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Feedback on Homebrew Rules - Rally, Critical Injuries and Synths

Mon 08 Jun 2026, 22:48

Hi all

I am enjoying the evolved edition but after a good few sessions now I feel like there are some things that imo could do with some tweaking. Posting it here incase I have misread the original rules, missed some obvious edge case or misjudged the power of some changes etc. If anyone has any feedback or suggestions it would be much appreciated.

Rally
Existing rule, healing the player feels so powerful, even if it doesn't remove the critical injury. Instead change it so the player is able to act normally but are still considered broken. They do not regain HP . The number of rounds they are able to act normally is determined by the number of successes rolled. At the end of the specified number of rounds, they go back to broken.

Critical Injuries/Damage
The game is pretty lethal but you can get to some ridiculous situations where they are being eviscerated by an alien and end up with two broken wrists and a graze as very few of the critical injuries lead to a quick death (unless I have misread the rules).

Instead change it so the players HP can go below zero. The current negative HP, is instead added to the critical injury.

Lets say the player has 3HP, they take 4 damage so they go to "-1". If they roll a 32 on the dice, it then goes to 33

If they then take an additional 2 damage, they go to -3. A 51 would then become 54... and it bumps so 56 +3 would go to 63.

(I think this is better than a critical injury per damage taken below zero . Less rolling, play quicker). Note this effect keeps stacking. So if you got to -3, then take 3 damage it goes to -6 etc. This is completely reset upon any successful medical aid roll. So even if you are at -10 somehow and are still alive, you would immediately go to +x hp.

Note - this only applies to humans not synths

Synthetics
Synthetics are great however I think in some aspects they are now a bit under powered. They can no longer infinitely fire ammo. Their bonus +3 to stats is now negated by the typical player having 3 resolve. Furthermore, they can be less interesting from the perspective of the stress mechanics etc to play although the nigh invincible(cut to title card) aspect is a big plus in my books. Yes they can't stress which helps in those late-game moments if the human players have let their stress get out of hand but before that....

Therefore I suggest synthetics do have a push roll but it works differently. The stress in this case refers to the stress placed upon the AI/physical components.

When rolling a skill check, a synth can choose to add up to 3 dice to that check. This must be chosen before the roll. The number of dice added, is then added to the stress value. Upon reaching 10 dice, the user must roll on a D66 glitch table after the action is completed. Then humans have a D66 critical injury and D6 panic vs synth D6 critical and D66 panic. Also the idea with this is synths do not fail most of the time like humans. A human with high stress will often fail their current action (mess up) but the point with the synth approach is that it doesn't typically mess up their current action but may mess up future ones by degrading their systems.
  • 11- Caught exception - Your system throws an error caught graciously, you suffer no ill effects
  • 12 - Power Surge - You immediately gain a quick/slow action if in combat or halve the amount of time taken to perform your next successful action if outside of combat
  • 13 - Audio Desync - Anything you say is delayed until the next round. This lasts until repairs are done
  • 14 - Force Sensor fault - You mishandle a held item. It is either dropped or crushed(destroyed) at GM discretion
  • 15 - The Three Laws - You gain +2 to a roll in protection of a human if it does not contradict the second or third law. This effect lasts for D6 turns. If you ignore or perform an action that conflicts with this you gain 1 stress
  • 16 - Speech Module Import Error - Your speech becomes slurred, you have -1 on manipulation rolls until the component is fixed (1 stretch)
  • 21 - Critical Mission Override - Gain +1 to any strength/agility based rolls on your next action
  • 22 - Out of Memory Error - You can not use your talent till the end of next round
  • 23 - Inhibitor Chip Fault - You can not make a closed/ranged combat attack next round
  • 24 -Gyro Failure - Make a mobility roll or fall prone
  • 25 - Haptic Feedback Failure - -2 To Comtech and medical aid rolls until repairs are completed
  • 26 - Diagnostic Loop -Your internal systems pause to verify contradictory data. Until the end of the next round, you suffer -1 to Wits-based rolls.
  • 31 - Social Cohesion Crash - You can no longer form facial expressions and lose all intonation in your voice. -2 to command and manipulation until repairs are complete
  • 32 - Mission Fixation - You cannot voluntarily retreat from a visible objective or hostile until the end of the next round. You can make one free movement towards an objective/hostile
  • 33 - Sensor Error - You suffer a -2 next round for actions related to sight.
  • 34 - Locked Semaphore - You can only take your quick or slow action next round
  • 35 - Thermal Regulation Error -Your synthetic body vents heat, leaks coolant vapour, or becomes cold to the touch. Until repaired, enemies gain +1 observation to spot you in stealth where heat, vapour, smell, or sound could reveal you
  • 36 - Leg Servo Failure - You can not move until repairs are complete or a successful heavy machinery roll (slow action) is made
  • 41 - Targeting error - For the next 3 rounds, your ranged attacks suffer -1 against targets that have moved this turn, but +1 if they are yet to move. Outside of combat this causes a -1 to piloting for one turn.
  • 42 - Fine Motor Control Failure - Cannot use Comtech, Medical Aid and reloading weapons becomes a slow action until repairs are completed (1 turn)
  • 43 - For the Company - The GM gives you a short compulsory priority such as protect company property, retrieve specimen data, preserve officer, or seal breach. Resisting it costs 1 damage from internal strain.
  • 44 - Arm Actuator Seizure - One arm becomes unusable until repaired with a successful Comtech roll(slow action) or repairs are complete.
  • 45 - Memory Fragmentation - You lose memory of a specific event at GM discretion
  • 46 -Rerouted emergency power - Choose two attributes. -1 to 1 skill, +1 to another skill (within the same attribute class e.g. strength/agility).
  • 51 - Race Condition - You can only move or complete one other action not both for one shift
  • 52 - Sensor Overload - You are effectively blinded and deafened, -2 to all observation rolls and to any rolls involving sight/hearing.
  • 53 - Core logic fallover - Lose your next slow action if in combat or your next action takes twice as long
  • 54 - Fluid pressure drop - You lose two strength until the end of next round
  • 55 -Cascading faults - roll another D66 twice for the glitch table. Keep rerolling until you have two glitches between 11 and 33.
  • 56 - Recursion Stack Overflow - You must repeat the same actions you have just taken on the next 2 rounds. If you are not in combat, your next action takes twice as long.
  • 61 - The force is too much for the component, burning it out/damaging it. You take no damage but you have minus one on the associated attribute until you repair it (requires 2 stretches to repair)
  • 62 -Strained Servo - You get -1 to the skill roll just performed for one stretch. E.g. if the roll just performed was a heavy machinery it would now be at -1. This effect can stack up to 3 times per skill , requires a turn to fix but removes all effects from that particular skill.
  • 63 - Behavioural change, your personality suffers a slight shift. Your buddys now may be your rival. At the GM discretion.
  • 64 - Self Preservation Override - Immediately make an attack against the closest target, ally or enemy. If no targets exist, you mistake some other object and open fire.Roll a standard attack with whatever weapon you currently have equipped. If you have no ammo, use your fists.
  • 65 - Thread Deadlock - You go inactive for D3 rounds or someone spends a slow action and a comtech roll
  • 66 - Chip burnout - The strain is too much for your systems, take one point of damage and you are broken for one round.


