re standing right next to a door or hatch to that zone.” However, the only place in the rules it talks about “standing right next to a door or hatch to that zone” is on page 66, with “You can only take cover in a cluttered zone, never in an open zone - except by a door or hatch, which gives you cover against enemies in the adjacent zone.” Does this mean that you can only fire a short range weapon into an adjacent zone while taking cover by a bulkhead? I feel like this requires clarification, as nowhere in the rules does the game “allow” players to say they’re standing by a specific part of a zone. This is a strange exception for short ranged weapons.
It's not that you have to be in cover behind the door - you just have to be in or beside the door...
but only a fool stands in the doorway shooting.
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