Re: [SG] Rules for aliens
From: Jeff Lyon <jefflyon@m...>
Date: Fri, 02 Oct 1998 01:44:07 -0500
Subject: Re: [SG] Rules for aliens
At 09:46 AM 10/2/98 +1000, you wrote:
>G'day guys,
>
>Got my first SG group yesterday (basically they're the "greys"
>(aliens with oversized heads, big eyes and puny bodies)). So
>now I was just wondering if any of you creative types knew where
>I could get some alien rules to go with them.
Beth,
Well as a veteran player of X-COM (computer game; published in UK as UFO
Interceptor or some such several years ago) I can tell you that the
"little
grey bastards" are one of my favorite enemies. Should you wish to
borrow a
page or two from that game, here's a few tips:
First of all, they are fast. They can pop out from cover, plug one of
your
squad and disappear around the corner before you know what hit you.
Second, their reactions are good. If you miss your shot, he won't.
They always seem to carry around heavy plasma rifles that are at least
as
big as they are as well as powerful energy grenades, stun bomb launchers
and the occasional shoulder-fired, guided-missile-from-hell. (Can trace
a
flight path 'round corners and over almost any obstacle. Up to nine
in-flight way points. Takes out half a city block when it goes off.)
They are also reasonably tough despite the fact that the are running
around
in the buff. A hit from a rifle usually just gets their attention. Use
something with a bit more "oomph" to it. Like a heavy rocket launcher.
They make a very satisfying high-pitched squeal when the die. Very
handy
for when you are firing blind in the general direction of one of their
snipers. If you hit one and they don't squeal, they're just stunned...
Their leaders have PSI powers (possibly gadget-enhanced) that allow them
to
either take control of the weak-willed members of you squad or reduce
their
confidence level to "sheer blithering panic" which most often results in
them firing at random at everything but the "little grey bastard" in
question (trees, rocks, the ground, their nearest buddy...)
They REALLY like to play hide-and-seek in the woods or abandoned farm
houses at night. They definitely see a lot better in the dark that we
do.
And no night-vision gear in X-COM... :(
Being small and sneaky, they are also good at hiding in places you are
SURE
you already checked. Always look in the corner behind that door! And
don't rely on motion sensors, they can find a corner and remain still
for
quite a while.
Beware their engineers; either they are really lousy shots, or they have
a
unerring tendency to fire straight into that power core you were hoping
to
capture, taking themselves (and you) with it.
When terrorizing civilians, they will bring along automated anti-grav
weapons platforms. These are featureless disks about 6 feet across and
armed with a rapid-firing light (for a vehicle) plasma cannon. Although
these weapons platforms are slow moving, and awkward in close quarters,
and
can hover anywhere from 3 to 30 feet in the air, making them nasty in
urban
settings. (Nothing more discouraging than having one of these hover out
from around the corner at a third story height and strafe the alley your
fireteam is moving down) They are well armored and tend to
self-destruct
when damaged, taking out a rather sizable (20' radius, perhaps?) chunk
of
the landscape with them. If you manage to down one of their terror
ships,
you can count on several of these weapons being on board.
Hope this helps!
Jeff