Bug Hunt

Simple Rules for the
Colonial Space Marines vs. Aliens

By Dustin Weiss, Matt Fritz, and Phil Willows


This game is modeled after the movie Aliens, in which a group of space marines battle deadly aliens in a space colony. They can be used for all sorts of scenarios. Just scatter a lot of debris over the table and have at it. Mark twenty locations on the map for the random entry of the aliens.

"Let's rock." -- VASQUEZ

Turn Sequence
Alien turn
Marine turn

Alien Turn
1. Determine Alien Reinforcements
2. Aliens deploy and move
3. Hand to Hand Combat

Determine newly arriving aliens. Roll 1D6, this is the number of aliens that will arrive next turn. Roll a D20 to determine where each will appear, and record this information. Once per game the alien player may get extra reinforcements by rolling 2D6. The aliens alsoget 2 free aliens per turn, which can be allocated to any position for entry next turn.

"We should get back, 'cause it'll be dark soon. They come mostly at night. Mostly." -- NEWT

Aliens deploy and move - All aliens on the board may move 12". Any alien that is not in LOS of any marines may be removed from the board and redeployed at any of the 20 locations next turn. Aliens that are arriving this turn are placed at their pre-determined starting point and may move 6".

"Maybe we got 'em demoralized." -- HUDSON

Hand-to-Hand Combat: If an alien contacts a marine a HTH combat is fought. Each combatant rolls 1D6. The alien adds +1 to its roll. The highest modified roll is the winner. If the alien wins the marine takes 1D6 damage, if the marine wins he takes no damage, but the alien is also unharmed. If the roll is a tie then roll again until there is a winner. Up to two aliens can gang up on one marine. In this case the marine must fight both aliens, and both aliens get a +1 to their die rolls. A marine may flee from combat during his movement phase, but the aliens get a free attack.

"What do you mean, they cut the power? How could they cut the power, man? They're animals." -- HUDSON

Marine Turn
1. Marines declare moves
2. Check scanners
3. Marines move and fire

Marines declare moves: Each marine unit chooses its move for the turn - walk carefully, walk quickly, jog, or run.

"Multiple signals. All round. Closing." - HUDSON

Check Scanners: Newly arriving aliens will appear at one of 20 possible locations. Use a grid from the game Battleship, or graph paper, to mark the location of aliens that will arrive this turn. If the marine with the scanner walked carefully he will detect all aliens within range. If he walked quickly he will miss one alien, determine randomly. If the marine jogged he will miss two aliens. If he ran then he won't detect any aliens. Detected aliens should be marked on the scanner; if there is more than one alien at a location then that information should also be given to the marine.

"Is this going to be a stand-up fight, Sir, or another bug-hunt?" -- HUDSON

Marines Move and Fire: There are four ways a marine can move:

a. Walk carefully - move up to 1D6 inches, may fire all weapons at full effect, scanner works at full effect

b. Walk quickly - move up to 6 inches, may fire all weapons at full effect, scanner will miss a few aliens

c. Jog - move at least 3", up to a maximum of 6 + 1D6 inches, may not fire special weapons, scanner will miss many aliens

d. Run - move at least 6", up to 6 + 2D6 inches, may not fire special weapons, scanner may not be used at all.

Movement
MoveMinMax
Walk Carefully0"D6"
Walk Quickly0"6"
Jog3"6" + D6"
Run6"6" + 2D6"

"My mommy always said there were no monsters. No real ones. But there are." -- NEWT

Marine fire: Fire depends on the weapons used

Pulse Rifle -Roll 1D6 to hit the alien. Consult the chart for the number needed to hit. Roll again for the effects of the hit, 4+ is a kill (remove the alien immediately). If the roll is 1-3 then the alien is stunned for one turn and may not move or attack. The range is 24".

Flame Unit - automatically hits any aliens in the template (6" narrow triangle). Aliens hit by the Flame unit will die next turn; mark it with an orange cotton puff. The alien may still move and attack during its phase next turn, then remove it from play.

Smart Gun - The smart gun will automatically hit once. Roll to see the effect of the hit. A roll of 4+ is an immediate kill, 1-3 is a stun. Range is 24".

Pulse Rifle Grenade - Each marine with a pulse rifle has one grenade that can be fired 18". Place the template down at any point within range. All figures under the template are hit once. Roll for the effect of each hit: 1-3 stun, 4-6 kill. The template should have a radius of 2".

"Maybe you haven't been keeping up on current events, but we just got out asses kicked, pal!" -- HUDSON

Marine Fire Table
WeaponWalk CarefullyWalk SlowlyJogRun
Pulse Rifle3+4+5+6
Smart GunAutoAuto----
Flame UnitTemplateTemplate----
Rifle GrenadeTemplateTemplate----

"Burke, just tell me one thing. That you're going out there to kill them. Not study. Not bring back. Just burn them out...clean...forever." -- RIPLEY

Special Rule: Acid blood. If an alien is killed while in hand-to-hand combat with a marine the marine may be sprayed with acid. Roll 1D6 and divide by two (round down). This is the number of damage points the marine suffers. Aliens are not harmed by acid blood. They like it. Aliens killed with flame units do not spray acid.

"These Colonial Marines are some tough hombres, and they're packing state-of-the-art firepower. Nothing they can't handle...right Lieutenant?" -- BURKE

Marine Squads: The standard marine carries a pulse rifle and a pulse rifle grenade. Each ten-man squad will include a squad leader. Each squad may include up to two flame units, and one smart gun. Each marine has 6 armor points and 6 hit points. Any damage suffered is subtracted first from the armor, then the hit points.

"Get away from her, you bitch!" -- RIPLEY

The Queen and her bodyguards: The Queen takes three hits to kill, and gets an additional +1 in hand to hand combat. She only moves 6" per turn. Her bodyguards take two hits to kill. A stun result has no effect on the Queen, but will stun a bodyguard. Once the Queen is killed the Aliens do not get any additional reinforcements.

"I say we take off and nuke the entire site from orbit. It's the only way to be sure." - RIPLEY

Useful Resources


The Alien Movies Resource by Nathan Flanders, http://www.acs.ucalgary.ca/~naflande/
"Aliens, Predators, and the colonial marines in ShockForce," by John Crimmins, http://voicenet.com/~johncrim/Marines.html


Back to SJCW The Volunteer Summer 2001 Table of Contents
Back to SJCW The Volunteer List of Issues
Back to Master Magazine List
© Copyright 2001 by SJCW

This article appears in MagWeb (Magazine Web) on the Internet World Wide Web.
Other military history articles and gaming articles are available at http://www.magweb.com