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aramis
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Re: Weapon damage...not too coherent?

Thu 12 Mar 2026, 20:26

I have no internal secret info, but I think examining the two editions is helpful here...
The GL damage is much lower number in Evolved, (a damage 2 weapon instead of a blast 9 in 1e), but it makes them more consistent, as you couldn't push blasts... but can push to hits.

Note that under 1e (page 108), you had to hit the space (usually +3 to hit), but then rolled the explosion damage separately for each target on 9 dice... expected result 1-2 damage (Math is 1.5 mean). It also risked 0-1 expected (0.5 mean) in adjacent zones... as it was over the 7 BP to hit out to medium. It wasn't very good at doing anything, but occasionally did exceptional damage.

In 2e (page 76), it's one roll to hit the zone, and everyone in zone takes the hit. The expected damage is 2 to 3 - enough to get through most armor, and to ding many a vehicle. But it only hits one zone. It eliminates the "Got it in the zone, but no one took any fragments" - unless they all have a dodge available.
—————————————————————————
Smith & Wesson: the original point and click interface...
If you need me to re-explain something, just ask.
 
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_ArthurDallas_
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Re: Weapon damage...not too coherent?

Thu 12 Mar 2026, 20:32

yeah, I see what you mean, and I understand the intent of keeping some sort of game balance, but it still feels like a grenade launcher should be more powerful than a service pistol, which isn't the case right now.
Plus, I'm not sure a grenade launcher being too deadly...is a bad thing? Like, one would kind of expect that, right? It's in the hands of the GM to handle those powerful weapons accordingly. Like, you don't make the Alien less deadly to give the players a fighting chance, because that would break the idea of the Alien being a living nightmare, which you want to preserve.
Also, the Harpoon gun does damage 1, but both the bolt gun and the Cutting Torch do damage 3. That does not feel consistent...at all. It feels like those two items should do damage 1 as well. It might be ruled they do Damage 3 against structures and 1 against organic opponents or something similar, and that would keep some sort of external logic and internal coherence with the game.

I despise the Cutting Torch as written as a weapon. I believe my current solution is that it is Attack -2 DMG 3 with Armor Piercing requiring a stunt. This makes it a fairly clumsy weapon in a fistfight, but if you can pin a target before applying its damage, it can do REALLY nasty damage. It can only be used at Engaged Range.

The Bolt Gun I currently keep at an Attack +0 DMG 3 at Engaged (using CLOSE COMBAT for the roll), Attack -1 DMG 2 at Short (using RANGED COMBAT for the roll). Using these stats, it can be a pretty punishing weapon, but remember it doesn't autoload and effectively can only be fired once every other round.

Just my 2 cents. Really interested in your opinion, though.
...

I also think the game is quite deadly as it is. As Game Mother, if you want the moment to be deadly, you put the elements in place to make it so... so I don't know about changes.

If a xenomorph is about to die... if I want the game to continue (as Game Mother), then I add 5-6 health points to the xenomorph to keep it in the game...

It works the other way around too; if a player is about to die, I can be lenient and only give them 1 point of damage in a given situation...

P.S. I don't understand the point of changing anything in the rules or damage from weapons. The question is, why do you need to introduce these elements into your game? What is really missing...? I'm just asking the question ....

P.S.2 It's true that everyone is different, and every Game Mother is different. You might want to introduce house rules into your game, and I respect that. The goal is for the players and the Game Mother to have as much fun as possible around the table during the evening. If that's what your game needs, then make the changes. It's important to think about why we need certain things in any situation, what the reasons are for changing them...

Arthur.
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RorsachFiringPattern
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Re: Weapon damage...not too coherent?

Sat 21 Mar 2026, 08:07

yeah, I see what you mean, and I understand the intent of keeping some sort of game balance, but it still feels like a grenade launcher should be more powerful than a service pistol, which isn't the case right now.
Plus, I'm not sure a grenade launcher being too deadly...is a bad thing? Like, one would kind of expect that, right? It's in the hands of the GM to handle those powerful weapons accordingly. Like, you don't make the Alien less deadly to give the players a fighting chance, because that would break the idea of the Alien being a living nightmare, which you want to preserve.
Also, the Harpoon gun does damage 1, but both the bolt gun and the Cutting Torch do damage 3. That does not feel consistent...at all. It feels like those two items should do damage 1 as well. It might be ruled they do Damage 3 against structures and 1 against organic opponents or something similar, and that would keep some sort of external logic and internal coherence with the game.

Just my 2 cents. Really interested in your opinion, though.
these thoughts are late night and potentially unordered.