I am still heavily mixed on this D66 table. The alternative I have been thinking of is around having it be more long term negatives, slowly reducing your stats over time until major repairs are done but maybe that is the cleaner simple approach. Something like roll two D6, add them together and subtract 1 from that skill (since there are 12 skills).

Thanks :)
 
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_ArthurDallas_
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Posts: 1388
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Re: Feedback on Homebrew Rules - Rally, Critical Injuries and Synths

Tue 09 Jun 2026, 16:52

Hi all

I am enjoying the evolved edition but after a good few sessions now I feel like there are some things that imo could do with some tweaking. Posting it here incase I have misread the original rules, missed some obvious edge case or misjudged the power of some changes etc. If anyone has any feedback or suggestions it would be much appreciated.

Rally
Existing rule, healing the player feels so powerful, even if it doesn't remove the critical injury. Instead change it so the player is able to act normally but are still considered broken. They do not regain HP . The number of rounds they are able to act normally is determined by the number of successes rolled. At the end of the specified number of rounds, they go back to broken.

Critical Injuries/Damage
The game is pretty lethal but you can get to some ridiculous situations where they are being eviscerated by an alien and end up with two broken wrists and a graze as very few of the critical injuries lead to a quick death (unless I have misread the rules).

Instead change it so the players HP can go below zero. The current negative HP, is instead added to the critical injury.

Lets say the player has 3HP, they take 4 damage so they go to "-1". If they roll a 32 on the dice, it then goes to 33

If they then take an additional 2 damage, they go to -3. A 51 would then become 54... and it bumps so 56 +3 would go to 63.

(I think this is better than a critical injury per damage taken below zero . Less rolling, play quicker). Note this effect keeps stacking. So if you got to -3, then take 3 damage it goes to -6 etc. This is completely reset upon any successful medical aid roll. So even if you are at -10 somehow and are still alive, you would immediately go to +x hp.

Note - this only applies to humans not synths

Synthetics
Synthetics are great however I think in some aspects they are now a bit under powered. They can no longer infinitely fire ammo. Their bonus +3 to stats is now negated by the typical player having 3 resolve. Furthermore, they can be less interesting from the perspective of the stress mechanics etc to play although the nigh invincible(cut to title card) aspect is a big plus in my books. Yes they can't stress which helps in those late-game moments if the human players have let their stress get out of hand but before that....

Therefore I suggest synthetics do have a push roll but it works differently. The stress in this case refers to the stress placed upon the AI/physical components.

