### My Hopes for *Alien Evolution*
Hi everyone,
First off, I’m really looking forward to the new edition of *Alien*. It’s easily my favorite movie franchise (well, at least the first two movies), and I thoroughly enjoyed the first edition of the RPG. However, after reading and playing it extensively, there are a few aspects that I think could work better. With the new edition on the horizon, I thought it would be fun to create a kind of wish list for improvements. So, here goes:
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### 1. Address the Pulse Rifle Issue
The Pulse Rifle feels underwhelming in the game. With just 2 damage and an armor-piercing trait, it doesn’t live up to its on-screen reputation. In *Aliens*, a single burst from a Pulse Rifle can shred a Xenomorph, and I think the RPG should reflect that.
One idea could be to make the standard explosive armor-piercing ammo more impactful by introducing a stunt that guarantees a critical hit or improves the effectiveness of full-auto fire. Taking inspiration from *Electric State*, full-auto could allow multiple hits in a single burst—or both these options could work together.
To balance this increased lethality, you could enhance the danger posed by acid blood. A Xenomorph should feel much more hazardous up close, with acid sprays not only injuring players but also potentially damaging a spaceship’s hull or critical equipment if explosive rounds are used.
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### 2. Improve the Cover Mechanic
Currently, cover in the game is underwhelming, offering only a 6+ armor rating, which feels insufficient—especially when facing armor-piercing attacks. A better alternative might be to increase the difficulty of hitting someone in cover. For example, taking a cue from *The Walking Dead RPG*, you could require one additional success to hit a target in cover. This would make cover a more viable tactical choice.
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### 3. Tweak Critical Hit Randomness
The critical hit system feels a bit too random for my liking. For instance, being knocked out in a bar fight and being downed by a Smart Gun can result in the same critical hit, ranging from "winded" to "dead." While I appreciate the Year Zero Engine’s embrace of OSR-style deadliness, the outcomes can feel disconnected from the narrative.
I really liked *Electric State’s* approach to this issue (though I’ve only read it, not played it). Perhaps the new edition could introduce a system that better reflects the severity and context of different attacks.
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### 4. Align Mechanics with In-Universe Logic
As it stands, the Smart Gun is superior to the Pulse Rifle in every way. But in-universe, the USCM has chosen the M41A as their standard weapon. This choice should make sense mechanically.
For instance, the Smart Gun could have drawbacks like reduced maneuverability or other limitations. Similarly, if the Romulus "old" Pulse Rifle (which can auto-track targets) is mechanically superior, it raises the question of why the USCM wouldn’t use it instead. Aligning the mechanics with lore would help maintain immersion.
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### 5. Rework the Panic System
The current panic system can sometimes feel overly comical when chain reactions occur—where one character’s panic triggers a cascade of stress-induced chaos. While this can be entertaining, it doesn’t always align with the horror tone of the game.
I liked the “messing up” mechanic from *The Walking Dead RPG*, where higher stress levels increase the likelihood of mistakes. A similar approach could make stress more impactful without veering into slapstick territory.
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### 6. Refine the Ammo System
I enjoy the abstract ammo system, but the current rules can feel a bit too harsh. Running out of ammo after a single roll of 1 on a stress die doesn’t quite match the cinematic feel of the movies.
Instead, weapons could have a few ammo slots, representing a small pool of resources before running dry. This would reflect the films better, where reloading is rare or almost nonexistent.
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### 7. Strengthen Vehicles
Vehicles in the game feel surprisingly fragile. For example, the APC has just 8 health/hull and 8 armor—less than a Xenomorph Soldier. This means that even a standard M41A Pulse Rifle could shred it, which feels wrong.
One solution could be to put vehicles on a different scale entirely, making them significantly tougher. Vehicles should feel robust and capable of withstanding small arms fire.
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In conclusion, while all my suggestions focus on mechanics, it’s worth emphasizing how much I love the *Alien* setting and what Free League has done with the RPG. The books are fantastic, and the team has truly done justice to this iconic franchise. Overall, I’m incredibly happy with the *Alien* RPG, and I can’t wait to see what the new edition brings!
Note: I have using ChatGPT in writing this.