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Dario Lazzari
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Re: A Comment on the Evolved BETA Feedback

Sat 17 May 2025, 16:33



Even if I'm a bit confused about the direction of this new Evolved Edition, I say one thing only (which imagine Thomas and people at Free League know well):

PLEASE, DON'T LISTEN TO US!
Fans are often the greater enemies of the things we love. So, don't listen to us.

I have great trust in you as game designers. You've made many great games, ever evolving one RPG to others. So, please, be BRAVE, and follow YOUR (not our!) vision for the future for ALIEN RPG game.

Sure, we'll evaluate it and, maybe, we'll buy it lesser, slowly or maybe it'll be a great success! But, whatever the result, you will have made something completely original following YOUR heart, and not something colorless and tasteless to follow the shifting emotions of us, the fans.

Be brave, we trust you.

I appreciate you may feel that way. But lets not speak for everyone and disregard everyones opinion. We all want the game to be incredible. We all trust the developers. The fact they responded and have made edits is great. They asked for feedback. Lets all stay working together here. Disregarding all feedback has put other tabletops in bad states and Free League clearly care about making the game great. Lets trust the developers to work out what feedback is useful on their own ok.
Everyones opinion is importent.

This isnt to attack you or anything. Lets just consider everyone. Im excited to test out the new table. It seems like a great start. Lets focus on that.
...

You're right, ArkaneVoid. The guy's comment was a bit off-putting, but I think he didn't mean to single anyone out; he wanted to encourage the FREE LEAGUE design team. I think they really need encouragement.

Everyone's comments are important, especially during the BETA phase. All comments will be read, that's for sure.

Arthur.
Yes, this is indeed the meaning of my post. Sorry if my words had, in some way, sounded offensive.
Search my contents at Dario Digital RPG on YouTube and Instagram!
 
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Grimmshade
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Re: A Comment on the Evolved BETA Feedback

Sun 18 May 2025, 10:17

We got a pretty good explanation of the new Stress and Panic, and a pretty quick fix.
Is there any chance of getting an explanation for some of the other decisions which seem counter to what many people wanted with this edition?
Why is armor a blanket 1 for most everything now?
Why are androids terrible at the stuff they should be good at now? (Did people really ask for android changes?)
Were the rules dumbed down to better align with a skirmish game?
How are changes to most of the game mechanics considered "backwards compatible"?

Not trying to be abrasive, so sorry if this post comes off that way. I think an explanation would go a long way, though, instead of just "look, this is what people wanted." I'm personally still wishing I had not spent the money on this new edition, though I do appreciate you taking a look at the concerns over Stress and Panic.
I do love the 1st edition rules, and I know that I can still use them (and probably will), but that's not super comforting when we still spent money on a new edition that we won't be using (speaking for those of use unhappy with the drastic changes, not speaking for everyone.)
 
Lurker01
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Re: A Comment on the Evolved BETA Feedback

Sun 18 May 2025, 13:31

So, feedback - Everyone else seems to be happier with the stress and panic tables, I thought I'd add in my comments on the gear section. I've probably gone overboard but I figure there's a few decent ideas in here so please bear with me.

