AvP: Survival of the Fittest Introduction and Set-up - Two Hour ...
AvP: Survival of the Fittest Introduction and Set-up - Two Hour ...
AvP: Survival of the Fittest Introduction and Set-up - Two Hour ...
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<strong>AvP</strong>: <strong>Survival</strong> <strong>of</strong> <strong>the</strong> <strong>Fittest</strong><br />
by Joel Rojas (BeZurKur)<br />
<strong>Introduction</strong> <strong>and</strong> <strong>Set</strong>-<strong>up</strong><br />
Design Goal<br />
The idea behind this mod is to play a game with equal forces – perfectly balanced – but still rife<br />
with choices. It is heavily inspired from <strong>the</strong> Aliens versus Predator computer game. It should<br />
also be playable with more than two sides. In fact, it plays better with 3-4 people. A 4x4 table is<br />
sufficient for a 2-3 player game, but a bigger table makes for a more interesting 4 player game.<br />
A 4x6 will do, although a 6x6 is ideal. This mod should have <strong>the</strong> feel <strong>of</strong> <strong>the</strong> movies <strong>and</strong> books.<br />
The game engine is 5150 from <strong>Two</strong>-<strong>Hour</strong> Wargames.<br />
Premise<br />
The base (city, spaceship, camp, etc.) has become overrun with Xen<strong>of</strong>orms. Colonial Marines<br />
have been dispatched to retrieve some citizens <strong>and</strong> ab<strong>and</strong>on <strong>the</strong> area.<br />
Forces<br />
Players are given 5 Marines <strong>and</strong> 1 Predator to control. The civilians <strong>and</strong> Aliens are played by <strong>the</strong><br />
game mechanics. There is one Alien per player <strong>and</strong> 1.5 civilians per player, rounded <strong>up</strong>.<br />
Deployment<br />
The civilians <strong>and</strong> Aliens are first placed on <strong>the</strong> table in a manner that all <strong>the</strong> players find<br />
acceptable. Aliens always deploy hidden. Marine deployments are along <strong>the</strong> table edges 6" deep<br />
<strong>and</strong> evenly split among <strong>the</strong> players. Usually that is one table edge per player. They <strong>the</strong>n roll <strong>of</strong>f<br />
<strong>and</strong> <strong>the</strong> winner places his marines on <strong>the</strong> deployment zone <strong>of</strong> choice. Marines deploy as one<br />
squad. Deployment continues clockwise. Once all marines are placed, <strong>the</strong> last player to deploy<br />
places his Predator first. The predator can be anywhere on <strong>the</strong> table o<strong>the</strong>r than a marine<br />
deployment zone, but he always starts <strong>the</strong> game uncloaked. He may not cloak until his activation<br />
<strong>and</strong> it is an action to do so. Predator deployment <strong>the</strong>n continues counter-clockwise.<br />
Goal<br />
The object <strong>of</strong> <strong>the</strong> game is to have <strong>the</strong> most points at <strong>the</strong> end.<br />
The game ends at any one <strong>of</strong> <strong>the</strong> following conditions:<br />
All civilians are escorted out or killed.<br />
All marines are dead or out <strong>of</strong> <strong>the</strong> fight.<br />
All Predators are dead or out <strong>of</strong> <strong>the</strong> fight.<br />
Players are awarded points for <strong>the</strong> following:<br />
Civilian escorted: 3 points.<br />
Marine Trophy: 1 point.<br />
Alien Trophy: 1 point.<br />
Marines will never attack o<strong>the</strong>r marines or civilians.