When rolling a skill check, a synth can choose to add up to 3 dice to that check. This must be chosen before the roll. The number of dice added, is then added to the stress value. Upon reaching 10 dice, the user must roll on a D66 glitch table after the action is completed. Then humans have a D66 critical injury and D6 panic vs synth D6 critical and D66 panic. Also the idea with this is synths do not fail most of the time like humans. A human with high stress will often fail their current action (mess up) but the point with the synth approach is that it doesn't typically mess up their current action but may mess up future ones by degrading their systems.
  • 11- Caught exception - Your system throws an error caught graciously, you suffer no ill effects
  • 12 - Power Surge - You immediately gain a quick/slow action if in combat or halve the amount of time taken to perform your next successful action if outside of combat
  • 13 - Audio Desync - Anything you say is delayed until the next round. This lasts until repairs are done
  • 14 - Force Sensor fault - You mishandle a held item. It is either dropped or crushed(destroyed) at GM discretion
  • 15 - The Three Laws - You gain +2 to a roll in protection of a human if it does not contradict the second or third law. This effect lasts for D6 turns. If you ignore or perform an action that conflicts with this you gain 1 stress
  • 16 - Speech Module Import Error - Your speech becomes slurred, you have -1 on manipulation rolls until the component is fixed (1 stretch)
  • 21 - Critical Mission Override - Gain +1 to any strength/agility based rolls on your next action
  • 22 - Out of Memory Error - You can not use your talent till the end of next round
  • 23 - Inhibitor Chip Fault - You can not make a closed/ranged combat attack next round
  • 24 -Gyro Failure - Make a mobility roll or fall prone
  • 25 - Haptic Feedback Failure - -2 To Comtech and medical aid rolls until repairs are completed
  • 26 - Diagnostic Loop -Your internal systems pause to verify contradictory data. Until the end of the next round, you suffer -1 to Wits-based rolls.
  • 31 - Social Cohesion Crash - You can no longer form facial expressions and lose all intonation in your voice. -2 to command and manipulation until repairs are complete
  • 32 - Mission Fixation - You cannot voluntarily retreat from a visible objective or hostile until the end of the next round. You can make one free movement towards an objective/hostile
  • 33 - Sensor Error - You suffer a -2 next round for actions related to sight.
  • 34 - Locked Semaphore - You can only take your quick or slow action next round
  • 35 - Thermal Regulation Error -Your synthetic body vents heat, leaks coolant vapour, or becomes cold to the touch. Until repaired, enemies gain +1 observation to spot you in stealth where heat, vapour, smell, or sound could reveal you
  • 36 - Leg Servo Failure - You can not move until repairs are complete or a successful heavy machinery roll (slow action) is made
  • 41 - Targeting error - For the next 3 rounds, your ranged attacks suffer -1 against targets that have moved this turn, but +1 if they are yet to move. Outside of combat this causes a -1 to piloting for one turn.
  • 42 - Fine Motor Control Failure - Cannot use Comtech, Medical Aid and reloading weapons becomes a slow action until repairs are completed (1 turn)
  • 43 - For the Company - The GM gives you a short compulsory priority such as protect company property, retrieve specimen data, preserve officer, or seal breach. Resisting it costs 1 damage from internal strain.
  • 44 - Arm Actuator Seizure - One arm becomes unusable until repaired with a successful Comtech roll(slow action) or repairs are complete.
  • 45 - Memory Fragmentation - You lose memory of a specific event at GM discretion
  • 46 -Rerouted emergency power - Choose two attributes. -1 to 1 skill, +1 to another skill (within the same attribute class e.g. strength/agility).
  • 51 - Race Condition - You can only move or complete one other action not both for one shift
  • 52 - Sensor Overload - You are effectively blinded and deafened, -2 to all observation rolls and to any rolls involving sight/hearing.
  • 53 - Core logic fallover - Lose your next slow action if in combat or your next action takes twice as long
  • 54 - Fluid pressure drop - You lose two strength until the end of next round
  • 55 -Cascading faults - roll another D66 twice for the glitch table. Keep rerolling until you have two glitches between 11 and 33.
  • 56 - Recursion Stack Overflow - You must repeat the same actions you have just taken on the next 2 rounds. If you are not in combat, your next action takes twice as long.
  • 61 - The force is too much for the component, burning it out/damaging it. You take no damage but you have minus one on the associated attribute until you repair it (requires 2 stretches to repair)
  • 62 -Strained Servo - You get -1 to the skill roll just performed for one stretch. E.g. if the roll just performed was a heavy machinery it would now be at -1. This effect can stack up to 3 times per skill , requires a turn to fix but removes all effects from that particular skill.
  • 63 - Behavioural change, your personality suffers a slight shift. Your buddys now may be your rival. At the GM discretion.
  • 64 - Self Preservation Override - Immediately make an attack against the closest target, ally or enemy. If no targets exist, you mistake some other object and open fire.Roll a standard attack with whatever weapon you currently have equipped. If you have no ammo, use your fists.
  • 65 - Thread Deadlock - You go inactive for D3 rounds or someone spends a slow action and a comtech roll
  • 66 - Chip burnout - The strain is too much for your systems, take one point of damage and you are broken for one round.


I am still heavily mixed on this D66 table. The alternative I have been thinking of is around having it be more long term negatives, slowly reducing your stats over time until major repairs are done but maybe that is the cleaner simple approach. Something like roll two D6, add them together and subtract 1 from that skill (since there are 12 skills).

Thanks :)
...

Hi User, thanks for the feedback on the rules. We all have house rules. I have rules from the first edition that I keep. I can give you some feedback, but at first glance, it all looks okay.

Rally
I don't understand where you see the problem. A wounded player is wounded. They can't act normally. A group with wounded characters needs to rest for their health to improve, and at the end of the game, that's often impossible. Maybe I don't understand where you're going with this.

Critical injuries/damage
At my table, it doesn't happen that a character survives with two broken wrists after a xenomorph attack. You're the Game Mother; you have to choose something else, for the sake of your table's integrity. Surviving with two broken wrists after a xenomorph attack doesn't exactly send a powerful message of horror.

I would have added this after the critical injuries ... the xenomorph holds you so tightly it breaks both your wrists. The character (in pain) eventually looks at the xenomorph, and the xenomorph ends up breaking his neck (or the xenomorph brings him to its lair, moving as if it were holding a bag of meat) ... The plot needs to move forward. Next player to kill... (It also depends on where you are in the evening; if it's at the beginning, you might want to spare the character so they can get out of it)...