The M4A3 Pistol - Basic weapon, smallish magazine capacity, not much better than the revolver. Ammo should be 1 not 2
The VP-70A6 Pistol - Weight should be 1/4 not 1/2, its smaller and more compact then the M4A3 but has a larger magazine so Ammo should be 2 (not 3 which would put it on par with an assault rifle). Its enhanced characteristics is why its becoming more popular as the marine sidearm of choice.
The ES-4 is now a taser that can't damage synthetics or xenomorphs rendering it fairly useless. Please change it back to its Un-Evolved form, complete with the "shock yourself" drawback.
The Rexim M5 EVA Pistol - It's an energy weapon designed for Extra Vehicular Activity, so make it useful by not giving it a penalty for use in Zero-G. The Harpoon has its own special rule now. As a laser it'll have noticeably less recoil than a conventional firearm. As for the image, this one shouldn't have the sight - Range isMedium at max, unlike the BBW variant.
The .357 Magnum Revolver - Its always the weight with this one. Weight 1 puts it on par with a rifle and it's really no bulkier than the EVA pistol. Weight 1 is a little overkill. Stick with 1/2 or bump it to 3/4's.
The F44AA - Needs work. A lot more Ammo than a standard pulse rifle so bump to 4 from 3, change the bonus down to 1 as it shouldn't be better than the rifle that replaced it but double the Aim bonus from 2 to 4 for all shots at short to medium range. The weapon has Aim Assist but you have to point the barrel in the general direction of what you want to shoot - It's not a Smartgun. It also needs a flaw, a reason that it was never fully adopted as the marine service rifle, Would suggest that the aim assist was only reliable under "optimal conditions" and the ammo cost was prohibitive. Roll two or more facehuggers in combat and the AA seizes up. The weapon can fire but no more Aim Assist until a repair is made. COMTECH roll plus a shift of work. Ammo cost is doubled.
The AK-4047 - Why is this Armour Piercing and more accurate now? It's Supposed to be a prolific cheap and cheerful weapon to equip the UPP horde. Removes the need for the AK-104 upgrade. Roll it back to its UnEvolved version but give it a single shot 35mm grenade launcher - that big tube under the barrel. Ammo 3.
The M41AE2 Heavy Pulse Rifle - Wrong image. The weapon in the picture is the Weyland Storm Rifle complete with underbarrel pump action shotgun. It's got a Weyland logo on it. The picture does not match the description and its stats are off. The minimum range should be short not medium and it doesn't need to fire out to Extreme range, the Ammo should be 4 not 5. Even with an enlarged 300 round ammo box in place of the magazine it's still firing less rounds than the Smartgun. Aliens: Dark Descent offers a better idea of what this weapon should look like.
The M56A2 Smartgun - Where to begin? The harness should be a piece of armour by itself - (but stackable, Drake wears a flak vest under his. See Aliens and the Colonial Marine Technical Manual). A smartgunner wears a butt pack for extended field operations rather than an IMP that won't fit over the harness. Firing from prone is more difficult too and shouldn't offer the same cover bonus as a marine wielding a rifle gets. That aside, its big and bulky even with the harness and should probably impose a MOBILITY penalty, especially when trying to be stealthy. Ammo should be 5 not 4.
ARMAT M37A2 Shotgun - Rifle sized weapon so it shouldn't be able to be used at Adjacent Range without penalty. Range should simply be Short.
The M240 - Shooting a flamethrower accurately out beyond short range should require a little skill from the user. Remove the +1 bonus when firing at medium range. Reloads are double regular weight - 1/2 as opposed to 1/4.
The M5 RPG - Remove the negative bonus and give it a flat 0 or a +1. Military weapon with a specific task and sighting system shouldn't have a negative value IMO. Might want to increase the weight to 3 as its big and bulky. Firing in an eclosed space will inflict damage to the user. Reloads are double regular weight - 1/2 as opposed to 1/4.
The Combat Knife - Weighted, double edged and very sharp - designed for fighting - should have a bonus. A utility knife, something found in a kitchen and used in an emergency shouldn't have a bonus. Important to point out the difference. Damage 1, Weight 1/4.
The Fire Axe - No to Armour Piercing.
The Seismic Survey Charge - It blows up. Why the negative bonus? Flat zero to set and Special: -2 to throw - not as aerodynamic as a hand grenade, right? Speaking of which, why still no Demolitions / Powder Monkey talent? +2 to HEAVY MACHINERY to set/handle /meddle with explosive devices. Maybe offers an extra point of damage to placed charges? Useful for wildcatters, engineers and saboteurs.
"Conserve Ammo" could become a general talent - "Short Controlled Bursts". Works like "Calm Breather" or "Tech Savvy". Give the marines back their STR based talent. "Combat Reflexes" is also fairly redundant as a talent. However, "Combat Reflexes" is a better name for "Quick Shot".
And no conserving ammo when going full auto - It automatically uses up 1 bar of ammo. Take your chances, pay the price, no refunds.

For the record I hate the new armour system, but still - Armour issues. Mostly names, but a couple of other points.

Neither the MK.35 nor the Mk.50 are the Nostromo Suit. Don't know where this originated but it's wrong (See illustrations in the Colonial marine Technical Manual). The MK.35 is an up-armoured, bulky soft-suit designed for the marines as with its own drawbacks. The version presented in the rulebook is fine in itself. The MK.50 compression suit (In what universe does a MK.50 pre-date a MK.35?), which is simply a skintight thermally regulated body glove style suit, no armour, designed to be worn under regular marine equipment. Armour for the MK.50 is supplied by wearing parts of the standard M3 personnel armour. The suits PLSS (Personal Life Support System) is attached to the back of the torso armour in place of the marine's backpack. Easier to move in and no need to decompress but uncomfortable over extended periods. No MOBILITY penalty but increased fatigue?
Civilian suits (Nostromo and others are MK.20-25?) should probably fall between these two.
The APE Suit - At least as bulky as the MK.35 - should be Weight 2 and have a MOBILITY penalty balanced against its total acid resistance (Please confirm this) and a specially designed helmet that prevents the facehugger's "FINAL EMBRACE". Nice to note that the Eco Suit now includes a MOBILITY bonus incorporating its in-built thrusters for zero-g movement, but as it’s a big and bulky hard suit, weight should probably be 3 rather than 2 and it shouldn't have the MOBILITY bonus if you're just walking around in it.