Predators will not harm o<strong>the</strong>r Predators or civilians (<strong>the</strong>re's no honor in it.)<br />
Aliens will not attack o<strong>the</strong>r Aliens.<br />
Note: Predators <strong>and</strong> Marines will attack each o<strong>the</strong>r, even if controlled by <strong>the</strong> same player. Be<br />
sure to keep your own out <strong>of</strong> sight from each o<strong>the</strong>r!<br />
Turn Sequence <strong>and</strong> Activation<br />
The turn operates basically <strong>the</strong> same as in <strong>the</strong> regular game. A die is rolled for each player <strong>and</strong><br />
<strong>the</strong> highest roll with eligible models activate first. The Aliens always activates last.<br />
Jumping<br />
A figure may never jump from a height that will wound it. For marines that is a distance greater<br />
than 2". Predators may jump down as far as 12" <strong>and</strong> Aliens can jump down from any height.<br />
L<strong>and</strong>ing from a height greater than 2", however, always ends <strong>the</strong> models move. A predator may<br />
jump 5" horizontal <strong>and</strong> vertical <strong>and</strong> Aliens may jump 8". If <strong>the</strong> jump is horizontal, just deduct it<br />
from <strong>the</strong> models current move <strong>and</strong> continue moving. If <strong>the</strong> drop is greater than 2" however, it<br />
ends its move where it l<strong>and</strong>s.
Stats <strong>and</strong> Write-<strong>up</strong>s<br />
Colonial Marines<br />
5 marines per squad<br />
NCO Rep 4<br />
Pulse Rifle<br />
Motion Detector<br />
Marines (3) Rep 3<br />
Pulse Rifle<br />
Marine (1) Rep 3<br />
Smart-gun<br />
Weapons Range Targets SB HB Special Rules<br />
Pulse Rifle 48" 3 3 2 None<br />
Smart Gun 48" 6 3 2 Cancels Target Moving Fast <strong>and</strong><br />
Concealment (see below)<br />
Equipment <strong>and</strong> Weapons<br />
Motion Detector: During activation, as one action, <strong>the</strong> model with a motion detector may move<br />
(although not fast move) <strong>and</strong> use <strong>the</strong> motion detector to cancel a target’s Moving Fast <strong>and</strong><br />
Concealment advantage. It does not cancel invisibility. The target must be within 12 inches <strong>and</strong><br />
180 degrees front arc. The model may not fire during its active turn, having already used his<br />
"fire" action to use <strong>the</strong> motion detector, although it may still fire as a reaction test when it goes<br />
inactive. The bonus continues till next activation.<br />
Smart-gun: The model carrying <strong>the</strong> smart gun always behaves as with <strong>the</strong> motion detector,<br />
except with a range <strong>of</strong> 24". He cannot convey <strong>the</strong> bonus to o<strong>the</strong>r models. The smart gun always<br />
hits a target within 24" on a to hit roll <strong>of</strong> six.<br />
Saving Civilians<br />
Players score points for saving civilians. To save <strong>the</strong>m, a marine model must end its movement<br />
within 2" <strong>of</strong> <strong>the</strong> civilian. The civilian <strong>the</strong>n joins <strong>the</strong> marines <strong>and</strong> squad. The civilian always<br />
moves with <strong>the</strong>m, although it will never attack. If <strong>the</strong> marines escort <strong>the</strong> civilian(s) within 6" <strong>of</strong>
<strong>the</strong> player’s starting table edge, <strong>the</strong> civilian will automatically run to safety on <strong>the</strong> next activation<br />
on his own. The civilian must start <strong>the</strong> activation within <strong>the</strong> 6", but <strong>the</strong> marines will be free to act<br />
freely. Each saved civilian is 3 points.