ARPG has an odd problem where Health is a measure of luck and until you are actually critted you aren't supposed to have taken a substantial injury. I guess you could justify as being moderate shrapnel cuts but no penetrating wounds? I've been tinkering with these rules a lot myself.

Bolt gun is weird. You can drive a metal stake into concrete pretty easily, at most I'd consider it like a shotgun slug. problem is it's not really making much beyond Hole Through Guy, so you kind of end up wasting a bunch of energy as the projectile goes through him. cutting torch...
I mean, I guess?
It is a blowtorch. going to do a lot, especially up close where you can't miss.

I think one of the problems with 121s is that you're always gonna have this really weird scaling which ARPG isn't super equipped to handle. Like, they'll deflect hollowpoints and frangibles off their skull or whatever but apparently steelcore AP will absolutely clobber them. Go figure?
and so it wildly yaws between Spicy Zombie Apocalypse or Analog Isolation Experience.
 
bfm75
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Re: Weapon damage...not too coherent?

Tue 31 Mar 2026, 15:46

I must admit that I was disappointed with the weapon damage in Evolved. A service pistol firing 9mm ball does the same damage as an M41A Pulse Rifle (10×24 mm armor-piercing explosive rounds), and a .375 handgun does even more damage? To me, it makes no sense whatsoever.

The whole “it is Alien, not Aliens” argument doesn’t make sense to me either—both are canon, and the game should reflect that. Just make the military weapons much more dangerous, or make the consequences of punching holes in a Xeno far more severe. I think that may have been one of the reasons they avoided it in Alien. That being said, I don’t think the Year Zero engine is the best system to reflect this.
 
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_ArthurDallas_
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Re: Weapon damage...not too coherent?

Tue 31 Mar 2026, 17:57

I must admit that I was disappointed with the weapon damage in Evolved. A service pistol firing 9mm ball does the same damage as an M41A Pulse Rifle (10×24 mm armor-piercing explosive rounds), and a .375 handgun does even more damage? To me, it makes no sense whatsoever.

The whole “it is Alien, not Aliens” argument doesn’t make sense to me either—both are canon, and the game should reflect that. Just make the military weapons much more dangerous, or make the consequences of punching holes in a Xeno far more severe. I think that may have been one of the reasons they avoided it in Alien. That being said, I don’t think the Year Zero engine is the best system to reflect this.
...

bfm57, I'm a little tired of arguing (and replying) with the same arguments. In reality, everyone is entitled to their opinion, and that's perfectly fine. There are no perfect systems. There will always be something missing in any system. I'll answer just one thing: I think it's the Game Mother who has to establish the dosage to balance the game so that it's enjoyable for the players around the table.

If you have better ideas. I suggest you write to Free League's customer service. You might be able to offer your ideas for improving the Alien RPG.

https://freeleaguepublishing.com/customer-support/

Thanks,
Arthur
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bfm75
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Re: Weapon damage...not too coherent?

Wed 01 Apr 2026, 01:12

Arthur, then don’t. I’m not forcing you to argue or reply to anything. I’ve been checking the forum now and then since Evolved came out, and I haven’t seen this brought up.
 
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_ArthurDallas_
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Re: Weapon damage...not too coherent?

Wed 01 Apr 2026, 07:18

Arthur, then don’t. I’m not forcing you to argue or reply to anything. I’ve been checking the forum now and then since Evolved came out, and I haven’t seen this brought up.
...

Bfm75, in this same thread, there are several people who share your opinion (so you're not alone). Personally, I think the Alien RPG game is well-balanced as it is now, and if I want more (or less) impact, as Game Mother, I make adjustments myself. Thanks anyway for your opinion; that's what the forum is for.

Arthur.
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bfm75
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Re: Weapon damage...not too coherent?