P.S. The xenomorph has a killer personality. This must be respected, even through the rules. That's the responsibility of the Game Mother. You can always tweak the xenomorph attack signatures to suit your situation.

The rest seems adequate and interesting. Good job. The malfunction table for synthetics is really cool.

Arthur.
Moderator (Free League Alien RPG Forums)
 
User
Topic Author
Posts: 5
Joined: Sun 11 May 2025, 15:45

Re: Feedback on Homebrew Rules - Rally, Critical Injuries and Synths

Wed 10 Jun 2026, 19:43

Hi all

I am enjoying the evolved edition but after a good few sessions now I feel like there are some things that imo could do with some tweaking. Posting it here incase I have misread the original rules, missed some obvious edge case or misjudged the power of some changes etc. If anyone has any feedback or suggestions it would be much appreciated.

Rally
Existing rule, healing the player feels so powerful, even if it doesn't remove the critical injury. Instead change it so the player is able to act normally but are still considered broken. They do not regain HP . The number of rounds they are able to act normally is determined by the number of successes rolled. At the end of the specified number of rounds, they go back to broken.

Critical Injuries/Damage
The game is pretty lethal but you can get to some ridiculous situations where they are being eviscerated by an alien and end up with two broken wrists and a graze as very few of the critical injuries lead to a quick death (unless I have misread the rules).

Instead change it so the players HP can go below zero. The current negative HP, is instead added to the critical injury.

Lets say the player has 3HP, they take 4 damage so they go to "-1". If they roll a 32 on the dice, it then goes to 33

If they then take an additional 2 damage, they go to -3. A 51 would then become 54... and it bumps so 56 +3 would go to 63.

(I think this is better than a critical injury per damage taken below zero . Less rolling, play quicker). Note this effect keeps stacking. So if you got to -3, then take 3 damage it goes to -6 etc. This is completely reset upon any successful medical aid roll. So even if you are at -10 somehow and are still alive, you would immediately go to +x hp.

Note - this only applies to humans not synths

Synthetics
Synthetics are great however I think in some aspects they are now a bit under powered. They can no longer infinitely fire ammo. Their bonus +3 to stats is now negated by the typical player having 3 resolve. Furthermore, they can be less interesting from the perspective of the stress mechanics etc to play although the nigh invincible(cut to title card) aspect is a big plus in my books. Yes they can't stress which helps in those late-game moments if the human players have let their stress get out of hand but before that....

Therefore I suggest synthetics do have a push roll but it works differently. The stress in this case refers to the stress placed upon the AI/physical components.

When rolling a skill check, a synth can choose to add up to 3 dice to that check. This must be chosen before the roll. The number of dice added, is then added to the stress value. Upon reaching 10 dice, the user must roll on a D66 glitch table after the action is completed. Then humans have a D66 critical injury and D6 panic vs synth D6 critical and D66 panic. Also the idea with this is synths do not fail most of the time like humans. A human with high stress will often fail their current action (mess up) but the point with the synth approach is that it doesn't typically mess up their current action but may mess up future ones by degrading their systems.
  • 11- Caught exception - Your system throws an error caught graciously, you suffer no ill effects
  • 12 - Power Surge - You immediately gain a quick/slow action if in combat or halve the amount of time taken to perform your next successful action if outside of combat
  • 13 - Audio Desync - Anything you say is delayed until the next round. This lasts until repairs are done
  • 14 - Force Sensor fault - You mishandle a held item. It is either dropped or crushed(destroyed) at GM discretion
  • 15 - The Three Laws - You gain +2 to a roll in protection of a human if it does not contradict the second or third law. This effect lasts for D6 turns. If you ignore or perform an action that conflicts with this you gain 1 stress
  • 16 - Speech Module Import Error - Your speech becomes slurred, you have -1 on manipulation rolls until the component is fixed (1 stretch)
  • 21 - Critical Mission Override - Gain +1 to any strength/agility based rolls on your next action
  • 22 - Out of Memory Error - You can not use your talent till the end of next round
  • 23 - Inhibitor Chip Fault - You can not make a closed/ranged combat attack next round
  • 24 -Gyro Failure - Make a mobility roll or fall prone
  • 25 - Haptic Feedback Failure - -2 To Comtech and medical aid rolls until repairs are completed
  • 26 - Diagnostic Loop -Your internal systems pause to verify contradictory data. Until the end of the next round, you suffer -1 to Wits-based rolls.
  • 31 - Social Cohesion Crash - You can no longer form facial expressions and lose all intonation in your voice. -2 to command and manipulation until repairs are complete
  • 32 - Mission Fixation - You cannot voluntarily retreat from a visible objective or hostile until the end of the next round. You can make one free movement towards an objective/hostile
  • 33 - Sensor Error - You suffer a -2 next round for actions related to sight.
  • 34 - Locked Semaphore - You can only take your quick or slow action next round
  • 35 - Thermal Regulation Error -Your synthetic body vents heat, leaks coolant vapour, or becomes cold to the touch. Until repaired, enemies gain +1 observation to spot you in stealth where heat, vapour, smell, or sound could reveal you
  • 36 - Leg Servo Failure - You can not move until repairs are complete or a successful heavy machinery roll (slow action) is made
  • 41 - Targeting error - For the next 3 rounds, your ranged attacks suffer -1 against targets that have moved this turn, but +1 if they are yet to move. Outside of combat this causes a -1 to piloting for one turn.
  • 42 - Fine Motor Control Failure - Cannot use Comtech, Medical Aid and reloading weapons becomes a slow action until repairs are completed (1 turn)
  • 43 - For the Company - The GM gives you a short compulsory priority such as protect company property, retrieve specimen data, preserve officer, or seal breach. Resisting it costs 1 damage from internal strain.
  • 44 - Arm Actuator Seizure - One arm becomes unusable until repaired with a successful Comtech roll(slow action) or repairs are complete.
  • 45 - Memory Fragmentation - You lose memory of a specific event at GM discretion
  • 46 -Rerouted emergency power - Choose two attributes. -1 to 1 skill, +1 to another skill (within the same attribute class e.g. strength/agility).
  • 51 - Race Condition - You can only move or complete one other action not both for one shift
  • 52 - Sensor Overload - You are effectively blinded and deafened, -2 to all observation rolls and to any rolls involving sight/hearing.
  • 53 - Core logic fallover - Lose your next slow action if in combat or your next action takes twice as long
  • 54 - Fluid pressure drop - You lose two strength until the end of next round
  • 55 -Cascading faults - roll another D66 twice for the glitch table. Keep rerolling until you have two glitches between 11 and 33.
  • 56 - Recursion Stack Overflow - You must repeat the same actions you have just taken on the next 2 rounds. If you are not in combat, your next action takes twice as long.
  • 61 - The force is too much for the component, burning it out/damaging it. You take no damage but you have minus one on the associated attribute until you repair it (requires 2 stretches to repair)
  • 62 -Strained Servo - You get -1 to the skill roll just performed for one stretch. E.g. if the roll just performed was a heavy machinery it would now be at -1. This effect can stack up to 3 times per skill , requires a turn to fix but removes all effects from that particular skill.
  • 63 - Behavioural change, your personality suffers a slight shift. Your buddys now may be your rival. At the GM discretion.
  • 64 - Self Preservation Override - Immediately make an attack against the closest target, ally or enemy. If no targets exist, you mistake some other object and open fire.Roll a standard attack with whatever weapon you currently have equipped. If you have no ammo, use your fists.
  • 65 - Thread Deadlock - You go inactive for D3 rounds or someone spends a slow action and a comtech roll
  • 66 - Chip burnout - The strain is too much for your systems, take one point of damage and you are broken for one round.


