Aliens Boardgame – Marines Using Weapons Not On Their Cards

In the Aliens boardgame by Leading Edge, each playable character (“Marine”) has different stats for using different weapons. Each is given stats only for the weapons they use, even though there are rules in the subsequent official expansion to support weapon swapping. Most stats for weapons not carried by default are easy to work out, but some require extrapolation if they are to be used by other Marines (either existing or custom). I wanted to generate stats for these, so…

Note: the following was originally posted on BoardGameGeek here.

The Aliens Boardgame Expansion gives stats for Marines to use most weapons not on their original cards (e.g. Pistol for Apone, Pulse Rifle for Drake, etc.) however for obvious reasons it does not include Shotgun or Machine Gun stats for anyone but those with them on their original cards.

Since I want to make new characters and wish to use those weapons, I am adapting out stats for these weapons, but wanted to check what other players thought of my numbers re: balance.

I’ve started with the Shotgun.

Below are my homebrew weapon stats, which I’d appreciate feedback on, as they are only arrived at by “feel” rather than any mathematical formula.

Marines are “grouped” by matching stats (i.e. Frost, Crowe and Dietrich all have the same shooting chances) since this is how existing weapons are handled.




Taken from Hicks’ card.

HICKS AIM 1 2 3-4 5-6 7+
Shotgun 1 8 6 2 1 0
2 13 9 8 6 4
3 14 10 9 7 5


Example: Apone, Hicks

Same as the baseline above (since Apone is the same as Hicks in all other stats).


Example: Vasquez and Drake

SPECIALIST AIM 1 2 3-4 5-6 7+
Shotgun 1 8 6 3 2 0
2 13 9 7 5 3


Example: Frost, Crowe, Dietrich, Hudson, Wierzbowski

GRUNT AIM 1 2 3-4 5-6 7+
Shotgun 1 7 5 2 1
2 13 8 6 4 2


Example: Gorman, Ferro and Spunkmeyer

SUPPORT AIM 1 2 3-4 5-6 7+
Shotgun 1 7 5 2 1
2 12 8 6 4 2


Example: Burke

CIVILIAN AIM 1 2 3-4 5-6 7+
Shotgun 1 3 1 0
2 10 6 3 1 0


Example: Ripley

HERO AIM 1 2 3-4 5-6 7+
Shotgun 1 6 4 1 0
2 10 8 5 3 1
3 14 10 9 5 3



One other thing: as an optional rule, I was wondering if Shotguns shouldn’t have some sort of “spread” ability akin to Machine Gun Special Ability (hits two Aliens if they are next to each other), to make it a more desirable weapon in custom scenarios (i.e. outside the Reactor Room, where Hicks’ Shotgun is only so great because everyone else has rubbish guns)? For balance, it could only work on Aliens 2 or 3 spaces away maybe?



So, what do others think? Are these overpowered or underpowered numbers? How would replacing – say – Hudson’s Pulse Rifle in Operations with a Shotgun change that scenario? Easier? Harder? Not enough difference?

Depending on feedback, I’ll also post my Machine Gun (Smartgun) stats later, but it’s less important to do those IMO since only trained Smartgunners use those according to Aliens “lore”… while anyone from a civilian to a colonial security guard could carry a shotgun.


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