Aliens<br />
(Use <strong>the</strong> Xen<strong>of</strong>orm rules;<br />
see below for changes)<br />
1 alien per squad<br />
Alien Drone Rep 4<br />
Attributes<br />
Aliens use <strong>the</strong> same attributes as Xen<strong>of</strong>orms plus <strong>the</strong> following:<br />
Cold As Ice: Never outgunned.<br />
Heightened Senses: Aliens are rarely caught <strong>of</strong>f guard. Treat as 360 degree LoS when taking<br />
In-Sight tests.<br />
I See You: The Predators cloaking does not work on Aliens.<br />
During <strong>the</strong>ir Activation, Aliens will always move towards <strong>the</strong> closest target. If <strong>the</strong>re are multiple<br />
targets at <strong>the</strong> same distance, <strong>the</strong>y will move towards <strong>the</strong> higher threat (i.e. higher rep). In <strong>the</strong><br />
case <strong>of</strong> a tie, roll r<strong>and</strong>omly.<br />
Of <strong>the</strong> Xen<strong>of</strong>orm rules on page 93, do not use Encountering Xen<strong>of</strong>orms, When Do They Appear,<br />
How Close Are They, or How Many. Instead use <strong>the</strong> mod's deployment rules <strong>and</strong> QRS. All <strong>the</strong><br />
o<strong>the</strong>r rules apply. If <strong>the</strong> Alien attempts to take <strong>the</strong> victim back to its lair according to <strong>the</strong> Death<br />
or Something Worse rules, <strong>the</strong> Alien will move towards <strong>the</strong> closest table edge. If he makes it <strong>of</strong>f<br />
<strong>the</strong> board with <strong>the</strong> civilian, 2 Aliens will enter on <strong>the</strong> next Alien activation placed by <strong>the</strong> player<br />
that goes first for that round.<br />
If a Predator or Marine kills an Alien, <strong>the</strong> player takes <strong>the</strong> miniature till <strong>the</strong> next Alien activation.<br />
He may place <strong>the</strong> miniature at any point along <strong>the</strong> edge for <strong>the</strong> new alien to enter. This is <strong>the</strong><br />
aliens activation <strong>and</strong> may not move again. It cannot enter into melee combat by playing adjacent<br />
to a miniature that turn, but o<strong>the</strong>rwise can be any distance to a figure. Its placement may cause<br />
In Sight reaction tests <strong>of</strong> opposing players, but not In Sight <strong>of</strong> <strong>the</strong> player's own models.
Predator<br />
1 Predator per squad; counts as star.<br />
Predator Rep 5<br />
Claws<br />
Cloaking Device<br />
Hunter’s Helmet<br />
Medikit<br />
Mesh Armor<br />
3 additional weapons <strong>and</strong><br />
attributes<br />
Attributes<br />
Cold As Ice: Never outgunned.<br />
Combat artist: Never counts less than pass 1d6 when in melee.<br />
Fast: Able to move 2" extra each move.<br />
If It Bleeds: Ignore first OD or OOF result. "Duck Back" instead.<br />
Sure-footed: May move at normal speed through any type <strong>of</strong> terrain, <strong>and</strong> half speed against<br />
vertical or horizontal jumps as long as <strong>the</strong>re is a place to perch at <strong>the</strong> end <strong>of</strong> <strong>the</strong> move.<br />
Tough: Treats Runaway as Duck Back.<br />
Wary: Add 1d6 when taking In Sight tests.<br />
Weeble: Never knocked down as a result from fire. Duck Back instead. May still be knocked<br />
down in melee.<br />
Equipment <strong>and</strong> Weapons<br />
Claws: Basic Predator melee weapon.<br />
Cloaking Device: This equipment allows <strong>the</strong> predator to go invisible. It takes an action to turn<br />
on, although it remains on until something causes it to shut <strong>of</strong>f. The predator may still move<br />
when activating it. Once invisible, all models taking an In-Sight test against <strong>the</strong> Predator must<br />
roll an additional 1d6 <strong>and</strong> take <strong>the</strong> worst two results. He also counts as concealed while invisible.<br />
Marines in melee with a cloaked predator fight at -1 rep. The cloaking device automatically<br />
disengages when wet <strong>and</strong> while using some weapons <strong>and</strong> equipment. Aliens are not affected by<br />