I am still heavily mixed on this D66 table. The alternative I have been thinking of is around having it be more long term negatives, slowly reducing your stats over time until major repairs are done but maybe that is the cleaner simple approach. Something like roll two D6, add them together and subtract 1 from that skill (since there are 12 skills).

Thanks :)
...

Hi User, thanks for the feedback on the rules. We all have house rules. I have rules from the first edition that I keep. I can give you some feedback, but at first glance, it all looks okay.

Rally
I don't understand where you see the problem. A wounded player is wounded. They can't act normally. A group with wounded characters needs to rest for their health to improve, and at the end of the game, that's often impossible. Maybe I don't understand where you're going with this.

Critical injuries/damage
At my table, it doesn't happen that a character survives with two broken wrists after a xenomorph attack. You're the Game Mother; you have to choose something else, for the sake of your table's integrity. Surviving with two broken wrists after a xenomorph attack doesn't exactly send a powerful message of horror.

I would have added this after the critical injuries ... the xenomorph holds you so tightly it breaks both your wrists. The character (in pain) eventually looks at the xenomorph, and the xenomorph ends up breaking his neck (or the xenomorph brings him to its lair, moving as if it were holding a bag of meat) ... The plot needs to move forward. Next player to kill... (It also depends on where you are in the evening; if it's at the beginning, you might want to spare the character so they can get out of it)...

P.S. The xenomorph has a killer personality. This must be respected, even through the rules. That's the responsibility of the Game Mother. You can always tweak the xenomorph attack signatures to suit your situation.

The rest seems adequate and interesting. Good job. The malfunction table for synthetics is really cool.

Arthur.

Hi Arthur. Cheers for the response. Yes of course people have minor modifications they always make, I suppose I was just after a sanity check so thank you for taking the time to respond to this .

Re Rally - The rule for rally is a quick action and you heal equal to the number of successes. I've had people be healed up to full and its a ranged quick action. The fact it heals you also means it may take longer to gain critical injuries. It just seems super OP to me and kinda doesnt make sense at all to me (yes ofc theres always oddities in RPGS hence the armour changes they made).

Re critical injuries - Yes I suppose that is one way to run it is to just say X thing occurs which is valid. My thinking was if you rule as written, they get attacked and eventually become broken and must roll a critical injury. However because of the low chance of actually getting a near immediately lethal critical injury it can get tedious.
The specific example I had in my game, a synth attacked a human and they became broken. We then had them roll critical injury and they got low so they were fine. They ended up rolling 5 or 6 times and still being fine, they had various critical injuries but nothing that would actually kill them. Maybe yes the answer there is just take over and describe them taking their last breath but is not part of the fun for the player rolling to see how they move on from the mortal plane and as it stands the chance of a player actually dying to a critical injury is super low.

If I have done the statistics right, to get a lethal injury (lethal being a time limit of a round or less as a whole stretch passing in combat is rare) you have to roll 61-66.