Optical Sights are of no practical use - they should either add a bonus to aimed shots or reduce the targets difficulty to hit by a range band. A laser sight for a pistol or rifle should add a +1 bonus to all shots taken at short range. Wherever the little coloured dot goes….YE-BANG!
If a sight or binoculars have night vision they should remove darkness penalties for OBSERVATION rolls.
The PR-PUT Uplink Terminal should also (with a COMTECH roll) be able to control an APC, a Powerloader etc, and offer manual input on sentry guns otherwise it’s a little bit limited. All been done in other media.
The Neurovisor entry - should probably read "communicate with a person in a dream state" rather than "communicate with a hypersleep patient". A person in cryo isn't a patient.
Include Tea as a counterpoint to Coffee under Food & Drink. The 3WE was practically built on the stuff and nothing refreshes, relaxes and puts a new perspective on things like a decent brew. Reduces Stress.
The Tactical Command Centre in the M577 APC should have some practical benefits, offering the same or better COMMAND & OBSERVATION bonuses as the Holotab (and possibly even a MEDICAL bonus). It has all those lovely sensors, cameras and radios.
And back to the Dog Catchers - I mentioned this in the Rapture Protocol thread, but can we get some stats for their gear - the catchpole, nets/netgun and the like and make them have a practical use. And shock rods. Are xenomorphs affected by electricity?
Last edited by Lurker01 on Sun 18 May 2025, 18:09, edited 1 time in total.
 
Still Collating...
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Re: A Comment on the Evolved BETA Feedback

Sun 18 May 2025, 15:41

I personally agree with most of Lurker's suggestions.
 
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Jehan Menasis
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Re: A Comment on the Evolved BETA Feedback

Sun 18 May 2025, 15:46

Are xenomorphs affected by electricity?
Interesting question.

In "Alien: Romulus", they definitely manage to wound a drone with an high voltage electric rod, but just a minor wound, though. A human would have probably been much more affected, or even dead.

In "Alien: Isolation", it comes to mind the reactor purge scene, which had mostly an electrical nature, and manages to purge the Alien nest form the lower levels. Many aliens survive, but probably because they weren't in the zone most affected.

And if my memory serves me well, in "Aliens: Dark Descent" the main character manages to eliminate a drone by catching the creature in the high voltage radius zone of the Otago's reactor.

So, definitely not immune, but maybe resistant to electricity, or at least, with much higher tolerance than humans. Perhaps in the comics or other media there are more examples.
 
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Jehan Menasis
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Re: A Comment on the Evolved BETA Feedback

Sun 18 May 2025, 17:11

And no conserving ammo when going full auto - It automatically uses up 1 bar of ammo. Take your chances, pay the price, no refunds.
 
I thought the same when I saw the rule. It's an oxymoron "going full auto to conserve ammo", to the point I still believe it's a typo.

I've toying with a similar rule: If you declare full auto, you can't conserve ammo and 1st Burst rolls for ammo as normal... 2nd Burst depletes ammo on [Facehug] or [Success] results... 3rd Burst also depletes ammo on [Success] or [Facehug] results, but always a minimum of 1.

I also suggested creating "supply dice", easily differentiable from the others, just for clarity and speed (for example: rolling the attack, stress, and ammo supply simultaneously).

Stage VI Xenos could also benefit from increased armor and health, specially now that PCs can TRIPLE their rate of fire with automatic weapons, even considering that targets are able to dodge now. Most military weapons will simply ignore armor 2 or lower ratings, thanks to armor piercing ammunition and the 'weak spot' rule. It may work for drones or warriors (You too!! you want some of this?!!) but it's pretty anticlimatic for those which are supposed to be the 'Final Bosses'. A medium fix, in addition to tweaking some numbers, could be declaring that certain Xenos or targets (like the Queen, or the Crusher, or a bulkhead) simply "have no weak spots".