<strong>the</strong> cloaking device. A cloaked predator that does not move automatically goes hidden, even if<br />
in <strong>the</strong> open, providing he is not already in sight.<br />
Hunter’s Helmet: This helmet is equipped with different types <strong>of</strong> vision to hunt with. It<br />
essentially has two modes <strong>of</strong> vision: versus Aliens <strong>and</strong> versus Marines. When set against <strong>the</strong><br />
appropriate target, <strong>the</strong> prey never counts as having concealment. However, <strong>the</strong> o<strong>the</strong>r race is<br />
considered invisible! See Cloaking Device for invisible rules. The vision mode is set at <strong>the</strong> start<br />
<strong>of</strong> <strong>the</strong> Predator’s activation as a free action <strong>and</strong> may not change until its next activation.<br />
Medikit: This equipment allows <strong>the</strong> Predator’s If It Bleeds to reset if he has used it already. The<br />
Med kit has only one use <strong>and</strong> requires a full action to use. The Predator may not move <strong>and</strong>
automatically de-cloaks to use.<br />
Mesh Armor: Counts as s<strong>of</strong>t armor.<br />
Additional Attributes <strong>and</strong> Equipment<br />
The Predator selects a total <strong>of</strong> three new attributes <strong>and</strong> equipment or weapons from below. He<br />
may mix <strong>and</strong> match, but must have a total <strong>of</strong> three.<br />
Attributes<br />
Agile: When "fast moving" he does not suffer penalty when firing. He may not have Ceremonial<br />
Armor. Add 2" to <strong>the</strong> Predator's jump, 7" total.<br />
Brawler: Adds 1d6 in melee <strong>and</strong> counts <strong>the</strong> best two results.<br />
Nerves <strong>of</strong> Steel: Not subject to Duck Back.<br />
Sniper: Count 2d6 for Impact results choosing <strong>the</strong> best result. Only used when making a single<br />
shot <strong>and</strong> never when returning fire.<br />
Equipment<br />
Ceremonial Armor: Counts as hard armor.<br />
Claws (Twin): The predator may select ano<strong>the</strong>r set <strong>of</strong> claws. He is twin armed <strong>and</strong> reduces <strong>the</strong><br />
penalty by one when engaging multiple models in melee. A twin-armed predator cancels <strong>the</strong><br />
penalty if in melee against a model with a higher impact. If he also has brawler, he counts all<br />
three results <strong>and</strong> not just <strong>the</strong> highest two.<br />
Naganata: Deadly close combat weapon.<br />
Plasma Caster with Sights: This vicious energy weapon casts bolts <strong>of</strong> plasma. After using it,<br />
<strong>the</strong> Predator automatically de-cloaks. Also, an Obvious Dead result virtually obliterates <strong>the</strong><br />
target, making <strong>the</strong> trophy impossible to retrieve. If <strong>the</strong> predator is shooting at a target under <strong>the</strong><br />
appropriate vision with <strong>the</strong> Hunter’s Helmet, <strong>the</strong> sights cancel any cover bonus. Has OGR <strong>of</strong> 5.<br />
Razor Disk: Sharp, mentally controlled throwing disk that tracks <strong>the</strong> target <strong>and</strong> returns to <strong>the</strong><br />
Predator. After a hit, <strong>the</strong> Predator may target ano<strong>the</strong>r model within one inch <strong>of</strong> <strong>the</strong> last hit target,<br />
or retrieve <strong>the</strong> disk. If he misses, including <strong>the</strong> first target, he must take <strong>the</strong> Retrieve Disk test.<br />
Spear: Close combat weapon that may be thrown. It is a free action to pick <strong>up</strong> once at <strong>the</strong><br />
location.<br />
Collecting Trophies<br />
Players may score points for collecting trophies with <strong>the</strong>ir Predator model. After killing a model<br />
(marine or Alien), lay it on its side or place a marker where it died. If <strong>the</strong> predator "attacks" <strong>the</strong><br />
dead figure in close combat, he takes <strong>the</strong> trophy. A predator who scores an Obviously Dead in<br />
melee, automatically takes <strong>the</strong> trophy. Trophies are worth 1 point.