With 1D66 roll the odds of you getting a non lethal injury is 83.33%
With 2D66 rolls the odds of you getting a non lethal injury is 69.44%
With 3D66 rolls the odds of you getting a non lethal injury is 57.87%
With 4D66 rolls the odds of you getting a non lethal injury finally drops below 50% to 48.23% but is basically even
With 5D66 rolls the odds of you getting a non lethal injury drops to 40.19%


So you need to be broken and then attacked another 3 times to actually have a less than 50% chance of surviving. Maybe I am just too keen to have the players not survive haha. Of course this doesn't take into account the 1 in 6 chance the creature has of instantly killing you regardless of hp, broken or not.


I guess I will just have to try it out and see. The last thing I wanted to do is put my new players through Destroyer of Worlds, the synth becomes a god with the new rules and the human PCs become tissue paper so thought Id put it on the forum.

Thanks again :)
 
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Jeff Wilder
Posts: 117
Joined: Wed 31 Aug 2022, 01:58

Re: Feedback on Homebrew Rules - Rally, Critical Injuries and Synths

Wed 10 Jun 2026, 21:18

Critical injuries/damage
At my table, it doesn't happen that a character survives with two broken wrists after a xenomorph attack. You're the Game Mother; you have to choose something else, for the sake of your table's integrity. Surviving with two broken wrists after a xenomorph attack doesn't exactly send a powerful message of horror.

The level of horror -- at least from where I'm sitting -- really depends on whether or not bidets are common in the ALIEN universe.
Jeff Wilder | San Francisco Bay Area
"And if you bore me, you lose your soul to me." | Belly
 
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_ArthurDallas_
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Posts: 1388
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Re: Feedback on Homebrew Rules - Rally, Critical Injuries and Synths

Thu 11 Jun 2026, 15:26

Critical injuries/damage
At my table, it doesn't happen that a character survives with two broken wrists after a xenomorph attack. You're the Game Mother; you have to choose something else, for the sake of your table's integrity. Surviving with two broken wrists after a xenomorph attack doesn't exactly send a powerful message of horror.

The level of horror -- at least from where I'm sitting -- really depends on whether or not bidets are common in the ALIEN universe.
...

hhahahahahahahahahah!
thanks Jeff ... cooling the atmosphere ...

Arthur.
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Re: Feedback on Homebrew Rules - Rally, Critical Injuries and Synths

Thu 11 Jun 2026, 15:56

Hi all

I am enjoying the evolved edition but after a good few sessions now I feel like there are some things that imo could do with some tweaking. Posting it here incase I have misread the original rules, missed some obvious edge case or misjudged the power of some changes etc. If anyone has any feedback or suggestions it would be much appreciated.

Rally
Existing rule, healing the player feels so powerful, even if it doesn't remove the critical injury. Instead change it so the player is able to act normally but are still considered broken. They do not regain HP . The number of rounds they are able to act normally is determined by the number of successes rolled. At the end of the specified number of rounds, they go back to broken.

Critical Injuries/Damage
The game is pretty lethal but you can get to some ridiculous situations where they are being eviscerated by an alien and end up with two broken wrists and a graze as very few of the critical injuries lead to a quick death (unless I have misread the rules).

Instead change it so the players HP can go below zero. The current negative HP, is instead added to the critical injury.

Lets say the player has 3HP, they take 4 damage so they go to "-1". If they roll a 32 on the dice, it then goes to 33

If they then take an additional 2 damage, they go to -3. A 51 would then become 54... and it bumps so 56 +3 would go to 63.

(I think this is better than a critical injury per damage taken below zero . Less rolling, play quicker). Note this effect keeps stacking. So if you got to -3, then take 3 damage it goes to -6 etc. This is completely reset upon any successful medical aid roll. So even if you are at -10 somehow and are still alive, you would immediately go to +x hp.

Note - this only applies to humans not synths

Synthetics
Synthetics are great however I think in some aspects they are now a bit under powered. They can no longer infinitely fire ammo. Their bonus +3 to stats is now negated by the typical player having 3 resolve. Furthermore, they can be less interesting from the perspective of the stress mechanics etc to play although the nigh invincible(cut to title card) aspect is a big plus in my books. Yes they can't stress which helps in those late-game moments if the human players have let their stress get out of hand but before that....

Therefore I suggest synthetics do have a push roll but it works differently. The stress in this case refers to the stress placed upon the AI/physical components.

