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Appropriately named, these house rules are not legal for tournament play, but are used for friendly games. They are used to make some monotomous games more interesting and add more challenge for your gaming group. I will soon be taking submissions for your own house rules, so have them ready!

Hand Welder rules- Whenever a Hand Welder is used in closed games (games in which all locations are already in play), it's effect is good only for three turns. By that time, the trapped character(s) find or dig their way out and the site is connected again.

"Added risk" combat- As you know in real combat, there are an infinite number of things that could happen. (i.e. the gun wasn't loaded, stumped toe, or something's caught in my eye) So, instead of using a six-sided die, use a twelve-sided die. Take the die roll, divide it by two, then round it up. For the added risk, whenever a one is rolled, it is an automatic miss (this came up when someone used an Alien Warrior with 7 tokens through the whole game, making a really big, never missing hotshot). Also, a roll of twelve is an automatic hit (lucky shot). Such cards as Takedown Strike would not add to this dice roll, but to the end effect after the risks are accounted for.

"2-D mapping"-You obviously know that all locations cannot be all lined in one really long hallway. I suggest placing locations along a Y-axis as well. It makes for a corridor with adjoining rooms, like a real building, and helps out when you are running out of room on your playing field. For an example, go here.

Access Space-The access space card becomes disinct, allowing other players to connect to locations of their choosing. Also, charcters may move to another access space for two movements, creating a system of tunnels.

Same species distinction-When playing games that involve two or more players playing as the same species, all locations of those players are distinct between themselves, besides Operations. (example: two marine players have an Armory in play. They are not connected until they both have an Operations out.) Access Space can be used to connect without having Operations. If another player of a different species plays a location that both other players have, then everyone is connected through that location. (example: The two marine players have out a engineering. The predator player puts out his own engineering. Both marines are now connected through engineering.)

Multi-level HUB-In the HUB scenario, instead of Operations being the center post, my playing group prefers to use Elevators (Power Outage disallowed). Each player is on a different "floor" of the space station and elevators can go down/up one floor for one move apiece. This takes away the paranoia that naturally happens when the predator makes Operations his sniping post and gives a fun feel of realism.(submitted by: Vexborg)

Automatic Acid Splash-When a character successfully kills an alien, that player rolls a die, and the character suffers that much enviromental acid damage. (submitted by: Valor)

Deputizing Civvies-To let your civvies (not cats) use military arms, just rotate 2 marines (or 1 marine for 2 turns) at the same location, then that civvie gains the military resource.(submitted by: Vexborg)


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