A few months ago I picked up a cheap copy of AVP second edition (mostly so I could paint some colonial Marines), but during a gaming sesh with my group, myself and my friend Iain, started chatting about how cool it would be to mix up some Xenomorphs in IA. Cue a few weeks later and a mad creative weekend where I took the idea and ran with it, I finally came up with a horde mode mixing the 2 games and Minis.
We finally got to play a few weeks ago, and now I've found the time to throw up the assets and images of the game we played. The group all found it more or less balanced and really enjoyed themselves, so I will be looking at creating a few more scenarios down the line.
The basic set-up is a walk through the map to the "wave trigger". Once going, I set 6 waves of escalating difficulty and an upgrade and XP system for the 4 Trooper heroes after each wave. The standard mechanic for 1 strain for movement remains as well as a 1 strain for "Knock-back" (knock back an enemy figure one space - VERY handy to avoid that horrible acid blood when a Xeno dies!).
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Horde Mission 1: "The Vector"
(Full narrative open office file attached to post)
“The Imperial Light Crusier Vector went dark 6 days ago after intercepting an adrift cargo freighter in the far outer rim, near unknown space. All attempts to contact the ship have failed. We might have just lost crew of over two hundred, so your
squad will be going in to recon the situation before we launch a full boarding party.
Get to the bridge, get the ship operational again and find out what the **** is going on. gear up and get moving troopers!”
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Alpha Squad:
Classes:
Leader, Elite, Heavy and Medic
Turret takes one action to set-up
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The Aliens:
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The Map:
Figures icons indicate hostile population on map at start. Alien icons indicate rough wave placements as waves start (which can vary due to player movement through map as necessary).
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The Waves:
Waves increase once all aliens in a wave are killed, each wave will activate as a "round" until all units (alien and trooper) have activated. (Trooper > alien group > Trooper and so on). All aliens will move in and engage, all aliens must be killed or penalties for slowplay (i.e. leaving one alien alive to get out early). Once a wave is killed an upgrade / XP skill buy stage is given to the troopers.
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The Upgrades:
Tier 1:
Tier 2:
Our Playthrough:
Having boarded and searched the ship (obtaining caches of useful items and a deploy-able turret sentry), the troopers reach the bridge and start the Vectors engines, here come the Xenos...
The Xenos strike the bridge with frightening speed and agility.
The troopers having fought back the initial wave at the bridge head through the upper corridor back the the hangar, the Xenos pouncing and emerging from air vents with the leading Heavy taking considerable damage and then falling back to his comrades with the sentry covering him.
The troopers having regrouped start dealing some heavy damage and pushing back the Xeno menace. The medic dishing out some much needed healing.
One of the between wave upgrade stages, the choice of spending xp on weapon upgrades or character skills
The heavy now healed up pushes forward again to set-up the sentry in a new position.
The sentry now set-up in a better position, starts dealing an impressive amount of damage to the swarming horde in the corridor but finally gets destroyed in the process, but buying time for the group to form up and push the Xenos back
Time to go! The heavily wounded troops make a break for extraction under cover from the shuttles guards (NPCs).
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So overall, fairly well balanced, and everyone had fun, I kept the enemy of the game secret as best as possible (only Iain knowing what was coming) and was met with grins by all (all massive Alien and Star Wars fans). Great fun, a lil bit of DMing here and there to keep things going, hope to play again at some point, and create some more missions. But first I wanna get Return to Hoth going. Hope you enjoyed reading about my mad creation. Rough narrative attachment is below.
Edited by 54NCH32