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RE: Alien habits and pet peeves

From: "Bell, Brian K (Contractor)" <Brian.Bell@d...>
Date: Thu, 7 Mar 2002 08:29:22 -0500
Subject: RE: Alien habits and pet peeves

-----Original Message-----
From: The Sutherlands [mailto:nma@kda.attmil.ne.jp]
Sent: Thursday, March 07, 2002 08:09
To: gzg-l@csua.berkeley.edu
Subject: Alien habits and pet peeves

[snip]
  (painted like lady bugs... dont laugh, lady bugs are some nasty
bloodthirsty insects.)

[Bri] And if they are like the japanese lady beatles that have invaded
us,
they are _impossible_ to get rid of. Kill all you want, they will make
more!

[snip]

_______________________________________________________________________

Quality is based on species of alien and Leadership Value (1-2) is based
on
the type of hive node creature present.  Only certain creatures are
classified as hive nodes.  A few creatures fall into the independent
category which will use a Leadership value of 2.

Aliens remove one suppression counter at the beginning of each of it's
activations.  A +1 modifier is applied to all control checks for each
suppression marker on that unit.  (an additional +1 for the node
creature
made the checks a little to difficult in the simulations)  Suppression
only
effects confidence and control checks.	It does not limit what the unit
may
or may not do.

[Bri] Is this geared to DS2, SG2, FMASk, or all? Can the Control Bugs
use an
action to try to remove suppression as in SG2?

The basic alien psychology is based on 3 types of behavior in combat;
lurk,
hide and attack.  Each type of creature will have a defualt basic
behavior.
(may add one or two more.  want to keep it simple though). 

- A lurking unit will take the best available cover.  If it has a ranged
attack it will fire at any targets that come within range.  If an enemy
unit
comes within 12" make a control check or the unit will attempt to
assault.
- A unit hiding will attempt to be unseen by any enemy unit.  Will
always
take cover and will attempt to "creep" away from any enemy units that
come
within 12".  If it is fired upon and takes a suppression it will flee
away
to the next available piece of cover.
- An attacking unit will attempt to attack the nearest unit with any
means
possible.  It must always use at least one action to move straight
towards
the nearest enemy.

[Bri] You may want to add 'Hunt', 'Scout', and/or 'Protect' for some
groups.
Scount is to take advantage of cover and attempt to identify objectives
of
value and enemy forces, while not engaging the enemy; this is like lurk,
but
has mobility. Hunt is the same as Scout, but can make opprotunity
attacks on
small units (detachments, fire teams, etc.). Units that have Scout/Hunt
as a
base behavior should be somewhat independant. Protect falls back to a
base
and will protect it at all costs.

(Best available cover is kind of a vague statement.  Need to work on a
better description)
("Creep" will be the ability to move hidden markers d6".  As alien
minefields and boobytraps will have legs this will not be a problem)

	To make a unit do something other than it's basic behavior
requires
a
control check.	A control check is made by a hive node creature spending
one
action and rolling the target units quality die vs the node creature's
leadership value.  This roll is modified by the below factors

	+1 for each suppression marker on target unit
	+1 to +3 based on current morale
	+1 for each full 12" between node creature and target unit

Once a control check has been made the unit will do as it was told
unless
their morale level changes.

Alien Morale "What makes a bug think twice?"

Confidence tests are made using the quality of the unit and the
Leadership
Value of the closest hive node creature.  If there are no hive node
creatures on the table use a LV of 3.  Independent creatures use a LV of
2.

Hive node creatures ignore all suppression and never take confidence
tests.

[Bri] You may want to have the Hive Nodes make a check when the whole
hive
takes 25% and 50% loses. But give some huge bonus if the main hive/queen
is
on the board (shift up 3).

Aliens take confidence tests for the below reasons -

Unit takes casualties from fire 	+0		(even bugs don't
like being dead)

Unit suffers casualties from a flame or 2		(I watched too
many
movies)
plasma type weapon

Loss of a hive node creature		3		(Feeling your
mind
die is hard on the
senses)

Loss of a hive node creature within 12" 4		(Seeing your
mind
die is even
harder)

Each suppression marker 		+1		(All those
bullets
are distracting)

For each full 12' from nearest node		+1		(Even
bug
communications are not
perfect)
creature

Results of reduced morale:

Confident -	"Send more meat!"

Steady -		All control checks are at +1 "This meat is
crunchy"

Shaken -	All control checks are at +2 "This meat needs to be
cooked
more"

Broken -		All control checks are at +3 "This meat has
teeth"

Routed -	The hive mind can no longer maintain control.  Models in
unit will
revert to their basic behavior.   A hive node creature must move within
12"
to regain control of the unit. "Who's eating who here?"

A hive node creature may raise the morale of one unit by making a
successful
control check.

Hive node creatures should be limited to 1 per 3-4 units.  The
importance
the hive mind puts on a certain objective determines the number of hide
node
creatures it allocates for the battle.	(Play testing will determine the
right numbers)

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