The 'weak spot' rule is the equivalent of a guaranteed +1 damage just by trading 2 dice. And also enables to breach the armor of some targets you normally wouldn't be able to. You still have to hit, sure, but my impression is that it's a bit too much of a 'cost effective' deal for just 2 dice. Someone else will do the maths, probably.

And also, in other order of things, I find strange rolling to determine your 'Serious injury' AFTER RECOVERING from the incapacitated condition. I mean, when incapacitated, you can raise for 'last stand' doing again actions normally, even firing at/sprinting from a Xeno, or climbing a ladder... Just to discover some minutes later that you had a broken arm or a broken leg. IMO, The stamina roll to see if you get a serious injury should be done as soon as you get the incapacitated condition, since the results from a potential injury could determine penalties to skill rolls/movement while 'Last standing'.
 
Lurker01
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Re: A Comment on the Evolved BETA Feedback

Sun 18 May 2025, 18:04

Again, I'd be happier if Weak Spot was a talent as well. Call it "Precision Strike" or even "Hail Mary", and can be taken once for ranged and once for close combat. Works as an aimed shot would do taking both a fast and slow action, -2 dice to the roll but the trade off is your weapon's base damage is increased by a point and the target loses a point of armour for that shot. Its no fun if everyone can do it. Ripley with the harpoon, Hicks with the shotgun, or Brody and the shark.
 
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Teean
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Re: A Comment on the Evolved BETA Feedback

Sun 18 May 2025, 19:06

The 'weak spot' rule is the equivalent of a guaranteed +1 damage just by trading 2 dice. And also enables to breach the armor of some targets you normally wouldn't be able to. You still have to hit, sure, but my impression is that it's a bit too much of a 'cost effective' deal for just 2 dice. Someone else will do the maths, probably.

The probability of someone doing the maths increases the more the maths is Probability, because probability mathematics is fun. ;)

So the maths of whether it's worth trading -2 dice in exchange for +1 damage changes depending on the number of dice you have to hit, as you might surmise. Someone with a tiny pool of 4 dice would be very ill-advised to give up 2 of them for the sake of +1 damage because the latter of course only kicks in if you actually hit and dropping from 4 dice to 2 dice nearly drops your already coin flip chance of hitting down by nearly half. But clearly +1 is higher than the average number of 6s you roll on two dice so at some point your confidence in hitting is high enough that what matters becomes the chance of scoring more than 1 on two dice. Which is always going to be a 1 in 36 and therefore always statistically you'll want to choose weakspot. The question is, at what point does that transition happen?

It's surprisingly low. Once you're rolling with six dice then statistically you're going to average more damage using Weak Spot than without. And your hit chance goes from 67% down to 52% with Weak Spot. If you think about it this makes sense - the moment your chance of hitting with Weak Spot goes over 50% it's always going to be statistically more damage using it.

Keep in mind that excess hits are also adding to the total damage (presuming you pass the Breach threshold of the target) so the value add of Weak Spot isn't quite as much as you'd think, relatively speaking.

So what you end up with is a question of how much damage do you actually need to do and how does your weapon's base damage compare to the target's armour? Opponents aren't just infinite bullet sponges. If you can kill a face hugger (2 health, 1 Armour) with one shot of your Boltgun, don't use Weak Spot! But if you can't and you have a reasonable dice pool, you're going to want to use it regardless, most of the time. Ditto you'll have to do it if you have a low damage weapon and a target with higher Armour. (That returns me to my own comments in the feedback thread about raising the Armour for Soldiers, Praetorians and Queens but I made the case for that elsewhere). It should also be noted that the Weak Spot isn't actually +1 damage, it's -1 Armour. There are targets in the game that have no Armour. So if you're killing defenceless civilians, don't use Weak Spot.

Anyway, the TL;DR is that the cross-over point where it's worth giving up the -2 dice from Weak Spot is surprisingly low. If your dice pool on ranged attack (including Stress) is 6 or more then statistically you should use it. Though given the things you're shooting at fight back, I think a more conservative view is that once you're hitting around 10 dice on your attack or above, it becomes standard practice.

Back to game implications, I feel like maybe there should be some limiter on using Weak Spot because a tactic that becomes the best tactic leads to a lot of spamming that tactic. The poster above me talks about turning it into a talent as a way to limit its use. But imo, that does lead to the unfortunate case where someone cannot damage something with the same weapon another person could. Players don't mind a lower chance at something but they generally resent being told they can't try. It might be worth considering disallowing Weak Spot on full auto fire. Weak Spot kind of implies more careful aiming and patience so thematically it makes sense. Just a thought.
 