Wed 01 Apr 2026, 10:16

Arthur, I don’t see anyone in this thread raising concerns about a service pistol having the same damage as a pulse rifle, or the magnum dealing more damage than a pulse rifle.
To me, that would be like a dagger in Forbidden Lands doing as much damage as a claymore, or a short sword dealing more damage. But hey, if it works for you, then fine.
As for Alien, not Aliens: I’ve been trying to fix this for a while now, but to me it just highlights one of the weaknesses of the Year Zero system. Damage is pretty much static, or close to it, and that works fine for near-peer combat—maybe not so much when there are significant differences between adversaries.
If we raise the damage of military weapons by a few points, they become more dangerous to the xenos—but then you would almost always kill human targets, and since PCs are human, that would make military weapons effectively unusable by NPCs.
Blade Runner had some pretty good ideas around critical hits, and when I got that, I tried to adapt it—but it ended up being a lot of work.
I don’t really understand why military weapons are included in the game at all. One approach would be to say that “Aliens” is outside the scope of this game and simply not include Colonial Marines or the M41A. In my gaming group, we played Chariot of the Gods, and when the PCs got hold of an M41A, I could see the excitement—this was an iconic sci-fi weapon, and the players had expectations about what would happen when they used it—only to be met with disappointment. It stripped 1 or 2 health from an abomination before running out of ammo.
The best success I’ve had with the Alien RPG has been with near-peer threats, either humans or Resident Evil–style Black Goo “zombies.”
But in the end, if the system doesn’t work for us, we’ll just move on. That’s what happened to my group.
 
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_ArthurDallas_
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Re: Weapon damage...not too coherent?

Wed 01 Apr 2026, 16:09

Arthur, I don’t see anyone in this thread raising concerns about a service pistol having the same damage as a pulse rifle, or the magnum dealing more damage than a pulse rifle.
To me, that would be like a dagger in Forbidden Lands doing as much damage as a claymore, or a short sword dealing more damage. But hey, if it works for you, then fine.
As for Alien, not Aliens: I’ve been trying to fix this for a while now, but to me it just highlights one of the weaknesses of the Year Zero system. Damage is pretty much static, or close to it, and that works fine for near-peer combat—maybe not so much when there are significant differences between adversaries.
If we raise the damage of military weapons by a few points, they become more dangerous to the xenos—but then you would almost always kill human targets, and since PCs are human, that would make military weapons effectively unusable by NPCs.
Blade Runner had some pretty good ideas around critical hits, and when I got that, I tried to adapt it—but it ended up being a lot of work.
I don’t really understand why military weapons are included in the game at all. One approach would be to say that “Aliens” is outside the scope of this game and simply not include Colonial Marines or the M41A. In my gaming group, we played Chariot of the Gods, and when the PCs got hold of an M41A, I could see the excitement—this was an iconic sci-fi weapon, and the players had expectations about what would happen when they used it—only to be met with disappointment. It stripped 1 or 2 health from an abomination before running out of ammo.
The best success I’ve had with the Alien RPG has been with near-peer threats, either humans or Resident Evil–style Black Goo “zombies.”
But in the end, if the system doesn’t work for us, we’ll just move on. That’s what happened to my group.
...

I understand the problem, and you're right, no one had discussed the marines' weapons. As I said earlier, we need to consider whether changes are necessary for our game table. Is there a real problem? If so, then make (some) changes with house rules. There's a very relevant point Fanhorn made earlier that explains (possibly) why all the weapons deal roughly the same damage. Fanhorn said all the characters have an average of 3-4 health points. That's true. Therefore, I don't think there can be a significant difference in weapon damage for that reason. Regarding your game table, you could increase the damage of the marines' weapons and add more Xenomorphs to balance the game at certain times. That's one solution, I think.

P.S. You're going to kill more xenomorphs and you're going to get closer to the "Aliens" model (hahahahah!).

P.S.2 If you upgrade the marines' weapons, for these specific cases, there's nothing stopping you from doubling (or multiplying by 1.5) the health points of each xenomorph to balance everything out.

I think I'm bringing you some good ideas here.

Arthur.
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RorsachFiringPattern
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Re: Weapon damage...not too coherent?

Thu 02 Apr 2026, 07:31

I must admit that I was disappointed with the weapon damage in Evolved. A service pistol firing 9mm ball does the same damage as an M41A Pulse Rifle (10×24 mm armor-piercing explosive rounds), and a .375 handgun does even more damage? To me, it makes no sense whatsoever.

The whole “it is Alien, not Aliens” argument doesn’t make sense to me either—both are canon, and the game should reflect that. Just make the military weapons much more dangerous, or make the consequences of punching holes in a Xeno far more severe. I think that may have been one of the reasons they avoided it in Alien. That being said, I don’t think the Year Zero engine is the best system to reflect this.
I would like to try submitting my concepts for weapons balance and combat. It's a very large build on the existing ARPG 2E setup, but I think you might be interested in higher powered firearms.
- Most guns do a bit more damage, and some even have improved armor piercing, but military firearms firing APHE usually have an overpenetration problem, losing 1 damage every 2 penetration.
- Armor has generally received a tweak to compensate, and is variable to reflect the nature of protective equipment. Nothing like first edition, but you get a static + small increase based on rolled dice.

Still working on XX-121 implementation though.

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