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[DS] Alien psychology house rules

From: Jeremey Claridge <jeremy.claridge@k...>
Date: Mon, 25 Feb 2002 12:27:10 +0000
Subject: [DS] Alien psychology house rules

Some of you may remember I have a set of rules for
aliens in DSII.
People on this list have commented on them before.
One of the observations was the lack of different psychology
rules.

Well I have a first draft of possible rules for aliens.
Comments are enthusiastically encouraged!
The text contains some elements which are explained in the full rules.
Any confusion just ask.
The next rules I have are for Warrior type races (i.e. klingon etc.)

---------------------------------------------------------------------
Alien Psychology: Colony
Based on an insect colony the entire alien force acts and fights as 
one. This co-ordination requires the presence of a controlling alien. 
The colony goal is simple. Destroy the enemy and preserve their own 
existence.
Colony controlling aliens are willing to sacrifice units to obtain 
their goals but they have an underlining sense of preservation, which 
stops them committing complete genocide.
Individual leaders do not exist in colony forces and so units are not 
inhibited by the loss of an element.
Subsequently the morale of colony forces is very different to 
conventional ones.

Colony forces are allocated unit quality markers as per the normal 
rules but the number is irrelevant. Only the colour matters. The colour
indicates the age of the unit, how many battles it has taken part in, 
how well it can interpret commands from the control alien etc.
Control aliens are always considered to have a leadership rating of 1 
and all Pseudo control aliens have a leadership of 2 or 3. All tests 
are made against the control aliens leadership marker but the units' 
quality rating. 

Confidence Levels and Effects: Colony
Level		Effect for both Armour & Infantry
Untested (UN)	Will act normally at all times. 
Cautious (CA)	Unit will not enter close assault without a reaction 
		test.
Preservation (PR)Unit may no longer move towards enemy units (May not 
	close assault). If in open must withdraw to nearest cover.
------------------------------------------------------------------------
       
Sacrifice (SA)	Unit moves to protect controlling alien. Unit must fire
on any unit(s) attacking the controlling alien or move until in range.
Unit is now immune to other confidence tests until control alien threat
is resolved.

Normal units cannot go beyond the level of PR.
Before the battle starts the alien player can nominate any or all of 
their forces as bodyguard units(costs more for unit). Only these units 
can move straight to SA confidence.

Circumstances and Threat Levels:

A Confidence Test should be taken when any of the following apply:

A unit has suffered its first 
element destroyed:			Threat +1

Unit suffers 50% or greater 
Casualties (destroyed or damaged)
In one attack:				Threat +2

Controlling alien damaged:		Threat +2

Controlling alien destroyed:		Threat +4

Reaction Tests are required as follows:

Moving to SA to protect Controlling 
Alien:					Threat +3

Preventing automatic opportunity 
Fire from green unit:*			Threat +2

Unit ordered to close assault or
Attacked in close assault		See below

*Optional Rule:
Alien colony units that are Green automatically use opportunity fire if
the situation arises whether or not the controlling player wants them 
to.
The controlling alien can make a reaction test to prevent it from 
firing.

Infantry Close Assaults: Colony
Reaction tests are carried out as per normal for attacking.
Modifiers to the threat level are:
Untested +0
Cautious +2
Preservation (Cannot close assault)
Sacrifice (Automatically passes reaction test)

Defending Confidence tests are as per normal rules.
With the exception that non-colony races suffer a threat level of +4 if
assaulted by Claw infantry(basically like the Bugs in SST).

----------------------
Jeremey
germ@germy.co.uk


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