Dragonoid1976
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Re: A Comment on the Evolved BETA Feedback

Sun 18 May 2025, 22:20

So, feedback - Everyone else seems to be happier with the stress and panic tables, I thought I'd add in my comments on the gear section. I've probably gone overboard but I figure there's a few decent ideas in here so please bear with me.

The M4A3 Pistol - Basic weapon, smallish magazine capacity, not much better than the revolver. Ammo should be 1 not 2
The VP-70A6 Pistol - Weight should be 1/4 not 1/2, its smaller and more compact then the M4A3 but has a larger magazine so Ammo should be 2 (not 3 which would put it on par with an assault rifle). Its enhanced characteristics is why its becoming more popular as the marine sidearm of choice.
The ES-4 is now a taser that can't damage synthetics or xenomorphs rendering it fairly useless. Please change it back to its Un-Evolved form, complete with the "shock yourself" drawback.
The Rexim M5 EVA Pistol - It's an energy weapon designed for Extra Vehicular Activity, so make it useful by not giving it a penalty for use in Zero-G. The Harpoon has its own special rule now. As a laser it'll have noticeably less recoil than a conventional firearm. As for the image, this one shouldn't have the sight - Range isMedium at max, unlike the BBW variant.
The .357 Magnum Revolver - Its always the weight with this one. Weight 1 puts it on par with a rifle and it's really no bulkier than the EVA pistol. Weight 1 is a little overkill. Stick with 1/2 or bump it to 3/4's.
The F44AA - Needs work. A lot more Ammo than a standard pulse rifle so bump to 4 from 3, change the bonus down to 1 as it shouldn't be better than the rifle that replaced it but double the Aim bonus from 2 to 4 for all shots at short to medium range. The weapon has Aim Assist but you have to point the barrel in the general direction of what you want to shoot - It's not a Smartgun. It also needs a flaw, a reason that it was never fully adopted as the marine service rifle, Would suggest that the aim assist was only reliable under "optimal conditions" and the ammo cost was prohibitive. Roll two or more facehuggers in combat and the AA seizes up. The weapon can fire but no more Aim Assist until a repair is made. COMTECH roll plus a shift of work. Ammo cost is doubled.
The AK-4047 - Why is this Armour Piercing and more accurate now? It's Supposed to be a prolific cheap and cheerful weapon to equip the UPP horde. Removes the need for the AK-104 upgrade. Roll it back to its UnEvolved version but give it a single shot 35mm grenade launcher - that big tube under the barrel. Ammo 3.
The M41AE2 Heavy Pulse Rifle - Wrong image. The weapon in the picture is the Weyland Storm Rifle complete with underbarrel pump action shotgun. It's got a Weyland logo on it. The picture does not match the description and its stats are off. The minimum range should be short not medium and it doesn't need to fire out to Extreme range, the Ammo should be 4 not 5. Even with an enlarged 300 round ammo box in place of the magazine it's still firing less rounds than the Smartgun. Aliens: Dark Descent offers a better idea of what this weapon should look like.
The M56A2 Smartgun - Where to begin? The harness should be a piece of armour by itself - (but stackable, Drake wears a flak vest under his. See Aliens and the Colonial Marine Technical Manual). A smartgunner wears a butt pack for extended field operations rather than an IMP that won't fit over the harness. Firing from prone is more difficult too and shouldn't offer the same cover bonus as a marine wielding a rifle gets. That aside, its big and bulky even with the harness and should probably impose a MOBILITY penalty, especially when trying to be stealthy. Ammo should be 5 not 4.
ARMAT M37A2 Shotgun - Rifle sized weapon so it shouldn't be able to be used at Adjacent Range without penalty. Range should simply be Short.
The M240 - Shooting a flamethrower accurately out beyond short range should require a little skill from the user. Remove the +1 bonus when firing at medium range. Reloads are double regular weight - 1/2 as opposed to 1/4.
The M5 RPG - Remove the negative bonus and give it a flat 0 or a +1. Military weapon with a specific task and sighting system shouldn't have a negative value IMO. Might want to increase the weight to 3 as its big and bulky. Firing in an eclosed space will inflict damage to the user. Reloads are double regular weight - 1/2 as opposed to 1/4.
The Combat Knife - Weighted, double edged and very sharp - designed for fighting - should have a bonus. A utility knife, something found in a kitchen and used in an emergency shouldn't have a bonus. Important to point out the difference. Damage 1, Weight 1/4.
The Fire Axe - No to Armour Piercing.
The Seismic Survey Charge - It blows up. Why the negative bonus? Flat zero to set and Special: -2 to throw - not as aerodynamic as a hand grenade, right? Speaking of which, why still no Demolitions / Powder Monkey talent? +2 to HEAVY MACHINERY to set/handle /meddle with explosive devices. Maybe offers an extra point of damage to placed charges? Useful for wildcatters, engineers and saboteurs.
"Conserve Ammo" could become a general talent - "Short Controlled Bursts". Works like "Calm Breather" or "Tech Savvy". Give the marines back their STR based talent. "Combat Reflexes" is also fairly redundant as a talent. However, "Combat Reflexes" is a better name for "Quick Shot".
And no conserving ammo when going full auto - It automatically uses up 1 bar of ammo. Take your chances, pay the price, no refunds.