When rolling a skill check, a synth can choose to add up to 3 dice to that check. This must be chosen before the roll. The number of dice added, is then added to the stress value. Upon reaching 10 dice, the user must roll on a D66 glitch table after the action is completed. Then humans have a D66 critical injury and D6 panic vs synth D6 critical and D66 panic. Also the idea with this is synths do not fail most of the time like humans. A human with high stress will often fail their current action (mess up) but the point with the synth approach is that it doesn't typically mess up their current action but may mess up future ones by degrading their systems.
  • 11- Caught exception - Your system throws an error caught graciously, you suffer no ill effects
  • 12 - Power Surge - You immediately gain a quick/slow action if in combat or halve the amount of time taken to perform your next successful action if outside of combat
  • 13 - Audio Desync - Anything you say is delayed until the next round. This lasts until repairs are done
  • 14 - Force Sensor fault - You mishandle a held item. It is either dropped or crushed(destroyed) at GM discretion
  • 15 - The Three Laws - You gain +2 to a roll in protection of a human if it does not contradict the second or third law. This effect lasts for D6 turns. If you ignore or perform an action that conflicts with this you gain 1 stress
  • 16 - Speech Module Import Error - Your speech becomes slurred, you have -1 on manipulation rolls until the component is fixed (1 stretch)
  • 21 - Critical Mission Override - Gain +1 to any strength/agility based rolls on your next action
  • 22 - Out of Memory Error - You can not use your talent till the end of next round
  • 23 - Inhibitor Chip Fault - You can not make a closed/ranged combat attack next round
  • 24 -Gyro Failure - Make a mobility roll or fall prone
  • 25 - Haptic Feedback Failure - -2 To Comtech and medical aid rolls until repairs are completed
  • 26 - Diagnostic Loop -Your internal systems pause to verify contradictory data. Until the end of the next round, you suffer -1 to Wits-based rolls.
  • 31 - Social Cohesion Crash - You can no longer form facial expressions and lose all intonation in your voice. -2 to command and manipulation until repairs are complete
  • 32 - Mission Fixation - You cannot voluntarily retreat from a visible objective or hostile until the end of the next round. You can make one free movement towards an objective/hostile
  • 33 - Sensor Error - You suffer a -2 next round for actions related to sight.
  • 34 - Locked Semaphore - You can only take your quick or slow action next round
  • 35 - Thermal Regulation Error -Your synthetic body vents heat, leaks coolant vapour, or becomes cold to the touch. Until repaired, enemies gain +1 observation to spot you in stealth where heat, vapour, smell, or sound could reveal you
  • 36 - Leg Servo Failure - You can not move until repairs are complete or a successful heavy machinery roll (slow action) is made
  • 41 - Targeting error - For the next 3 rounds, your ranged attacks suffer -1 against targets that have moved this turn, but +1 if they are yet to move. Outside of combat this causes a -1 to piloting for one turn.
  • 42 - Fine Motor Control Failure - Cannot use Comtech, Medical Aid and reloading weapons becomes a slow action until repairs are completed (1 turn)
  • 43 - For the Company - The GM gives you a short compulsory priority such as protect company property, retrieve specimen data, preserve officer, or seal breach. Resisting it costs 1 damage from internal strain.
  • 44 - Arm Actuator Seizure - One arm becomes unusable until repaired with a successful Comtech roll(slow action) or repairs are complete.
  • 45 - Memory Fragmentation - You lose memory of a specific event at GM discretion
  • 46 -Rerouted emergency power - Choose two attributes. -1 to 1 skill, +1 to another skill (within the same attribute class e.g. strength/agility).
  • 51 - Race Condition - You can only move or complete one other action not both for one shift
  • 52 - Sensor Overload - You are effectively blinded and deafened, -2 to all observation rolls and to any rolls involving sight/hearing.
  • 53 - Core logic fallover - Lose your next slow action if in combat or your next action takes twice as long
  • 54 - Fluid pressure drop - You lose two strength until the end of next round
  • 55 -Cascading faults - roll another D66 twice for the glitch table. Keep rerolling until you have two glitches between 11 and 33.
  • 56 - Recursion Stack Overflow - You must repeat the same actions you have just taken on the next 2 rounds. If you are not in combat, your next action takes twice as long.
  • 61 - The force is too much for the component, burning it out/damaging it. You take no damage but you have minus one on the associated attribute until you repair it (requires 2 stretches to repair)
  • 62 -Strained Servo - You get -1 to the skill roll just performed for one stretch. E.g. if the roll just performed was a heavy machinery it would now be at -1. This effect can stack up to 3 times per skill , requires a turn to fix but removes all effects from that particular skill.
  • 63 - Behavioural change, your personality suffers a slight shift. Your buddys now may be your rival. At the GM discretion.
  • 64 - Self Preservation Override - Immediately make an attack against the closest target, ally or enemy. If no targets exist, you mistake some other object and open fire.Roll a standard attack with whatever weapon you currently have equipped. If you have no ammo, use your fists.
  • 65 - Thread Deadlock - You go inactive for D3 rounds or someone spends a slow action and a comtech roll
  • 66 - Chip burnout - The strain is too much for your systems, take one point of damage and you are broken for one round.


I am still heavily mixed on this D66 table. The alternative I have been thinking of is around having it be more long term negatives, slowly reducing your stats over time until major repairs are done but maybe that is the cleaner simple approach. Something like roll two D6, add them together and subtract 1 from that skill (since there are 12 skills).

Thanks :)
...

Hi User, thanks for the feedback on the rules. We all have house rules. I have rules from the first edition that I keep. I can give you some feedback, but at first glance, it all looks okay.

Rally
I don't understand where you see the problem. A wounded player is wounded. They can't act normally. A group with wounded characters needs to rest for their health to improve, and at the end of the game, that's often impossible. Maybe I don't understand where you're going with this.

Critical injuries/damage
At my table, it doesn't happen that a character survives with two broken wrists after a xenomorph attack. You're the Game Mother; you have to choose something else, for the sake of your table's integrity. Surviving with two broken wrists after a xenomorph attack doesn't exactly send a powerful message of horror.

I would have added this after the critical injuries ... the xenomorph holds you so tightly it breaks both your wrists. The character (in pain) eventually looks at the xenomorph, and the xenomorph ends up breaking his neck (or the xenomorph brings him to its lair, moving as if it were holding a bag of meat) ... The plot needs to move forward. Next player to kill... (It also depends on where you are in the evening; if it's at the beginning, you might want to spare the character so they can get out of it)...

