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Lokaarth
Posts: 20
Joined: Sat 17 May 2025, 22:34

Re: Beta 2 Feedback - ALIEN RPG Evolved Edition Core Rulebook

Sun 01 Jun 2025, 21:59

On p. 67, the sentence "When you take damage from an external attack, the damage caused is reduced by the armor level." is in bold instead of roman, while it's not used elsewhere to highlight rules.
Seven bells and all's well.
 
Still Collating...
Posts: 26
Joined: Wed 07 May 2025, 22:13

Re: Beta 2 Feedback - ALIEN RPG Evolved Edition Core Rulebook

Mon 02 Jun 2025, 00:56

Page 74. Mental Traumas. It states:
"Panic Attacks. If you have rolled a result of 2 or higher (instead of 12 or higher) on a panic roll during a game session, you must make an Empathy roll after the session to avoid mental trauma."

But it should read according to the new rules:
"Panic Attacks. If you have rolled a result of 2 or higher (instead of 9 or higher) on a panic roll during a game session, you must make an Empathy roll after the session to avoid mental trauma."

The Damage diagram on page 69. It is missing the part about what happens if you fail a First Aid roll for a Lethal Critical Injury from page 71:
" If the roll fails, your condition worsens – the time limit is decreased one step, for example from shift to stretch, or stretch to round. If the time limit was already round, you perish."

Clarification might be needed for if you roll the acid splash for all 3 possible shots of the Full Auto fire, if the person wielding a gun goes Full Auto on an Alien. It is implied that you do, but some clarification might be appreciated.

Clarification is needed if taking Naproleve (and other things that take down your stress instead of just resting) clears out all or any of the Stress Effects, or does that only apply to resting?

Most of the changes for the Beta 2 are fantastic. I'm really happy to see them, well done! Especially for the Stress, Panic, and Critical injury changes. Thanks for the clarification about the APE suits. And the Charger.

The gun damage and ammo values are still strange, but easily homebrewable. Even if we look at the rate of fire, a Smartgun having the same time to lose its ammo as the Pulse Rifle is perplexing. The Colonial Marines Technical Manual states the gun has 500 rounds, going at 1200 rpm, that's about 20 seconds of nonstop fire. Whilst for the Pulse Rifle it's like 6 seconds. I still don't understand how and why would the Heavy Pulse Rifle have more ammo and/or a slower rate of fire than the Smartgun? And please fix the Heavy Pulse Rifle picture to something more accurate? The comments about the stun guns (the pistol and shotguns from Prometheus) are also completely valid. I love the new Stun rules, and having non-lethal, stun guns is awesome! But those particular guns in Prometheus did obvious damage to the creature.
Also, I agree that the Xenomorphology Talent is useless.
These are all minor issues, but still, something that's strange to me.
 
User
Posts: 5
Joined: Sun 11 May 2025, 15:45

Re: Beta 2 Feedback - ALIEN RPG Evolved Edition Core Rulebook

Mon 02 Jun 2025, 01:49

Page 74. Mental Traumas. It states:
"Panic Attacks. If you have rolled a result of 2 or higher (instead of 12 or higher) on a panic roll during a game session, you must make an Empathy roll after the session to avoid mental trauma."

But it should read according to the new rules:
"Panic Attacks. If you have rolled a result of 2 or higher (instead of 9 or higher) on a panic roll during a game session, you must make an Empathy roll after the session to avoid mental trauma."

The Damage diagram on page 69. It is missing the part about what happens if you fail a First Aid roll for a Lethal Critical Injury from page 71:
" If the roll fails, your condition worsens – the time limit is decreased one step, for example from shift to stretch, or stretch to round. If the time limit was already round, you perish."

Clarification might be needed for if you roll the acid splash for all 3 possible shots of the Full Auto fire, if the person wielding a gun goes Full Auto on an Alien. It is implied that you do, but some clarification might be appreciated.

Clarification is needed if taking Naproleve (and other things that take down your stress instead of just resting) clears out all or any of the Stress Effects, or does that only apply to resting?

