Saturday 1 October 2016

Aliens on the Front Line



Decided to make some flying saucers to sci-fi up my Living on the Front Line game. They came out well enough and should work for any silly alien saucery type game. I also painted a couple of bands of aliens. These models come from the board game Martians! There's obviously some sort of issue on their planet between orange aliens and blue aliens. Orange aliens walk like that, but blue aliens walk that that, probably. I also expanded an old 7TV cast into a Men in Black type army.

I've played a couple of games and it actually works quite well. I made a few extra rules for the aliens and gave the MiB a special gadget for bringing down flying saucers. Now, I just need to get a load of black Range Rovers for them. The factions should also work just fine against any legit LotFL faction.






 Aliens, Trained
Quality
Shoot
Defend
Morale
Initiative
Trained
d8
d6
d8
7

Hivemind (Can activate 3 infantry per turn)
Lt, Md, Hvy Blaster
Lt, Md Disruptor
Weapon
0-8
8-16
16-24
24-36
36-48
R/S
Wound
Pen.
Dam.
Area
Lt B
+1
-
-1


3
d6
(d4)
d4

Md B
-
-
-1
-2

3
d8
(d4)
d4

Hvy B
-
-
-
-1

2
d8
(d4)
d4

Lt D

-
-
-1
-2

d10
d8
d8
2”
Md D


-
-
-1

d10
d10
d10
3”

Ship (Lt or Md Disruptor)
Speed
Traction
Target
OR
Crew
Armour
12
Flying
d8
-
1
d8

Damage
Ship Damage
1-2
3-5
6-8
9-12

Hit
Disabled
KO
Destroyed
Flying Checks are morale vs d8, Wound Checks are on a d8
Hit: Make a Flying Check or move 2d6 in a random direction and lose this turn
Disabled: If flying make a Flying Check. On fail, Destroyed. On success, crash land (2d6 random) and make a wound check
KO: If landed, check for wounds. If flying, as Disabled.
Destroyed: As rules, crash land within 2d6 in a random direction, everyone within 4” of that point rolls for wounds on a d12.






Elite, MiB
Quality
Shoot
Defend
Morale
Initiative
Elite
d10
d10
d12
9

Weapon
0-8
8-16
16-24
24-36
36-48
Rapid
Wound
Pen.
Dam.
Area
Gadget
-
-
-


-
d6
d6
d8
2”
   


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