Weapons<br />
Pass 2d6<br />
Retrieve Disk Test<br />
Retrieves disk. Carry on as normal.<br />
Pass 1d6<br />
Retrieves disk by start <strong>of</strong> next turn, providing<br />
he remains within LoS (line <strong>of</strong> sight). If<br />
breaks LoS <strong>the</strong>n "Stuck in Wall."<br />
Pass 0d6<br />
Stuck in wall. Must concentrate <strong>and</strong> spend<br />
action to retrieve disk. Must be within LoS.<br />
Range Targets SB HB Special Rules<br />
Claws -- 1 3 2 None<br />
Naganata -- 1 4 4 None<br />
Plasma<br />
Caster<br />
48" 1 5 5 Cancels cover with<br />
helmet<br />
Razor Disk 12" Special 3 3 See description<br />
Spear 8" 1 3 3 May be thrown
Civilians<br />
(Use <strong>the</strong> QRS below)<br />
1 civilian per squad unless joins marines.<br />
Civilian Rep 2<br />
They are <strong>the</strong> helpless saps who are probably going to get some Colonial Marines killed. Civilians<br />
may never fight <strong>and</strong> are just good for running. They are stationary except when a Predator or<br />
Alien pops <strong>up</strong> within <strong>the</strong>ir sight or when <strong>the</strong>re is firing within 12" <strong>of</strong> <strong>the</strong>m. They may never be<br />
actually fired at <strong>and</strong> only Aliens may kill <strong>the</strong>m.<br />
Pass 2d6<br />
Civilian In-Sight Test<br />
Run 12" away Alien or Predator <strong>and</strong><br />
takes cover.<br />
Pass 1d6<br />
Runs to nearest cover.<br />
Pass 0d6<br />
Falls to knees or fetal position, usually<br />
followed by whimpering, crying, <strong>and</strong><br />
<strong>the</strong>n dying.<br />
Pass 2d6<br />
Close Fire Test<br />
Runs toward marines if visible<br />
O<strong>the</strong>rwise, runs to nearest cover.<br />
Pass 1d6<br />
Runs to nearest cover, away from<br />
Aliens or Predators if within LoS.<br />
Pass 0d6<br />
Runs in place, flailing arms <strong>the</strong>n<br />
falls down <strong>and</strong> cries.
Playing Aids <strong>and</strong> Props<br />
The necessary props are <strong>the</strong> miniatures <strong>and</strong> terrain. The obvious choice is WizKids’ <strong>AvP</strong><br />
Horrorclix, although <strong>the</strong>re are o<strong>the</strong>r very good figures with sufficient similarities, especially<br />
Predators. To continue <strong>the</strong> pre-painted <strong>the</strong>me, Rackham’s AT-43 make decent marines. Again,<br />
<strong>the</strong>re are plenty <strong>of</strong> alternatives. The only ones that will be difficult to find outside <strong>of</strong> <strong>the</strong> lines<br />
mentioned above are <strong>the</strong> Aliens.<br />
Some not so necessary aids, but help with <strong>the</strong> game play are counters. To represent what vision<br />
<strong>the</strong> Predator is currently in <strong>and</strong> if cloaked or not, I grabbed some images, printed <strong>the</strong>m on card<br />
stock, <strong>and</strong> glued <strong>the</strong>m toge<strong>the</strong>r. You can laminate <strong>the</strong>m or glue <strong>the</strong>m to thin cardboard for extra<br />
weight. There are two sets <strong>and</strong> I just flip to <strong>the</strong> vision <strong>the</strong> Predator is in at <strong>the</strong> start <strong>of</strong> activation<br />
<strong>and</strong> whe<strong>the</strong>r he is cloaked or not. I deliberately made <strong>the</strong> counters large – 3 inches – for easy<br />
h<strong>and</strong>ling <strong>and</strong> recognition. You can find <strong>the</strong>se as a PDF in <strong>the</strong> Files section.<br />
The last playing aid is to keep track <strong>of</strong> score. I like using color glass beads: black for Alien<br />
trophies (1 point), green for marine trophies (1 point), <strong>and</strong> yellow for rescued civilians (3 points).<br />
There’s really no need to differentiate trophies, but I like knowing what skulls my Predator<br />
carries!<br />
That’s it. Be sure to stop by <strong>the</strong> Files section to download <strong>the</strong> modified QRS for <strong>the</strong> races. This<br />
mod with <strong>the</strong> QRS still need to be extensively play-tested, so if you do play it, please let me<br />
know how it went.