Most of the changes for the Beta 2 are fantastic. I'm really happy to see them, well done! Especially for the Stress, Panic, and Critical injury changes. Thanks for the clarification about the APE suits. And the Charger.

The gun damage and ammo values are still strange, but easily homebrewable. Even if we look at the rate of fire, a Smartgun having the same time to lose its ammo as the Pulse Rifle is perplexing. The Colonial Marines Technical Manual states the gun has 500 rounds, going at 1200 rpm, that's about 20 seconds of nonstop fire. Whilst for the Pulse Rifle it's like 6 seconds. I still don't understand how and why would the Heavy Pulse Rifle have more ammo and/or a slower rate of fire than the Smartgun? And please fix the Heavy Pulse Rifle picture to something more accurate? The comments about the stun guns (the pistol and shotguns from Prometheus) are also completely valid. I love the new Stun rules, and having non-lethal, stun guns is awesome! But those particular guns in Prometheus did obvious damage to the creature.
Also, I agree that the Xenomorphology Talent is useless.
These are all minor issues, but still, something that's strange to me.
Could xenomorphology perhaps provide a bonus to weak spot? Making it a -2 to armour rather than -1. Not sure if that would break balance though.
 
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Jehan Menasis
Posts: 62
Joined: Thu 24 Jun 2021, 17:21

Re: Beta 2 Feedback - ALIEN RPG Evolved Edition Core Rulebook

Mon 02 Jun 2025, 02:11

Could xenomorphology perhaps provide a bonus to weak spot? Making it a -2 to armour rather than -1. Not sure if that would break balance though.
 
Or maybe the opposite. You can't use the 'weak spot' rule against Xenos unless you (someone) pass the Xenomorphology test... Now, that would make it the most popular kid of the class :D
 
Professor Phobos
Posts: 58
Joined: Tue 21 Jul 2020, 20:13

Re: Beta 2 Feedback - ALIEN RPG Evolved Edition Core Rulebook

Tue 03 Jun 2025, 22:30

Regarding Talents,

We seem to be missing a "Push twice for Empathy" Talent (called "Compassionate" in the SRD) which feels like an oversight since all the other attributes get a double pusher.

"Quick Shot" feels awfully niche; I get that it's the Han Shot First/Clint Eastwood Western talent, and that's cool, but maybe just "Quick Draw" that lets you ready a weapon without a fast action for simplicity? It's got more text than basically any other Talent for an extremely specific gunfighter-vs-gunfighter effect.
 
Professor Phobos
Posts: 58
Joined: Tue 21 Jul 2020, 20:13

Re: Beta 2 Feedback - ALIEN RPG Evolved Edition Core Rulebook

Thu 05 Jun 2025, 14:19

One last comment on signature attacks then I'll drop it (forgive me, I'm just excited for the game), on p. 10 of Rapture Protocol, there's this line:

Note that when playing the Xeno, you are not
bound to always follow the random result – if a specific
attack fits the narrative better, go with that.

Suggestion: include this line or equivalent in the core book.
 
XenoBio13
Posts: 5
Joined: Wed 14 May 2025, 03:52

Re: Beta 2 Feedback - ALIEN RPG Evolved Edition Core Rulebook

Sat 07 Jun 2025, 00:48

One more thing, hopefully it's not too late:

On pages 2 and 10 (possibly elsewhere, and in other documents), the phrase 'What's the story mother?' should have a comma after 'story', to read 'What's the story, mother?'. This would be the case anywhere this phrase appears.

Left as is, the phrase reads as if someone is asking about something called a 'story mother'.
 
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Ninchilla
Posts: 89
Joined: Wed 25 Jan 2023, 12:55
Location: UK
Contact:

Re: Beta 2 Feedback - ALIEN RPG Evolved Edition Core Rulebook

Sat 07 Jun 2025, 09:02

I assume it's written that way because Dallas doesn't include a comma when he's typing it to MU/TH/UR in the movie, but I can see how it could be confusing.
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