P.S. The xenomorph has a killer personality. This must be respected, even through the rules. That's the responsibility of the Game Mother. You can always tweak the xenomorph attack signatures to suit your situation.

The rest seems adequate and interesting. Good job. The malfunction table for synthetics is really cool.

Arthur.

Hi Arthur. Cheers for the response. Yes of course people have minor modifications they always make, I suppose I was just after a sanity check so thank you for taking the time to respond to this .

Re Rally - The rule for rally is a quick action and you heal equal to the number of successes. I've had people be healed up to full and its a ranged quick action. The fact it heals you also means it may take longer to gain critical injuries. It just seems super OP to me and kinda doesnt make sense at all to me (yes ofc theres always oddities in RPGS hence the armour changes they made).

Re critical injuries - Yes I suppose that is one way to run it is to just say X thing occurs which is valid. My thinking was if you rule as written, they get attacked and eventually become broken and must roll a critical injury. However because of the low chance of actually getting a near immediately lethal critical injury it can get tedious.
The specific example I had in my game, a synth attacked a human and they became broken. We then had them roll critical injury and they got low so they were fine. They ended up rolling 5 or 6 times and still being fine, they had various critical injuries but nothing that would actually kill them. Maybe yes the answer there is just take over and describe them taking their last breath but is not part of the fun for the player rolling to see how they move on from the mortal plane and as it stands the chance of a player actually dying to a critical injury is super low.

If I have done the statistics right, to get a lethal injury (lethal being a time limit of a round or less as a whole stretch passing in combat is rare) you have to roll 61-66.

With 1D66 roll the odds of you getting a non lethal injury is 83.33%
With 2D66 rolls the odds of you getting a non lethal injury is 69.44%
With 3D66 rolls the odds of you getting a non lethal injury is 57.87%
With 4D66 rolls the odds of you getting a non lethal injury finally drops below 50% to 48.23% but is basically even
With 5D66 rolls the odds of you getting a non lethal injury drops to 40.19%


So you need to be broken and then attacked another 3 times to actually have a less than 50% chance of surviving. Maybe I am just too keen to have the players not survive haha. Of course this doesn't take into account the 1 in 6 chance the creature has of instantly killing you regardless of hp, broken or not.


I guess I will just have to try it out and see. The last thing I wanted to do is put my new players through Destroyer of Worlds, the synth becomes a god with the new rules and the human PCs become tissue paper so thought Id put it on the forum.

Thanks again :)
...

Hi User,

Re Rally - Even if you're being healed, if your enemies are synthetics or humans, I understand that your players are surviving. If they're facing xenomorphs, I don't understand what's happening (sorry I'm very direct). For me, when there's a confrontation between a xenomorph drone and a group of 5 players, 95% of the time, unless something big distracted the xenomorph during its attack... there will always be a death.

Re Critical - You can't apply the rules to the letter. You always have to take into account the xenomorph's "killer instinct" quality (so no, you can never just follow the rules to the letter + you also always have to be in a cinematic action, like in a movie).

Personally, when you're a Game Mother, you have to apply the horror rule above all else. If, in my story, I want the synthetic (the Big Bad Guy) to be feared (I need to establish the villain's credibility properly), I have no problem "quickly" killing an NPC to set an example. The players (player characters) are the heroes of your story, so it's normal that they survive more often.

Your lethal injury statistics aren't from xenomorphs, right, I hope, because that won't do. Xenomorphs are lethal 95% of the time (unless a player is saved by an external element that disrupts the xenomorph). You have to think killer instinct when you play a xenomorph. Unless all your players are marines with Pulse rifles and loads of equipment.

No, I never take control of player characters to kill them. I kill NPCs to set an example, to create an atmosphere of terror. I kill players when they're in desperate situations against xenomorphs that show no mercy.

As I said earlier, you can always adjust the Xenomorph attack signatures to suit the current situation. If you're in the endgame, you roll the signature attack of a xenomorph against a player and you get, the xenomorph looks at its victim and lets out a horrible scream... you add meat to this description... you're at the endgame... then the xenomorph grabs their head with both hands... you can always try an agility roll to see if the character can get out of this situation... and the xenomorph kills them... in very close quarters the xenomorph will 1-kill the victim or 2-take its victim to the hive. The same thing works the other way around: you're at the beginning of a game and the Xenomorph gets a headbite. You can change the situation by saying the Xenomorph was disturbed by a scream in the distance and left immediately...

Hey, listen to a game by Dave Semark using the first edition rules; it'll give you a good idea of ​​the Xenomorph's power. Hope's Last Day (first edition).

https://www.youtube.com/watch?v=4mrCA1R ... wPH5efyhor

Hope's Last Stand (first edition rules) with Dave Semark (again), it's act.3 (after Hope's Last Day, act.2) that is good to watch too, to get a good feeling of the pacing of the game and to have a good idea of the xenomorph's power.

https://www.youtube.com/watch?v=SyCJp5J ... or&index=7

P.S.1 I don't share your opinion about Destroyer Of Worlds, the (human) marines are very badass with their automatic weapons.

P.S.2 Let me know how it goes (when you will test things).

Enjoy your games, my friend.

Arthur.
Moderator (Free League Alien RPG Forums)

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