Tue 20 May 2025, 19:59
Synthetics are weaker in the RPG than they are in the films. Their biggest problem was the infinite ammo that's fixed now. Other than that, they are severely weaker. They don't heal at all, they take so long to repair (which is lore accurate) and they can't push which is huge. A human who pushes can double the number of their dice, whereas the synthetic is stuck with their lower dice number results.
This is a bigger change, so I know there's no way it would be implemented, but IMO the synthetics are so emotional and complex in the alien universe that they should be able to use the same mechanics of stress. Call it Software or Mechanical Stress. A facehugger on the stress dice makes them suffer some type of damage, similar to how it's done in Twilight 2000. Or you can go with a special Stress/Panic Chart for synthetics. The lower ones can be the same as the ones for humans and the higher results could be custom to synthetics. Making them be careful to not get too much stress and reveal their hidden synthetic nature if that's the case for that adventure.
My naive wishes aside, synthetics not being allowed by law and programming to carry weapons and hurt humans is more than enough of a nerf that would warrant them having a lot higher base stats. Which, again, was evident in the films.
Now, I understand Tomas and the team are hard at work with reviewing and potentially tweaking some of the rules for which we are all grateful for and my late feedback here will probably not be necessary, but just in case, here are some things I've been thinking about:
I agree that armor might need some additional tweaks to their values to give variety to them. As said, maybe up the military grade armor, then the weapon damage accordingly, and the Alien armor as well to match the shift. Or give some of the other armor more minuses to mobility or whatever. A clarification on the acid resistance of the APE suits would be nice.
If the pistol and melee weapons damage isn't going to be lowered, then if armor is theoretically upped and so is damage to some guns, I recommend that be done to everything from Rifle and higher in deadliness. Making more of a difference between rifle and pistol damage is needed to me at least. I know that the new Full Auto will really help rifles, but just a one damage category difference would be fine.
If a knife is damage 2, then most of the Alien attacks should be like that as well. Are we really saying that the Alien's strength and claws are weaker than a knife? Especially since a lot of the scale and damage creep is present in later instalments where Deacons and Archdeacons somehow have damage 2 claw attacks. So I think it's only fair that the Alien attacks have that much as well.
If the axe is armor piercing, then so is every Alien tail attack. An axe is kinda armor piercing, to medieval armor. But nowhere near the scale of armor piercing the bullets described in Aliens. Heck, nowhere near the AP of today's bullets either. So IMO the AP of the axe should either be removed or AP should be like in Twilight 2000, more nuanced, where some AP is -1 to armor, and stronger AP is -2 to armor etc.
I do love that acid destroys armor quickly now, lovely! Just like it was in the films!
Regarding the new injury system. I want to preface this with that I fully understand the intent. Longer lasting PCs plus no more strange results when downed. I get it could be strange in the first edition when you melee someone with your fists, break them and they somehow have their arm severed from your killer punch. Though most results were clearly applicable to a wide number of situations. That could've been easily fixed with a blurb like FL does in other game: some results may need added interpretation or just reroll the ones that make no sense.
I get that the new Incapacitation system is a generic abstraction of a dangerous wound that you're bleeding out from. And the Serious Injuries are more like secondary injuries that you only notice when you get up, that's why they're more forgiving and subtle. Though I don't know how anyone wouldn't notice a torn off ear or disfigured face right away... I get the point of it all, but I think the changes could've been less drastic. Replacing being Broken and immediately finding out what type of injury you have was much better for the roleplay than an abstract Incapacitation. And the Serious Injuries aren't even likely cause of the extra stamina roll to see if you even have any.
There is a compromise how to have the best of both versions: Keep the Last Stand and the ability to do fast actions from Evolved Edition while Broken from First Edition. After being Broken, immediately roll on the Critical Injury chart from First Edition, but it could be changed up a little. Either simply with having a blurb say (my preferred method): In Campaign Play the GM is allowed to reroll the insta death critical injuries, heck maybe even all injuries if they're too harsh, or alternatively, the insta death ones could just be replaced with other ones (lethal in d6 rounds or whatever), and maybe the spinal snap one and the severed limb (and leaving that for the creature's specific attacks).
If we're still worried about the strange injuries, I always did love what FL did with Blade Runner. Have blunt/crushing crits and slash/piercing crits. Two different tables for appropriate circumstances. Though doing all that for this edition might be out of question, which I can totally see.
I do like the fact that if you mess up the stabilization of the wound, that it could be permanent! It's still too forgiving IMO, the exact rules for it in The Walking Dead are my preferred ones, but even a version of it here is nice.
If the worry was how to balance the lethality of the Headbite compared to everything else? Then there is also a simple solution there as well. It's already there with the Drone's Headbite. Instead of it not being fatal as an option (which is absolutely brilliant) for eggmorphing, it could be there for just normal retrieval back to the hive. So that Warriors and Sentries can use it too. A very similar description of it is in Building Better Worlds, page 268, Xenomorph Capture Attacks, Stun the Host attack. It doesn't have to be a scenario specific attack, since the creatures do it all the time in the films, like in Aliens, the deleted scene with Burke means that he was only knocked out by that Headbite by the Warrior, and probably Newt as well since she was unconscious until she woke up in the hive after being abducted. So having that be present in the Core Rule Book for GMs to immediately know and use for campaigns might be useful.
I love super lethal systems, but these are maybe some compromises that are possible for people who think otherwise?
Also, even though I'm really not happy with the change in most of the key terms in the game, I will praise the change from block to defend. Cause it was always hilarious that you could even attempt to try that against something as huge as a Stage VI XenomorphXX121. But with defend, how it's worded, it sounds more like a close range outmaneuver type of thing that seems more plausible to me at least.
Again, thanks to Tomas and Free League for all the work they put in.