For the record I hate the new armour system, but still - Armour issues. Mostly names, but a couple of other points.

Neither the MK.35 nor the Mk.50 are the Nostromo Suit. Don't know where this originated but it's wrong (See illustrations in the Colonial marine Technical Manual). The MK.35 is an up-armoured, bulky soft-suit designed for the marines as with its own drawbacks. The version presented in the rulebook is fine in itself. The MK.50 compression suit (In what universe does a MK.50 pre-date a MK.35?), which is simply a skintight thermally regulated body glove style suit, no armour, designed to be worn under regular marine equipment. Armour for the MK.50 is supplied by wearing parts of the standard M3 personnel armour. The suits PLSS (Personal Life Support System) is attached to the back of the torso armour in place of the marine's backpack. Easier to move in and no need to decompress but uncomfortable over extended periods. No MOBILITY penalty but increased fatigue?
Civilian suits (Nostromo and others are MK.20-25?) should probably fall between these two.
The APE Suit - At least as bulky as the MK.35 - should be Weight 2 and have a MOBILITY penalty balanced against its total acid resistance (Please confirm this) and a specially designed helmet that prevents the facehugger's "FINAL EMBRACE". Nice to note that the Eco Suit now includes a MOBILITY bonus incorporating its in-built thrusters for zero-g movement, but as it’s a big and bulky hard suit, weight should probably be 3 rather than 2 and it shouldn't have the MOBILITY bonus if you're just walking around in it.

Optical Sights are of no practical use - they should either add a bonus to aimed shots or reduce the targets difficulty to hit by a range band. A laser sight for a pistol or rifle should add a +1 bonus to all shots taken at short range. Wherever the little coloured dot goes….YE-BANG!
If a sight or binoculars have night vision they should remove darkness penalties for OBSERVATION rolls.
The PR-PUT Uplink Terminal should also (with a COMTECH roll) be able to control an APC, a Powerloader etc, and offer manual input on sentry guns otherwise it’s a little bit limited. All been done in other media.
The Neurovisor entry - should probably read "communicate with a person in a dream state" rather than "communicate with a hypersleep patient". A person in cryo isn't a patient.
Include Tea as a counterpoint to Coffee under Food & Drink. The 3WE was practically built on the stuff and nothing refreshes, relaxes and puts a new perspective on things like a decent brew. Reduces Stress.
The Tactical Command Centre in the M577 APC should have some practical benefits, offering the same or better COMMAND & OBSERVATION bonuses as the Holotab (and possibly even a MEDICAL bonus). It has all those lovely sensors, cameras and radios.
And back to the Dog Catchers - I mentioned this in the Rapture Protocol thread, but can we get some stats for their gear - the catchpole, nets/netgun and the like and make them have a practical use. And shock rods. Are xenomorphs affected by electricity?
Yep, all of these sound good to me, although I would also add a rework of the serious wounds table. Currently it feels very... flavorless. I liked when injuries were not only possibly deadly in their own right (did dislike the instant death results, glad those got cut), but I also liked the permanent effects that could result from them, like a cracked spine or a missing limb. Would love to see the return of some of those more serious injuries.
 
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Jehan Menasis
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Re: A Comment on the Evolved BETA Feedback

Sun 18 May 2025, 22:54

The probability of someone doing the maths increases the more the maths is Probability, because probability mathematics is fun. ;)
 
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