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[SGII] Close Encounters Of The Exceedingly Violent Kind

From: "John Crimmins" <johncrim@v...>
Date: Mon, 7 Oct 2002 14:45:53 -0400 (EDT)
Subject: [SGII] Close Encounters Of The Exceedingly Violent Kind

For an upcoming game, I want to pit some NSL soldiers against a bunch of
Gray aliens. 
You know the ones: big heads, big eyes, unfortunate penchant for probing
people?  The
ones that Speilberg's "Close Encounters" made popular.

I know that other people have used these guys in their games (Beth?  I'm
looking at *you*
here....), and I'm curious as to how you statted 'em up.

Here's what I'm going with thus far....
Quality:  Regular at best, maybe green, with Leadership of 1.  All units
are identical.

Movement: Fast.  10" / 2*1d10".  Additionally, they can move across
water or up vertical
surfaces without any reduction in speed.

Armor: d12.  Force fields, or something like that.

Weapons: Probe: Firepower 2, Impact d8.  Victims are paralyzed, not
killed, but for game
purposes it's all the same.

Special Rules:	The Grays are not suppressed by enemy fire *unless* one
of more members
of a squad is actually hit -- not necessarily injured, as even a
non-penetrating shot will count
here.  Grays can only have a single Suppression marker at a time, and it
effects them
differently than it does a human unit.	A Suppressed Gray unit *must*
spend its first action
to make a combat move away from the attacker(s) and (if possible) into
cover.	Doing so
removes the Suppression marker, and the unit may now act normally on its
second action.

Secondly, individual Gray units do not make confidence checks.	Only the
force as a whole
has any kind of Morale (it's a group mind kinda thing), and this will
require me to write up a
little chart to indicate when rolls should be made.  Additionally, they
don't have a command
structure as such, so there's no transferal of actions allowed.

Now, I need to come up with some Close Combat rules that reflect that,
while they are still
hard to kill, the Grays really suck at hand-to-hand combat.  Maybe a d12
roll for CC, but if a
Gray wins he inflicts no damage?

The scenario will be a simple one: the NSL will have 10 men defending a
cruise missile base
against twice that number of Grays.  The typical UFO EMscrambling effect
will have knocked
out the automated defenses (and will be making communication rolls a
little more difficult), but
the defenders should still have enough of an advantage to hold the
invaders off.  What do you
all think about the odds?  Increase the number of defenders?  I'd prefer
to have some more
attackers, but I've only got 20 Grays painted....

-- 
John Crimmins
johncrim@voicenet.com
http://www.voicenet.com/~johncrim

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