quick question

By Geressen, in Rules

If the colonial marine pulse rifle (exhibit A) has a strenght rating of 10 and thus a 50% chance of penetrating the armour save (20) of a xenomorph warrior ( exhibit B) when it hits, what strenght rating does the E-11 blaster have (Exhibit C) given that the strenght rating for a colonial marine with a knife in close combat is also 10 ( 9+1)

( exhibit A)

Aliens-Colonial-Marines-M41A-Pulse-Rifle

(exhibit B)

fab25689-3a4f-40f1-973a-1f1a7f3fc1b2.jpg

( Exhibit C)

e11-blaster-166-p.jpg

should I just use a 10 across the board for blasters?

of course I will not roll saves for crits. just thought it'd be easier to mash two systems together rather than invent stats for everything.

Edited by Geressen

@Turan if pew pew does 50, how much does zap zap do?

@Geressen

Could you simplify your question and make certain that it is actually related to Star Wars Legion.

1 hour ago, Indy_com said:

@Geressen

Could you simplify your question and make certain that it is actually related to Star Wars Legion.

If I want to shoot xenomorphs with a blaster what defense die do the xenomorphs use and do they have a defensive surge.?

is an e-11 stronger, equal, or weaker than a colonial marine pulse rifle?

it is related to legion, I am trying to fix my xenomorphs into legion.

Edited by Geressen
17 minutes ago, Geressen said:

If I want to shoot xenomorphs with a blaster what defense die do the xenomorphs use and do they have a defensive surge.?

is an e-11 stronger, equal, or weaker than a colonial marine pulse rifle?

it is related to legion, I am trying to fix my xenomorphs into legion.

So this is about homebrew.

An E-11 is considered to be a poorly made and mass produced weapon which requires some level of precision to use and they have average stopping power overall.

Xenomorphs are extremely hard to take down in general and shrug off most injuries, bar fire and large explosions.

Therefore, a "balanced" xenomorph would probably have a red defence die, with defense surge, but a keyword which makes them roll white defence die against weapons with the Blast keyword.

They should also be expensive and have a low mini count within a unit so they aren't extremely broken.

Hope this helps.

thats super helpfull, I checked the dice stats and I think using red, no surge would be best. that also gives it 50% chance to block.

Im using AVP unleashed as a staging point Probably gonna have to go into the homebrew units thread for more detail

it does give some interesting matchups ( no idea how balanced) but for example if I make a 300 point army I can get

Veers + four 5-man stormtrooper squads

unleashed:

Xenomorph evolved (35)

mutations:

  • Hive collective (10) (initiative, so pre game start movement
  • royal jelly (10) ( adds regeneration
  • powerfull hind legs (5) (can jump good)
  • perfect camouflage (5) ( ima make this add a dodge token

5 warriors ( 90) ( aliens and aliens resurection, ridged dome)

10 infants (90) ( smooth domed aliens, very basic

5 stalkers (55) ( alien3 runner aliens)

which is the same number of models.

and as you can see the xeno warriors from the example are 18 points per model so thts 7 more than a stormtrooper in legion.

Edited by Geressen

You definitely need to add a rule that accounts for their acid blood, e.g. if you're engaged and kill an alien you take X damage or something...

26 minutes ago, Prokins said:

You definitely need to add a rule that accounts for their acid blood, e.g. if you're engaged and kill an alien you take X damage or something...

yeah I need to do that anyway if I want to work out how to put in the presurized pulmonary tract mutation ( makes the death nova harder to dodge in unleashed)

I made a 300 point sample list above to show what kind of force the normal point system gives in unleashed.

also tail strikes when succesfull are supposed to stun and give a free extra attack so probably give tail attacks surge to crit or something idk. i'll work it out, make crits do double dammage for tails.

warriors are supposed to have a 65% chance to hit, black die with surge gives 62%, so it'l do , acid spit with a range of 12 inches. 2 dice for claiws ( both hands) and a tail attack that can be used to 1.5 inches away. so probably give tail attacks a range of the 1 move.

gonna measure the range ruler to find out how far xenos can spit.

Edited by Geressen