robur
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Post by robur on Jan 24, 2010 20:12:45 GMT 1
I was wandering about a alien scenario for FF, something like an alien team that has to kidnap some innocent civilians and some "good people" (fbi? mib? police? teenager alien hunter?) trying to stop them.
What do you think about? What profiles can have the aliens?
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dex
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Post by dex on Jan 24, 2010 21:11:48 GMT 1
hi Are your aliens going to be Greys , Little Green Men ? Strange Alien Drones or something scarier? If they are abducting humans Transfix or Entangle would be a must dex
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robur
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Post by robur on Jan 24, 2010 21:43:09 GMT 1
The Greys have my favor for now.
I was in doubt if giving them weapons such as assault rifle, or give them just special rules.
Agree for entangle, thanks!
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dex
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Post by dex on Jan 24, 2010 22:07:32 GMT 1
Here's a sample GREY Q4 C1 60pts Entangle Short Move Teleport Transform Machine Pistol (maybe Minion)
Q 4 is about average if you want them Q3 its 80ts C1 They are little guys ,scrawny looking ,not great in H-T-H but have superior technology
SHORT MOVE , they are little guys can't move fast. TELEPORT, high tech gizmo beams therm around the board and back to the mothership. Entangle A device used for capturing human specemins and taking them back Machine pistol A ray gun that has the characteristics of the machine pistol but much smaller Transform These Greys use some device to make them look like kids at long range ,but at medium they can be spotted (use an spotters activation characteristic to roll to see if they see the alien or a strange kid ) At close range it doesnt work and the TRANSFORMATION power is used to represent their strange alien look , the big glowing eyes etc.
Minions This is an option to use cheap mind controlled/converted humans or maybe animals to help the aliens integrate and find their prey.
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dex
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Post by dex on Jan 24, 2010 22:11:54 GMT 1
An alternative would be to give them the witch power that way they can transfix use ranged attacks as alien ray gun and have familiars which could be flying alien cybernetic devices with the stats of the raven familiar
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Post by The Beer Ogre on Jan 24, 2010 23:50:16 GMT 1
How about this for the Greys...
Grey Alien Superior Pts: 70 Quality: 3+ Combat: 1 Special Rules: Alien Probe; Leader; Short Move; Stealth; Teleport
Grey Alien Insurgent Pts: 40 Quality: 3+ Combat: 1 Special Rules: Alien Probe; Short Move; Stealth; Teleport
The of course you'll need to know what a probe does...
Alien Probe [+5pts] This model is armed with a nasty alien probe. This weapon adds +1 to combat rolls and can be used in hand-to-hand or at a Short range (this cannot be doubled or tripled). In addition, when a model armed with an alien probe scores a kill (or gruesome kill) result against a living target, all friendly models, armed with alien probes, gain a +1 bonus to combat rolls against that type of creature until the end of the battle. This bonus is not cumulative.
Enjoy! ;D
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dex
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Post by dex on Jan 25, 2010 0:47:06 GMT 1
I was in doubt if giving them weapons such as assault rifle, or give them just special rules. ! If you want to give them weapons ,say they are ray guns or whatever and give it the stats of an assault rifle or smg or whatever you want. Dex
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robur
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Post by robur on Jan 25, 2010 17:49:27 GMT 1
Thanks to all but I don't want to put new rules.
Maybe teleport is too strong, maybe not, i've to test it ^^
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dex
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Post by dex on Jan 25, 2010 18:04:06 GMT 1
Thanks to all but I don't want to put new rules. Maybe teleport is too strong, maybe not, i've to test it ^^ I suggested teleport to give the greys some mobility so they dont get pinned down by the MIB and with a Combat of 1 they will be weak compared to the Mib, Feds or Cops. Perhaps limit the teleport to two uses or have it work every other turn If its just two use then allow the greys to teleort onto the board at any point , giving them an element of surprise and the second use teleport out with the captured humans Or Perhaps you can have a fixed area on the board where the greys teleport in and out from . regards Dex
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